• Title/Summary/Keyword: online and off line education

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Comparison of effectiveness on knowledge improvement before and after the oral health education: focusing on foreign students (구강보건교육 전·후 지식향상 비교효과 연구: 온라인과 오프라인에서 외국인 유학생들을 대상으로)

  • Lee, Hwa-Jeong;Lee, Young-Soo;Nam, Yong-Ok
    • Journal of Korean society of Dental Hygiene
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    • v.16 no.1
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    • pp.85-92
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    • 2016
  • Objectives: The purpose of this study was to investigate comparison of the effectiveness on knowledge improvement before and after the oral health education focusing on foreign students. Methods: A self-reported questionnaire was filled out by 40 foreign students in Sun Moon University from June 2 to September 30, 2014. The experimental group had an online oral health education and the control group had an off line education. The questionnaire consisted of oral health(10 items), toothbrushing(10 items), dental caries(10 items), periodontal disease(5 items), tooth sensitivity(5 items), oral cancer(6 items), and smoking(5 items). The data were analyzed by SPSS Win 18.0 program. Results: Knowledge scores of online education increased to average 1.257 points, and that of offline education was average of 2.56 points. There were statistically significant results for toothbrushing, dental caries, periodontal disease, tooth sensitivity, oral cancer and TMD except for smoking in offline education group. Conclusions: This study suggests that the offline oral health education is more effective than online oral health education.

A Comparison of Children's behavior patterns between in Real World and in On-line Game World - Focused on Users of the Online Game "Lineage" - (초등학생의 온라인게임 라이프스타일과 오프라인에서의 교우관계의 연관성 분석 - '리니지' 이용자를 중심으로 -)

  • Choe, Eun-Jeong;Chang, Geun-Young;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.387-396
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    • 2005
  • The purpose of this research was to find differences of children's behavioral pattern between players and non players of the online game "Lineage" in on-line and off line space. As a result, social behaviors of children who play online games were less active than who don't. Based on their motive and behavior pattern in online world, four behavior patterns in online world were identified; "Single-Oriented", "Community-Oriented", "Off-Real World" and "Discriminative." Off-Real World and Discriminative players were more sociable than Single-Oriented and Community-Oriented players. And Discriminative player has more self assertive attitude than others. This study may serve as a model to understand how players will respond to the various game features and how they adopt the virtual world for their interpersonal relationships.

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Cost Analysis of On·OFF-Line Blended Learning (온·오프 라인 블렌디드 러닝의 원가 분석)

  • Kim, Hee-Jin;Yoon, Sung-Yong;Park, Jong-Hyuk
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.8
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    • pp.141-148
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    • 2013
  • Traditional face-to-face university education has shifted its course to combine the advantages of both online and offline education in a blended-learning approach. However, there is still much that is unknown about the actual effect of blended learning, particularly it's learning outcomes in terms of cost effectiveness. This study qualitatively examines the costs and the learning outcomes of blended learning at an on-line college and off-line university. Online college level English pedagogy courses and blended with offline operations at an online university were studied across two semesters in terms of the quality of education, and both direct and indirect cost savings. Other causes for various learning outcomes and cost implications are proposed and validated.

Critical Thinking and Debate Education under Non-Face-to-Face Situation - Through Online classes for Freshmen at the Engineering College (비대면 환경에서의 비판적 사고와 토론교육 - 공대 신입생 대상 온라인 수업 사례를 중심으로)

  • Shin, Heesun
    • Journal of Engineering Education Research
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    • v.24 no.1
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    • pp.34-45
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    • 2021
  • This research is a case study about "Critical Thinking and Debate Education" class which was done for freshmen at the engineering college of "S" Women's University. Real time remote classes through LMS and ZOOM were the most effective tools under on-line circumstances, considering the fact that video lectures only cannot cultivate students' capabilities of critical thinking and communication. Throughout the analysis on students' self-reflection journals and lecture evaluations, this paper examined considerable future points and the pros and cons of "Critical Thinking and Debate Education" under online presentation and discussion situation. As research outputs, students told they could feel less nervousness and anxiety when they exercise and have a presentation because they could choose familiar space for them. In addition, students also told that they feel comfortable about both self-feedback and peer evaluation, repeatedly seeing the recorded video clip. However, on the contrary, sometimes students felt uncomfortable due to unstable internet connection through the online classes, and they also were regretful about the missing chances of interaction between a teacher and students and of intimate exchanges among students. They also told they had felt a kind of limit of enhancing their presentation skills just in front of the monitor. Considering these outcomes, this research paper points out that online education needs to be proceeded by strengthening multi layered feedback to students with the build-up of a non-face-to-face stable educational infrastructure, application of online instructional strategy, and utilization of YouTube platform and video contents. Through this research paper, I hope the new system of encompassing on/off line "Critical Thinking and Debate Education" and effective teaching and learning method can be developed soon by strengthening the strength of online education.

A Utilized Measure with Learning Management System for Differentiated Instruction on Elementary School (개별화 수업을 위한 초등학교 LMS 활용 방안)

  • Ahn, Oh-Young;Koo, Duk-Hoi
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.227-232
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    • 2011
  • Individualized instruction only in the off-line classroom is not enough because elementary school students have various levels and tendencies. In recent years there are a lot of efforts to use online learning, and they are valuable. But the current online learning management systems are not utilized effectively in the elementary school. So this study suggests utilization plan of online learning management system through Moodle which can present and perform both learning objectives and learning contents for individualized instruction in elementary schools.

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A Study on Non-face-to-face Educational Methods which can be used in Practical Subject of Game Production (게임제작 실습 교과목에서 활용할 수 있는 비대면 교육방법 연구)

  • Park, Sunha
    • Journal of Korea Multimedia Society
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    • v.24 no.1
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    • pp.125-133
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    • 2021
  • Due to Covid-19, the un-contact culture has affected society as a whole, and the methods of education conducted offline has been greatly affected. In the private education of preparing for university entrance, the public official examinations and certification acquisition, the method of online education has been shown to have positive effects. While private class and school class which have offered in off-line to cope with rapid changes caused various problems such as decline in quality for education. Due to the characteristic of design class, practical training is important. As interactive feedback between students and educators is more important than one-way of delivering knowledge while class is conducted in online, educators have a challenge when they prepare for class. This study handles the methods of online education for the purpose of practical education methods in university nowadays, Especially, the non-face-to-face education methods for game animation production. Based on this study, I propose an effective educational method with non-face-to-face class that allows students to be satisfied and increases their knowledge, beyond face-to-face class.

A Qualitative Study on the Improvement of Online Physical Education in the COVID-19 Situation (코로나-19 상황에 따른 온라인 체육교육 개선에 관한 질적 연구)

  • Jung, Hyun;Ahn, Chan-Woo
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.217-227
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    • 2021
  • The study aims to explore the rapidly changing university sports-related lecture environment from the perspective of professors and seek comprehensive and practical improvements in the online lecture environment for both professors and learners. In order to achieve the purpose of this study, six professors related to physical education at the university were selected as research participants, and in-depth interviews were used for about four months from September 2020 to December 2020. Examples of the problems, counterplans, and the improvement plans of professors who related to sports were shown as the results. First, the difficulties faced by professors have been divided into online and offline lecture problems, which are Internet and media possession, online lecture place amulet, professor-learner communication disorder, attendance verification and evaluation, COVID-19 infection, and face-to-face lecture place restriction since the outbreak of COVID-19. Second, professors' response to online and offline lecture problems was diversification of communication media, telecommuting, providing online learning videos, replacing and reinforcing practical classes, which were found to be somewhat lacking in government and school support systems. Finally, since the COVID-19 outbreak, Sports-related lecture's continuous problems and the professor's responses require the improvements such as government-level guidelines, university-level expansion of the venues for on- and off-line lecture, devising online lecture programs that enhance professor's convenience, and adjusting the number of participants for on- and off-line lecture.

A Study on Development of Common Criteria for Evaluation of Internet Ethics Index (인터넷윤리 지수의 평가를 위한 공통 기준 개발에 관한 연구)

  • Lee, Young-Han;Kim, Jeong-Dong;Park, Jeong-Ho
    • Journal of Internet Computing and Services
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    • v.17 no.3
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    • pp.75-85
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    • 2016
  • Changes in the distribution and sharing information using the Internet is changing the most part in our daily life, Utilizing the Internet of our lives to the rapid development of IT technology, are living in the off-line (off-line) and online (on-line) a mix of life, We expect now online life specific gravity is further increased. However, do not systematically implement the education of Internet ethics awareness deficiencies of objective indicators to assess the current knowledge level of the Internet ethics is the actual situation. Therefore, in this paper, it provides a development process in order to establish a common standard for the evaluation of Internet ethics index. Development procedure of Internet ethics index in order to establish a common standard, "evaluation item (draft) derivation", "Creating a questionnaire", "the calculation of the analysis and item-by-item weight of the questionnaire", and a common reference determination of the stage having. Was also a questionnaire that target 46 people to calculate the weight of the common reference. Internet ethics index evaluation model through the establishment of the common standards developed in this paper, municipal road Office of Education, related organizations, high school, such as small, medium, can be utilized as an indicator to measure the Internet ethics education level.

Development of a functional game device and Contents for improving of brain activity through finger exercise (뇌활동 증진을 위한 손가락 운동용 기능성 게임 장치 및 콘텐츠 개발)

  • Ahn, Eun-Young
    • Journal of Korea Multimedia Society
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    • v.15 no.11
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    • pp.1384-1390
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    • 2012
  • It is well known that the exercising and stimulating of fingers have an important bearing on the brain. We take note of the fact and develope a game device for improving one's health and brain ability in respect of the education and training. Especially, we develope the device focused on the balanced exercising of five finger for improving brain function. The game device is possible to used in two-ways, namely online and off-line mode. In online mode, the device is connected with other visual devices such as smart phone and smart TV and communicated with Bluetooth and it is used as a MMI(multi-modal interface) device. Whereas, in off-line mode the game device works independently and it makes possible to enjoy auditorial and tactual games without video images for promotion of brain activity and emotional cultivation. For certification of the device, we implement two games(a fishing game for off-line mode and a shooting game for online mode) for people of all age, especially good for the elderly. It is usable as a game device to offering the elderly a great help for preventing impairment of the cognitive functions.

Development of e-learning support platform through real-time two-way communication (실시간 양방향 소통을 통한 이러닝 학습 지원 플랫폼의 구축)

  • Kim, Eun-Mi;Choi, Jong-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.7
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    • pp.249-254
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    • 2019
  • The concept of 'Edu-Tech', which is rapidly reorganized around e-Learning, has been spreading along with the development of intelligent information technology according to the fourth industrial revolution such as Artificial Intelligence (AI), Internet of Things (IoT), BigData. Currently, leading companies are conducting online education services, but real-time two-way communication is difficult. In addition, in the case of off-line class, there are many students, and not only the time is limited, but also they often miss the opportunities to ask questions. In order to solve these problems, this paper develops a real - time interactive question and answer management system that can freely questions both on - line and off - line by combining the benefits of offline instant answers and the advantages of online openness. The developed system is a real-time personalized education system that enables the respondent to check the situation of the questioner in real time and provide a customized answer according to the inquirer's request. In addition, by measuring and managing the system usage time in seconds, the questioner and the respondent can efficiently utilize the system.