• Title/Summary/Keyword: e-Iearning

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A Program for Reusing Educational Flash Animations (교육용 플래시 애니메이션 재활용 방안)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
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    • s.16
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    • pp.199-210
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    • 2009
  • The development in information technology resulted in an interest for lifelong education, which caused a rapid growth in the educational web based e-Iearning industry. The spread of e-Iearning industries and educational facilities emphasized the need for educational contents with the purpose of online lecturing along with the rapid development of contents production technology. Flash contents provide multimedia, animation, and etc. with diverse and visual expressions, so the complicated interactions with the learner can be easily materialized. The advantage of having a high quality, user-centered interface is that it provides a trigger of interest and arousal of concentration for the user, but it is difficult for teachers to directly create or manipulate educational flash animation contents. This paper is written to technologically methodize the automation of educational programs that the teachers wish to make by reusing the educational flash animation contents.

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The effects of affective feedbacks according to the learner's emotions in e-Iearning (이러닝 학습자의 감정 상태에 따른 감성 피드백의 효과)

  • Lee, Seung-Mi;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.10 no.4
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    • pp.125-133
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    • 2007
  • Many researches have tried to introduce affective computing for Human-Computer Interaction (HCI). In the affective aspect, emotional memories significantly affect on people's cognitive processing activities. In this paper, to observe the effect of affective feedback for emotional state of learners in an e-learning environment, selected emotional feedback messages and delivery method are integrated into an e-learning system. Self reporting button for recognizing learner's emotional state are used for detecting learner's emotional states and the test results show that providing affective feedback to learner has positive effects in e-learning environment in terms of learner's academic achievements.

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E-learning Standardization Roadmap Based on the Future E-learning Scenarios (미래 e-러닝 시나리오에 기반을 둔 e-러닝 표준화 로드맵)

  • Choe, Hyunjong;Cho, Youngsang;Park, UngKyu;Kim, Taeyoung
    • The Journal of Korean Association of Computer Education
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    • v.10 no.2
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    • pp.27-38
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    • 2007
  • The objective of this research is to propose a e-learning standardization roadmap based on the future scenarios. First of all, a e-learning standardization committee was organized to collect ideas on the visions of the future e-learning, in which experts from the technological, educational, and standardization field were invited. They made a great contribution to the success of this research by furnishing us with valuable advices and feedbacks. The first step of the research was to survey the current e-learning standardization proposals suggested by some of standard organizations in and out of the country. We developed three 2015 scenarios for e-learning in elementary and secondary education, in university education, and in life-long education respectively by using a top-down roadmap development strategy. In the second step, we drew a new e-learning standardization roadmap v2 out of the future scenarios by gap analysis between the current and the future e-learning standardization elements. These future e-learning scenarios and e-learning standardization roadmap are very helpful to teachers or educational policy makers for understanding future e-learning and e-learning standardization.

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Utilizing Mobile Phones for m-Iearning (휴대폰을 이용한 m-learning 구현)

  • Lee, Kyunm-Jic;Ryu, Sang-Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.641-644
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    • 2006
  • e-learning에서 m-learning으로 진행함에 따라 기존에 사용하던 PDA, Notebook 이 아닌 일반 사용자들이 대부분 가지고 있는 휴대폰을 학습도구로 이용, 다양한 형식의 e-learning contents를 m-learning contents로 변환 활용하기 위하여 화면 capture 기법을 활용하고 무선통신망을 배제하고 유선통신망을 이용하여 서비스 할 수 있는 모델을 제시한다.

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Investigation on the Correlations between Team Cognition and Team Process as well as Team Performance in E-Iearning based Team Learning Environment (이러닝 기반 팀 학습환경에서 팀인지와 팀 활동과정, 팀성과 간 상관관계 탐색)

  • Lee, Youngmin
    • The Journal of Korean Association of Computer Education
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    • v.10 no.3
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    • pp.31-38
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    • 2007
  • The purpose of the study was to examine the correlations between team cognition and team process and team performance in e-learning based team learning environment. 55 graduate students consisting of 11 teams participated in the study voluntarily during the spring semester. In the result, it was found that team cognition had no relationship with team process and performance although sub-variables of team cognition and team process as well as team performance had a significant relation with each other. Some further research issues were addressed in terms of team leadership and potential variables affecting each variables.

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Index Mechanism for advancement learning efficiency of E-Iearning (이러닝시스템의 학습 효율성 향상을 위한 색인 메커니즘)

  • Kim, Eun-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.5
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    • pp.906-912
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    • 2009
  • Offline-based study is proceeding effectively for directly teaching and communication between a learner and a professor. In general virtual education system have been solve this problem using provides search of particular learning domain and auto feedback of relative learning domain after examination. But the learner needs personally select the right document among search result set and interconnected precedence study domain. Therefore, the unskilled learner is difficult of learning progress over against offline-based study. This paper suggests a index mechanism of varied views for helps to learner understand the flow and direction of learning and correlation between units.