• Title/Summary/Keyword: Cyber Classroom

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A Study on the Virtual University using Full Duplex Method (쌍방향 방식을 이용한 가상대학 연구)

  • Hong You-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.2 s.40
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    • pp.65-73
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    • 2006
  • It is very difficult for the teacher to know who understands the lecture or not in the classroom. Therefore, in this paper, it proposed the algorithm of student score evaluation algorithm using full duplex method. Moreover, it confirms that full duplex method using fuzzy rules and neural network can tell where misunderstanding of the problems in the test. The computer simulation results shows that the full duplex virtual learning system has been proven to be much more efficient than one way traditional method which unfortunately does not consider the students understanding.

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Instructional Design of Self-directed Information Communication Ethics Education based on the UCC Dramatization Learning (UCC 활용 극화학습 기반 자기주도적 정보통신윤리교육 수업 설계)

  • Kim, Hyun-Bae;Mun, Jeong-Hee
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.561-570
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    • 2010
  • In recent years, we can see attempts to take advantage of UCC in a way of the education. But in the precedent studies there are not many guidance plans to help teachers apply UCC in the classroom. The purpose of this paper is to suggest a guidance plan to help teachers apply UCC in the classroom and to analyze the effect of educational using UCC Dramatization learning model on the expanding of students' self-directed learning ability in the information communication ethics education. For this, first, a teacher executes preliminary inspection about self-directed learning ability second, students study about "how to prevent them from cyber crime" using UCC Dramatization learning model. Third a teacher executes post inspection about self-directed learning ability and measures the degree of improvement on self-directed learning ability. The final step is to extract the implications from the analysis of the experiments.

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LMS-based Edutech Teaching and Learning Platform Model Design Study (LMS 기반 에듀테크 교수학습 플랫폼 모형 설계 연구)

  • Yoon, Seung­-Bae;Yang, Seung Hyuk;Park, Hyunsoon
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.29-38
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    • 2021
  • Purpose: This is a study to design an optimal Edutech teaching-learning platform model that can be linked with various types of LMS to activate e-learning. Methods: For this purpose, the contents of e-learning systems that can be used in the 4th industrial technology of cyber universities and general universities were cross-sectionally analyzed. Results: Cyber universities relied entirely on LMS, and general universities supplemented and utilized different Edutech methods for each professor such as Google Classroom, Zoom video communication, and YouTube in addition to LMS. It was considered that it would be meaningful to provide a minimal algorithm mapping to LMS to share metadata such as Google and YouTube for the Edutech teaching and learning platform model. Conclusion: Therefore, this study is expected to contribute to the improvement of teaching methods and academic achievement through the LMS-based Edutech teaching and learning platform model.

A Study on the Basic Investigation for the Fire Risk Assessment of Education Facilities (교육시설 화재위험성 평가를 위한 기초조사에 관한 연구)

  • Lee, Sung-Il;Ham, Eun-Gu
    • Journal of the Society of Disaster Information
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    • v.17 no.2
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    • pp.351-364
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    • 2021
  • Purpose: Fire load analysis was conducted to secure basic data for evaluating fire risk of educational facilities. In order to calculate the fire load through a preliminary survey, basic data related to the fire load of school facilities were collected. Method: The basic data were the definition and types of fire loads, combustion heat data for the calculation of fire loads. The fire load was evaluated by multiplying the combustion heat by the weight of the combustibles in the compartment when calculating the fire load. Result: As for the fixed combustible materials of A-elementary school, the floor was mainly made of wood, in consideration of emotion and safety in the classroom, music room, and school office, and the rest of the compartments were made of stone. The ceiling and walls were made of gypsum board and concrete, so they were not combustible. The typical inflammable items in each room were desks, chairs, and lockers in the classroom, and the laboratory equipment box and experimental tool box were the main components in the science room, and books, bookshelves, and reading equipment occupied a large proportion in the library room. Conclusion: 'The fire loads of A-elementary' schools according to the combustibles loaded were in the order of library, computer room, English learning room, teacher's office, general classroom, science hall, and music room.

Exploration of the Impact of Blended Learning's External Classroom Formats and Internal Teaching Strategies on Academic Achievement and Learners' Perception (블렌디드러닝의 외적 수업형태 및 내적 수업전략이 학업성취도와 학습자 인식에 미치는 영향 탐색)

  • Ye-Yoon Hong;Yeon-Wook Im
    • Journal of Industrial Convergence
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    • v.21 no.8
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    • pp.1-12
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    • 2023
  • The purpose of the study is to analyze the impact of blended learning's external classroom formats and internal teaching strategies, which has been implemented in university classes due to COVID-19, on students' academic achievement and learners' perceptions, as well as to provide insights into the desirable direction of online education. The study was conducted during the 1st semester of 2022 at G University, targeting students taking Calculus I. The experimental group consisted of 117 students, while the control group consisted of 707 students. Blended learning, involving a combination of face-to-face classes, online classes, and mixed teaching methods, was implemented, and academic achievement and learner perceptions were assessed. The research findings indicate that compared to solely online classes, adopting a blended learning approach with online classes before the midterm and face-to-face classes afterwards resulted in a decline in academic achievement. The unprepared and simplistic external format of blended learning was found to be ineffective, however, a blended learning model consisting solely of online classes, incorporating a mix of asynchronous and synchronous instruction, demonstrated positive learner perceptions. Additionally, utilizing technology in the teaching strategies yielded positive outcome.

Development of Virtual Classroom for Computer System Architecture based on the Flash ActionScript (플래시 액션스크립트 기반의 컴퓨터 시스템 구조 가상 학습실 개발)

  • Seo Ho-Joon
    • Journal of Engineering Education Research
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    • v.7 no.4
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    • pp.16-21
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    • 2004
  • According to the appearance of various virtual websites using multimedia technologies for engineering education, the internet applications in engineering education have drawn much interests. But unidirectional communication, simple text/image based webpages and tedious learning process without motivation etc. have made the lowering of educational efficiency in cyberspace. Thus, to cope with these difficulties this paper presents a web-based educational Flash movies based on ActionScript language for understanding the principles of the computer system architecture. The proposed Flash movies provides the improved learning methods which can enhance the interests of learners. The results of this paper can be widely used to improve the efficiency of cyberlectures in the cyber university. Several sample Flash movies are illustrated to show the validity of the proposed learning method.

What Do Learners Do While Planning? Learners' Use and Perceptions of Planning for an Oral Narrative Task

  • Park, Su-Jung
    • English Language & Literature Teaching
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    • v.15 no.3
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    • pp.223-248
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    • 2009
  • Previous research on the impact of pretask planning on subsequent second language (L2) production has mainly focused on the linguistic quality of planned production, while learners' thought processes and perceptions about planning have been relatively less explored. In addition, few previous planning studies have examined whether the learners did in fact follow the pretask instructions, thus leaving the role of pretask instructions in the planning process unexplored. Therefore, the present study investigated whether pretask instructions affect attentional allocation as well as what cognitive operations planners engage in and what their perceptions about planning are. Forty-three Korean EFL classroom learners were divided into two groups: before having time to plan for an oral story retelling task, one group received general instructions, while the other group received specific instructions. The findings, based on both quantitative and qualitative data analysis, indicated no large effects of pretask instructions on the planners' attentional focus. Rather, the qualitative analysis identified a number of other factors that influenced learners' decision making as well as their general processes and approaches to planning and their perceptions about planning and thinking aloud while planning. Implications for L2 teaching as well as limitations of the study are discussed.

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The development of web-based logic circuit learning contents applying scaffolding (스캐폴딩을 적용한 웹기반 논리회로 학습 콘텐츠 개발)

  • Yoon, Seon-Mi;Choi, Dong-Min;Chung, Il-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.817-820
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    • 2008
  • Development of computer and internet has permitted cyber education transcending time and space, which escapes traditional classroom. As a result, the study of learner's own leading in Web-based instruction environment can be possible. In order to perform it effectively, suitable helps and advices, called scaffolding, must be offered. In this pater, we select a principle of computer in information technology basic subject of technical high school, and design and implement the web contents that provide the proper scaffolding for learners.

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Development of Distance Learning Tools Based on Object-Oriented Programming Technique (객체지향 프로그래밍 기법에 의한 원격학습도구의 개발)

  • Lee, Hyo-Jong
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.11
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    • pp.3470-3478
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    • 2000
  • The rapidly developing World Wide Web technology provides new opportunities for distance education over the internet. Several successful experiments about cyber educationor distance leanning have been reported. The Web when combined with other network tools can be used to create a virtual classroom to bring together a community of learners for interactive education. Requrements for standard tools for distance. Iearning, such as an electionic mail, a multiparheipant bcard newsgroup service and video conference tools have been investigated and implemented based on the object modeling technique useing java programming language. The object onented programming helps the developed codes maintain learning with allowed interactions either between instroctors and students or between students.

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Psychological Effects of Gamification on Young Learners: Focusing on a Serious Game for English Phoneme Discrimination (기능성게임을 활용한 게이미피케이션 영어 발음 학습이 초등학생의 정의적 영역에 미치는 영향)

  • Lee, Sun-Young;Park, Joo-Hyun;Choi, Jung-Hye Fran
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.111-122
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    • 2019
  • This study investigated the psychological effects of using a serious game with young learners in the English classroom compared with those of a dictionary application. A tablet PC-based serious game was created for the training of English phoneme discrimination for Korean 6th graders, and its psychological effects were measured using a paper-based survey and face-to-face interviews. The overall results revealed that the serious game had more positive psychological effects on young learners than the dictionary app. These findings provide supporting empirical evidence for using serious games in English classrooms.