• Title/Summary/Keyword: Online-based education

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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.

The development and effects of an online-based community psychiatric nursing practice program with the ARCS model (ARCS모형 적용 온라인 기반 지역사회정신간호학실습 프로그램 개발 및 효과)

  • Kim, Pan Heui;Kim, Hee Sook
    • The Journal of Korean Academic Society of Nursing Education
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    • v.30 no.1
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    • pp.5-18
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    • 2024
  • Purpose: This study aimed to identify whether there is a difference between an online-based community psychiatric nursing practice program with the ARCS model and a conventional community psychiatric nursing practice program in promoting nursing students' learning motivation, knowledge of community psychiatric nursing, communication skills, and learning self-efficacy. Methods: This study used a quasi-experimental design with a non-equivalent control group. The participants were 44 nursing students at three nursing colleges in Gyeongsangbuk-do. The experimental group was provided the online-based community psychiatric nursing practice program with ARCS model, while the control group was provided the conventional community psychiatric nursing practice program from July 9, to September 3, 2022. Both groups received practice training 8 hours a day, 5 days two weeks. The collected data were analyzed using the exact χ2, Mann-Whitney U-test, and Quade's two-way ANCOVA with the IBM SPSS Statistics 28.0 program. Results: The results of the comparison of an experimental group training with the online-based community psychiatric nursing practice program with ARCS model and a control group training with the conventional community psychiatric nursing practice program showed that, there was no statistically significant difference between the two groups in learning motivation knowledge of community psychiatric nursing, and learning self-efficacy. However, communication skills were statistically significantly higher in the experimental group (F=6.23, p=.017). Conclusion: The online-based community psychiatric nursing practice program with ARCS model can be used as a substitute learning to improve community psychiatric nursing capabilities in situations when clinical practice is suspended due to infectious diseases such as coronavirus disease 2019 or when is a shortage of community psychiatric nursing practice institutions.

Development and Application of an Educational Game based on Virtues Education for Relieving Online Game Addiction of Elementary School Students (초등학생의 온라인 게임 중독 완화를 위한 덕 교육 기반 교육용 게임의 개발과 적용)

  • Han, Ji-Hye;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.589-603
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    • 2010
  • Game addiction is the one of side effects from current knowledge-based society, So it is very important to find students with game addiction and treat them as early as possible. In this paper, first of all, a measure scale is developed for diagnosing game addiction. The scale is made based on the literature reviews. Also, a game model is developed based on virtues education. The proposed model has the following characteristics. First, it can induce active participation of students. Second, it helps students find and decide a moral standard related to online game addiction for themselves. Third, students can learn a moral standard naturally through narratives related to various real-life situations. The followings are concluded after applying the proposed game to elementary school students with game addiction. First, game addiction is relieved for those students, specially for "high risk" and "potential" groups. Second, the proposed game can improve respect to others and individual responsibility.

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A Study of Ways to Utilize MOOCs in LIS Education (문헌정보학 교육의 MOOCs 활용 방안 연구)

  • Chang, Yunkeum
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.4
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    • pp.263-282
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    • 2015
  • Online education in the field of LIS has continued to spread out in university curricula or with collaborative online programs through consortia among universities. Unlike the traditional online education, however, MOOCs (Massive Open Online Courses) with the recent advent and advances have risen as a new paradigm in education of the future in that these are massive online learner-centered courses, free and open to any person with no limit on enrollment. With no exception to this phenomenon, the LIS field centered by overseas iSchool universities has been offering MOOCs for core LIS courses. This research conducted a case study of utilizing a part of overseas LIS MOOCs in a core LIS course at domestic University-A, in order to explore the potential for utilizing overseas MOOCs in LIS education. The results of conducting a survey and a focus group interview to students discovered that MOOCs content was interesting and useful and many of them were willing to take other MOOCs in the future, despite some language barriers. Based on these findings, this study suggested the need for establishing educational value, administering methods, ways to motivate students, and designing MOOCs by incorporating the characteristics of the LIS field, as ways to utilize MOOCs in LIS education.

A study of active college educational English (대학영어교육의 활성화 방안 연구)

  • Park, Han-Ki;Yang, Sung-Kap;Oh, Kwan-Young
    • English Language & Literature Teaching
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    • v.11 no.3
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    • pp.113-137
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    • 2005
  • The purpose of this research is to introduce a new pedagogy for developing English education in the university. It is based on the favorable results of the application of Network English, which is a method that has been used in three classes at Y University for a period of one semester. Network English is a kind of integrated teaching method of offline and online education, and can be a learner-oriented educational method. The online aspect gives learners easier access to the text, regardless of time and place. And in addition to the characteristic of online itself, the various contents in conformity with the learning ability of learners are provided in the text, in order that the learners can get and maintain a desire for study without losing their interest in English. Although the offline part is not much different from traditional classes, the offline education can complement the deficiency of the online and also offer the learners the opportunity for questions and answers. From the results of application of Network English in three classes, the students were satisfied with the method and have more interest in English, which resulted in better grades.

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The Development of an Online Scientific Inquiry Learning System (온라인 과학 탐구 학습체제의 개발)

  • Lee, Bong-Woo;Son, Jeong-Woo;Jeong, Hyun-Chul
    • Journal of Korean Elementary Science Education
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    • v.25 no.3
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    • pp.271-280
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    • 2006
  • In this paper, an Online Scientific Inquiry Learning System was developed with the aim of improving student's scientific literacy and scientific inquiry ability. It was determined that there should be 4 distinct principles applicable to the design of the Learning system. First, it should enrich learner's motivation. Second, it should provide students with the chance for reflecting on the inquiry process. Third, it should emphasize multi-dimensional forms of interaction. Fourth, students should be able to create new information through it. The server system including the database, equation editor, reporting tool, search engine were all utilized for developing the learning system. In addition, the authors produced 24 web-based projects which were guided inquiry activities in which various inquiry abilities (reasoning, prediction, experiment design) could be developed. An Online Scientific Inquiry Learning System is not the only program which could be utilized in improving scientific inquiry abilities, but at the very least, such a system can serve as the prototype for developing an online learning system.

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Satisfaction and Effectiveness of Online Software Liberal Arts Education (온라인 소프트웨어 교양 교육의 만족도와 효과성에 관한 연구)

  • Choi, Jin-Ho;Shim, Jaeruen
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.6
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    • pp.930-935
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    • 2022
  • The ability to use software is an essential competency in modern society. As a result, programming education is conducted from elementary school to university. In case of programming education for non-majors conducted in the liberal arts at universities, if it is conducted online using high-quality contents, problems such as the shortage of professional professor and the limitation of practice time can be solved. Also, it has the advantage of providing students with enough time to think and solve problems. In this paper, the possibility of online lectures was investigated through a survey before and after lectures in software liberal arts courses conducted online. From the results of the survey, it is judged that the goal of software education can be achieved even if software lectures are conducted online, which is to improve computational thinking and problem-solving skills.

ANN based on forgetting factor for online model updating in substructure pseudo-dynamic hybrid simulation

  • Wang, Yan Hua;Lv, Jing;Wu, Jing;Wang, Cheng
    • Smart Structures and Systems
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    • v.26 no.1
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    • pp.63-75
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    • 2020
  • Substructure pseudo-dynamic hybrid simulation (SPDHS) combining the advantages of physical experiments and numerical simulation has become an important testing method for evaluating the dynamic responses of structures. Various parameter identification methods have been proposed for online model updating. However, if there is large model gap between the assumed numerical models and the real models, the parameter identification methods will cause large prediction errors. This study presents an ANN (artificial neural network) method based on forgetting factor. During the SPDHS of model updating, a dynamic sample window is formed in each loading step with forgetting factor to keep balance between the new samples and historical ones. The effectiveness and anti-noise ability of this method are evaluated by numerical analysis of a six-story frame structure with BRBs (Buckling Restrained Brace). One BRB is simulated in OpenFresco as the experimental substructure, while the rest is modeled in MATLAB. The results show that ANN is able to present more hysteresis behaviors that do not exist in the initial assumed numerical models. It is demonstrated that the proposed method has good adaptability and prediction accuracy of restoring force even under different loading histories.

Suggestions for E-Learning Based on Four Years of Cyber University Experience

  • LEE, Okhwa
    • Educational Technology International
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    • v.6 no.1
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    • pp.41-63
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    • 2005
  • E-Learning is widely introduced with cyber universities in Korea from 2001 whencyber universities were first authorized by the Ministry of Education and Human Resource Development. E-learning amplified by cyber university gave a big impact in the campus based university which became the cause for the educational paradigm shift. The changes of status of cyber university shows important trend in college education which was analyzed by enrollment rate, types of cyber university, demography, and study areas. The enrollment rate of cyber universities is ever since 2001 and variety of study areas gives popularity to students. The demography of students is as expected older than traditional students. Female students at the cyber university outnumbered that at campus based university in Korea. For analyzing the trend of e-learning in Korea, there were studies twice in 2001 May-June from 213 faculty members and staff, 630 students and in 2004 May-June with 401 students. Most of e-learning students tent to spend less time yet, students feel more burden with e-learning. Professors tend to load more materials for the e-learning in 2001but in 2004 study, the difference no longer exists. Professors and students feel the academic achievement through e-learning is not as good as from the traditional classes. Difficulties for e-learning in 2001 were the lack of administrative information but in 2004, boring contents and lack of instructional strategies for e-learning. Technical problems still do exist but less serious. Suggestions for e-learning are blended learning, online students prefer video streaming with their own lecturer, new definition of instructor is needed, professional development for content development and online instruction is needed, success story of online learning should be encouraged, guidance for online students needed. The cyber university experiencegave a positive impact on the traditional universities such as rethinking the roles of universities, the quality control of classes, professional development, student oriented educational service of e-learning pedagogy.

The Influence of Learning Commitment and Interest by Repetitive Education Activities of Adult Learners on Satisfaction in Online Learning Using Flip Learning Pedagogy (플립러닝을 활용한 온라인 학습에서 중·장년층 학습자의 반복학습에 따른 학습몰입과 흥미가 학습만족도에 미치는 영향)

  • Kang, Tae-Gu;Lim, Gu-Won
    • Journal of Industrial Convergence
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    • v.19 no.3
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    • pp.27-34
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    • 2021
  • In the era of the 4th industrial revolution, the age of artificial intelligence, the development of ICT technology is having various effects on the online and offline educational environment. The universal access of online education changes the educational paradigm and converts it to a learner-centered service. At the time when a new educational environment is required to change, interest in flip learning is increasing. Even adult learner's online learning needs is also shown very high. The purpose of this study was to investigate how repetitive learning activities through flip learning for middle-aged online learners of K-Cyber University has a relationship and structural relationship between the effects of learning immersion and learning interest on learning satisfaction. Through this study, there is significance in research to suggest direction for learning satisfaction based on flip learning. For further studies, if a model of analysis of various factors that can be measured is specified and applied, it can be used as a research background that can maximize learning satisfaction based on flip learning.