• Title/Summary/Keyword: 온라인 교실

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The Analysis and Evaluation of the First Online Congress of 61st Korean Academy of Pediatric Dentistry in 2020 during COVID-19 (COVID-19으로 인한 2020년 대한소아치과학회 첫 온라인 제61회 종합학술대회 및 제54회 전공의 학술대회에 대한 설문조사를 통한 분석 및 평가)

  • Herr, Lan;Lee, Koeun;Kim, Mi Sun;Nam, Okhyung;Lee, Hyoseol;Choi, Sungchul
    • Journal of the korean academy of Pediatric Dentistry
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    • v.48 no.4
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    • pp.384-396
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    • 2021
  • The 61st Korean Academy of Pediatric Dentistry congress was hosted online for the first time in 2020 due to coronavirus disease-19. The congress was operated using the ZOOM platform. The aim of this paper is to analyze and evaluate the overall satisfaction and feedbacks from congress participants via anonymous Google Forms online survey. A test meeting was previously organized before the actual congress to facilitate the smooth process and the participants overall showed high satisfaction. Members who participated in test meeting compared to those who did not, found it significantly helpful, which contributed overall higher satisfaction with the online congress. Abstracts were accepted from the current pediatric dentistry residents and the oral presentations were also held online for the first time. The presenters and the judges were overall very satisfied. In an unguaranteed situation of termination of coronavirus disease-19, the decision to conduct an online congress was a favorable option.

A Study on Gamification for Learning Effectiveness of Flipped Classroom (거꾸로 교실의 학습효과를 높이기 위한 게임화 적용 비교 연구)

  • Jun, Hee-Yeon;Lim, Heuiseok
    • Proceedings of The KACE
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    • 2018.01a
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    • pp.57-60
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    • 2018
  • 거꾸로 교실의 성패에 중요한 역할을 하는 온라인 예습 활동은 학습의 성패를 좌우하지만 이 예습활동은 학습자에게 부담의 요소로 작용한다. 따라서 온라인 예습활동에 참여도와 흥미도를 높여 줄 수 있는 방안으로 온라인 강의 시스템에 게임화 요소를 추가하여 그 효과성을 비교 분석하고자 한다. 본 논문은 유튜브 링크를 이용한 전통적인 온라인 학습과 게임화 요소가 적용된 온라인 강의 시스템을 이용한 예습활동의 참여도와 학업성취도가 차이를 보이는지, 또 온라인 강의 시스템의 단어게임결과와 학업성취도의 결과가 연관성이 있는지, 온라인 강의 시스템의 단어게임의 랭킹 시스템은 학습자들의 흥미와 재미를 높여 주었는지 알아보고자 한다.

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A Development of Online Gamification for Adolescents Social Entrepreneurship Education (청소년 사회적 기업가정신 교육을 위한 온라인 게이미피케이션 개발)

  • Park, Sung JIn;Heo, Eun Hye;In, Jaehyun;Hong, Miji
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.25-34
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    • 2021
  • The purpose of this study is to develop online gamification contents to prove the social entrepreneurship of adolescents and verify the effectiveness. To implement the Agzak class, a youth social problem-solving education program, via Google spreadsheet for this study. To analyze the effectiveness of the developed contents 1378 middle school students participated in A area for the survey. According to the results, online content is more effective than offline content in understanding social problems and future talents. Based on the results of this study, it suggests further development of sustainable online education contents by gamification.

Development and Implementation of Blockchain Appropriate Technology Science School Program of Europe-Korea Conference on Science & Technology (유럽-한인 과학기술학회의 블록체인 적정기술 과학교실 프로그램 개발과 적용)

  • Kim, Gahyoung;Choi, Kevin Kyeong-iI;Kim, Dowon;Son, Muntak;Kim, Byoung-Yoon
    • Journal of Appropriate Technology
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    • v.6 no.2
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    • pp.190-199
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    • 2020
  • The purpose of this study is to develop and implement the Appropriate Technology Science School program (ATSS) for youth operated by the Europe-Korea Conference on Science & Technology (EKC) since 2016. The development process consisted of pre-online management meetings, online and offline tutor training, operation of ATSS for youth, and satisfaction surveys. As a result of the development, the management team selected the mission-solving theme of "Transforming village using blockchain technology" through a pre-online meeting. The contents were reorganized according to the level of the participating tutees, and various learning activities such as co-building activities, games, and plays were newly introduced and developed first, and the programs developed through tutor training were demonstrated and improved. A total of 38 tutees and tutors from 6 countries participated in the 2018 ATSS. As a result, participants showed positive satisfaction overall. Tutees showed interest in dome co-building activities and hash function calculation activities, and tutors showed interest in lectures and monopoly games related to blockchain technology. The development and of the 2018 ATSS will contribute to the improvement of expertise in the operation of the EKC ATSS in the future to the management team. It will be an opportunity for tutors to experience that high-tech science and technology have a good impact on appropriate technology for the third world and community society. In addition, Tutees will be provided with an opportunity to indirectly experience the local situation and community society through a role play on the impact of blockchain technology on African villages.

A Study on the Academic vocabulary Education for Content-Based Korean Language Education: A Basic Study for Online Dictionary Development

  • Hwang, Shung-eun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.2
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    • pp.67-74
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    • 2020
  • In this paper, we proposes to develop an online academic vocabulary dictionary as a way of educating academic vocabulary for content-oriented Korean language education. Various academic languages exist in the content-based Korean language teaching materials they encounter when studying at university. You cannot understand or produce academic text without knowing the academic vocabulary. Therefore, one of the tasks of Korean language education has become to improve educational efficiency by preparing a method for academic vocabulary education that is most suitable for them in consideration of their own. Prior to the development of the online academic vocabulary dictionary, the institute conducted a basic study on how the content should be contained in the online dictionary. Online academic vocabulary dictionaries allow students to naturally link their limited education into and out of the classroom, thereby overcoming the limitations of vocabulary education at the educational scene and maximizing their educational effectiveness.

Features of Using Smart Devices in Socioscientific Issues Debate Classes (과학관련 사회쟁점(SSI) 토론 수업에서 스마트 기기의 활용 방식과 수업의 특징)

  • Nam, Hyein;Kang, Hunsik;Noh, Taehee
    • Journal of The Korean Association For Science Education
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    • v.37 no.5
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    • pp.787-797
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    • 2017
  • In this study, we investigated the features of using smart devices in socioscientific issues (SSI) debate classes. Twenty-seven high school students in Gyeonggi-do participated in this study. The processes of the SSI debate classes with smart devices were classified into five stages: data searching, data sharing, summary and organization of data, debate in the classroom, and online debate. Then some features at each stage were identified. It was found that they collected self-directed and in-depth data while reflecting their knowledge and experience, and selected data which were easy to understand at the stage of data searching. The specificity and validity of the evidences gathered and the clarity of the sources were improved at the stage of data sharing, although they shared more data offline than online. They organized their data by using paper rather than smart devices at the stage of summary and organization of data. Most of them failed to use the summary in debate. They argued and refuted based on concrete grounds at the stage of debate in the classroom, which raised students' interest in debate and led students to participate actively. At the stage of online debate, they were able to rearrange and review the arguments of both sides, and the participation of the students who were passive in classroom debate was enhanced. Based on these results, we suggest some effective teaching methods for SSI debate classes using smart devices.

Investigation of Teachers' Awareness of Flipped Classroom to Explore its Educational Feasibility (거꾸로 교실(Flipped Classroom)의 교육적 활용가능성 탐색을 위한 교사 인식 조사)

  • Park, TaeJung;Cha, HyunJin
    • The Journal of Korean Association of Computer Education
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    • v.18 no.1
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    • pp.81-97
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    • 2015
  • Although Flipped Classroom(FC) which has recently attracted attention of educational field, showed its various educational effects such as learning academic achievement, attitude, collaborative learning and self-regulated learning. other studies also showed a number of significant problems and challenges in practically implementing. Thus, this study aims to investigate in-service and pre-service teachers awareness of FC in order to explore its educational feasibility for successfully adopting it to classrooms through the alternative solutions to its limitations. To achieve this goal, we firstly conducted literature review on teaching and learning models and guidelines to draw educational prerequisites and then analyzed needs of 156 pre-service teachers and 42 in-service teachers. According to survey results, 80% of teachers are willing to apply FC to their classes and hope to be offered with pre-learning activity materials and guidelines. They consider junior high school students and college students as appropriate learners, social science, science, Korean, and English as suitable subjects, and video content as optimal materials for pre-learning activities.

English Zone Education Methodology Utilizing the Wireless Internet (무선인터넷을 활용한 English Zone 영어 학습 방법 연구)

  • Lee, Il Seok
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.407-415
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    • 2015
  • Offline English Zone refers to a physical environment in which the learners can check the results while they practice speaking and listening in English, and look up the vocabulary and information on their own. However, offline English zone is inevitably dependent on limited and artificial environment and its operation is greatly limited in having to provide an environment in which the students can spontaneously experience role play in an artificial space set in a small-scale English village consisting of shopping, restaurant, and hospital zones. The purpose of this study is to analyze the problems of the environmental restrictions in educational methodology utilizing offline English zone programs. Moreover, based on the ubiquitous concept. It is to provide a strategy for utilizing online English zone programs which utilize multimedia tools, wireless internet, and SNS.

The Design and Implementation of a Blended-Learning System (통합교육 학습 시스템의 설계 및 구현)

  • Kim, Eun-Kyung;Han, Jae-Il
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.11a
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    • pp.817-820
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    • 2005
  • 온라인 교육은 오프라인 교육의 한 가지 방식의 교수방법에서 탈피하여 테크놀로지를 이용하여 교육의 효과를 높일 수 있는 구체적인 대안이 될 것이라고 예측되었다. 하지만 최근 들어, 사람이 아닌 PC와 의사소통을 해야 하기 때문에 집중력을 확보하기가 어렵고 인간미가 없다는 점등의 문제가 지적되고 있다. 이 문제점을 해결하기 위해서 교수자들은 온라인 환경이 갖는 장점과 오프라인 환경이 갖는 장점을 혼합한 통합교육을 시도하고 있다. 본 본문에서는 학습자들의 학업성취도와 수업만족도를 높이기 위해 온라인 수업과 오프라인 교실수업을 혼합한 통합교육에 멘토링 기능을 추가하여 학습모델 설계 및 학습 지원 시스템을 설계하였다.

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