• Title/Summary/Keyword: online students

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Development and Application of an Online-based Arduino Programming Experience Program

  • Eun-Sang, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.179-187
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    • 2023
  • The purpose of this study was to develop and apply an online-based Arduino programming experience program. In this study, the program was developed and applied based on the contents presented in the ADDIE model and Lee's model. The results of this study were as follows. First, two types of educational program were developed for online use by students of the free semester system. Second, the program content included practical materials such as teaching websites and video lectures. Third, the developed program was applied a total of three times in the school environment and when the student did not attend school. Fourth, analysis of student satisfaction confirmed that the students were satisfied with the development program. The content of this study will serve as a reference for instructors who plan online-based hands-on activities in places where instructors are not readily available, such as islands or mountainous areas.

Quality of Online and Offline Education Services of Nail Art Education Centers and Students' Satisfaction (네일미용 교육센터의 온·오프라인 교육수업의 인식과 서비스품질 및 만족도)

  • Eun-Ji, Kim
    • Journal of Advanced Technology Convergence
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    • v.1 no.2
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    • pp.83-88
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    • 2022
  • As the number of students participating in nail art with great interest rises, it has become crucial to form instructor-student ties through offline interactions and establish relationships with education through media under the Fourth Industrial Revolution. Therefore, it would be very important to check the quality of online and offline services and examine customer satisfaction. For this, this study investigated current online and offline nail art education, service quality and satisfaction with the education. A questionnaire survey was performed a total of 319 men and women in their 10-50s or older from Daejeon, Sejong, Chungnam, Chungbuk and other regions. The collected data were analyzed, using SPSS 27.0, and the results found the followings. The above results confirm that perception of online and offline nail art education is correlated with service quality and satisfaction. However, there are limitations in generalizing the results due to a difficulty in accurate measurement. It is anticipated that if a subject area is expanded, and teachers' satisfaction is added for comparison and analysis, there would be better results.

The Importance of Time Management in Self-Regulated Learning: Focusing on University Online Courses

  • Jong Man Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.6
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    • pp.193-200
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    • 2024
  • This study aims to answer the following questions: 'Do university students who are satisfied with their online courses have higher academic achievement?' and 'What are the key self-regulated learning strategy factors that influence satisfaction and academic performance?'. To do this, this study conducted a survey of university students taking online courses and collected a total of 95 questionnaires. Research method used structural equation model. The results of the analysis showed that, First, satisfaction and academic achievement in university online courses were found to be unrelated. Second, the factors affecting satisfaction and academic achievement were found to be different. Time management was analyzed as a significant factor affecting both satisfaction and academic achievement, while interaction was found to affect satisfaction only. These findings can be used as a basis for developing practical policies to prioritize and support self-regulated learning as an effective teaching method in university online courses.

The effects of economy education through MMORPG (온라인 게임을 통한 아동 경제 학습 효과 분석)

  • Wi, John-H.;Oh, Na-Ra;Kim, Yang-Eun
    • Journal of Korea Game Society
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    • v.5 no.4
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    • pp.13-22
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    • 2005
  • The research is a study on the effects of MMORPG (Massively Multi-player Online Role Playing Game) utilized in educational program. We investigated the possibilities of online game as an educational tool, especially in the field of economy education. Students have been taught market, price, profit, scarcity of goods etc., and then they played an online game we provided. Students manufactured cyber goods and also sold or bought various materials to maximize their profits. A experimental group was compared with a control group on measures of economic self-efficacy, motivation for economic learning, and attitude for economic learning, economic self-efficacy and motivation for economic leaning scales consist of 2 factors and attitude for economic leaning consists of 1 factor. Participants were 5th grade elementary school students(experimental group: 154, control group: 158). After the experiment, students' self-efficacy and motivations for economy learning have increased significantly. It has been found that students understand more easily the difficult economic terms such as' inflation', 'price setting', 'scarcity of goods etc. Their motivations for economy learning also increased significantly. This result indicates that online games have the potentiality that can be utilized as an educational tool.

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An Analysis of Differences in Motivation, Self-regulation Strategy use, Learning Style Preference among High, Medium, Low Achievers in an Online Gifted Program (온라인 영재교육 프로그램 성취 수준에 따른 학생의 동기, 자기조절전략, 학습양식 차이 분석)

  • Chae, Yoojung;Lee, Sunghye
    • Journal of Gifted/Talented Education
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    • v.25 no.6
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    • pp.905-926
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    • 2015
  • This study examined differences among high, medium, and low achievers' motivation, self-regulation strategy, and learning style in an online gifted program. The sample included 788 middle and high school students who participated in the 3-months online gifted program. Participants volunteerly completed 60 questions on their motivation, self-regulation strategy use, and learning style. Multivariate analysis of variance(MANOVA) was conducted for data analysis using SPSS 19.0. The results of this study showed that (1) as levels of students' achievement increased, levels of intrinsic motivation increased as well; (2) statistically significant differences also existed on the levels of elaboration strategy, effort management, and time management strategy use among three levels of achievement and (3) no significant differences in students' learning style preference were found between competitive or cooperative learning style. To sum up, high achieving students' levels of intrinsic motivation, elaboration strategy, effort management strategy, and time management strategy use were the highest compared to medium and low achieving students.

A Study on the Relationship among Communication Competency, Social Network Centralities, Discussion Performance, and Online Boarding Activity in the Team Based Learning (팀 기반 토의 수업에서 의사소통능력, 사회연결망 중심도, 토론성과 및 온라인 게시활동의 관계 연구)

  • Heo, Gyun
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.1
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    • pp.108-114
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    • 2015
  • The purpose of this study is to find the relationships among communication competency, social network centrality(trust centrality and knowledge sharing centrality), discussion performance, and online boarding activity in the team based learning situation. For investigating this topic, 44 students are participated in the classes of educational technology. In order to find out the relationships among communication competency, social network centrality, discussion performance, and online boarding activity, compared t-test and path analysis are used. Followings are the results of the research: (a) Communication competency is improved significantly after team based learning. (b) Trust centrality effects significantly on the knowledge sharing centrality. (c) Knowledge sharing effects significantly on discussion performance. (d) Trust centrality effects on the online boarding activity in the team based learning.

Male Generation Y Consumers: Online Apparel Shopping and E-satisfaction

  • Kim, Jung-Hwan;Kim, Jung-Ho
    • International Journal of Costume and Fashion
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    • v.12 no.2
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    • pp.1-14
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    • 2012
  • To date most of the research concerning e-service quality in the context of online apparel settings has had a female or a generalized for gender and age focus. To expand the scope of understanding of online consumers, this study focuses on the key dimensions of e-service quality which affect male Generation Y consumers' e-satisfaction which in turn may affect their e-loyalty. A convenience sample of male college students was recruited from a Korean university. The findings of this study showed that privacy, personalization, efficiency, and website design were the key dimensions that have significant positive relationships with e-satisfaction. The positive relationship between e-satisfaction and e-loyalty was also confirmed. Managerial implications and suggestions for further research are further discussed.

Antecedents and Consequences of Flow Experience in Online Movie Information Sharing Behavior: An Empirical Study of Young Chinese Moviegoers Living in Korea

  • Zhu, Zong-yi;Kim, Hyeon-Cheol
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.141-153
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    • 2020
  • This study aims to understand the antecedents and consequences of flow experience in online movie information sharing behavior of young Chinese moviegoers residing in Korea to explore a potential market. We followed the Stimulus-Organism-Response (S-O-R) theory and flow theory approaches for developing measures of constructs and investigated previous related studies. This study collected 186 data from Chinses students who attend Korean university. Statistical analysis revealed that information seeking behavior and telepresence are related to online flow experience. In addition, the online flow experience affected consumer satisfaction and information sharing behavior. Flow experience also has been predicted the mediation effect between stimulus information seeking behavior, telepresence and satisfaction and information sharing behavior. Our research findings offer insights for marketers in the movie distribution business who are interested in a better understanding of the behaviors of Chinese moviegoers residing in Korea

Longitudinal Analysis of Young Adolescents' Game Motivation Needs and Loneliness applied Latent Growth Cause-and-Effect Models (잠재성장곡선간 인과모델을 적용한 초기 청소년의 게임 이용 동기 욕구와 고독감에 관한 종단 연구)

  • Lee, Hye Rim
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1626-1635
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    • 2016
  • This study examines whether online game motivation, with social and expedition needs, are associated with the degree of loneliness among young adolescents. Using data from a survey of 2014 elementary-, middle- and high-school students in South Korea, a three-wave online survey was conducted to collect data from online players. Two latent growth cause-and-effect models were developed to test whether online game motivation influences degree of loneliness. Results showed that both social and expedition needs are positively associated with loneliness. This study contributes to the knowledge of the underlying needs for a player with loneliness and also highlights the social and expedition needs as potential therapeutic factors.

Mobile Banking Service in Mongolia: The Role of Online Convenience on the Acceptance and Use Behavior

  • Ivanova, Aisena;Noh, Grimm
    • Asia Marketing Journal
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    • v.24 no.2
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    • pp.51-61
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    • 2022
  • The goal of this study is to scrutinize the impact of individual online convenience dimensions on mobile banking acceptance and use in Mongolia. A total of 211 valid responses were collected from Mongolian university students who currently use mobile banking application services from local banks. The SmartPLS 3.3 software was used to conduct the confirmatory factor analysis and test the hypotheses. Using structural equation modelling, this research discovered that access convenience, transaction convenience, and possession/post-possession convenience are the main constructs related to the adoption of mobile banking services. Perceived innovation showed a significant positive effect on the adoption of mobile banking technologies. Through practical and theoretical implications, this research aims to assist mobile banking service channels of local and international banks in Mongolia. Identifying which online convenience dimensions impact the adoption and use of mobile banking will contribute to the adoption of competitive strategies for financial institutions and banks.