• Title/Summary/Keyword: 온라인교육 프로그램

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Comparison and Analysis of Educational Programs of Korean and American Medical Library Associations to Improve the Role of Medical Librarians for User Services: Focusing on MLA and KMLA (의학사서의 이용자 서비스 향상을 위한 국내외 의학도서관협회 교육프로그램 비교 및 분석 - MLA 및 KMLA를 중심으로 -)

  • Hey-Young Rhee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.2
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    • pp.59-92
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    • 2023
  • The purpose of this study is to suggest ways to improve medical librarians' educational programs to improve domestic medical library user services. To this end, the role of medical librarians was investigated, and the education areas were itemized, and then the MLA in the US and the KMLA in Korea were compared and analyzed. As a result, the improvement points for medical librarian education programs in Korea are: First, expansion of certification programs that select various types of education programs, education areas, education contents, and specialized fields, collaboration programs with related institutions, and education programs that advocate the value of KMLA are required. Second, there is a need for various educational programs in the current educational areas, such as 'research support service' and 'education/education design/consultation'. In particular, it is necessary to provide 'consumer health information service' and 'disaster information service' for which there is no education at all. In addition, it is necessary to precede the establishment of regulations on the domestic medical librarian education curriculum for the education of various 'information services in the field related to medicine'. Third, it is necessary to provide online education contents for librarians who have difficulty participating in face-to-face education.

The Effect of Copyright Education on Ethical Consciousness, Moral Judgement and Piracy Intention (인터넷에서의 저작권 교육이 저작권 윤리의식, 도덕적 판단과 침해의도에 미치는 영향)

  • Park, Jooyeon;Jung, Seungmin
    • The Journal of Korean Association of Computer Education
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    • v.16 no.5
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    • pp.1-8
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    • 2013
  • The purpose of this study is to examine the effect of Internet copyright education on ethical consciousness, moral judgement and piracy intention in Internet copyright. The result of empirical research shows that Internet copyright education effects on piracy intention through moral judgement in order to make a right or wrong decision about the actual piracy behavior. On the other hand, the internet copyright education does not effect on ethical consciousness and piracy intention directly. This result implies that internet copyright education do not actually impact on the attitude and consciousness of online piracy, and that right understanding and proper internet ethic education program have to be considered to protect negative consequences by online piracy.

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A Study of On-line through Creative Group thinking process of inclusive education (온라인에서 집단적 발상 과정을 통한 통합교육 연구)

  • Han, Koung-Don;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.451-454
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    • 2011
  • 현대 지식 정보화 사회에서 컴퓨터 기술을 활용한 창의적 사고(思考)가 매우 중요한다. 다양한 정보기술을 어떤 방법으로 도출하고 활용하느냐에 따라 경제적, 사회적, 문화적으로 윤택한 생활을 영위할 수 있다. 광대역 종합정보통신네트워크의 발달과 더불어 온라인(On-line)에서 새로운 아이디어 프로그램은 다양한 산업분야에 활용될 수 있으며, 네트워크상의 상호작용으로 인한 시너지 효과는 멀티미디어정보서비스 산업을 더욱 발전시킬 수 있다. 본 논문은 지식 정보화 사회의 통합교육(장애인, 비장애인 대학생)에서 집단적 아이디어 발상을 통하여 문제해결 능력을 키우기 위하여 네트워크상에서 상호간의 창의적 사고 과정을 진행함으로서 오프라인(Off-line)에서의 산업디자인 개발에 대한 문제점들을 보안하고 해결하고자 한다. 첫째로, 온 오프라인에서의 통합교육학생들의 창의적 집단 아이디어 발상에 대한 방법을 비교 분석한다. 둘째로, 온 오프라인에서 아이디어 발상량을 분석하여 팀원간의 의사소통과 정보전달의 수단으로 이용하는 어플리케이션에 대한 발상적 사고요인을 연구한다. 이와 같은 연구를 통해서 IT(Information Technology) 기반의 창의적 집단 발상 교육이 통합교육에 차별화된 콘텐츠로 활용할 수 있도록 한다.

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A Study on the Design of LTSA-based Guide System for Elementary Math (LTSA 기반 초등수학 안내시스템 설계에 관한 연구)

  • Kim, Teh-Nyun;Kim, Young-Mi;Hwang, Dae-Joon
    • The KIPS Transactions:PartA
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    • v.11A no.2
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    • pp.223-230
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    • 2004
  • We suggest on this paper the LTSA-based Guide System for elementary mathematics, that is useful in managing of educational contents, avoiding redundant contents-development and improving reusability of contents. And it gives more satisfaction to the learner by making leaner choose his own courses. We considered the educational differences between learners, for the learning not to be a mechanical thing, by giving the educational course and method adequate to the learner By focusing on the educational differences between learners resulted from elementary educational adaption example implemented on the base of the international standard, we suggested a method for activating the coaching process in the system.

Development of 1/5 Scale Autonomous Driving Training Platform (1/5 스케일 자율 주행 교육 플랫폼 개발)

  • Seong-Jae Kim;Jeong-Soo Moon;Rok-Dam Baek;Hyeon-Seok Lee;Jeong-Hun Choi;Chan-Hyeok Moon;Kuk-Won Ko
    • Annual Conference of KIPS
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    • 2023.11a
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    • pp.281-282
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    • 2023
  • 자율주행 자동차 시장 규모 및 기술이 급속도로 성장하고 있음에도 불구하고, 전문가 교육을 위한 높은 하드웨어 비용 때문에 실제로 이 기술을 실험하기 위한 집단 교육 플랫폼의 필요성이 높아졌다. 이에 따라 우리는 자율주행에 사용되는 센서와 액츄에이터, 그리고 자율주행 알고리즘 학습을 위한 1/5 크기의 하드웨어를 포함한 교육 플랫폼을 설계했다. 이 교육 프로그램은 온라인 강의와 실습으로 구성되며, 각각의 모듈은 로봇 운영체제(ROS)를 활용한 C언어로 개발되었다. 이 교육 플랫폼은 언제 어디서나 접근 가능한 온라인 형식으로 제공되므로, 학생들은 이론과 실습을 통해 자율주행 분야의 전문가로 성장할 수 있는 기회를 얻게 되고 혁신과 경쟁력 강화에 기여할 것으로 기대된다.

A Study on the Attitude toward Online Game-based Edutainment (온라인게임 기반 에듀테인먼트에 관한 태도 연구)

  • Park, Seong-Taek;Kwon, Hye-Young;Kim, Tae-Ung;Jang, Woo-Jung
    • Journal of Digital Convergence
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    • v.10 no.3
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    • pp.251-263
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    • 2012
  • Edutainment refers to the form of entertainment designed to educate as well as to amuse. It typically seeks to instruct its audience by embedding messages or educational contents in some familiar form of entertainment such as computer games, films, websites, multimedia software, etc. The purpose of this study is to identify the determinants of attitude toward online game-based edutainment. This study proposes the attitude, fun, usefulness, social interaction, challenge, and educational story as major research variables, and collected the survey responses from game players having experiences with online game-based edutainment. Factor analysis confirmed that 19 questions can be categorized into 6 factors : attitude, fun, usefulness, social interaction, challenge, and educational story. Regression analysis shows that fun, usefulness and educational story significantly and directly affect the attitude toward these edutainment games, and that educational story influences the level of usefulness. In addition, challenge and social interaction were found to have significant impact on fun. In conclusion, the wider implications of the findings for utilizing online game-based edutainment are provided.

A Study on the Remote Library Users : Needs of Library Services and Preferences (원거리 이용자들의 도서관 서비스 이용과 선호도에 관한 연구)

  • Kim, Mi-Hyeon
    • Journal of the Korean Society for Library and Information Science
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    • v.34 no.3
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    • pp.61-76
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    • 2000
  • A study on the remote library users showed that remote users preferred online databases and internet as information resources because of easy access and easy of use. However, they have used books and journals, which are printed resources, as main information resources because online databases and internet cannot satisfy their information needs. Also, 86.7 percent of remote users consider library services as an important issue to choose a distance learning program, and remote users extremely motivated by their professors to use library so that there are needs to have partnership between distance learning programs and library services. Finally, remote users consider authority and accuracy and contents of obtained information as important issues for their information rather than design of the databases, so that library should secure more digitalized information for remote users needs. This study is to contribute to improve quality of information services for remote users, however, it is not thoroughgoing enough, and there should be successive researches in the future.

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Development of mobile counseling program for the promotion of voluntary problem solving of disabled persons and families (장애인과 가족의 자발적 문제해결증진을 위한 모바일 상담 프로그램 개발)

  • Cho, NamOk;Cho, KyooLak
    • The Journal of Korean Association of Computer Education
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    • v.20 no.3
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    • pp.47-57
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    • 2017
  • The purpose of this study was to design and develop the Mobile Disabilities Family Counseling (MDFC) application as a tool to voluntarily solve problems that disabilities family faces in every day life and investigate the effects of the application. To do so, counseling contents were designed and the MDFC application was developed based on ADDIE, an educational program model. Contents consisted of the results of need analysis of people with disabilities and their family and extracted literature review. The MDFC developed has following distinctive characteristics: 1) people with disabilities and their family can voluntarily participate in the MDFC and solve real problems and intrinsic ones; 2) chatting counseling of the MDFC allows client to choose his/her time and chatting program; 3) the MDFC and confirms client's objective data in mobile counseling by connecting and recommending online psychological tests of counselor. The effectiveness of the MDFC contained high satisfaction rate in contents, counseling procedure, problem solving, manual, recommendation, information gathering and showed high level of counseling access. These results of the study also suggest useful development ideas for future mobile counseling programs.

Investigating Learning Type in Online Problem-Based Learning: Applying Learning Analysis Techniques (온라인 문제기반학습에서의 학습행태 분석: 학습분석 기법을 적용하여)

  • Lee, Sunghye;Choi, Kyoungae;Park, Minseo;Han, Jeongyun
    • The Journal of Korean Association of Computer Education
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    • v.23 no.1
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    • pp.77-90
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    • 2020
  • The purpose of the study is to provide educational implications for more effective Problem-based learning(PBL) by investigating students' learning types based on their online learning behaviors. A total of 1,341 students participated in the study, and they engaged in a six-week-long PBL program run by K University. For the study, participants' online activity data were collected. From the data, a total of 48 variables that represent their various online learning behaviors were extracted. Based on the variables, hierarchical cluster analysis was conducted to analyze learning types. Also, the differences in learning characteristics and achievements were investigated by considering types of learning. As a result, the learning types in online PBL were classified as 'high-level participation (cluster 1)', 'medium-level participation (cluster 2)', and 'low-level participation (cluster 3)'. In addition, the achievement level was found to be highest in 'high-level participation (cluster 1)' and lowest in 'low-level participation (cluster 3)'. Based on the results, the implications for improving online PBL were suggested.

A Study of the Practicalities and Effects of Online Discussion Classes at Universities (대학 온라인 토의수업의 실제와 효과에 대한 연구)

  • Kim, Hyeon-Yeong;Jang, Ok-Sun;Lee, Soo-Jeong
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.271-284
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    • 2021
  • The purpose of this study is to explore the current status and effects of online discussion classes in universities. To this end, a survey was conducted on university students attending a total of four universities in Seoul and Gyeonggi Province to diagnose their perceptions of the operation of online discussion classes and their effects. The collected data were analyzed using frequency analysis, descriptive statistical analysis, cross-analysis, F-test, T-test, and Scheffe test by applying SPSS program. As a result of the study, first, it was found that 'non-real-time recorded lessons' and 'real-time interactive video lessons' were mainly conducted at universities after the COVID19 crisis. Second, in the online class method, 'real-time interactive video class' had a positive effect on 'debate class preference' and was found to be more meaningful. Third, college students recognized participation in online discussion classes as a foundation for expanding creative thinking skills, suggesting that strengthening through smooth communication and exchanges based on learners' sufficient cognitive processes on discussion methods and procedures is more helpful.