• Title/Summary/Keyword: Cyber lecture

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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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Effect of Communication in the Online Lecture: Focused on the Answering Way (온라인 강의에서 의사통방식의 효과: 질문에 대한 답변제시 방식을 중심으로)

  • Chae, Jung-Min
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.171-172
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    • 2016
  • 본 연구는 온라인 대학 강의에서 수강생들의 강의관련 질문과 답변 내용을 주간 단위로 모아서 수강생들에게 추가로 공지하는 상호작용이 학업성과와 강의만족도에 어떠한 영향을 주는가를 파악하는데 목적을 두었다. 이를 위해 실험법 중 통제집단사후측정 비교설계 방식에 따라 진행하였다. 각 집단은 한 분반이 200명 단위로 분반되는 대형수강과목을 1개 선정하여 600명을 3개 분반에 무선할당 하여 각각 실험집단1, 실험집단2, 통제집단으로 하였다. 실험집단1에게는 이메일로 내용을 전달하고, 실험집단2에게는 과목공지게시판을 통해서 내용을 전달하며, 통제집단에게는 아무런 처치를 하지 않았다. 종속변수는 해당 과목에 대한 수강생들의 학업성적과 강의만족도이었다. 그 결과, 통제집단보다 실험집단1과 실험집단2에서 학업성적이 유의미하게 높게 나타났다. 그리고 실험집단 중에서는 1집단이 2집단보다 유의미하게 학업성적은 높았는데, 강의만족도는 유의미한 차이가 없었다. 이것은 강의관련 질문에 대해 교수자가 수강생들에게 적극적인 상호작용을 많이 하는 것이 긍정적인 효과를 낳을 수 있는데, 상호작용의 방식은 과목공지게시판보다는 학생에게 보다 편리한 이메일 전달방식이 더 효과적임을 실증적으로 보여주는 것이다.

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Collaboration in a Web-Based Learning Environment: Opportunities and Challenges

  • HAN, Seungyeon
    • Educational Technology International
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    • v.9 no.2
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    • pp.123-142
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    • 2008
  • The purpose of this study was to examine how computer conferencing might facilitate collaborative learning for students to engage in meaningful discussion. The participants in this study consisted of the instructor and the students in a graduate level course. Different sources of evidence were used to triangulate the data: in-depth interviews, content analysis of transcripts of discussion, and other archival data including course syllabus, presentation materials, and lecture notes. Participants perceived web-based learning as collaborative process, providing opportunities to share the idea, respect and evaluate different perspectives, and co-construct new insights. Analysis of the data revealed several challenges related collaboration in a web-based learning environment: absence of a sense of community, technical problems, adaptability to different types of learner, and managing the discussion. The data also indicated that a variety of strategies were used to facilitate learning: building a sense of community, technical support, developing instructional methodologies, class size, and design of the content.

A Study on the Possibility of Cyber Art Education : Focusing on a Drawing Course (사이버 미술교육의 가능성 연구 : 드로잉 수업을 중심으로)

  • Jue, Juliet
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.1
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    • pp.663-668
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    • 2017
  • This study was conducted to examine the possibility of developing a drawing course in online education and to assess the satisfaction and dissatisfaction of students. The drawing class consisted of a conceptual understanding of the drawing, learning actual techniques and performing drawing tasks. This course was rated on the content satisfaction scale and the course evaluation scale when it was developed in 2014 and partially modified in 2016. Both the content satisfaction and lecture evaluation showed similar scores to the average for all subjects in the school. Specifically, 'organization of content' received good reviews, while 'interaction' received a low rating in the content satisfaction scale. Additionally, 'enthusiasm' and 'response sincerity of teacher' received high ratings, but 'overall satisfaction' was low in the course evaluation scale. Finally, the self-assessment of students was also low. These results indicate that students want more practice and more active interactions.

Design and Implementation of Web-Based Cyber-University System (웹-기반 가상대학 시스템의 설계 및 구현)

  • Lee, Sei-Young;Yong, Hwan-Seung
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.12
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    • pp.3577-3588
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    • 1999
  • This paper describes design and implementation of a general purpose cyber educational system. In this system, there are different types of menus and services according to such user's rights as system operators, professors, assistant instructors, students. In order to keep in close contact between students and professors, provided are various services such as the official announcement, transcripts of lecture, bulletin board, Q/A corner, report box, archive of study materials, electronic mail box, memorandum including checking of one's attendance and school record. For the purpose of activating small group studies and discussion about given subject, it can organize into groups automatically and provide with debating rooms. The system is implemented by separating with both HTML design and programming part by templete concept. Overload of iterative server is solved by adjusting the numbers of DB servers of each service.

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A Study on Difficulty Equalization Algorithm for Multiple Choice Problem in Programming Language Learning System (프로그래밍 언어 학습 시스템에서 객관식 문제의 난이도 균등화 알고리즘에 대한 연구)

  • Kim, Eunjung
    • The Journal of Korean Association of Computer Education
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    • v.22 no.3
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    • pp.55-65
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    • 2019
  • In programming language learning system of flip learning methods, the evaluation of cyber lectures generally proceeds from online to multiple choice questions. In this case, the questions are randomly extracted from the question bank and given to individual learners. In order for these evaluation results to be reflected in the grades, the equity of the examination question is more important than anything else. Especially in the programming language subject, the degree of difficulty that learners think can be different depending on the type of problem. In this paper, we classify the types of multiple-choice problems into two categories, and manage the difficulty level by each type. And we propose a question selection algorithm that considers both difficulty level and type of question. Considering the characteristics of the programming language, experimental results show that the proposed algorithm is more efficient and fair than the conventional method.

Smart E-Learning using Intelligence (지능을 이용한 스마트 이러닝)

  • Hong, YouSik;Kang, JeongJin;Lee, YoungDae;Kim, Chunshik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.6
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    • pp.133-139
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    • 2008
  • Cyber university can easily study the lecture only press the couple of mouse click or keyboard button anywhere and anytime, if you have a computer. Many people believe that virtual university can save time and improve learning. To check How many students learn which selected some of the virtual university courses, instructor must know how to the understanding students and find out their difficult problems. Without checking this condition, it will be a very difficult and boring virtual university course. In this paper, we introduce the intelligent learning system. It has a full duplex direction that teaches understanding students and not understanding students. The computer simulation results confirmed that a full duplex virtual learning system has been proven to be much more efficient than one way direction which unfortunately does not consider to understanding problems.

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A Study on Teaching method for architectural design based on internet virtual reality (인터넷 가상현실을 이용한 건축설계교육에 관한 연구)

  • 신유진
    • Journal of Internet Computing and Services
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    • v.2 no.5
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    • pp.31-39
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    • 2001
  • Activities in fields based on internet virtual reality are flourishing. Education field is not an exception, and has reached the stage of establishing a cyber university after showing its activity in the developing field of distance learning. Although some of the architectural education fields have been following this trend, the education field of architectural design has not been developed as wildly because there have been a lot of difficulties in expressing three-dimensional space on a two-dimensional web. However, it has become possible to actualize the remote lecture based on internet in the education field of architectural design through the latest developments in internet technology. The purpose of this research is to be a basis for developing a teaching method for architectural design by taking advantage of the advanced in virtual reality technology on the internet.

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How the Quality of On-line Contents Influence Learning Attitudes: Effectiveness of Conducting Off-line Lectures at a Cyber University (콘텐츠 품질이 학습태도 형성에 미치는 영향 -온라인 대학에서 오프라인 강의 병행에 대한 효과-)

  • Rhie, Jinny
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.492-499
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    • 2009
  • This research was conducted in order to know how influential the acknowledgment of factors such as the quality of educational contents and the conducting of off-line lectures is in terms of effective learning for leaners. Based on the satisfaction-importance model of the multi-attribute attitude model, this study would like to clarify the degree to which the quality of on-line contents of on-line education and the simultaneous conducting of off-line lectures influences one's learning attitude. On-line contents satisfaction will evaluated through the three categories: audio lectures, video lecture and WEI lectures, which make up the quality of on-line contents. We would also like to do a survey on the transformation of learning attitudes when on-line and off-line lectures were conducted simultaneously.

The effects of types of presentation on the learning performance, satisfaction & expectation in cyber lecture (사이버 강좌의 정보제시유형이 학습 수행과 만족도, 학습기대감에 미치는 영향)

  • Kim, Yun-Hee;Chun, Kyong-Hee;Kim, Mee-Jin
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.480-486
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    • 2006
  • 본 연구는 대학생을 대상으로 사이버 강좌에서 사용되는 세가지 정보제시 유형에 따라 학습자의 학습 수행, 콘텐츠 만족도, 그리고 학습성취 기대감에 어떤 차이가 있는지를 알아보고자 하였다. 이에 공기펌프 작동원리, 브레이크 작동원리, 번개형성과정의 세가지 과제를 나레이션+텍스트(na+text), 나레이션+삽화(na+illust), 나레이션+애니메이션(na+ani)의 세가지 정보제시 유형의 콘텐츠를 제작하였다. 먼저 학습수행에 있어서는 브레이크 과제에서 정보제시 유형별 유의한 차이가 나타났으며 세가지 정보제시 유형 모두에서 na+illust, na+ani, na+text 조건 순으로 성취가 높았다. 번개형성과정에서도 정보제시 유형별 유의한 차이가 있었고, na+text, na+ani, na+illust 의 순으로 학습성취가 높은 것으로 나타났다. 콘텐츠 만족도에 있어서는 공기펌프와 브레이크 과제 모두에서 제시유형별로 유의한 차이가 있는 것으로 나타났으며, na+ani, na+illust, na+text 순으로 만족하는 것으로 나타났다. 학습성취에 대한 기대감도 공기펌프와 브레이크 과제 모두에서 유의한 차이가 있으며, 그 순서는 만족도와 동일하였다. 이 연구의 결과는 나레이션이 제공되는 3 가지 정보제시 유형의 콘텐츠를 학습함에 있어 학습과제와 학습과제 제시 유형에 따른 학습 수행의 차이를 확인할 수 있었다. 또한 이러한 학습수행 결과는 피험자의 콘텐츠 만족도와 학습 성취 기대감과는 다른 패턴을 보임으로써 정보제시 유형에 대한 평가와 실제 학습수행과는 차이가 있음을 시사한다.

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