• Title/Summary/Keyword: Online-based education

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A Case Study on Design and Operation of Engineering Theory Classes Applying Review Games (복습게임을 활용한 공학이론 수업의 설계 및 운영 사례)

  • Kim, Gi Dae;Han, Anna
    • Journal of Engineering Education Research
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    • v.24 no.4
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    • pp.52-60
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    • 2021
  • This study designed and developed a class using review games as a way to enhance students' interest, class participation, and class comprehension in engineering theory classes, and explored their educational effectiveness. To this end, a review game strategy based on the Creative Training Technique was established and applied to three engineering theory subjects. The types of review games include Jin-jin-ga, Bingo, Challenge Golden Bell, Finding hidden terms, and Completing initial sentences. As a result of applying this review game strategy to the classes over the past decade, students' satisfaction and lecture evaluation scores significantly increased compared to before application, and it was confirmed that students' interest in and understanding of the class increased significantly. Furthermore, this gamification class strategy can be a way to increase students' participation in theory classes regardless of their major, and can be applied to non-face-to-face online classes.

Motivation and Effectiveness of Participating in Theme-Based School Education of Culture Art Project: Focusing on artists and teachers

  • SeoYoung Kim
    • Smart Media Journal
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    • v.12 no.3
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    • pp.85-92
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    • 2023
  • This study was conducted to investigate the motives and effects of artists and teachers who participated in the ' Explore Life through Art' support project for school education by theme of culture and arts. As a result of research analysis using online survey and in-depth interview research method, it was found that both intrinsic and extrinsic motives have a complex effect on artists and teachers' motivation to participate in the project. As for the effectiveness of participating in the project, the trust between artists and teachers and the contribution of education were positive, but the trust and satisfaction with the institution were negative. In order to increase the effectiveness of the project, it is required to improve the operation and management of the operating institution. Motivation and effectiveness of project participation are important factors in improving the quality of a project, and it is hoped that this study will serve as a basis for practical discussions on the role of operating institutions and projects.

Exploring Factors Affecting Major Persistence and Career Decision of Engineering Students through FGI Analysis (FGI 분석을 통한 공과대학생의 전공 유지와 진로 결정의 영향 요인 탐색)

  • Cho, Sunghee;Hwang, Soonhee
    • Journal of Engineering Education Research
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    • v.26 no.3
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    • pp.20-34
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    • 2023
  • This research aims to explore the factors affecting engineering students' major persistence and career decision. To achieve this goal, the experiences and perceptions of engineering students and other stakeholders regarding the factors influencing engineering students' major persistence and career decision were analyzed through online focus group interviews (FGI). The analysis of the interviews resulted in the identification of seven categories, which include meeting with older alumni, team project experiences, and internship experiences as factors influencing major persistence. Additionally, engineering interest, engineering self-efficacy, employment rates, economic factors, and limitations in women engineers' career development were identified as factors affecting career decision. Based on these findings, it is expected that engineering education will develop plans that focus on supporting the major persistence and career development of engineering students, thereby contributing to the future direction of engineering education.

A Study on Middle School Students' Smart Media Literacy and Learning in a Context of Online Inquiry-based Mathematics and Science Learning

  • LEE, Sunghye;CHAE, Yoojung
    • Educational Technology International
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    • v.17 no.2
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    • pp.229-251
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    • 2016
  • This study was designed to investigate the relationship between middle school students' smart media competency and online learning outcomes. The context of this study was on online inquiry-based mathematics and science learning environment, and four-hundred and fifty-five (455) 7th to 9th grade students in Korea participated in this research. To assess students' smart device competency, Smart Media Literacy Quotient (SMLQ) which consisted of 18 items regarding the operation ability of smart media and its application (14 items) and positive beliefs of smart media (4 items) was administered to each student. The findings of this study first showed that students' smart media literacy varied according to their characteristics such as gender, grade, class (subject), and socio-economic status. Female students' scores were higher in overall smart media literacy operation and learning ability of smart media than male students. 7th grade middle school students represented lower smart media literacy scores, compared to 8th and 9th graders. Also, minority students were significantly lower in smart media literacy, operation and learning ability of smart media, and positive belief of smart media than the non-minority students. Second, overall smart media literacy and operation and learning ability of smart media varied among high, medium, and low score achievers in inquiry tasks. Low scored students in inquiry tasks were significantly lower in overall smart media literacy and operation and learning ability of smart media than medium scored students. Lastly, smart media literacy also varied by students' dropout/completion. Students who dropped out reported significantly lower scores in overall smart media literacy, operation and learning ability of smart media, and positive belief of smart media.

Development of the Cyber University's Admission Quota Policy Model (사이버대학 학생정원 관리모형 개발)

  • Lee, In-Sook;Suh, Soon-Shik
    • Journal of The Korean Association of Information Education
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    • v.15 no.3
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    • pp.493-503
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    • 2011
  • The Korea Ministry of Education, Science and Technology (MEST) determines admission quota of cyber universities. MEST's decision is made based on each university's physical and administrative capacity for handling admission numbers. However, the unique characteristics of cyber universities (e.g., online teaching and learning environments) are not considered in MEST's current decision process. MEST also lacks specifics in their policies that are required to ensure university's autonomous control for admission number as well as learners' rights and quality assurance. This study intended to improve decision making process on admission quota of cyber universities so as to increase quality assurance of education. The alternative admission quota decision frameworks have been formulated based on (a) the analysis of the current practices of cyber universities, (b) focus group interviews, and (c) recommendations of the expert.

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An Integrative Review of Nursing Ethics Education Programs For Undergraduate Nursing Students (국내 간호대학생 간호윤리 교육 프로그램에 관한 통합적 문헌고찰)

  • Han, Dallong
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.55-62
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    • 2020
  • The purpose of this study was to review nursing ethics education program for nursing students in Korea. An integrative literature review was applied as a research method, and the study was conducted according to five steps of problem identification, literature search, data evaluation, data analysis, and presentation. Twelve studies were analyzed, and the educational content was about biomedical ethics and nursing ethics, and most of them were through subject classes. Teaching methods included case-based debates, discussions, action learning, online learning, and problem-based learning, including traditional lectures. Through education programs, there was a significant increase in biomedical ethics, ethical values, moral judgment, and moral sensitivity. Progressive and continuous nursing ethics education for nursing college students is required within the curriculum.

Development and Application of Software Education Program Based on Blended Learning for Improving Computational Thinking of Pre-Service Elementary Teachers (초등예비교사의 컴퓨팅 사고력 향상을 위한 블렌디드 러닝 기반의 소프트웨어교육 프로그램 개발 및 적용)

  • Song, Ui-Sung;Gil, Joon-Min
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.7
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    • pp.353-360
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    • 2017
  • In this study, a software education program based on blended learning using scratch was designed for pre-service elementary teachers' software education. Software education program was applied to experimental group and control group within the university of education using Scratch programming for 12 weeks. Blended learning using online lectures was applied to experimental group. The pre-service teachers' recognition about software education and self-evaluation of computational thinking were performed. Then, we analyzed the effect of the developed education program on the recognition of software education and computational thinking. As a result, the level of post-recognition of software education in the experimental group was significantly higher than that of the pre-recognition. In the self-evaluation of computational thinking, the experimental group was significantly higher than the control group. Therefore, it can be seen that the software education program based on blended learning can help improve the learner's computational thinking.

An Implementation and Analysis on the Effectiveness of SNS based Blended Learning System for Internet Ethics Education (인터넷 윤리교육을 위한 SNS 기반의 블렌디드 러닝 시스템 구현과 효과 분석)

  • Lee, Jun-Hee
    • Journal of Information Technology Services
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    • v.10 no.3
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    • pp.61-76
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    • 2011
  • The purpose of this paper was to design and implement effective learning model for internet ethics education, following the learning principle and procedure of PBL(Problem-Based Learning) which is one of the constructivism teaching-learning theories(, and to apply it). In this learning model, online learning and face-to-face classes were systematically combined for achieving the teaching-learning goals and the main module for online learning run on Moodle, an open source LMS(Learning Management System). It is possible for learner to participate actively in creation of micro-contents and reorganize contents using various SNS(Social Network Service). The learner can achieve the learner-oriented learning and select micro-contents in order to reorganize the personalized learning contents to take advantage of SNS among learners. To examine educational effectiveness of the proposed learning model, an experimental study was conducted through the education content and method to the subjects of two classes in the second-grade of university located in OO city. 60 students(treatment group=30, control group=30) participated in the experiment. The result statistically verified that the proposed learning method is more effective in cultivating consciousness of internet ethics than the face-to-face PBL learning method. The results of this paper also showed that a lecture using blended learning is efficient in achieving learning performance and that learners responded positively(, which are indicating that the higher effectiveness of learning would be expected) by forming connectedness among learners using SNS. The results of this paper showed that a lecture using blended learning is effectiveness in achieving learning performance and that learners responded positively, which are indicating that the higher effectiveness of learning would be expected by forming connectedness among learners using SNS.

Analysis of usability factors for Educational Mobile application (모바일 교육 콘텐츠의 사용성 평가요인 분석: 사이버대학을 중심으로)

  • Choi, Eun-Young
    • Cartoon and Animation Studies
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    • s.50
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    • pp.453-478
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    • 2018
  • Mobile learning, which provides educational services with a mobile platform, has been greatly expanding with the increasing spread of digital devices. The transition from PC-based online education to mobile-based education enables users to access online education anytime and anywhere. Despite this expansion of mobile learning, there is a lack of user-oriented content design. Therefore, this study intends to derive a measure to evaluate usefulness of the content design. We conducted a literature survey to reflect characteristics of existing measures, which evaluate usefulness and content of mobile learning. As educational mobile applications have both educational service and mobile device features, they can be representative of pedagogical usability criterion and can be divided into system and content areas to further develop effectiveness of learning. We conducted questionnaires on the use of these applications on 15 experts using the del phi technique. The analysis suggests the ease of use, learning efficiency, aesthetics, and ease of learning to be criteria of pedagogical usability. This study expects to serve as a basis to improve the usability of mobile learning users.

Exploring Enhancing Interaction for Foreign Learners e-PBL Using Meta-verse (메타버스를 활용한 외국인 학습자의 e-PBL 상호작용 강화 방안)

  • Ko-Eun Song
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.555-563
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    • 2022
  • This study explored the educational effects of e-PBL by using metaverse tools to strengthen PBL interactions among foreign learners. The university's 3-hour, 15-week PBL subject was systematically reorganized to satisfy the needs of online groups of students. Metaverse technology was also used as a tool for interaction in the process of solving practical problems closely related to our social issues through e-PBL. e-PBL lectures are composed of foreign learners from various countries. More than half of the 43 participating students are from 11 different nations. Learners in an e-PBL class are able to partake in task-based learning activities through the use of the metaverse. This qualitative study identified the metaverse is an effective communication tool which transcends language and nationality. It is also a unique space where both verbal and non-verbal communication between team members are possible online. This study can demonstrate the positive effects of e-PBL teaching methods. By using the metaverse's various tools of interaction to improve communication among foreign learners whose Korean levels are not perfect, we can create a digital space which more closely resembles an offline, interpersonal learning experience.