• Title/Summary/Keyword: online students

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Strategy and Effect on Interdisciplinary Project-based Learning based Blended Learning (블랜디드 학습에 기반한 통합교과 프로젝트 학습 전략 및 효과)

  • Shin, Soo-Bum;Han, Hee-Jung
    • The Journal of Korean Association of Computer Education
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    • v.9 no.4
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    • pp.25-34
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    • 2006
  • Although the e-learning system is being introduced in elementary and secondary education, incorporating it into the regular curriculum is difficult. Other problems include the lack of sessions and connection to regular courses in realistically applying project-based learning in the regular school curriculum. Therefore. this study established, applied, and analyzed the blended learning strategy to resolve such issues. Specifically, a theoretical investigation on the concept of blended learning and IT-oriented, project-based learning was conducted. The theme for learning based on integrated courses was also selected, and the 5-stage project-based teaching and learning strategy, concretized. The concretization strategy involved discussion, role division, and alternative evaluation strategy. The class progressed in formats of on-class online, on-class offline and off-class online. As a result, students experienced inconvenience since the project only lasted for a short period of time. Nonetheless, they responded positively to the effect of project-based learning in general. This study was able to suggest the possibility of applying e learning in regular school curriculum and propose the direction for digital and learner oriented teaching.

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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.

An Longitudinal Analysis of Intrinsic Motivation's Effects on the Acceptance of Programming Language (내재적 동기가 프로그래밍 언어의 수용에 미치는 영향에 대한 종단적 분석)

  • Lee, Woong-Kyu
    • Information Systems Review
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    • v.12 no.3
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    • pp.159-175
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    • 2010
  • Although many studies have analyzed and identified the importance of intrinsic motivation in the acceptance of information technology (IT), especially hedonic systems such as online game and online shopping, the acceptance of programming languages such as Java were not studied in a view of intrinsic motivations. The objective of this study was to investigate the effects of intrinsic motivation on the acceptance of programming language by the longitudinal analysis. In the service of the objective, we suggested the research model which included both intrinsic and extrinsic motivations and longitudinally extended by belief updating theory. For the validation of this model, the university students who participated Java class were surveyed twice, and the suggested research were analyzed by partial least square (PLS). In result, most of the suggested hypotheses were supported.

The Effects of Flow on Consumer Satisfaction through E-impulse Buying for Fashion Products (인터넷 쇼핑몰에서 플로우가 패션제품 충동구매를 통해 소비자 만족에 미치는 영향)

  • Park, Shin-Young;Park, Eun-Joo
    • Fashion & Textile Research Journal
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    • v.15 no.4
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    • pp.533-542
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    • 2013
  • Fashion products are frequently purchased on impulse and are also one of the most popular product categories sold online. Online environment attributes can facilitate flow experiences that are described as an optimal psychological state reached during an engagement in activities (e.g., games and e-shopping). This study estimated the path model to examine the causal relationships among shopping mall attributes, flow, e-impulse buying, and consumer satisfaction for fashion products. A total of 598 usable questionnaires were obtained from college students who had purchased fashion products through the Internet. Data were analyzed by exploratory factor analysis, confirmatory factor analysis, and path analysis using SPSS 18.0 and AMOS 18.0. The results showed that e-shopping mall attributes (visual attributes and product attributes) significantly influenced e-impulse buying (fashion-oriented impulse buying and promotion-oriented impulse buying) which was mediated by the consumer flow experience and then influenced by consumer satisfaction. In the path model, the flow was stimulated by shopping mall attributes, the e-impulse buying was influenced by flow, and the consumer satisfaction was influenced by e-impulse buying. Flow was the most highly related to the fashion-oriented impulse buying, and followed by the relationship of the flow and promotion-oriented impulse buying in the context of e-shopping for fashion products. A managerial implication was discussed for fashion product e-retailers to develop strategies on visual attributes and product attributes that could stimulate and increase the consumer flow to trigger impulse buying as well as consumer satisfaction.

Developing a Student Evaluation Instrument for College Teaching (대학강의 평가도구 개발)

  • Kim, Jeong-Kyoum
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.6
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    • pp.187-196
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    • 2017
  • In using lecture evaluation methods to improve the quality of education, most universities need to reflect the changes in the educational environment. The transformation of university education into a mixed learning environment blending face-to-face education and online education necessitates the development of appropriate lecture evaluation items. For this purpose, we analyzed the items and the factor analysis for the students of C university in Daejeon. The primary data were carried out with 47 measurement items in 10 domains, such as planning and preparation of lectures, which were found through previous research analysis. Secondary data were validated by using the items confirmed through analysis of preliminary test data. The study results showed that 20 items including six domains such as planning and preparation of lectures, learning materials, learning tasks, instruction media, online course test and grades were derived. These study results suggest that universities lectures should be evaluated to ensure improvement.

A Study on the Application of Google Classroom for Problem-Based Learning (문제중심학습을 위한 구글크레스룸 활용 방안 연구)

  • Bayarmaa, Natsagdorj;Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.7
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    • pp.81-87
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    • 2018
  • Problem-based learning (PBL) appears to be a superior and effective strategy to train competent and skilled practitioners and to promote long-term retention of knowledge and skills acquired during the learning experience. This study concerns the implementation of PBL in the online environment and face-to-face PBL. An online environment allows participants to communicate with one another, view presentations or videos, interact with other participants, and engage with resources in work groups. Nowadays, education is accessible everywhere with the use of digital devices. Educational institutions subscribe to GSuite for Education, and Google introduced its Google Classroom as an e-learning platform. This study aims to analyze Google Classroom and to design PBL for Mongolian students taking Korean courses. The main objective of this paper is to identify the usability and evaluation of Google Classroom. The result of this study will be a proposed e-learning platform for Dornod University, Mongolia, which is initially needed in the Natural Science and Business Department.

The Learning Behavior of K-MOOC Learners and K-MOOC Service Recommendations (K-MOOC 학습자의 학습행태 분석 및 서비스 방향성 연구)

  • Ahn, Jun Hoo;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
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    • v.37 no.3
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    • pp.221-252
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    • 2020
  • According to the participants, the current K-MOOC (Korean Massive Open Online Course) has a few problems, such as too few courses, low content quality, and useless learner management system compared to MOOCs abroad. These problems caused diminished learner motivation. Consequently, the K-MOOC service has recorded a low course completion rate despite high expenses spent to develop the contents and thus requires remedies to fix the issues. This study drew research subjects from a pool of college and graduate students representing the primary users of the K-MOOC. This study limited the research scope to the four categories: motivation, learning experience, recognition, and performance of the Biggs' 3P Learning System Model. Based on the literature review, ten variables were selected and explored how the subjects perceived four categories using the survey questionnaire. This study also examined the relationship between ten variables and generated suggestions for the instructors, course managers, and platform developers to make the K-MOOC better.

Effects of EngageGram on e-Learning Participation According to the Types of Learners' Social Comparison Motive (이러닝 학습자들의 사회비교동기 유형에 따른 EngageGram이 학습참여도에 미치는 효과)

  • Jin, Sung-Hee
    • The Journal of the Korea Contents Association
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    • v.15 no.9
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    • pp.652-661
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    • 2015
  • The purpose of this study is to investigate the effects of EngageGram which is a motivator of e-learning participation on learners' online participation according to the types of social comparison motive. Research participation was 144 undergraduate students (male: 106, female: 38) who took the course entitled "Creative Thinking." Social comparison motive of learners were investigated by two methods: social comparison motive scales and learners' opinions on EngageGram. As results, there was no statically corelation between the types of social comparison motive by using scales and online participation, however, there was statically differences on e-learning participation according to the types of social comparison motives by analyzing learners' opinions. Learners mostly have self-enhancement motive in a learning context so they are motivated to participate actively by EngageGram. This study provide useful implication in the research area of learning analytics.

A Study on the Documentation Styles of Online Resources and the Documentation Styles Suggested by Graduate Schools and Scholarly Journals in Korea (온라인 자료의 인용 및 참고문헌 수록 양식과 국내 대학 및 학술잡지에서 사용하고 있는 인용 및 참고문헌 수록 양식 조사연구)

  • 박온자
    • Journal of the Korean Society for information Management
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    • v.16 no.2
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    • pp.81-104
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    • 1999
  • Researchers commonly begin a project by studying past works in the area and deriving relevant information and ideas from their predecessors. In presenting their works researchers acknowledge their debts to preflecessors by carefully documenting each source to indicate what they borrowed. The obvious form of plagiarism is to cokx without crediting the sources. Students have to learn how to quote and how to make reference lists or works cited at the end of their reports which allow readers to locate and use the sources they used for their reports. Nowadays online information sources through the internet increase day by day, but there is no standard documentation style for citing these sources. In this paper up-to-date documentation styles recommened by APA(American Psychological Association) and MLA(Modern Language Association) are introduced. It was found that the graduate schools and the academic societies in Korea do not keep a certain documentation style consistently by checking the school catalogs and the policy statements on manuscript submisssion to the journals.

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Effectiveness of G-learning Contents as an Educational Tool : The Analysis of G-learning Math in Elementary School (학습 도구로서 G러닝 콘텐츠의 활용과 학습 효과 분석 -초등학교 수학 교과 적용을 중심으로-)

  • Wi, Jong-Hyun;Song, In-Su
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.55-62
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    • 2011
  • G-learning, based on online game, virtual reality activities and communities, is considered as a fresh, differentiated idea at learning which drives learners' interest and attention. The paper is to analyzed effectiveness of G-learning at the mathematics classes in elementary school. Fourth, fifth and sixth grade students in Seoul are selected as an experimental groups and their achievement scores are measured. The difference between G learning group and textbook group was significant. This result shows that G-learning has a positive effect on learning.