Dissertations / Theses on the topic 'E-learning platform'
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Bizonova, Zuzana. "Model driven e-learning platform integration." Evry, Télécom & Management SudParis, 2008. http://www.theses.fr/2008TELE0011.
Full textIn the recent years, e-learning gained popularity among educational institutions as well as enterprises. As the result of that many commercial or open-source Learning Management Systems (LMS) were developed to manage online courses. However, while the usage of these systems gained recognition and acceptance amongst institutions, a new category of problems arose that needs to be solved: because of multiplicity of platforms and approaches used for various systems implementation, it became increasingly difficult to exchange pieces of information among those systems. Applications and their data become isolated - a clear economical concern for the future of these technologies. The present study describes a method, based on Model Driven Architecture (MDA), for integrating approaches of candidate LMS systems into a generalized architectural framework. The framework makes use of standards for description of data and metadata like learning materials (IEEE LOM, IEEE PAPI), student information (IMS LIP) or learning design (IMS LD). This platform-independent framework can be used for automatic migration of data between various e-learning platforms
Počas posledných desiatich rokov si e-learning získal popularitu medzi vzdelávacími inštitúciami po celom svete. Výsledkom tohto trendu bola tvorba mnohých Learning Management Systémov na správu e-learningových kurzov. Mnohé z týchto systémov získavajú stále väčší počet používateľov avšak začínajú sa objavovať nové problémy spojené s ich používaním. Množstvo rôznorodých systémov a platforiem spôsobuje problémy pri zdieľaní dát medzi nimi. Tieto aplikácie a ich dáta ostávajú navzájom medzi sebou v izolácii, čo však môže spôsobiť vážne ekonomické problémy a ohroziť budúcnosť týchto technológií. Pre lepšie pochopenie, ide tu o zdieľanie takých dát ako sú vzdelávacie materiály či záznamy a výsledky jednotlivých študentov. Vytvorenie kvalitného materiálu je časovo aj myšlienkovo náročný process. Ak nie je možné zdieľať tieto dáta medzi systémami, znamená to, že je problematické ich znovuvyužitie v inej platforme. V tejto situácii je potrebné opakovane vytvárať rovnaké druhy informácií pre rozličné systémy. Táto štúdia opisuje metódu založenú na Modelovo orientovanej architektúre (MDA), ktorá integruje prístupy rozličných pozorovaných LMS systémov do zovšeobecného architektonického rámca, ktorý využíva štandardy pre popis dát a metadát ako napríklad IEEE LOM, IMS QTI či IEEE PAPI alebo IMS LD. Tento platformovo nezávislý rámec nám umožní automaticke zdieľanie rozličných druhov dát medzi e-learningovými platformami
Nyarko, Michael. "E-learning : virtual classrooms as an added learning platform." Master's thesis, University of Cape Town, 2011. http://hdl.handle.net/11427/11324.
Full textIncludes bibliographical references (leaves 90-97).
Some of the challenges being face by the South African Department of education are the shortage of teachers, over-crowded classrooms and lack of teaching resources such as textbooks. Alternative teaching and learning platforms are needed to supplement traditional classroom teaching and learning.
Ning, Hai 1974. "Building E-education platform for design-oriented learning." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/29422.
Full textIncludes bibliographical references (p. 149-155).
Design-oriented learning requires tools that support creative processes and student-to-student and student-to-faculty interactions. While most present E-Education systems perform as the asynchronous distribution channel for teaching material, they usually offer little support for project based design processes. This research maps out the key learning events in design classes at MIT's Department of Mechanical Engineering, and proposes guidelines for building E-Education systems to support the unique characteristics of design-oriented learning. Two creative learning processes are identified and two independent, yet tightly related, software systems are implemented and evaluated. The first application, the Peer Review and Engineering Process (PREP), is a web system that helps instructors and students conduct and manage peer review evaluation of design concepts. The second is a real time application called InkBoard that leverages the Tablet PC and Ink medium to provide real-time collaborative sketching over TCP/IP networks. A new streaming network protocol for transferring Ink objects is proposed and implemented. A comparative study against other ink-enabled protocols is also presented.
by Hai Ning.
Ph.D.
Matta, André Martins da [UNESP]. "Artemídia learning: A-learning e-compartilhamento de conhecimento." Universidade Estadual Paulista (UNESP), 2016. http://hdl.handle.net/11449/144359.
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Este relatório circunstanciado é o resultado de uma pesquisa acadêmica que estuda os processos e procedimentos artísticos na criação de plataformas intuitivas e as interfaces utilizadas em dispositivos midiáticos. A Plataforma A-learning aborda conceitos de Desenho Técnico, Artes Visuais, Artemídia, Comunicação Cognitiva e as experiências para quem produz e quem interage com a informação. Discute a definição de Arte como um processo criativo completo e não apenas o produto final. Comprova que a Arte já existe no pensamento anteriormente ao primeiro desenho e continua existindo em todo processo, podendo ser registrada em cada procedimento artístico. A mesma Arte continua existindo em suas releituras, intervenções, transformações e colaborações recebidas, tanto em ambientes virtuais como em ambientes presenciais. A possibilidade de gerar histórico e armazenar conteúdo em um repositório acadêmico, favorecem o desenvolvimento de pesquisas em Arte. A Plataforma A-learning sugere a criação de um acervo virtual com a possibilidade de acesso a qualquer tempo ou espaço sem a necessidade de deslocamento físico ou agendamento prévio. Nesse contexto, a Arte proporciona uma viagem no tempo e no espaço, traçando linhas que marcam épocas, momentos, situações, estimulando a manifestação de sentidos e sentimentos, lembranças tanto para quem produz como para quem recebe; uma troca mútua de experiências com a possibilidade constante de se fazer presente a cada mudança do olhar.
This detailed report is the result of an academic research that studies the artistic processes and procedures in creating intuitive platforms and interfaces used in media devices. The A-learning Platform consists concepts of Technical Design, Visual Arts, Artemídia, Cognitive Communication and experiences both for those who produce as to who interacts with information. Discusses the art of setting as a complete creative process and not just the final product. Proves that art already exists in thought before the first drawing and continues to exist throughout the process, and may be registered in each artistic procedure. The same art continues to exist in their readings, interventions, transformations and contributions received, both in virtual environments such as in classroom environments. The ability to generate and store historical content in an academic repository, favor the development of research in Art. The A-learning Platform suggests the creation of a virtual library with the possibility of access at any time or space without the need for physical movement or prior appointment. In this context, Art provides a journey through time and space, tracing lines that mark times, moments, situations, stimulating the expression of senses and feelings, memories both for those who produce as to the recipient; a mutual exchange of experiences with the constant possibility of being present at every change of look.
Fedulov, Vitali. "Educational evaluation of an interactive multimedia learning platform : computerized educational platform in heat and power technology." Licentiate thesis, Stockholm, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-396.
Full textSantini, Giulia. "The ISHTAR website on the MOODLE e-learning platform: a starting point." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/18011/.
Full textBetts, Benjamin W. "Changing the model of workplace e-learning : a platform to facilitate autonomous social e-learning for adult learners : innovation report." Thesis, University of Warwick, 2013. http://wrap.warwick.ac.uk/59108/.
Full textMarini, Luca. "Analisi dei costi e benefici di Google Cloud Platform per algoritmi di Machine Learning." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/21602/.
Full textSantos, Guilherme Filipe Gonçalves Palma Barão dos. "An E-learning Platform Development." Master's thesis, 2016. http://hdl.handle.net/10316/99243.
Full textIn order to complete my Master’s degree in Informatics Engineering at the Faculty of Sciences and Technology of the University of Coimbra in 2015/2016, I had to complete a yearlong internship so, from an extensive list of options I ended up choosing Konkrets, Lda which is a consulting startup headquartered in Lousã, Coimbra. The company has an instructorship branch as well. However, the classes were hosted locally on a face-to-face basis which made it difficult for the practice to expand from a regional standpoint. Also, it was deemed necessary by the company’s administration to reduce the available budget for physical materials and infrastructure to augment the overall profit. Therefore, to assist the company achieve such goals it was decided that there was the need for the learning process to evolve from a face-to-face to a remote basis so that both issues could be resolved. So, for my internship I have developed an e-learning platform from scratch that would suit the company’s needs as the free ones available didn’t provide the functionalities required. This report serves as documentation for the devising and development of such a platform while describing the necessary steps required to replicate the process. Initially the document focuses on providing the reader with an overview of both the company and the project as well as a state of the art of the platforms in the market followed by the process used throughout the project. In the middle sections lie a description of both functional and non-functional requirements alongside with the architecture that was chosen. Last but not least in the final chapters there is an overview of the final product as well as the verification and validation of the requirements.
Wang, Ming-Tang, and 王明堂. "The Design of E-Learning Platform." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/23261761951121978546.
Full text義守大學
資訊工程學系
92
As the information technology develops rapidly as well as the knowledge management emerges, the e-Learning has been prospered and become one of the major training methods which emphasized by enterprises and educational divisions. Although various online learning systems are applied on the areas of teaching and learning, many of them are merely presented as electronic books due to the limitation of the professional program developing techniques. However, those kinds of systems lack of the complete managing programs to assist instructors in following students’ learning effects as well as conducting students’ grades. Thus, this study aims to build up an e-Learning platform within a virtual classroom that will provide a convenient learning environment without the restrictions of time and space. The browser platform should consist of the following function, such as, on-line practices, regular tests, score analysis statistics, and the managing programs of learning conditions. These functions can provide instructors with students’ learning results that enable the teachers to adjust the content of their teaching material and create a comprehensive learning environment. This study concerns the following issues: 1. Construct an Internet learning platform, which consists of material management, grade management, operating management, learning plan management and finally, the interaction section. 2. Record students’ on-line reading time and detect the log out time that can prevent students from faking about the learning duration. 3. Arrange regular on-line exam in order to test learners learning effects, besides, the results can be applied as a basis for arranging teaching material and teaching plan.. 4. To construct an e-learning platform facilitating to solve the disadvantages of making up credits and directional plan of studying independently in the academic year/ credit system of high school and vocational high school, assisting students to reduce the problems to elect course and attend class while crossing school.
CHANG, YU-AN, and 張佑安. "Development of Mobile E-Learning Platform." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/8hu282.
Full text亞洲大學
行動商務與多媒體應用學系
105
In the advent of digital age, due to the rapid upgrading on the hardware and software technology of products in the information industry, the information transmission changes from wired to wireless. As the size of the mobile devices is smaller and less expensive than before, plus the low cost of Internet usage, it makes the wireless Internet more convenient and popular. Therefore, the development of mobile E-Learning platform on mobile devices is an inevitable trend. But how to verify the design of the mobile E-Learning platform is appropriate becomes a question worth exploring. The government is actively introducing the Capability Maturity Model Integration (CMMI) certification mechanism to ensure the quality of the software in order to increase the software industry capabilities of Taiwan and enhance its international competitiveness. In this study, we use CMMI to validate the E-Learning platform, and apply the features of CMMI and the characteristics of ARC C evaluation standard to design the IDEAL derivation model to develop an E-Learning platform fulfilled evaluation standard Level 2 of Continuous Representation in the Requirements Development Process Area of CMMI. Furthermore, it can be provided as a reference model for mobile E-Learning platform development.
-ju, Ying, and 林霙筑. "An e-Learning Platform for Biomedical System." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/20567859258579166155.
Full text逢甲大學
自動控制工程所
96
Over the past years, IT industry has become the universal leader around the world. Internet and Communication Technologies (ICT) has an exceptional competence to store and transmit enormous amounts of data and information. The teaching of biomedical engineering systems generally relies on a virtual environment, including simulation software, audio and video equipments, biomedical databases, e-books, and multimedia resources. However, there are no sharable contents or interactive educational resources for online learning, though some tools are available. Therefore, this research aims to enhance the interaction of e-learning platform, in order to advance interactivity properties and comprehension. The e-learning platform for biomedical system software combines the human-machine interface under the website of “Biomedical Engineering in FCU” which has integrated user’s behavior of learning. Meanwhile, this research also intends to design and promote this e-Learning platform, so that it could be incorporated into the curriculum, and further construct an evaluation model using the “Fuzzy multiple attribute decision making” (Fuzzy MADM) to analysis and evaluate the teaching effectiveness with e-Learning platform. The purpose of this evaluation is to achieve control and obtain feedback in regard to teaching, in order to provide a reference for expanding the e-Learning platform. Furthermore, the efficiency and quality of teaching could be promoted.
Oliveira, Ricardo Jorge Mendes. "Recommender System for an e-learning platform." Dissertação, 2016. https://repositorio-aberto.up.pt/handle/10216/103777.
Full textWang, Ying-Fu, and 王盈富. "Implementation of Siemens PLC E-Learning Platform." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/83446841655446786732.
Full text吳鳳科技大學
應用數位媒體研究所
101
Programmable Logic Controllers (PLCs), digital equipment with microprocessor, have long been widely used in the field of industrial automation. Unlike the hardware wiring of conventional relay control, the propgraming of PLCs can be designed through the software. Therefore, PLCs have play an important role in the industrial automation due to the advantages of convenience and flexibility. As a result, PLC related courses have been essential courses in the vocational education. To increase learning interests and foster practical skills, many educators design and develop various teaching methods and teaching aids. This paper proposes an e-learning platform to increase learning interests of PLCs related courses. The e-learning platform offers both out-of-classroom and in-classroom learning via interactive learning content made by software Adobe Captivate. With the e-learning platform, the courses come alive with themes and interactive elements. Such an e-learning platform makes teachers not only increase learning interest of students during in-classroom learning but also offer a way for students to prepare a course before class, review a course after class, and practice repeatedly. Students are supposed to benefit in these courses via the proposed e-learning platform.
Lee, Chien-Lung, and 李建隆. "THE ACCOMPLISHMENT OF THE e-LEARNING PLATFORM." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/09073586776339261736.
Full text大同大學
資訊工程學系(所)
92
THE ACCOMPLISHMENT OF THE e-LEARNING PLATFORM ABSTRACT The 21-century is the era of highly developing of information, and the computer network and wireless communication application will become the basis of knowledge economics. After Taiwan entering the WTO, we will face the widely international competition. Although the challenge is hard, the new technology and market bring a lot of chances and also the infinite potential of development. For keeping the development of country of the future and developing national education policy and cultivating the citizens that adapting to the new era, we should combine all the applications of information technology. As the time cultivating the citizens to have basic ability and knowledge of information technology, we should also need to emphasize on promoting the teaching effect by insisted by using information technology on the teaching activities. The development of computer and network has lead us into a E-leaning era, and we believe the E-learning era of ‘Digital Taiwan’ in six-years national development plan is coming and it will bring the essential and deep influence in the ability of com- petition of country in the knowledge economic era. E-learning possess the characters including easily obtaining in anytime and anyplace which especially conforms to the quickly change of the modern society, getting rid of the limit of traditional teaching on the space and time and can create a free personal learning space. For these reasons the E-learning will be important tendency of future network era. Network technology can extend the influence to everywhere and supply the chance of getting information on the Internet for any time, place, and any equipment. It becomes the most popular technology and media for learning and education. By the many reasons and the essence that “knowledge” can be digitized, the area of “E-learning” become the burgeoning field of e-era "E-learning will not replace the classroom, but it has the potential to change the purpose and function of the classroom considerably.“ - Peter Stokes, 2001 Piper Jaffray in the report on Distance Instruction point out that in the aspects of Self-Pace Learning and control of the process of learning instantly the on-line teaching mode obviously has advantage than traditional teacher-student learning mode and common CD-ROM learning mode. But for the interaction of learning, the traditional teacher-student teaching mode is still the optimal learning method and the on-line teaching is still better than CD-ROM learning or mail instruction. Also it make people astonished that on-line teaching have better learning management effect no matter on the estimation and following up of learning effect, material update, or the control of teaching quality. The theme of his article is E-learning and it mainly introduce the application of education and learning on network, the meaning and system of E-learning, and followed by practical experience of the digital learning platform, and concluded by the vision of the E-learning. Keywords:knowledge economics 、e-learning 。
Oliveira, Ricardo Jorge Mendes. "Recommender System for an e-learning platform." Master's thesis, 2016. https://repositorio-aberto.up.pt/handle/10216/103777.
Full textMing-ChiehKuo and 郭明婕. "An NFC e-Learning Platform for Interactive and Ubiquitous Learning." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/53590898632951079909.
Full text國立成功大學
電信管理研究所
102
SUMMARY In recent years, the digital learning technology has evolved from E-Learning to M-Learning and U-Learning. However, most of these digital learning paradigms do not support the interactive teaching activities both in class and out class. With NFC (near field communication) technology and wireless technology, the interactions between teachers and students can be largely enhanced. In this work, an NU-learning platform is proposed with four innovative interactive teaching scenarios as well as several NFC learning interactive functions. Compared to traditional M-Learning or U-Learning models, According to the questionnaire experiment showed that compared with students using NU-learning Platform willing to answer questions actively before and after, and interactive upgrade 173%, the proposed NU-learning model can enhance the interactive teaching activities in class and out class. Key words: NFC; Interactive; Ubiquitous Learning; Learning Platform.
Lee, Tsai-Chia, and 李彩嘉. "Effect of Textbook Attributes and e-Learning Platform on Learning Performance." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/11820726918537385030.
Full text淡江大學
企業管理學系碩士在職專班
94
Observation of the industry of college textbook nowadays, the content of teaching is not confined to paper textbook, however, the digital learning provides simultaneous interaction of the e-learning platform and diversity choices of teaching; consequently, the publishers of college textbook have to compile the textbook toward multi-media to pursue the innovation. The purpose of this research is to study the impact on learning performance to textbook attributes, e-learning platform, motive of learning, and learning styles. Therefore, the learning obstacle of the learners can be overcome and produce the true value and right textbooks for learners. The range of this research was set on the courses of business management with assistance of e-learning platform, so the choice of people of this research was the students who took the courses of business management—to give the questionaire to them at convenience sampling. The sample size is 590. The percentage of receiving was 76.47%. Statistical analysis used principal component analysis, group analysis, regression analysis, and correlation analysis to analyze. The result of research showed the textbook attributes and publishing attribute had tremendous influence on the effect of learning. The solid attribute didn’t have much influence on learning effect, but the motive of learning did. Learning assistance, interactive learning and the motive of learning of e-learning platform had obvious influence on learning effect, moreover, the interactive learning and the motive of learning are highly related. It is the essential way of research in the future — can the content, visual and sound effect and interaction that the textbooks and the e-learning platform want to transmit satisfy the e-generation learners’ expectation and needs who grow up with both good visual and sound effect of on-line 3D games?
Lin, Jhe-min, and 林哲民. "The Evaluation of Learning Outcomes on a Wiki e-Learning Platform." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/9js9qt.
Full text世新大學
資訊傳播學研究所(含碩專班)
96
In the early definition, e-Learning only supplied unidirectional multimedia communication. The teachers set the study progress to provide the learner for learning step by step. Recently, the scholars proposed “the opening study pattern”which is the learning environment created by learners’ continual evolution, and learners share the knowledge for others, other learners provide different opinions, finally all learners’ contribution can combine in the same place and achieve a common consensus. The Wiki system characteristic quite conforms to the opening study spirit: The Wiki website can provide people to revise and to edit content. Everyone can share and contribute their knowledge at will in the Wiki website. The Wiki system can connect with each relational homepage automatically. Therefore, the learner can establish theirown knowledge framework by the Wiki particular function. The research will construct a Wiki e-Learning platform to discuss the students’ learning process and evaluation of learning outcomes. The object of study is the third year college student. At first, we collected the student’s learning process in the Wiki e-Learning platform, including the editorial outcomes, discussion record, questionnaire, and to interview each group of leader. The paper analyzed these data by taxonomy for educational objectives which classify teaching objectives to Cognitive, Affective and Psychomotor domain. By three directions, curriculum content, Wiki platform and cooperation learning, the paper described the students’ learning outcomes specifically. The findings of the paper were as follows: 1、At curriculum content directions, we found out: (1) The students can deepen their learning impression. (2) The students can extend the learning attention. (3) The students can increase learning breadth. (4) The higher class or the discussion curriculum suits to use the Wiki system’s platform. 2、At Wiki platform directions, we found out: (1) The Wiki e-Learning platform can promote the students to learn actively. (2) The students edited curriculum content themselves can increase their learning achievements. (3) The students looked on the Wiki e-Learning platform as the database of correlative curriculum knowledge. 3、At cooperation learning directions, we found out: (1) By editing curriculum content on the Wiki e-Learning platform, the students can increase the opportunity to view other people’s contribution. (2) The students used cooperation learning on the Wiki e-Learning platform should match up a suitable learning action. (3) The operation on the Wiki e-Learning platform didn’t cause students’ difficulty on learning process.
Lin, Hung-wei, and 林弘偉. "The Application of DRM in E-Learning Platform." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/67824088884415992120.
Full text逢甲大學
科技管理研究所
95
The purpose of this research is to find out the intellectual property issues of e-learning courses in Taiwan’s universities, and understand how do the parties which include teachers, instruction designer and course editors think about the ownership of the e-learning. Furthermore, this research construct an e-learning platform with Digital Rights manage function to be intellectual properties. The research method is described as following: literature review, depth interview and case study. Through depth interview, we perceive the policy issue, ownership issue, and the teacher’s adopted and resisted issue in e-learning project The research results show that there are three type thought of ownership. The first type people think that e-learning courses belong to teachers; they are usually teachers and instruction designer. The second type people think that e-learning courses belong to school, they are usually school administrators. And the third type people think that e-learning courses belong to both. The research also found that school administrators and teachers are not confident of the intellect property protection of the e-learning courses. In order to construct an e-learning platform with intellectual property protection and royalty feedback mechanisms, we adopt DRM which is well-developed in online music industry to e-learning platform. The aim of this research is focused on a university which tries to carry out e-learning continually. The research results could provide a valuable reference to the universities those contemplating the adoption of an e-learning system. Therefore, the e-learning platform with DRM mechanism also could be a prototype for the e-learning system developers.
Pai, Yi-min, and 白易民. "An e-Learning Platform for Biomedical System Simulation." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/84933617162545814362.
Full text逢甲大學
自動控制工程所
94
Online Learning and Distant Education have had a huge impact on our lives in a very short space of time. On the other hand, the rapidly increasing of the Web population and the advancing of the IT technologies has also enabled us to conveniently utilize the Internet through online and distant learning. Without the help of hospital resources, the teaching of biomedical engineering systems generally relied on the virtual environment, including simulation software, audio and video equipments, biomedical databases, e-books, and multimedia resources. In current research, the implementation of an e-learning and distant education platform for biomedical system simulation was intended to resolve the above problem. The human-machine interface was implemented under the Web “Biomedical Engineering in FCU” which has been established and is successfully in service. Through certain appropriate classification and proper management, the streaming multimedia technique was applied to equip the e-learning platform with various function and applications.
CHIH-YUAN, CHANG, and 張智遠. "APP-based E-Learning Platform for Internet Security." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/05300206731639648960.
Full text亞洲大學
資訊多媒體應用學系
103
Taiwan's rapid move towards a new era of mobile Internet.Mobile Internet access is popular in Taiwan life.Whether it is a resource, network transactions, network communications and other information, are circulating on the Internet.So Internet safety education is an important issue not eligible for the missing. So, how complicated and tedious network information security from the root Zhaqi knowledge, education is an important issue.This study will focus on the country for primary schoolchildren.Design video teaching a lively action APP application to enhance network security knowledge of school children, to avoid students being phishing, a capital leakage, and dangerous, to strengthen network security education. Therefore, this study proposes a kaleidoscope APP network learning platform concept, design a fun game with a learning platform, through action learning APP application, which allows children in a happy atmosphere and feeling, learning safety knowledge network.
Jiang, Hsing-Yun, and 江幸耘. "Knowledge Map Construction on Personalized e-Learning Platform." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/32188959861076658799.
Full text國立中正大學
資訊管理學系
93
The concept of e-Learning particularly emphasizes how to establish training scenario and integrate on platforms with heterogeneity manners. It is obvious that e-Learning is considered as an important issue for governments, enterprises, and education organization. However, there is still neglect for such issues. Without a systematical approach for construction of personalized e-Learning platform, the effect of such platform will be decreased since the learning path might not be adequate for various learners and educators. In this study, we proposed a systematic approach for knowledge map construction adequate for SCORM-based e-Learning platforms. With aid of knowledge map construction approach, knowledge map can be systematically constructed in such platform, with more personalized manners. In this article we also applied a simple case for competency management in order for feasibility analysis. With aid of result of this article, it is possible for e-Learning platform construction with more personalized, systematical, and semantic manner for insight knowledge. It can therefore facilitate more on e-Learning process based on an e-Learning system, with more fit on users’ personal requirements for learning.
Ho, Hsin-Chuan, and 何信權. "Implementation of Grid Architecture for e-Learning Platform." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/30915691796518891962.
Full text東海大學
資訊工程與科學系碩士在職專班
92
The fast development of Internet has accelerated the speed of transmission of knowledge which is beyond that in the past. Also, by the influence of Internet, traditional academic education has been in revolution, such as e-Learning breaking the limitations of time and space, has become the general educational methods. Currently on campus, most of e-Leaning platforms are constructed on the basic consideration of either single computer or server. Once the workload increases, renewing or upgrading hardware has become the only solution, which is a great burden to a school with insufficient budget. Therefore, by using Grid Computing technology, this study aims to integrate those unrelated computers in schools to replace high level server as the teaching platforms of e-Learning. Thus, not only the computer sources in schools can be fully used and applied, and moreover, constantly sharing the computer sources from other schools or associations as well as the computing capacities. We also expect the outcome and experiences of this research can provide reference to the schools that wish to develop e-Learning environment for saving the cost and time in developing a similar system.
HSIANG, CHING-CHING, and 項青青. "Research on the Learning Outcome of Software Learning E-tutor Service Platform." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/79647126134618852784.
Full text銘傳大學
企業管理學系碩士在職專班
104
On the premises of on-going advancement of the Internet, cloud technology, and mobile technology, a new form of e-learning is made possible. This in turn, urges reform and advancement in the setting of education, teaching methods and contents. Students may learn wherever and whenever while teachers apply customized teaching materials and software to conduct lessons catering to individual learner. This research, based on “Kirkpatrick Model” for training outcome assessment, evaluates the effects on learning by the course contents and interactive learning offered through software learning e-tutor service platform. Software learning e-tutor service platform is a type of e-tutor service, which provides training and practice in programming at basic, advanced and supreme levels for faculty staff and university students nationwide. This research targets the platform users and conducts an online survey using Convenience Sampling with 388 valid responses. The result of the analysis is as follows: 1.The extent of satisfaction among users corresponds positively to the course contents and interactive learning provided by the software learning e-tutor service platform. 2. Programming technique among users corresponds positively to the course contents and interactive learning provided by the software learning e-tutor service platform.3.The interactive learning provided by the software learning e-tutor service platform have positive effects on sustainable learning in programming among users.4.The interactive learning provided by the software learning e-tutor service platform have positive effects on users’ learning performance in programming. Finally, this research proposes the essence of academic affairs management of this research based on the result of analysis and advice on the approach for prospective research.
Yu, Yi-pei, and 余宜珮. "Physical Education E-learning Platform Based on ADDIE Model." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/99056956360538011192.
Full text龍華科技大學
電機工程研究所
99
This thesis is mainly to establish a physical education e-learning platform so as to offer physical education related teaching materials such as sport skills and rules. The e-learning platform integrates multimedia materials including three parts of videos which can be played simultaneously, 2D sport rule animations and 3D first aid animations. We also record the audio explanations so that leaners can increase their learning efficiency. However, the contents based on multimedia not only increase the efficiency but also offer interaction learning methods, especially for the topics of physical in our research. Our design concept is based on the ADDIE model of ISD, which to build the system and to analysis, design, development, execute and estimate the materials. By using the system, we hope the learners can learn the skills of physical effectively by themselves as well as to help and cooperate with each other indirectly. With good sport methods the learners can understand the physical and first aid knowledge well. In addition, couches can use it to assist teaching and guiding so that to increase interests and knowledge in physical for students.
Huang, Hsiao-Shan, and 黃筱珊. "A Study of Teachers using e-Learning Platform Willingness." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/13857652558681370779.
Full text中國文化大學
資訊管理學系
100
The application of the Internet boom, teachers in recent years the trend of Assisted instruction the e-Learning platform has been quite in vogue. However, Currently teachers using e-Learning platform to support teaching, the situation is still very chaotic and uncertain, Although many educational institutions to encourage teachers to share teaching content in the e-Learning platform, significant results but not yet. Therefore, this study will first explore the teachers will using e-Learning platform in teaching and the key consideration. Hope to resolve these issues, Inductive and deductive teaching teachers to use the e-Learning platform on the wishes and influencing factors, then provide recommendations for improvement. The research method is based on literature review and AHP as a theoretical basis, First establish a teaching teachers to use the e-Learning platform on the impact of factors hierarchy, re-design the questionnaire and conduct interviews with experts, Then analysis of the weight factors. Result of found , that teachers using e-Learning platform for the most important aspect of "teaching and learning"; In addition, the most important aspect of evaluation indicators for " to enhance teaching effective"factors and second of " the educational institutions support " factors, to provide educational institutions promoted the teaching of reference for the e-Learning platform.
Li, Ping-Chen, and 李秉蓁. "Olivia – An Outcome-oriented Social E-Learning Application Platform." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/78554139765918924330.
Full text東海大學
資訊工程學系
100
With the diversification of the popularity of the network and web applications, the Internet has become one of the major conduction for the present study. Businesses or schools often pass the learning of information through the Internet, offers a variety of low-cost flexible learning programs. Many studies have shown that the interaction of the community play an important role in the learning process. Many previous studies limit their scope to explore a particular platform or programmed inter action ways, however, a user may participate in a variety of learning communities and play different roles. This paper discusses the combination of digital learning system and community network, the correlation analysis of the social networks to users learning community groups, high-end group to guide the learning process of the low-level group, integral mechanism can be used to assess the contribution of the users in learning activities. In this study, the development of the digital content conversion architecture, can a number of different digital learning system closer and real-time integration of social networks to create a greater synergy.
CHEN, YING-LUN, and 陳英倫. "Application of Blockchain and Smart Contractfor E-Learning Platform." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/5sg883.
Full text東海大學
資訊工程學系
106
Thanks to information technology, e-learning has changed the learning environment and methods. The process of teaching and learning has transcended limitations in time and space,making choices rich, abundant and diverse. Many colleges and universities have their own e-learning platform. Most of them use moodle platform with open source code. On top of handling school administration tasks, the platform provides students with the task of conducting e-learning. At present, the e-learning platforms of universities are used more commonly to provide teaching aids and after school counselling. In so far as gauging the students’ learning track and effectiveness, the current platforms are effective for use within the classroom or on campus. Beyond the confines of the campus, there is no way of gauging the effectiveness of the students’ learning process. This research study uses the characteristics of blockchain technology such as traceability, irreversibility, timestamp and encryption in order to strengthen existing e-learning platforms and record detailed information on the students’ e-learning on the blockchain. It is hoped that the moodle platform can combine blockchain technology and smart contracts. Through this system, the outcome of the students’ e-learning platform can be used as a reference to out of school units. We conducted lecturing and learning process in this study. It was recorded in a detail and irreversible way. This record, as a learning track of the student, contains courses and grades of study. It could be linked with the graduation certificate system, and students may use the records in the blockchain to apply for jobs or advanced education admission instead of going back to the school for retrieving a diploma.
LIN, YEN-HUNG, and 林彥宏. "Building a Functional Model for E-Learning Platform Construction." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/95744232633640313635.
Full text亞洲大學
資訊多媒體應用學系
103
In the age of advanced information technology and internet, there are many digital products and applications are released continuously, for instance, mobile devices and E-Learning. E-Learning started from using CD or DVD to digital learning network platform, web-based learning platform, cloud-based learning platform, and mobile learning platform. However, it lacks of a referential standard and models for building an E-Learning platform. Therefore, this study aims to discover a standard and models for constructing an E-Learning platform through reviewing the former related literatures. The Requirements Development Process Area of CMMI is adopted to verify the learning platform software reaching the capability level 3. Moreover, Quality Function Deployment (QFD) is employed to ensure the functions of the learning platform meeting the needs of the users. It can guarantee providing a standard and models of building an E-learning platform fulfilling the requirements of the users.
Lin, Yu-Yu, and 林宥宇. "Developing an E-learning Platform for Eye-tracking Laboratory." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/58015489908006439612.
Full text國立臺灣師範大學
工業教育學系
104
Recently, the information technology becomes popular, including eye-tracking technology. Many undergraduate students and graduate students involve in this field. However, this field is hard to realize for students, and there is no learning platforms of eye-tracking. So, if students hope to learn this field they should read many textbooks and papers, it is a difficult work. To solve the above problem, this paper prevents an e-learning platform which is used to let students who wish to learn eye-tracking know this field so that they can study this field smoothly later. This platform contains six learning modules and a simulator module. The learning modules include introduction, definition of terms, operation flow, pupil detection, calibration and POG estimation, and the last three modules provide interactive panel that replace traditional education methods. The simulator module provides simulators of popular calibration methods and the better calibration method which is discovered by our lab. And, this platform provides two more interesting simulators, 2D mapping simulator and head-movement compensation simulator, so that students can know the theory more easily.
Zhang, Zhi-Yan, and 張知晏. "An E-Learning Platform Based on Learning Style Design for English Listening Comprehension." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/95283427728465960400.
Full text亞洲大學
資訊工程學系碩士在職專班
101
In the recent years, due to the rapid development of Internet, and the progressive advancement of computer software and hardware, information technology has been extensively applied to various learning areas. Learning via internet has drawn more and more attention and become trendy. This research utilizes ADDIE to design English listening comprehension courses and applies an E-Learning platform to it in order to explore how this application influences students’ academic performances. This research had adopted "quasi-experimental design", the subjects of which are sixty 4th graders from an elementary school in Taichung City. Students in the control group are given general E-Learning after a prior- test; while students in the experimental group with different learning styles have been identified and classified using “Learning Style Inventory” after the prior-test, and then undertake adaptive E-Learning. After the course, a post-test is administered, so are surveys of students’ learning attitudes and levels of satisfaction. In addition, opinions of peer-teachers are collected and analyzed. The research results have shown that: (a) The academic performances of the students in the experimental group who have been exposed to adaptive E-Learning are better than those of the students in the control group who have received general E-Learning instructions. (b) The academic performances of the students of different learning styles are significantly improved. (c) The learning attitudes in English listening of the students in the experimental group are upgraded. (d) Teachers and students in the experimental group are content with this platform. Therefore, the contribution of the research is to provide an E-Learning platform based on Learning Style designed for English listening comprehension courses. The application of the E-Learning platform to English listening comprehension courses deserves further studies.
Torrado, Filipe Rafael Oliveira. "Collaborative Study Web Platform." Master's thesis, 2016. http://hdl.handle.net/10362/21527.
Full textZhi, Yu Jian, and 俞建智. "Construction a computer Equipment Maintenance Service and E-Learning Platform." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/35917603050709115832.
Full text亞洲大學
資訊工程學系碩士班
96
In recent years with rapid development of the global computer industry, and technology to the development of more sophisticated,and busiuess orgauizations faster personal computers,has becowe indispensable necessities for every home, school, the family,to ststy competitiue in Taiwan on the sale of hardware products, prices, specifications The emphesis has been to gradually shift the provision of after-sales service. According to statistics in Taiwan about 60% to 70% of companies, schools, families,can not nesoe a computer failure,in time since they do not understand the reasons and the status of the problem. or The information sector to solve,for how to shorten the time for computer maintenance is an important issue for. In this study, we have addressed the computer maintenance issue and buied a "computer equipment maintenance services and online learning platform" so that school teachers can have the following functions: (a) provide immediate repair services online (b) Online enquiry Maintenance ststus (c) online computer equipment maintenance services knowledge systew services (d) the provision for computer equipment maintenance and online learning. This study mae ASP.NET as the development of tools and SQL database to construct "computer equipment maintenance services and online learning platform," Keyword: computer repair service reported, online learning, knowledge of online learning, for immediate maintenance condition
Chen, Chih-Chia, and 陳治嘉. "The Implementation of an Authoring Tool for e-Learning Platform." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/68881748566410896713.
Full text國立中山大學
資訊工程學系研究所
92
On e-Learning platform, it used to make use of teaching materials with static media (Html, Word, PowerPoint, PDF) traditionally. With Increases in computing power recently, dynamic teaching materials like multi-media have been used progressively on e-Learning platform. Media like audio and video, nevertheless, need more and more computing ability, even employed with the last compression technology (MPEG-4, WMV9, H.264, AAC) to enhance compression ratio. At the same time, they neglect to integrate existing static teaching materials in addition. Hence, “are video media necessary?” which is a good idea we reflect upon. An authoring tool fit the standard teaching materials bears the characteristics of teaching materials re-use and exchanging. As a result of this, our system integrates each material to transform ones into an appropriate media for a variety of education environments. For instance, compatible with traditional static media, simple films, transforming them into streaming to delivering via networks, even our synchronized learning methods, as can be achieved with demands from students. The synchronizations of materials our system provides can integrate voice and power-point slides into an on-line presentation with the feature of dynamic exposition to impart knowledge to students more effectively. Of course, it also can be played back, recording in real time, and showing presentations in full screen like ordinary PowerPoint. Further, we can do authoring after recorded. In this feature, we can set time stamp on each slide arbitrarily to achieve the best purpose of presentation.
Chen, Tai-Yun, and 陳泰運. "A Framework of Furniture Design Knowledge on E-Learning Platform." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/2k2ann.
Full text國立臺北科技大學
創新設計研究所
101
This research is motivated by the abundant peripheral resources of furniture design that National Taipei University of Technology boasts and the desperate demand by its design-related departments for an e-learning platform as well as construction of such a platform. The research aims to formulate plans for building up an e-learning platform, which also accommodate to the demand for professional furniture design knowledge aside from its fundamental functionality. The purposes of the research are to construct: (1) the framework of E-learning Platform of Furniture Design Knowledge, (2) categories of the curriculum on furniture design knowledge, and (3) the experimental E-learning Platform of Furniture Design Knowledge. The research topics are mainly “categories of the curriculum on furniture design knowledge” and “the structure of the e-learning platform.” While the former topic deals with the construction of the categories of the curriculum on furniture design knowledge, the latter adjusts the structure of the e-learning platform to meet the demand for teaching and learning furniture design. As a result, the research topics are combined into “the structure of E-learning Platform of Furniture Design Knowledge.” This research first applies content analysis as its research method by summarizing and analyzing literature on furniture design, e-learning and indicators of e-learning platform websites. When the literature does not fully support the research or when a higher content validity is required, the author would collect data through semi-structured interviews with experts in the field of furniture design and e-learning. In light of “categories of the curriculum on furniture design knowledge,” the author first summarized literature through content analysis before interviewing two experts in furniture design to supplement literature and to establish the content validity, and thus formulating categories of furniture design knowledge. Afterwards, the author invited eleven experts to join a Delphi panel for three consecutive rounds of Delphi technique surveys. The research result indicates that the framework of E-learning Platform of Furniture Design Knowledge can be divided into two categories: “platform system management” and “furniture design curriculum management.” Among which, the “platform system management” is classified into the following three subcategories: “content message of the platform”, “basic functions of the platform”, and “peripheral auxiliary devices of the platform,” while the “furniture design curriculum management” has nine subcategories: “construction of furniture design knowledge”, “explanation of subjects”, “maintaining learning motivation”, “interactions between learners and materials”, “interactions between teachers and students”, “interactions between students”, “learning evaluation”, “teaching management service”, and “platform function check.” The subcategory “construction of furniture design knowledge” under the platform framework can be further classified into three fields and thirty-two courses. The first field is “basic design courses,” which consists of twelve required general courses in total for students of design-related departments; the second field is “advanced furniture design courses,” which consists of eight required advanced courses on furniture design in total; the third field is “courses related to furniture design,” which consists of 12 elective courses on furniture design in total. Finally, according to the aforementioned research result, the author chooses the Moodle platform as a tool to create an example of e-learning platform of furniture design and then make modifications to the platform in accordance with the normative structure. With the advent of the digital age, life of mankind has greatly changed. The education pattern of design has also seen a great impact, but the competent authority in our country has not yet come up with a coping strategy against this trend. If we could take advantage of the digital technology to implement an e-learning platform of furniture design, through which people at home and abroad who are committed to teaching or learning furniture design could exchange academic knowledge and experiences, Taiwan would then have the opportunity to become a leader in future e-learning education of furniture design. It is hoped that this research could serve as a reference for researchers in the related fields, upon which researchers may also make modifications based on their needs and purposes. Besides sharing knowledge, it is also hoped that the e-learning platform may attract more researchers of design so that the platform could accumulate more digital resources for furniture design education and could thus gradually become a treasure trove for design education.
LIN, KUN-HSIEN, and 林坤憲. "Parent-Child Relationship Improvement via STEP-Based E-Learning Platform." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/03737375436989126119.
Full text亞洲大學
資訊工程學系碩士在職專班
104
This paper aims to analyze learning STEP parenting education through digital platforms, the impact on the effectiveness of family child education. Study found itself in the national primary school more than ten years of experience in grass-roots education, many parents think that the first scene standing education teachers, parents, in fact, is the first one mentor child when the child's negative behavior occurs, whether the how to make it right the first time parenting strategies? Which policy is truly effective guide for the children? Faced with this situation, we can see to be a modern and efficient parents, must learn to grow together with the child, the child at different stages require different parenting methods. Thesis applies STEP (Base E-Learning Platform) as a research tool and through e-learning to gain parenting knowledge attitude, thus improving the parents-children relationship.
Lin, Yen-Cheng, and 林彥成. "Cloud Computing System for E-Learning Platform of Board Games." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/80156873891705247912.
Full text國立交通大學
資訊科學與工程研究所
99
This thesis develops a cloud computing System for an E-learning platform of board games. This system is based on the desktop grid system developed by our laboratory and adds two additional functionalities. The first functionality is to support data storage. The second is to support Map-Reduce computing. We use GridGain and Windows Azure platforms to implement the cloud computing system.
Liao, Chia-Yin, and 廖家茵. "Multi-Touch System for E-Learning Platform of Board Games." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/19402911991045066956.
Full text國立交通大學
資訊學院資訊科技(IT)產業研發碩士專班
99
We develop a multi-touch system for E-Learning platform of board games. This system contains the E-Learning platform and games model of board games. We use WPF to develop this system, and the board game of connect6 which is our main application.
Shiun, Yang Chi, and 楊奇勳. "The integration and development of an interactive e-Learning platform for Chinese language learning." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/01546803290578062562.
Full text南台科技大學
資訊管理系
96
Under the catalysis of global village idea, the Chinese language has gradually become one of the most popular languages in the world. The Chinese language studying population has risen rapidly and the importance of the Chinese language teaching has received the unprecedented attention. It is the research goal of development to carry out the Chinese language study by using information technology and e-Learning platform. This research takes Chinese language study as a subject, combining e-Learning system, the Moodle and Learning Activity Management System(LAMS) to form an interactive, powerful, theme-based e-Learning platform with formidable functions and wider aspect of applications. This e-Learning platform possesses various kinds of community tools for teachers to flexibly design their own teaching sequences for every unit and implement the cooperation learning on the platform. This rich teaching/learning environment also provides tools to support formative evaluation, promote knowledge sharing, group discussing, and learning activity sequence planning. The seamless integration of Moodle and Learning Activity Management System will not only enrich the content and methods of Chinese language teaching but also deliver a powerful and flexible platform for teachers to vividly plan/design their themes and teaching sequences for Chinese language teaching. This will help attract learners’ interest and efficiently improve the quality and effectiveness of the Chinese language teaching.
Hsu, Chao-Sheng, and 許朝勝. "The Study of Learning Efficiency on Junior-High History by Moodle E-Learning Platform." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/pay348.
Full text國立虎尾科技大學
資訊管理研究所在職專班
97
With the maturity of internet technology, internet education, with its ability to break the traditional time and space limitations, is rapidly becoming a part of mainstream education. Prior to this, assessments done on junior high school history curriculums showed a bottleneck in the hours of teaching. Not only did this fail to increase students’ achievement in the subject, it also eroded their readiness to learn. It is hoped that a digital history teaching platform’s formulation can resolve this problem. The research pushes for a feasible solution. We encourage history teachers to collect material and student needs, combine these factors with present digital syllabus and build a platform on freeware such as Moodle. This is so to better utilise the highly interactive learning environment in hope to make programs more lively, increase learning opportunity, and consequently boost students’ social learning achievements and readiness to learn. The experimental syllabus introduced in the research takes sample from the author’s 91 students, with regular assessments conducted into readiness to learn, learning achievement, variation of attitude and satisfaction towards the online teaching program. This paper has some findings in this respect: 1.Participants of the experiment show signs of improving social learning achievement. 2.Gender difference is irrelevant among participants in terms of social learning achievement. 3.Participants generally agree that the experimental program stimulates interest in the subject of history. 4.Participants were satisfied with the program, especially the supplementary notes, animation that summarises the chapter, and the course’s Power Point Slides.
CHANG, YA-LIN, and 張雅鈴. "Using E-learning Platform to Improve College Students Learning Performance: Focus on International Trade English." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/6qsjgs.
Full text開南大學
應用英語學系
105
E-learning has become famous trend on language education and provides plentiful resources to facilitate language learning. Research shows that E-learning can minimize educational costs compared to the traditional classroom, increase learners’ motivation, offers flexibility in terms of location, convenience for practice content, individualized learning, and increases interaction time. Meanwhile, with the continuing globalization of markets and increasing internationalization of trade, International Trade has become more important for commercial marketing, and also for English learners.Currently, in Taiwan’s higher education, there are many universities or colleges that use E-learning in education. Through the study of International Trade English courses with that use E-learning, to investigate learners’ satisfaction during their English learning process and upgrade the teaching quality. This study combines a questionnaire based on PZB, and SERVQUAL, analysis by SPSS 20, and interviews with six learners, to offer qualitative and quantitative analysis. The results imply that the perception score of most learners’ was lower than expected; the interviews illustrate that learners had a positive impression of E-learning for their English learning and that there was a significant improvement between pre-test and post-test.
Ying-Jun, Chen, and 陳盈君. "Applying TAM Model to Study the Impacts of E-learning Platform Quality on Learning Effects." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/30972559203685147086.
Full text國立屏東科技大學
資訊管理系所
98
Education for professional courses in enterprise, schools and individuals that are needed. Therefore, a digital curriculum to connect to the internet is become a learning development direction and focus of the point. Therefore, this study refer in Davis (1986) developed the Technology Acceptance Model (TAM); explore e-learning platform of system quality, service quality, and information quality on perception with attitude toward using, behavioral intention are use to affect the learning. E-learning platform has been integrated into schools in nowadays, how it is learning for maximum effect on student in digital learning platform. Finally study results show that only significant of part with support for the student perceived usefulness and perceived ease of use, still can be improvement on system quality and service quality. E-learning platform has a positive significant impact on perception ease of use, perceived usefulness, attitudes toward using, behavioral intention to use, and learning outcome. In other words, system developers should strive to improve e-learning platform for raise system quality and service quality, also allow both of students and e-learning have a comfortable interaction.
鄭棻毓. "The design requirement of mobile e-learning platform for the elderly." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/83960077925339293147.
Full text長庚大學
工業設計研究所
92
Abstract Towards the welfare society, many researchers has paid attention to the elderly learning, with a view to improve their capability in modern yet changing environment. In this study, it is argued that traditional learning channels for the elderly may limit the learner’s opportunity in learning, and are unlikely to be convenience due to the need of traveling between their residences and the education institute and, therefore reduce the learning effectiveness. A potential solution overcoming the above limits is to enable the elderly to learn via the Internet known as e-learning, which is accessed via a located-fixed device, e.g. a desktop PC, leading the learning limited with time and space. Therefore, the study proposes a mobile e-learning environment to support the elderly learning, using tablet PC and the elderly friendly webpage. The general objects of this study include: 1. to identify the decline of the senior citizen’s physiology related to the operation of computer-base environment; 2. to investigate the senior citizen’s learning interests which should be arranged in web page appropriately; 3. according to the findings from the above, to design a e-learning system and over which, to explore the usability of such a system for the senior citizen’s learning; 4. to suggest the design requirements of mobile e-learning system for the senior citizen’s learning. To approach the above objectives, two-steps research is plotted: pilot trial and main trial, covering three methods, observation, individual interview and focus group interview. 25 elderly persons are engaged as the trial participants. All operating and interviewing sessions are video taped for the further analysis. The main results are proposed by revealing the design guidelines for the elderly e-learning webpage design as well as mobile e-learning tools design. Particular discussion is on the insufficiency about the design guidelines for the elderly learning webpage design from the literature, with which it is suggested that, instead of focusing on the design of individual elements in the web, the dynamic relationships and contexts amongst these elements and the user needs in browsing the web are critical to build up a elderly-friendly learning webpage. As the main achievement concerns to the research methods used in this study and the design recommendations of the e-learning webpage and mobile learning tool for the elderly. The work of this research could benefit to the researchers interesting on the elderly e-learning and the design practitioners taking the jobs of web design and development of mobile learning tools. keywords : the elderly、e-learning、website design、Tablet PC
LAN, Ta-Sheng, and 藍大勝. "The Implementation of Diskless E-learning Platform Using Open Source Software." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/27090214826053652671.
Full textLONG, CAI-JIA, and 蔡嘉龍. "A Case Study on Applications and Effects of e-learning platform." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/34456266309137693022.
Full text國立中央大學
資訊管理學系碩士在職專班
100
With the progress of the information technology, the government imports e-learning mechanisms actively to promote public sector and strengthen the competitive advantage of our public servants cultivating new skills and ideas, so they can improve the efficiency dealing with administrative works. In order strengthen the information security mechanisms, the department of our study case promoted physical segregation policies in July of 2006, however this policy decreased the will of participating in the e-learning class. This research uses the case study method to study through some aspects such as rules and regulations, person’s demands, and the benefits of using e-learning platform, hoping to make recommendations after realizing the result of importing e-learning courses and the problems which they encounter at present, then we can use these experiences as references to propose e-learning courses in the future.
WU, JIA-YING, and 吳佳穎. "Studying Ethnic group E-Learning platform An Adaptive Structuration Theory Perspective." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/24532684668916602166.
Full text嶺東科技大學
資訊管理與應用研究所
102
The rapid growth of e-learning market has attracted numerous researchers to study of e-learning effectiveness in order to increase the population of users. The purpose of this study is applying AST theory to investigate the correlation between Technical Characteristic and the effectiveness of organization behavior. This study is to explore process in the development E-Learning in terms of Adaptive Structuration Theory (AST), and how to assist by organization behavior viewpoint. It will provide suggestions to the organization that in the future research. The research model is based on Adaptive Structure Theory. It points out that the system outcomes does not come directly from task or technology, but reflects group users how appropriately using the system.
Shan, Chen Wen, and 陳文珊. "determining learners’ perceptions of the practices of the e—learning platform." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/88317861707737581645.
Full text輔仁大學
資訊管理學系
97
In recent years, a growing number of higher education institutions have adopted asynchronous and synchronous web-based learning platforms to improve students’ learning efficiency and increase learning satisfaction. Unlike traditional face-to-face learning methods, e-learning platforms allow teachers to communicate with students and discuss course content anytime-anywhere. A great deal of effort has been expended on setting up information-based teaching platforms to ensure that teaching materials can be fully reused, and also to create or reuse learning objects. To understand how students actually use e-learning platforms and what the implications are, we conduct an empirical study of the iCan e-learning platform, which has been widely used in Fu-Jen Catholic University since 2005. We use the Analytic Hierarchy Process (AHP), a well-known multi-criteria evaluation approach, to compare five practices, i.e. functions of the iCan teaching platform. We adopted brainstorming approach to design a questionnaire of learners' perception of the e-learning platform based on the theory of knowledge transforming process in Knowledge Management. Accordingly, the model considers functioning and objectivity in terms of the following three attributes of learning effectiveness: individual learning, group sharing and learning performance. Twelve criteria with twelve evaluation items are used to investigate the effectiveness of the five practices. We also evaluate the strengths and weaknesses of the functions based on different types of courses. Additionally, we design an auxiliary questionnaire to determine users’ perceptions after they have used specific functions of the iCan platform. We expect that the empirical evaluation results will provide teachers with suggestions and guidelines for using the e-learning platform effectively to facilitate their teaching activities, and promote students’ learning efficiency and satisfaction.
Lin, Che-Wei, and 林哲偉. "An e-learning platform supporting flipped classroom in a graduate course." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/e5whzq.
Full text國立東華大學
資訊工程學系
102
Recently, some literature indicates that flipped classroom can effectively assist teachers in teaching activities and obviously enhance students’ learning performance, and this concept is applicable to the majority of the students. This study aims at establishing learning assistance and collaboration platform based on the concept of the flipped classroom to make peers communicate and discuss combined with the collaborative sense-making learning and the knowledge broker. In the flipped classroom, the roles of teachers and students have been changed. Teachers assist students in clarifying and applying that knowledge during class more actively and interactively. Besides, a good knowledge broker can guide peers towards more positive learning and complement each other. Therefore, how to choose a good knowledge broker is a critical issue. However, the selected knowledge broker, which is also a learner, may encounter some problems which he doesn’t know how to solve. At this moment, the teacher playing an assistant role may provide him hints or feedback message to help the student improve and solve the problems. The experimental results showed that the proposed learning assistance and collaboration platform with the collaborative sense-making learning and the knowledge broker can effectively improve the learning performance for low-achieving students.
Chang-HanWu and 吳昌翰. "Voice Interactive Conferencing e-Learning Platform and its Medical Education Applications." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/5659ad.
Full text國立成功大學
電腦與通信工程研究所
102
Domestic and foreign research have shown that cooperative learning mode to improve student learning, increase learning motivation, communication skills and promote group cohesion. Meanwhile, intructors give different opinions and guidance for each group. This is a good teaching strategy. My thesis is motivated by this cogitation and implement conferencing E-Learning platform. We want to use this platform to enhance student learning efficient. In a traditional conference, it included intructors, chairman and recorder. Students can play different roles and be responsible for various duties. For example, the chairman is responsible for managing the order for student speech and note taker records the results of meeting discussions. Most of the meetings focus on its result rather than the process. The system saves the content of speech and speech to text. It integrates concept map to make presents think easily. Finally, we take ethic, teamwork and academic achievement as an indicator to provide score. The students can review what they have learned and their strength and weaknesses.