• Title/Summary/Keyword: 온라인 학습만족도

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A Case Study of Spatial CAD Education in Blended Learning Environment (혼합형 학습(Blended Learning) 환경에서의 공간디자인 CAD 수업 사례연구)

  • Hwang, Ji Hyoun;Lim, Haewon
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.115-126
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    • 2021
  • The purpose of this study is to closely analyze the case of blended-learning in order to provide a diverse and flexible learning environment while maintaining the nature of face-to-face classes, and to identify the learning environment that supports blended-learning in each class step and the educational experience of students. The experience and satisfaction of blended learning were investigated in various ways: course evaluation, LMS activity evaluation, and questionnaire before and after the class. As a result, the blended-learning is better than the traditional face-to-face classes, in providing real-time feedback, opportunities for various interactions, and textual conversations, anytime and anywhere. In addition, as a result of the preliminary survey, as a measure to solve the opinion that concentration was reduced due to problems such as networks and felt uncomfortable in the communication part, the theory and lectures of the design practice class were conducted non-face-to-face. The individual Q&A and feedback were conducted face-to-face and non-face-to-face. As a result of the follow-up survey, it was found that concentration and efficiency could be improved. This opens up possibilities for active use of the online environment in design practice classes.

Personalized Apparel Coordi System using Multiple Hybrid-Filtering on Semantic Web (시맨틱 웹에서 다중 혼합필터링을 이용한 개인화된 의상 코디 시스템)

  • Eun, Chae-Soo;Song, Chang-Woo;Lee, Seung-Geun;Lee, Jung-Hyun
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10b
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    • pp.178-182
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    • 2006
  • 인터넷과 웹이 일상생활의 일부가 되면서 온라인상에는 방대한 양의 정보가 쌓이게 되었다. 이러한 흐름 속에서 정보의 양은 급속도로 늘어나는 현상을 보이며, ‘개인화’ 를 통해 수많은 데이터들 사이에서 원하는 정보를 자동으로 찾아내는 기술의 중요성이 부각되고 있다. 이를 ‘추천시스템’ 이라 부르며, 내용기반 필터링과 협력적 필터링 등의 연구가 활발히 이루어지고 있다. 그러나 사용자에게 가장 중요한 영향을 미치는 또래의 선호도, 지역, 시대 등의 복합적인 환경을 반영하는데 아직까지 어려움을 지니고 있다. 따라서 본 논문에서는 기존의 필터링들을 조합하고 좀더 편리하게 정보를 공유하고 학습할 수 있는 시맨틱 웹에서 연관 이웃 마이닝 기법을 통해 개인화된 추천 시스템을 설계한다. 생활에서 흔히 접할 수 있는 의상을 다양한 사용자에게 특화되어 코디해주는 시스템을 웹에서 제공한 결과 불필요한 검색시간이 줄어들고 사용자의 피드백을 통해 점차 만족도가 향상됨을 알 수 있었다.

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A Study on the Teaching·Learning Management Status and Improvement Plan about 'Creative Engineering Design' Lesson of 'Technology·Home Economics Subject' for High School Teachers (고등학교 기술·가정 교과 '창의 공학 설계' 단원 수업에 대한 교수·학습 운영 실태 분석 및 개선 방안)

  • Kim, SeongIl;Lim, YunJin
    • 대한공업교육학회지
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    • v.41 no.1
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    • pp.128-146
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    • 2016
  • The purpose of this study was to provide a basic research data for increasing the quality of 'creative engineering design' lesson and the teaching learning capability of high school teachers by analyzing the teaching learning management status and improvement plan of 'technology home economics subject' lesson for high school teachers. In order to investigate the teaching learning management status, the survey questionnaires from 63 teachers were collected from high school teachers who teach technology home economics subject currently and analyzed by statistical program SPSS 20. The main results of this study were as follows: First, for the contents of 'creative engineering design' lesson, the highest mean of response was 'creative thinking method'(M=4.22). In the learning activities, the teachers perceived the importance of the 'idea concept' highly. Second, in the management of 'creative engineering design' lesson, the teachers perceived the importance of the secure of tool, material budget, and practice space for the lesson highly. In the teaching capabilities, the teacher perceived the importance of the preparing teaching learning strategy most($$M{\frac{._-}{.}}4.14$$). Third, the teachers preferred to product for making uncomfortable things better in life and the other production outside from the content of textbook. Fourth, in the ratio of practice:theory lesson, they perceived the ratio of 3:7(36.5%), 4:6(25.4%), and 2:8(23.8%) are appropriate. In the assessment, the combination of production, portfolio, and presentation was preferred most. Fifth, there were statistically significant difference in teachers' interest and satisfaction and contents about 'creative engineering design' lesson between groups divided by the existence of practice space, certification held(technology teacher, non technology teacher), etc. Therefore, in order to improve the interest and satisfaction about the 'creative engineering design' lesson, the secure of space for technology practice and material budget were required. In addition, training and seminars program for improving the teaching capability for 'creative engineering design' lesson were required.

The Comparison of the learning achievement and learning satisfaction Between in the Blended Class and Online Class and Offline Class (블렌디드 학습, 온라인 학습, 오프라인 학습의 학업성취도와 학습만족도 비교)

  • Kim, Miyoung;Ahn, Kwangsik;Choi, Won-Sik
    • 대한공업교육학회지
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    • v.30 no.1
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    • pp.106-119
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    • 2005
  • Many problems with the offline class, which is the traditional education type in corporations or universities, were indicated and people hoped that e-learning, which is web-based instruction, would solve these problems. However, e-learning also has weak points in that it should be self-paced and media-based in many ways. Therefore, when considering the good and weak points of offline classes and e-learning, blended learning seems to be necessary. Until now, blended learning has usually been used in corporations, and there have been almost no studies on the effectiveness or management of blended learning in universities. Thus, in this study, I would like to design blended classes, manage them at the level of university classes, and verify the effectiveness of blended classes, by comparing academic achievement, student participation, and student satisfaction. The subject students who signed up for Computer & Technology at C University in 2005 were divided into three study groups: offline class, online class, and blended class. The offline class was taught using the traditional class teaching method. For the online class and the blended class, multimedia contents were developed and a different LMS was used. The results of 13 weeks of teaching are as follows. For the academic achievement in the offline, online and blended classes, there was no statistically significant difference (f=2.387, p=.096). But when comparing the average achievement, the average of the blended class was higher than that of the other classes, so that it can be said that the blended class has positive effects on academic achievement. Second, when comparing the learners' participation in the online class and the blended class, the total posts were 85 and 138 respectively, which shows a considerable difference. The hit counts for each post in the online class and the blended class are 10 and 20, respectively. Moreover, the login counts for subjects are 3 in the online class and 4 in the blended class. In the questionnaire for the students' academic satisfaction in the online class and the blended class, all of the 15 items showed higher satisfaction in the blended class. Considering all these results, if adequate media are properly combined, the blended class is better than either the pure online class or the pure offline class.

Understanding the Evaluation of Quality of Experience for Metaverse Services Utilizing Text Mining: A Case Study on Roblox (텍스트마이닝을 활용한 메타버스 서비스의 경험 품질 평가의 이해: 로블록스 사례 연구)

  • Minjun Kim
    • Journal of Service Research and Studies
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    • v.13 no.4
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    • pp.160-172
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    • 2023
  • The metaverse, derived from the fusion of "meta" and "universe," encompasses a three-dimensional virtual realm where avatars actively participate in a range of political, economic, social, and cultural activities. With the recent development of the metaverse, the traditional way of experiencing services is changing. While existing studies have mainly focused on the technological advancements of metaverse services (e.g., scope of technological enablers, application areas of technologies), recent studies are focusing on evaluating the quality of experience (QoE) of metaverse services from a customer perspective. This is because understanding and analyzing service characteristics that determine QoE from a customer perspective is essential for designing successful metaverse services. However, relatively few studies have explored the customer-oriented approach for QoE evaluation thus far. This study conducted an online review analysis using text mining to overcome this limitation. In particular, this study analyzed 227,332 online reviews of the Roblox service, known as a representative metaverse service, and identified points for improving the Roblox service based on the analysis results. As a result of the study, nine service features that can be used for QoE evaluation of metaverse services were derived, and the importance of each feature was estimated through relationship analysis with service satisfaction. The importance estimation results identified the "co-experience" feature as the most important. These findings provide valuable insights and implications for service companies to identify their strengths and weaknesses, and provide useful insights to gain an advantage in the changing metaverse service environment.

Domestic Research Trends on MOOCs: From 2010 to 2018 (MOOC 국내연구 동향분석: 2010년~2018년을 중심으로)

  • Lee, Jeongmin;Oh, Bora
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.82-90
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    • 2019
  • The purpose of this study was to analyze trends of domestic research on MOOCs(Massive Open Online Courses) for the last 10 years and provides implications for research on education and learning using MOOC. A total of 70 research papers were selected for the analysis. As a result, the research papers on MOOC in Korea have been increasing from 2012 to 2018. Of the 70 research papers, 31 were clearly indicated research subjects, and most of the research was conducted for university students. Regarding the research type, survey research(27.1%) were the most common. The predictors used in the study of MOOCs are demographic characteristics and perceived usefulness and ease of use for independent variables, satisfaction, perceived usefulness and ease of use for the mediators, usage intention and persistence for dependent variables were frequently used. Further implications were discussed for the study.

Exploring the Online Learning Experience of College Students Majoring Physical Education in the COVID-19 Pandemic (코로나-19 팬데믹으로 인한 체육계열 대학생의 원격수업 학습경험 탐색)

  • Lee, Man-Gi;Cho, Eunbyul;Lim, Hyosung
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.421-430
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    • 2021
  • The study was conducted to examine the educational experiences and perceptions of college students in the field of physical education as they were taken remote classes in university due to the effects of the social collective infection caused by COVID-19. To achieve the purpose of the study, an online survey was conducted on 278 university students who major in physical education, and the survey questions include the status of remote classes, remote class recognition (preference, and satisfaction level). As for the analysis method, frequency analysis, response sample t-verification, ANOVA, and word-cradle were performed using SPSS 22.0 and R programs, and all significance levels were set at .05. The results from the above research process are as follows. First, in the types of remote classes in the sports category due to COVID-19, video types were used the most in both theoretical and practical classes, and the following was shown as assignment types. The third type was the voice record lecture type for theoretical classes, and the practical class was the video lecture scene. Second, in the remote class preference for the students, both theory and practical classes, video format were the most prefered, followed by video lecture scene and voice lecture type. Third, the analysis of the differences in satisfaction between theoretical and practical classes of the students showed that there was no difference in satisfaction according to the type of class.

Consideration of the Correlation between Declining Academic Ability and COVID-19 - through Analysis of National Level Academic Achievement (국가수준 학업성취도 분석을 통한 학력 저하와 코로나19와의 상관관계에 대한 고찰)

  • Saesoon Lee;Jin-Woo Park
    • Journal of Science Education
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    • v.47 no.3
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    • pp.251-262
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    • 2023
  • In this study, we examine other factors that may contribute to the decline in students' academic performance and educational attainment. Many media reports, as well as previous studies, have suggested that virtual learning is the main reason for the decline in students' academic performance. However, the 2020 National Student Achievement Survey, which was conducted in conjunction with the COVID-19 Distance Learning Environment Student Survey, showed that students were highly satisfied with distance learning (70-80%), and the analysis of the National Assessment of Educational Achievement showed that students' academic performance had already been declining year by year since 2017, with a general downward curve. For further confirmation, we analyzed the performance of high school students on mock exams and found that their performance was not normally distributed, but rather a right-skewed U-shaped distribution with a shrinking number of medians and severe polarization. We found that this phenomenon is not simply because of the mode or quality of the virtual classroom, but to a variety of factors, including environmental influences such as care and management at home, changes in investment in private education, increased time spent on online devices while taking virtual classes at the bottom, and increased time spent watching online content, games, and videos that are not related to learning.

A Plan to Revitalize Virtual Space using Metaverse Zeb and ZEPETO App in Radiology Education (방사선학 교육에서 메타버스 젭과 제페토 앱을 활용한 가상공간 활성화 방안)

  • Dong-Hee Hong
    • Journal of the Korean Society of Radiology
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    • v.17 no.6
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    • pp.965-975
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    • 2023
  • Education in radiology involves a large portion of practical training, and it is difficult to conduct it through non-face-to-face online education. In this study, we utilized the Metaverse platform, which can replace hands-on education, to implement a practice room that is difficult to access through non-face-to-face classes into a virtual world, and then evaluated the satisfaction of learners after the practice class, the practicality of the Metaverse platform class, and the future orientation of the curriculum. I wanted to find out. Using the metaverse platforms ZEPETO (Build It) and ZEP (ZEP), the S University radiology department lab was implemented into a virtual world and used for students' classes. A total of 50 students were surveyed twice, divided into pre- and post-surveys, and all questions used a 5-point Likert scale. As a result of the study, satisfaction was low at 2.32 for education without using Metaverse virtual space, while education using virtual space was very high at 4.16. As a result of the analysis, the satisfaction level of the new education system and the practicality of the Metaverse platform classes are very high, and it is believed that it will be a more effective education platform when conducting additional education such as app explanations in the future.

Case study of flipped learning applied to hand sewing class in home economics education (가정과교육에서 손바느질 실습에 대한 플립러닝 적용 사례 연구)

  • Shin, Hye Won
    • Journal of Korean Home Economics Education Association
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    • v.30 no.4
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    • pp.127-139
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    • 2018
  • The purpose of this study was to develop and examine the effect of flipped learning in hand sewing practice. The flipped learning class was designed to three steps(pre-class, in-class, after-class). Pre-class: Students learned kinds of hand sewing by watching video and ppt. In-class: Students were evaluated for their prior learning through the quiz. After the quiz, instructor had a brief hand sewing demonstration. Then basic hand sewing practice was progressed. After that advanced project(making things using more than 3 kinds of hand sewing methods) was progressed. After-class: Students were evaluated each other through project exhibition. The effectiveness of flipped learning was measured based on the students' self-reflective journals and class awareness surveys. As the results, students were actively participated in flipped learning and satisfied with the overall quality of the flipped learning class. They said that videos, project & feedback were helpful in understanding hand sewing. Flipped learning applied to hand sewing practice showed more positive learning effect than the general practice class.