• Title/Summary/Keyword: Online Design Class

Search Result 142, Processing Time 0.027 seconds

Cultural Sensitivity and Design Implications of MOOCs from Korean Learners' Perspectives: Case Studies on edX and Coursera

  • AHN, Mi Lee;YOON, Hwan Sun;CHA, Hyun Jin
    • Educational Technology International
    • /
    • v.16 no.2
    • /
    • pp.201-229
    • /
    • 2015
  • Culture is a crucial concept that forms the thinking and behaviors of a group of people, and it influences interactions in learning. Thus, it is also essential to consider cultural sensitivity in online learning technologies and instructional design as education is a set of learning actions based on values and perceptions. MOOCs, the latest online learning platform, are global online learning platforms that provide global learners with free and various learning resources including courses from different world-class institutions. Despite globalization having brought learners closer to sharing similar learning resources, the actual experiences with the resource are expected to vary according to cultures, mainly because learning behavior is a set of outcomes based on cultural differences. Taking this into consideration, this study aims to examine MOOCs from a cultural perspective in order to facilitate global learners, especially Korean learners, to utilize MOOCs with user-friendly services and contents. To achieve this objective, the study first identified and developed an evaluation criteria to examine the cultural sensitivity of MOOCs and conducted case studies on courses from major MOOC providers including edX and Coursera. From the findings, design recommendations of contents and courses on MOOCs were suggested to provide Korean learners with optimal learning experiences.

The effects of the online team project-based learning on problem solving ability, cooperative self efficacy and cooperative self regulation in students of department of physical therapy

  • Kim, Jung Hee;Lee, Woo Hyung
    • Journal of Korean Physical Therapy Science
    • /
    • v.28 no.3
    • /
    • pp.1-10
    • /
    • 2021
  • Background: The purpose of this study is to investigate the effect of the online team project based learning on problem-solving, cooperative self-efficacy, and cooperative self-regulation of college students. Design: Single group pre-post design. Methods: The online team project based learning was conducted for a total of 92 college students for 8 weeks. A survey was conducted on problem-solving ability, cooperative self-efficacy, and cooperative self-regulation. In the online team project-based class, two projects were performed. It consists of video lectures and real-time video conferencing. Through the real-time video conference, the project was carried out based on discussion among learners and feedback was provided. Results: There was a significant difference in the change in problem-solving ability compared to before learning (p<0.05). As a result of the evaluation of cooperative self-efficacy, there was a significant difference (p<0.05). There was a significant differences in cooperative self-regulation compared to before learning (p<0.05). Conclusion: The online team project-based learning are effective in improving learners' problem-solving ability, cooperative self-efficacy, and cooperative self-regulation.

Apparel Pattern CAD Education Based on Blended Learning for I-Generation (I-세대의 어패럴캐드 교육을 위한 블렌디드 러닝 활용 제안)

  • Choi, Young Lim
    • Fashion & Textile Research Journal
    • /
    • v.18 no.6
    • /
    • pp.766-775
    • /
    • 2016
  • In the era of globalization and unlimited competition, Korean universities need a breakthrough in their education system according to the changing education landscape, such as lower graduation requirements to cultivate more multi-talented convergence leaders. While each student has different learning capabilities, which results in different performance and achievements in the same class, the uniform education that most universities are currently offering fails to accommodate such differences. Blended learning, synergically combining offline and online classes, enlarges learning space and enriches learning experiences through diversified tools and materials, including multimedia. Recently, universities are increasingly adopting video contents and on-offline convergence learning strategy. Thus, this study suggests a teaching method based on blended learning to more effectively teach existing pattern CAD and virtual CAD in the Apparel Pattern CAD class. To this end, this researcher developed a teaching-learning method and curriculum according to the blended learning phase and video-based contents. The curriculum consisted of 2D CAD (SuperAlpha: Plus) and 3D CAD (CLO) software learning for 15 weeks. Then, it was loaded to the Learning Management System (LMS) and operated for 15 weeks both online and offline. The performance analysis of LMS usage found that class materials, among online postings, were viewed the most. The discussion menu most accurately depicted students' participation, and students who did not participate in discussions were estimated to check postings less than participating students. A survey on the blended learning found that students prefer digital or more digitized classes, while preferring face to face for Q&As.

Software Development Education through Developing a usable Multiplayer Online Game (다중 사용자 온라인 게임 개발을 통한 소프트웨어 개발 교육)

  • Yoon, Ilmi;Ng, Gary;Kwon, Oh Young
    • The Journal of Korean Institute for Practical Engineering Education
    • /
    • v.4 no.2
    • /
    • pp.38-45
    • /
    • 2012
  • Building a game has been used as effective and attractive way of teaching computer science. Building a usable Multi-player Game is requires important aspects of technology, teamwork and software engineering principles. The whole class was structured in to several teams and students needed to join one or two teams. Each team presented their progress, discussed future milestones and troubleshoots, updated documents for clearer communication and utilized SVN(Subversion) throughout the semester. Unlike usual class setting, all students worked collaboratively together like one company to achieve the goal. In one semester, students started from concept design and completed a working Multiplayer Online Game called "deBugger" (Fall 2009), and "World of Balance" (Fall 2011), while learning game design, 3D graphics, Game Engine, Server-client architecture, Game Protocol, network programming, database, Software Engineering principles, and large application development as a team project.

  • PDF

Effect of Trust in Creators on Class Preference in Knowledge Marketplaces (지식 마켓플레이스에서 크리에이터에 대한 신뢰가 강의 선호도에 미치는 영향)

  • Kang, Young Ju;Kim, Jin Myeong;Lee, Ui Jun;Oh, Se Hwan
    • The Journal of Information Systems
    • /
    • v.31 no.3
    • /
    • pp.19-45
    • /
    • 2022
  • Purpose Since COVID-19, the demand for online class platforms has increased. However, those platforms have not been clearly defined, and related research is also limited. In the context of the knowledge marketplace (KMs), this study examined the effects of class information and trust in creators on class preferences from the perspective of consumption value theory. Design/methodology/approach By establishing a web crawler through Python, this study collected 1,174 class data in Korea's leading knowledge marketplace, Class 101, focusing on diverse class-related information and the number of Instagram followers for individual class creators. Based on class information, this research analyzed the effects of consumers' utilitarian value, social value, and hedonic value on class preference. In addition, this study examined whether consumers' trust in creators moderates the relationship between class information and class preference. Findings According to analysis results, it was found that the higher the consumers' consumption value for each class on KMs, the more positive their preference for the class. Also, it was confirmed that consumers' trust in creators moderates the relationship between class information and class preference.

A Design of Online Execution Class and Encryption-based Copyright Protection Hybrid (온라인 실행 코드와 암호화 기반 불법 복제 방지 시스템의 융합설계)

  • Kim, Hee-Sun;Kim, Sung-Ryul
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2012.06a
    • /
    • pp.113-115
    • /
    • 2012
  • 안드로이드 앱의 불법 복제를 방지하고자 기존에 온라인 실행(Online Execution Class: OEC) 또는 앱을 암호화된 상태로 배포하여 실행 시에 적법한 사용자만이 암호를 복호화하여 실행이 가능하도록 하는 방법들이 있다. 하지만 스마트폰이 저전력과 저사양인 점을 고려할 때, 위에 방법은 스마트폰의 보안을 보장할 수 있지만 성능 면에서 부담이 된다. 본 논문에서 OEC를 암호화하여 보안 수준을 높이고 개발자에게 보안 수준을 선택할 수 있게 하여 환경에 맞추어 안전을 유지할 수 있도록 시스템 설계를 제안한다.

Verification of the Moderating Effect of Course Satisfaction on Learning Presence, and Academic Performance According to Course Delivery Mode

  • Sanghee KIM
    • Educational Technology International
    • /
    • v.24 no.1
    • /
    • pp.29-51
    • /
    • 2023
  • This study examined the moderating effect of course satisfaction with class on the relationship between the mode of course delivery and learning presence and performance in university settings. Results showed that there was a moderating effect of the course satisfaction on the relationship between course delivery mode and learning presence. Specifically, higher satisfaction with instructor's teaching activities was associated with improved learning presence in face-to-face, blended, and online learning, in that order. However, there was no significant moderating effect on academic performance. These findings suggest that universities should consider not only the mode of course delivery and highlight the importance of systematic course design by instructors.

Design and Implementation of Measuring Tool for the Degree of Focus on Real-Time Online Class (실시간 온라인 수업에서 수강자들의 집중력 측정 도구의 설계 및 구현)

  • Choi, Ji-Hoon;Cho, Dae-Soo
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2021.07a
    • /
    • pp.565-566
    • /
    • 2021
  • 최근 펜데믹으로 인하여 대부분의 교육 시스템은 비대면 수업을 통해 수업이 이루어지고 있다. 하지만 비대면 강좌는 대면 강좌와는 다르게 강의자가 수강자의 수업 상태를 파악하는데 제한이 있으며 강좌 수강 태도에 대하여 수강자를 평가하기가 어렵다. 본 논문에서는 비대면 강좌에서 사용할 수 있는 방법 중에서 실시간 화상 강의 수강자의 참여도 추정 시스템을 제안한다. 이 시스템은 기존의 화상 시스템에서 사용하는 장비를 이용하여 수강자의 얼굴, 동공 및 사용자 활동을 실시간으로 측정하여 이를 강의자에게 여러 카테고리 형태로 수업 참여도 측정값을 제공한다. 이를 통해 강의자가 수업 시 수강자들의 수업 참여 여부와 수업 평가 및 향후 수업 개선점을 확인할 수 있도록 한다.

  • PDF

Design and Implementation of Online Algorithm Bank for Algorithm E-learning (컴퓨터 알고리즘 교육을 위한 온라인 알고리즘 뱅크 구현)

  • Park, Uchang
    • The Journal of Korean Association of Computer Education
    • /
    • v.7 no.4
    • /
    • pp.1-6
    • /
    • 2004
  • For an e-learning class, many voice and video technics for enhancing student teacher interaction. But for programming exercise courses, it's very difficult to add interactive components via web browser. In this paper, we make an online algorithm bank to manage and search algorithms, build an programming exercise interface on web. Students can edit, compile and execute programs included in online algorithm bank. Online program compile and execution enhance e-learning effectiveness for programming courses, and make students feel ease for computer algorithms.

  • PDF

Design and Implementation of a Concentration-based Review Support Tool for Real-time Online Class Participants (실시간 온라인 수업 수강자들의 집중력 기반 복습 지원 도구의 설계 및 구현)

  • Tae-Hwan Kim;Dae-Soo Cho;Seung-Min Park
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.18 no.3
    • /
    • pp.521-526
    • /
    • 2023
  • Due to the recent pandemic, most educational systems are being conducted through online classes. Unlike face-to-face classes, it is even more difficult for learners to maintain concentration, and evaluating the learners' attitude toward the class is also challenging. In this paper, we proposed a real-time concentration-based review support system for learners in real-time video lectures that can be used in online classes. This system measured the learner's face, pupils, and user activity in real-time using the equipment used in the existing video system, and delivers real-time concentration measurement values to the instructor in various forms. At the same time, if the concentration measurement value falls below a certain level, the system alerted the learner and records the timestamp of the lecture. By using this system, instructors can evaluate the learners' participation in the class in real-time and help to improve their class abilities.