• Title/Summary/Keyword: online-based

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Investigating Factors of Transitioned-Online Courses on Satisfaction and Learning Effectiveness in Higher Education during the Era of the COVID-19

  • BAO, Nguyen Van;CHO, Yooncheong
    • East Asian Journal of Business Economics (EAJBE)
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    • v.10 no.3
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    • pp.1-15
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    • 2022
  • Purpose - This study explored factors of online education that affect student dissatisfaction and learning effectiveness in higher education during the COVID-19 pandemic. Research design, data, and methodology - This study combined qualitative and quantitative designs. The qualitative part of this study involved in-depth interviews using a criteria-based purposive sampling technique. The quantitative part of this study consisted of an online survey. Results - The qualitative results revealed that students faced significant problems related to online learning, including a lack of learning environment, interaction, and support from the school. The quantitative results indicated that the effects of transitioned-online courses on student dissatisfaction were higher with student support, the interaction between students and instructors, online learning environment, and course organization and evaluation based on the order, while the effects on learning effectiveness were higher with the online learning environment, interaction between students and instructors, course organization and evaluation, and student support based on the order. Conclusion - The results implied that online learning in the era of the COVID 19 pandemic negatively affects student satisfaction and learning effectiveness. Policymakers and school leaders should improve students' satisfaction and learning effectiveness when confronted with the pandemic. Better policies should be adopted to improve better way of teaching in the era of COVID19.

A Case Study on Teaching Mathematical Communication via Web-Based Online Discussion (웹 기반 온라인 토론을 통한 수학적 의사소통 지도에 관한 사례연구)

  • 권오남;김인숙
    • School Mathematics
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    • v.5 no.1
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    • pp.77-95
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    • 2003
  • We have web-based online discussion to implement active interaction and a variety of communicative activities. I have gathered the following research questions to study about the meaning of web-based online discussion as a mathematical communication teaching method. First, what changes are there in students mathematical communication ability in web-based online discussion\ulcorner Second, how do students evaluate the web-based online discussion experience\ulcorner In this web-based online discussion, groups of middle school first grade 34 students and each group had chatting at 8 times for 10 weeks. I analyzed what they had discussed by the prints that they had sent me by e-mail. I also surveyed what they had experienced and analyzed them. In this research, the online web based discussion has given positive influence on students' competence of speaking, writing, reading and listening which are crucial to mathematical communication. Students' mathematic thinking power improved and attitudes to mathematics have become more positive.

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A Case Study on the Intensive Semester Operation of Online-based Project Learning Using Python : Focusing on S Women's University (파이썬을 활용한 온라인 기반 프로젝트의 집중학기제 운영사례 : S 여대를 중심으로)

  • Kyun, Suna;Jang, Jiyoung
    • Journal of Engineering Education Research
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    • v.24 no.5
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    • pp.3-14
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    • 2021
  • This study deals with the case of online-based project learning, which was designed for the purpose of university educational innovation and enhancing learners' competencies required by society, operated during the COVID-19 pandemic. The course was applied Python programming language, team-based project learning, and intensive course system, which is required by our society and companies in the era of the 4th industrial revolution. Also it was operated as a non-face-to-face online class, which would have been operated in an offline class if it had not been for Covid 19 pandemic, to explore the possibilities and educational effects of online learning. To do this, 32 university students participated in online-based project learning during 8 weeks, and then conducted a survey. The survey results were analyzed in terms of i) non-face-to-face online learning, ii) team-based project learning, and iii) application of the intensive course system. Results say that most of the learners were satisfied with the online learning, team-based project learning, and the intensive semester system applied in this course at a high level, and also they clearly presented the reasons. Thereby, it has been confirmed that the learners were already well aware of the pros and cons of each learning method. Based on these results, the implications were discussed.

Examining the Impact of Online Friendship Desire on Citizenship Behavior (온라인 환경에서 친교욕구가 시민행동에 끼치는 영향)

  • Jang, Yoon-Jung;Lee, So-Hyun;Kim, Hee-Woong
    • Asia pacific journal of information systems
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    • v.23 no.4
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    • pp.29-51
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    • 2013
  • In line with network technology development and smart device penetration, the social network service (SNS) has expanded its influence. The SNS which is a service based on communication and sharing among people, has grown based on users' voluntary engagement and participation and its influence has appeared beyond the cyberspace into the overall areas of domestic and foreign culture and society. In particular, SNS-based real-time communication during diverse disasters, can help prevent further damage. By sharing information on social donation activities and environmental campaigns, people have used SNS as a tool to change the society in a more positive way. Such series of activities functioning as a power to change the society have been made much faster and wider through the help of a new media called SNS. To better understand such trends, we are required to study about the SNS and its user relationships first. In this context, this study sought to identify the effects of people's desire to build friendships through SNS on the voluntary and society-friendly activities of people. This study considers online pro-social behavior and proposes online citizenship behavior. Citizenship behavior has been examined in organization context. That is, organizational citizenship behavior explains an employee's pro-social behavior in an organization context. Organizational citizenship behavior is characterized by the individual's helping others and promoting the functioning of the organization. By applying organizational citizenship behavior to an online context, we propose online citizenship behavior, an individual's pro-social behavior in an online context. An individual's pro-social behavior, i.e., online citizenship behavior, could be considered as a way for the better management of online community and society. It also needs to examine the development of online citizenship behavior. This study examined online citizenship behavior from the friendship desire. Because online society or community is characterized by online relationships between members, the friendship between members would lead to pro-social behavior, i.e., helping others and promoting the functioning of the online society, in such online context. This study further examines the antecedents of friendship desire in terms of SNS interactivity with its four factors. The findings based on the survey from real SNS users explain that the three factors of SNS interactivity (connectivity, enjoyment, and synchronicity) increases online friendship desire which then increases online citizenship behavior significantly. This study contributes to the literature by examining the key role of online friendship desire in leading to online citizenship behavior and identifying its antecedents in terms of SNS characteristics. The findings in this study also provide guidance on how to manage online society and how to promote the effective functioning of SNS.

Study on Synchronous Online Learning through In-depth Interview with College Students - Centering Around Advertising and Public Relations Courses (심층 인터뷰를 통한 대학생들의 실시간 온라인 수업 만족도 연구 - 광고홍보 관련 이론 및 실습 수업을 중심으로)

  • Um, Namhyun
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.57-67
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    • 2021
  • This study explores what factors influence college students' synchronous online learning satisfaction and what advantages and disadvantages exist when it comes to taking synchronous online learning courses. In-depth interview results suggest that advantages of synchronous online learning are convenience (no need for travel, no limitation for study place), saving money, and no worry for contracting Corona 19. However, disadvantages of synchronous online learning are instability of online learning system, lack of interaction between learners and educators, difficulty of instant communication, low education quality, and unfairness of exams. This study found that college students taking synchronous online course think that synchronous online learning is more appropriate for theory-based course than practice-based courses in that theory-based courses are lecture-oriented while practice-based courses require interactivity between learners and educators. This study provides educators a baseline understanding on how college students think over synchronous online learning and how to enhance students' satisfaction with synchronous online learning.

A Study for Success Factors in On-line Games

  • Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.9 no.12
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    • pp.1657-1668
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    • 2006
  • The last few years have represented a boom for the online gaming industry. Internet-based online games have been an increasingly popular form of entertainment. The gaming industry estimates there will be over 26 million online gaming participants in 2002. The rapid development of online game content and related information technology will increase the size of the industry and have a profound impact on many aspects of our lives and our society. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty to a specific brand of online game. The concepts of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables directly and indirectly affecting loyalty. Based on data collected from an online survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between loyalty and flow, word of mouth, and other independent variables. It is hoped that this result might provide useful guidelines for developing successful online game content.

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Analysis of Influencing Factors of Learning Engagement and Teaching Presence in Online Programming Classes

  • Park, Ju-yeon;Kim, Semin
    • Journal of information and communication convergence engineering
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    • v.18 no.4
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    • pp.239-244
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    • 2020
  • This study analyzed the influencing factors of learning engagement and teaching presence in online programming practice classes. The subjects of this study were students enrolled in an industrial specialized high school, who practiced creating Arduino circuits and programming using a web-based virtual practice tool called Tinkercad. This research adopted a tool that can measure task value, learning flow, learning engagement, and teaching presence. Based on this analysis, learning flow had a mediating effect between task value and online learning engagement, as well as between task value and teaching presence. Increasing learning engagement in online classes requires sensitizing the learners about task value, using hands-on platforms available online, and expanding interaction with instructors to increase learning flow of students. Furthermore, using virtual hands-on tools in online programming classes is relevant in increasing learning engagement. Future research tasks include: confirming the effectiveness of online learning engagement and teaching presence through pre- and post-tests, and conducting research on various practical subjects.

Exploring the Experience of Engineering College Professors in Teaching Online Course Due to COVID-19 (코로나19로 인한 공과대학 교수자의 온라인 수업 경험 탐색)

  • Jung, Jaewon;Hur, Jungeun;Park, Hyowon
    • Journal of Engineering Education Research
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    • v.23 no.6
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    • pp.60-67
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    • 2020
  • This study was conducted to understand the experiences of engineering college professors teaching classes online due to COVID-19. Instructional strategies were proposed based on these results. This study qualitatively analyzed interviews of four engineering college professors who switched from teaching classes offline to teaching them online in the first semester of 2020. The results showed that the professors had difficulties in creating video content, interacting with students, and conducting online assessments. The results also showed that the professors had difficulties in switching to online teaching. This study was significant in that it produced empirical data about online teaching based on the experiences of engineering college professors teaching classes online.

Simple Online Multiple Human Tracking based on LK Feature Tracker and Detection for Embedded Surveillance

  • Vu, Quang Dao;Nguyen, Thanh Binh;Chung, Sun-Tae
    • Journal of Korea Multimedia Society
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    • v.20 no.6
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    • pp.893-910
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    • 2017
  • In this paper, we propose a simple online multiple object (human) tracking method, LKDeep (Lucas-Kanade feature and Detection based Simple Online Multiple Object Tracker), which can run in fast online enough on CPU core only with acceptable tracking performance for embedded surveillance purpose. The proposed LKDeep is a pragmatic hybrid approach which tracks multiple objects (humans) mainly based on LK features but is compensated by detection on periodic times or on necessity times. Compared to other state-of-the-art multiple object tracking methods based on 'Tracking-By-Detection (TBD)' approach, the proposed LKDeep is faster since it does not have to detect object on every frame and it utilizes simple association rule, but it shows a good object tracking performance. Through experiments in comparison with other multiple object tracking (MOT) methods using the public DPM detector among online state-of-the-art MOT methods reported in MOT challenge [1], it is shown that the proposed simple online MOT method, LKDeep runs faster but with good tracking performance for surveillance purpose. It is further observed through single object tracking (SOT) visual tracker benchmark experiment [2] that LKDeep with an optimized deep learning detector can run in online fast with comparable tracking performance to other state-of-the-art SOT methods.

Integrated Media Platform-based Virtual Office Hours Implementation for Online Teaching in Post-COVID-19 Pandemic Era

  • Chen, Mingzi;Wei, Xin;Zhou, Liang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.8
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    • pp.2732-2748
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    • 2021
  • In post-COVID-19 pandemic era, students' learning effects and experience may sharply decrease when teaching is transferred from offline to online. Several tools suitable for online teaching have been developed to guarantee and promote students' learning effects. However, they cannot fully consider teacher-student interaction in online teaching. To figure out this issue, this paper proposes integrated media platform-based virtual office hours implementation for online teaching. Specifically, an integrated media platform (IMP) is first constructed. Then, virtual office hours (VOH) is implemented based on the IMP, aiming at increasing student-teacher interactions. For evaluating the effectiveness of this scheme, 140 undergraduate students using IMP are divided into one control group and three experimental groups that respectively contain text, voice and video modes. The experiment results indicate that applying VOH in the IMP can improve students' online presence and test scores. Furthermore, students' participating modes during VOH implementation can largely affect their degree of presence, which can be well classified by using principal component analysis. The implication of this work is that IMP-based VOH is an effective and sustainable tool to be continuously implemented even when the COVID-19 pandemic period ends.