• Title/Summary/Keyword: Online Education System

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On Securing Web-based Educational Online Game Using SSL Protocol (SSL 프로토콜을 이용한 안전한 웹기반 교육용 온라인 게임)

  • Yani, Kadek Restu;Priyana, Yoga;Rusmin, Pranoto H.;RHEE, Kyung-Hyune
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.3
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    • pp.790-798
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    • 2016
  • Currently, web-based online games is becoming popular in supporting learning process due to their effective and efficient tool. However, online games have lack of security aspect, in particular due to increase in the number of personal information leakage. Since the data are transmitted over insecure channel, it will be vulnerable of being intercepted by attackers who want to exploit user's identity. This paper aims to propose an online web-based educational game, Vidyanusa which allows the students to register their personal information using a unique code, a user name and a password. It manages the users according to their schools, subject teachers and class levels. In addition, by adopting a unique code, the confidentiality of the user identity can be kept away from attackers. Moreover, in order to provide a secure data communication between client and server, Secure Socket Layer (SSL) protocol is adopted. The performance of the system after implementing SSL protocol is examined by loading a number of requests for various users. From the experiment result, it can be concluded that the SSL protocol can be applied to web-based educational system in order to offer security services and reliable connection.

A Study on the Variables Influencing Student Achievement in a Blended Learning of College English (대학 교양영어 블렌디드 학습에서 학업성취도에 영향을 끼치는 변인 연구)

  • Choi, Meeyang;Han, Tae In
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.719-730
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    • 2013
  • The English Conversation class as a required course in S university is designed as blended learning to reinforce English education. To identify the influence of this blended learning on its students' achievement, the research about what variables are related with it was conducted. Data analysis indicates that gender, major, military service, overseas stay, face-to-face attendance, quiz, and online attendance have an effect on the student achievement. However, the students' style of online learning--study place, study time, and study frequency--doesn't have any relationship with their achievement. Their satisfaction with the online study was questioned in the three areas such as instructor, contents, and system, among which only the 'system' area has an influence on their achievement.

A Study on Cognition and Policy of Shutdown System of Adolescent (셧다운제도에 대한 청소년의 인식과 정책에 관한 연구)

  • Lee, Young-Joo
    • Journal of Digital Convergence
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    • v.9 no.3
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    • pp.21-29
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    • 2011
  • Recently, the side effects from the online game is appearing to adolescent to serious level. This research studied the system to protect adolescent from excessive game usage, the system to limit an online game service connection at the midnight time. Namely we found at a shutdown system introduction of adolescent out about cognition, problems with the game poisoning and effects with shutdown system and alternative policy. The investigation results were as follows. First, only 17.5% of adolescent knew a shutdown system. Second, they were recognizing about the game poisoning seriously. Also the half degree thought them efficiently about a shutdown system introduction. The policy about a shutdown system introduction were as follows. First, public education is activate, and we must keep adolescent from exposing to private education in the entrance examine competition. Second, we need the thing to increase the conversation time of the children with put parents to develop desirable family education program. Lastly, the supply must be achieved with leisure culture contents development of adolescent.

Mathematics Teachers' Abstraction Levels and Multiple Approaches: The Case of Multiplicative and Divisibility Structure of Numbers

  • Unal, Hasan
    • Research in Mathematical Education
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    • v.13 no.3
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    • pp.197-216
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    • 2009
  • The purpose of this study was to investigate middle and high school mathematics teachers' levels and multiple approaches in United States practicing their abstraction levels and, different strategies and method of solutions towards given number theory problems. The mathematics teachers taking part in this study are consisted of 25 members of online graduate and undergraduate course (MAE 5641 and MAE 4813) delivered through Online Learning System called as the Blackboard (http://www.blackboard.com). Data collection methods include journal entries, written solutions to problems, the teachers' reflections on said problems, and post interviews. Data analysis was done based on [Hazzan, O. & Zazkis, R. (2005). Reducing abstraction: The case of school mathematics. Educ. Stud. Math. 58(1), 101-119]. Analysis of students' written solutions revealed that transitions among the solution methods have major effect on abstraction levels. Elevation and reducing abstraction is a dynamic process.

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The Case Study of Contents Development for Online Museum Art Appreciation based on Smart Media (스마트 미디어 기반의 온라인 미술관 예술 감상 프로그램 콘텐츠 개발 사례 연구)

  • Yang, Yeon Kyoung
    • Journal of Information Technology Services
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    • v.16 no.1
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    • pp.139-162
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    • 2017
  • Museums contain a significant meaning as a place that reflects empirical knowledge that have been accumulated socially and scientifically in overall life of the public and provides the opportunity to enjoy prestigious culture, while serving as the extended place of education. The first objective of this study is to increase the accessibility of general public through the development of online museum programs as service contents and to present the ultimate direction the development of in art appreciation contents that can effectively expand the infrastructure of culture and art. Second, the effectiveness of online art appreciation programs by registered private museums, which continuously develop smart media-based online museum contents and systemization of archive as the distribution rate of smart devices is increased due to generalization of digital environments, was analyzed by each case to examine the objective distinctions strategies. Third, in terms of museum visitors and smart contents users, this study examines the expected effects of popular distribution by seeking various ways that can enhance the desired exhibit appreciation and autonomous utilization of educational programs, while not being restricted by the physical accessibility and limitation of space at the museums. The subjects of this study included cases of BoroomSan Museum, Savina Museum of Contemporary Art, Imageroot, Sangwon Museum of Art, Hello Museum, etc. and the online smarts contents art appreciation educational programs by registered private museums were analyzed. Results expected to achieve from such processes are as follows. First, the possibility to expand cultural participation in museum exhibition appreciation and museum education infrastructure became widen. Second, the educational program resources can be utilized as the culture and art asset that strengthens the museums' responsibilities in their social role. Third, museum archive can be constructed in more systematic way, and the efficiency of museum archive system can be enhanced to maintain the museum collection database in a consistent format. Fourth, the museum's smart contents users' continued access to museum's online contents may induce the exhibition effect of the site and voluntary participation in education, and can also expect an economic synergy effect as the users become potential visitors that may actually visit the museum in the future.

Spring Boot-based Programming Education and Online Scoring System (Spring boot 기반의 프로그래밍 교육 및 온라인 채점 시스템)

  • Cho, Minwoo;Lee, Taejun;Choi, Jiyoung;Lee, Sungock;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.450-452
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    • 2021
  • Recently, as interest in programming and artificial intelligence has increased, software education has been compulsory from elementary school. In order to achieve this goal of programming education, it is necessary to basically establish a lab environment suitable for students and teachers. However, there is a problem with performance problems caused by old computers in the lab environment of the school, and there is a problem that students must purchase and use the existing online platform while implementing an algorithm contest program in which students access and evaluate their problem-solving ability at the same time. Therefore, in this paper, to solve this problem, we propose a web-based online practice environment and algorithm contest scoring system using React and Spring boot. Through this, it is believed that even in a computer with low specifications, programming can be studied using only a web browser.

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Analysis on online marketing of tobacco product in Korea: current issues and future directions for tobacco control (온라인 담배 마케팅 분석을 통한 담배규제정책의 향후 과제 : 온라인 담배 판매 및 광고를 중심으로)

  • Yang, Yu Seon;Cha, Jung Lim;Kong, Jae Hyung;Hwang, Ji Eun;Choi, Jung Mi;Lee, Joung Eun;Oh, Yu Mi
    • Korean Journal of Health Education and Promotion
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    • v.33 no.5
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    • pp.71-81
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    • 2016
  • Objectives: Tobacco marketing encourages smoking initiation of non-smokers, especially adolescents, and it hinders quit intention of those who smoke or who attempt to quit smoking. Article 13 of the WHO Framework Convention on Tobacco Control(WHO FCTC) requests a comprehensive ban on tobacco advertising, promotion and sponsorship(TAPS). Ratified the Convention in 2005, Korea has partially implemented the provisions. However, online marketing regulations are still insufficient. Methods: Based on relevant national and international regulations, this research designed monitoring mechanism for online tobacco marketing and studied 1,404 websites to identify current situation of online sales and advertisement of tobacco in Korea. Results: This study found that online trade of tobacco products are overtly conducted, while tobacco advertising with flavoring and misleading descriptors are also prevalent. Also, online tobacco marketing facilitate adolescents' access to tobacco product and that advertising and promotion activities lead to tobacco purchase without difficulties. Conclusions: Fundamental solution to prevent online tobacco advertisement and promotion is banning online sales of tobacco and conducting a regular monitoring for compliance. Korean government should consider establishing an official surveillance system for online tobacco advertisement, followed by a comprehensive ban on TAPS to fulfill its obligation as a Party to the FCTC.

Proposal Self-Assessment System of AI Experience Way Education

  • Lee, Kibbm;Moon, Seok-Jae;Lee, Jong-Yong
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.274-281
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    • 2021
  • In the field of artificial intelligence education, discussions on the direction of artificial intelligence education are actively underway, and it is necessary to establish a foundation for future information education. It is necessary to design a creative convergence teaching-learning and evaluation method. Although AI experience coding education has been applied, the evaluation stage is insufficient. In this paper, we propose an evaluation system that can verify the validity of the proposed education model to find a way to supplement the existing learning module. The core components of this proposed system are Assessment-Factor, Self-Diagnosis, Item Bank, and Evaluation Result modules, which are designed to enable system access according to the roles of administrator, instructors and learners. This system enables individualized learning through online and offline connection.

A Case of Applying Flipped learning to Norms of Language Course

  • Sim, Ji-Young
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.5
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    • pp.73-78
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    • 2018
  • Recently, Flipped Learning is attracting attention as a method for qualitative growth of university education. Flipped Learning is a kind of computer based education and consisted of online video lectures and offline student activities. This paper introduces the results of applying Flipped Learning for one semester to Korean linguistic norms course. As for this course, the contents related to the knowledge and information were provided individually before the class through online video, and the offline classes focused on student-led activities. When qualitatively evaluating the results of the course, students developed a more comprehensive and flexible mind set beyond the preexisting normative attitudes and showed increase in analytical and critical thinking in understanding the principles of linguistic norms and spelling system. According to these results we argue that it is necessary to actively adopt Flipped Learning in the humanities education, including the grammar classes.

Microcontroller Modeling for Virtual Experiment in Microprocessor Education (마이크로프로세서 교육을 위한 가상실험용 마이크로컨트롤러 모델링)

  • Ki, Jang-Geun;Kwon, Kee-Young
    • Journal of Software Assessment and Valuation
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    • v.17 no.1
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    • pp.93-99
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    • 2021
  • The demand for online education has rapidly increased due to the influence of COVID-19. One of the biggest challenges in engineering education is how to efficiently conduct experiments online. In this paper, for the virtual experimental system for microcontroller application that is essential for education in the field of electrical, electronic, and control engineering, we described the microcontroller functional modeling and implementation with Java language. The usefulness of the developed microcontroller module has been verified through educational field application.