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International student
assessments report that Korean students are often top-ranked in achievement
scores, but this is just a half of the story. The other half is that their
learning engagement and motivation appear to be devastated. This may be
attributed to the double-edged sword of the Korean education system.
Based on the current
picture of Korean students, this e-Learning research set two improvement goals.
One was to develop a next generation-learning model focused on learning
motivation. The other was to develop guidelines for designing digital content
systems.
To achieve the first
goal, the research suggests a new e-Learning model called the Convergence
Learning Model for future education in Korea. The model founded upon
cognitive sciences operates on three impetuses: the psychology of learning,
pedagogical change, and technological advancement. From a psychological view,
the model addresses intrinsic motivation based on Csikszenmihalyi's flow
theory. From a pedagogical view, the model provides a link between formal and informal
learning to the benefit of each. Finally, the model is implemented using
ubiquitous computing technologies.
While Korean formal
education has developed structured knowledge of high quality, it has also caused
students to lose the motivation to learn. Informal learning, on the other hand,
may provide students with learning experiences that are enjoyable, voluntary
and personal, based on learner-directed approaches. However, although informal
learning experiences are likely to be engaging, learners may acquire knowledge
of low quality. Thus, the Convergence Learning Model informalizes formal
learning experiences by incorporating informal learning components into formal
learning. The model also formalizes informal learning experiences by making quality
knowledge available and usable in informal settings.
To serve the second
goal, state-of-the-art technologies as well as traditional human-computer
interaction studies were surveyed, generating guidelines for designing and developing
learning experiences in an e-Learning environment. The guidelines encompass a
broad spectrum of system design considerations to achieve ease of use, learning
motivation, and learning effectiveness. Included are service and content development
models, task analysis, learning activity typologies, feedback strategies,
storytelling, and media components such as visual design, sound and speech
design, animation, emotional computing, pedagogical agents, and mobile platforms.
In addition, the research discusses system design requirements needed in order
not to interfere with learners' flow experiences.
The research concludes
with a discussion of the role of cognitive science in advancing e-Learning
technology.
Source: Gwong-Soo Cho et al. (May 2005), ¡ºResearch
on Developing a Next Generation e-Learning Model Focused on Learning Motivation
and Guidelines for Designing Digital Content Systems¡», KERIS KR 2005-34.
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