• Title/Summary/Keyword: On-line education

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Characteristics of Online Discussion System for Physics Investigation Through the Students' Perceptions (학생들의 인식조사를 통한 온라인 물리탐구토론의 특징)

  • Lee, Bong-Woo;Kim, Hee-Kyong
    • Journal of The Korean Association For Science Education
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    • v.24 no.6
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    • pp.1206-1215
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    • 2004
  • In this study, we explored the students' perceptions on the online discussion system for physics investigation as the physics education program. With these, we explored the characteristics of online discussion system. For these, the questions and interviews were executed in order to get informations about user-friendly characteristics of on-line discussion learning system of physics investigation, asynchronicity of on-line investigation discussion, on-line investigation discussion related to writing, visual cues and physical presence of on-line investigation discussion and preference of on-line investigation discussion. The students represented that there were two advantages in the online investigation discussion. One is that they could participate in the on-line investigation discussion without the restriction of time and space, and the other is that they could enter into a dispute with sufficient consideration because of the asynchronicity characteristic of online investigation discussion. Although the online educational activity is mainly achieved by independent work on the part of students, the role of teacher and parents is more important than the technical part of online educational system for the active participation.

Education On Demand System Based on e-Learning Standards (e-Learning 표준에 기반한 주문형 교육 시스템)

  • Hong, Gun Ho;Song, Ha Yoon
    • The Journal of Korean Association of Computer Education
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    • v.6 no.3
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    • pp.99-108
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    • 2003
  • This paper indicates limitations of the existing VOD(Video on Demand)-based on-line education systems and presents the design and implementation of Education on Demand (EOD) system as an alternative. EOD system is based on meta information expressed in XML and component technology. Overall system consists of authoring tool. contents server, learning policy system and contents viewer. which are utilized throughout the learning contents life-cycle. EOD system enables automated contents management using meta information exchange methodology that is conformant to the SCORM meta data presentation scheme. In addition, integrated management of interaction and feedback information along with the learning policy system provides customized learning guide for each individual learner. With the development of EOD system, this paper discusses about advanced on-line education system which surpasses existing content-providing-only systems.

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Storage Feature-Based Watermarking Algorithm with Coordinate Values Preservation for Vector Line Data

  • Zhou, Qifei;Ren, Na;Zhu, Changqing;Tong, Deyu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.7
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    • pp.3475-3496
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    • 2018
  • Most of current watermarking algorithms for GIS vector data embed copyright information by means of modifying the coordinate values, which will do harm to its quality and accuracy. To preserve the fidelity of vector line data and protect its copyright at the same time, a lossless watermarking algorithm is proposed based on storage feature in this paper. Firstly, the superiority of embedding watermark based on storage feature is demonstrated theoretically and technically. Then, the basic concepts and operations on storage feature have been defined including length and angle of the polyline feature. In the process of embedding watermark, the watermark information is embedded into directions of polyline feature by the quantitative mechanism, while the positions of embedding watermark are determined by the feature length. Hence, the watermark can be extracted by the same geometric features without original data or watermark. Finally, experiments have been conducted to show that coordinate values remain unchanged after embedding watermark. Moreover, experimental results are presented to illustrate the effectiveness of the method.

Effective Image Retrieval for the M-Learning System (모바일 교육 시스템을 위한 효율적인 영상 검색 구축)

  • Han Eun-Jung;Park An-Jin;Jung Kee-Chul
    • Journal of Korea Multimedia Society
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    • v.9 no.5
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    • pp.658-670
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    • 2006
  • As the educational media tends to be more digitalized and individualized, the learning paradigm is dramatically changing into e-learning. Existing on-line courseware gives a learner more chances to learn when they are home with their own PCs. However, it is of little use when they are away from their digital media. Also, it is very labor-intensive to convert the original off-line contents to on-line contents. This paper proposes education mobile contents(EMC) that can supply the learners with dynamic interactions using various multimedia information by recognizing real images of off-line contents using mobile devices. Content-based image retrieval based on object shapes is used to recognize the real image, and shapes are represented by differential chain code with estimated new starting points to obtain rotation-invariant representation, which is fitted to computational resources of mobile devices with low resolution camera. Moreover we use a dynamic time warping method to recognize the object shape, which compensates scale variations of an object. The EMC can provide learners with quick and accurate on-line contents on off-line ones using mobile devices without limitations of space.

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A Study on a Guide-Line for Assessment Items Development in Middle and High School Mathematics (중.고등학교 수학 내신 평가문항 개발 가이드라인 연구)

  • Lee, Hwan Chul;Kim, Dong-Won;Hwang, Hye Jeang;Kim, Bu mi;Kim, Sun Hee;Lee, Hyung Joo
    • Journal of the Korean School Mathematics Society
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    • v.16 no.4
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    • pp.637-654
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    • 2013
  • This study aims to suggest a Guide-Line for Assessment Items Development in Middle and High School Mathematics that was included in the plan for advancement of mathematics education(2012). Consequently, we categorized a Guide-Line for Assessment Items Development as three process: 'Lesson content analysis process', 'Assessment items making process', 'Assessment items completed process'. This study will contribute to improve teacher's assessment professionalism and can be used as self-diagnosis tools.

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The Worked Example Effect using Ill-defined Problems in On-line Learning : Focus on the Components of a Worked Example (온라인 학습에서 비구조화된 문제에 대한 해결된 예제 효과)

  • Kyun, Suna;Lee, Jae-Kyung;Lee, Hyunjeong
    • Journal of Information Technology Services
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    • v.14 no.1
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    • pp.129-143
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    • 2015
  • This study has two goals. The first goal is to investigate whether worked examples are effective in the ill-defined domain with on-line learning and the second goal is to find out which components (conceptual or procedural knowledge) of worked examples are effective factor at the given learning environment. We carried out three experiments in which Korean undergraduate or graduate students were working in three or four conditions of worked examples (CWE, PWE, CPWE, or the control group). While experiment 1 conducted in on-line learning environment did not find any effect and difference among groups and also any logical reason for those results, experiment 2 conducted in completely controlled laboratory setting with less knowledgeable students showed the clear difference among groups by the order CPWE, PWE, and CWE. Experiment 3 in which highly knowledgeable and motivated students were presented the same materials in more controlled on-line learning environment indicated the difference among groups by the order CWE, CPWE, and PWE. The results were discussed within the framework of cognitive load theory.

Effects of Interactions and Affective Factors in On-line English Grammar Courses of High Education (온라인 대학영문법 강의에서 상호작용과 정의적 요인이 교육효과에 미치는 영향)

  • Park, Deok-Jae
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.510-519
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    • 2012
  • The purpose of this study is to investigate how interactions and affective factors are influencing on-line English Grammar courses of higher education. This study addressed the following questions: (1) How are the interactions going in on-line English Grammar courses? (2) Are affective factors influencing effective learning in on-line English Grammar courses? The questionnaire was conducted on 170 college students who have taken on-line English course of K University. The data analysis of 300 college students' responses on their courses showed that e-learning has both positive and negative effects compared to face to face classroom instructions. Analysis showed that the percentage of students who have got negative opinions on e-learning was 17%, while that of students who have got positive opinions was 49.3%. The percentage of those in the middle was 33.3%. However, results demonstrated that immediate feedback and affective factors could be facilitated through Q&A bulletin and feedback program for completing on-line learning. Negative effects of on-line learning can be solved by a planned and well-supported on-line approach that includes a theory-based instructional model rather than the new method replaced by 'blended learning' that combines face-to-face classroom instruction with on-line learning.

The Influence of using On-Line Learning for improving of Mathematical creativity in elementary school's children (온라인(On-Line)학습이 아동의 수학적 창의력 신장에 미치는 영향 - 초등학교 4학년을 중심으로)

  • Hong, Yong-Rak;Go, Dae-Gon
    • 한국정보교육학회:학술대회논문집
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    • 2007.08a
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    • pp.123-128
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    • 2007
  • 지식의 양이 기하급수적으로 늘어나고 지식의 창의적인 활용이 세상을 지배하는 지식기반사회에 사는 현대의 아동들에게 무엇보다 중요한 창의력이 오히려 급격히 감소하는 경향을 보이는 이 때, 온라인 학습을 통해 아동들의 수학적 창의력을 신장할 수 있다고 생각하며 수학적 창의력의 요소중 다양한 관점으로 문제를 해결하는 능력을 신장시키기 위해 수학적 능력을 측정할 수 있는 평가도구 프로그램과 측정도구를 이용하여 실시하여 수학적 창의력이 신장됨을 알았다. 그 결과 온라인 학습은 수학적 창의력 신장에 도움을 준다고 할 수 있다.

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Tablet PC based Convergence Educational Serious Game for Children (태블릿 PC 기반의 융합형 아동 교육용 기능성 게임)

  • Ko, Jeong-Won;Lee, Ji-Won;Kim, Mi-Hye;Jung, Hye-Kyung;Park, Sung-Jun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.59-68
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    • 2014
  • As the prevalence of mobile platforms, expanding digital content production and also increasing interest about the serious game. However, existing educational serious games are short of application of educational function and lower effectiveness that not linked with off-line education. In this paper, we developed an educational serious game 'Rice-Mimi Adventure' for children based Tablet PC. The Games are designed five steps by four elements that storytelling, playing, music and cooking. Specially, players interaction between characters should be increase their own concentration and interest. For the effectiveness verification that linked education of on/off-line, experiment to 126 students of 3,4th grade in Choenan. A result shows positive data that on/off-line linked education using Tablet PC and effectiveness of game contents applied design factors. For this work, we should find effective class and teaching method using digital contents in off-line education for children.

A Case Study on Engineering Education of Architectural Engineering CAD Using Blended Learning (Blended Learning을 활용한 건축공학CAD 수업 사례연구)

  • Jang, Myung-Houn
    • Journal of the Korea Institute of Building Construction
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    • v.12 no.4
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    • pp.426-432
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    • 2012
  • For students majoring in Architecture or Architectural Engineering, describing a building with pictures and signs is equal to expressing his/her opinion with sentences and presentations. CAD (computer aided design) is a method of describing buildings, and is used practically in architecture-related companies. Many universities prescribe CAD instruction as a compulsory subject, and ABEEK (Accreditation Board for Engineering Education of Korea) requires an introduction to CAD as a basic subject for visual expression. The Architectural Drawing and CAD class in the department of Architectural Engineering of J University is a 2-credit course, with 4 hours of lectures per week. Relative to other subjects, this is insufficient for practical study. Thus, to make up for this insufficient time, the class has adopted a Blended learning system that mixes off-line and on-line classes. The objective of this research is to introduce Blended learning, and to give a case study of the CAD class using Blended learning.