• Title/Summary/Keyword: online-based

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A Case Study about the Effects of Online PBL on Students' 4C Competencies (온라인 PBL이 학습자의 4C 역량에 미치는 영향에 관한 사례 연구)

  • Tami Im
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.13-22
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    • 2023
  • The purpose of this paper is to explore the impact of online problem-based learning (PBL) on learners' 4C competencies and learning experience. The results of the study showed that, first, online PBL had a statistically significant effect on learners' problem-solving skills, communication skills, and pre-service teacher efficacy. Second, learners were very satisfied with the online PBL experience and perceived it to be very beneficial to their learning and to themselves as preservice teachers. Third, learners perceived that the real-time video conferencing system and instant messenger were very helpful for successful online PBL. Fourth, regarding the important factors for successful online PBL, the participants in this study perceived that communication and sincerity are very important, and the role of the leader is also important, but personal intimacy among team members is relatively less important. Fifth, learners perceive that instructor feedback is very important for successful online PBL. Finally, the implications of this study are discussed along with suggestions for future research.

An Exploratory Study on Online Prosocial Behavior (정성적 연구를 통한 온라인 친사회적 행동의 동기 요인 탐색)

  • Jang, Yoon-Jung;Cho, Eun-Young;Kim, Hee-Woong
    • Knowledge Management Research
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    • v.16 no.1
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    • pp.225-242
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    • 2015
  • Cyberbullying, i.e., posting malicious comments online, has been identified as a critical issue in the online and social media context. It has become prevalent on a global scale, which happens across all ages. As a way to reduce and prevent cyberbullying, it is important to promote online prosocial behavior. In line with the concept of online prosocial behavior, we suggest posting benevolent comments against posting malicious comments as a new type of online prosocial behavior, which can combat cyberbullying and facilitate positive online culture. This study thus aims to analyze what motivates people to post benevolent comments in the online context. Based on interview methods, we extracted seven driving factors (self-presentation, pleasure, social contribution, emotional support, reputation, monetary reward, and reciprocity) and two inhibiting factors (social anxiety and effort) of posting benevolent comments online. This study has its theoretical contribution in exploring the motivation factors leading to the posting of benevolent comments by extending the concept of online prosocial behavior. It also has its practical implications by providing guidance for promoting prosocial behavior in the online context.

Comparing the Behavioral Patterns and Psychological Characteristics of Web Board Gamers and Gamblers

  • Han, Jiwon;Seo, Yeseul;Lee, Choognmeong;Han, Doug Hyun
    • Psychiatry investigation
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    • v.15 no.12
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    • pp.1181-1187
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    • 2018
  • Objective In Korea, online board games, such as "flower cards," are played using virtual money. In contrast, Internet-based gambling (ibGambling) concerns the use of real money to gamble online. We hypothesized that online board gamers using virtual money show less risky behaviors than do gamblers who use real money, and that, in regard to psychological aspects, online board gamers are less depressed and more introverted than online gamblers are. Methods For this study, 100 online board gamers, 100 ibGamblers, 100 offline gamblers (offGamblers), and 100 age- and sex-matched healthy controls were recruited by an online research company. Gambling behavior and self-efficacy were assessed using the Korean Gambling Behavior Scale-high/low factors (KGBS-H/L) and the Gambling Abstinence Self-efficacy Scale (GASS). Additionally, introversion, depression, and mania tendency were assessed. Results Online board gamers had good intentions gaming, as evidenced by their higher KGBS-L scores than ibGamblers and offGamblers, and they showed less risky behaviors, as evidenced by their lower KGBS-H scores than offGamblers. Additionally, online board gamers were less introverted than ibGamblers and less depressed than offGamblers. Conclusion Online board gaming could be a gateway to the world of gambling (ibGambling or OffGambling). However, the higher tendency of online board gamers to engage in good intentioned gaming could help prevent online board gaming from progressing to online or offline gambling.

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.

Personalizing Information Using Users' Online Social Networks: A Case Study of CiteULike

  • Lee, Danielle
    • Journal of Information Processing Systems
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    • v.11 no.1
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    • pp.1-21
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    • 2015
  • This paper aims to assess the feasibility of a new and less-focused type of online sociability (the watching network) as a useful information source for personalized recommendations. In this paper, we recommend scientific articles of interests by using the shared interests between target users and their watching connections. Our recommendations are based on one typical social bookmarking system, CiteULike. The watching network-based recommendations, which use a much smaller size of user data, produces suggestions that are as good as the conventional Collaborative Filtering technique. The results demonstrate that the watching network is a useful information source and a feasible foundation for information personalization. Furthermore, the watching network is substitutable for anonymous peers of the Collaborative Filtering recommendations. This study shows the expandability of social network-based recommendations to the new type of online social networks.

Web based Online Real-time Reliability Integrated Information System in Composite Power System Considering Wind Turbine Generators (풍력발전기를 고려한 복합전력계통의 웹기반 온라인 실시간 신뢰도 정보 시스템의 개발)

  • Cho, Kyeong-Hee;Choi, Jae-Seok
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.60 no.7
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    • pp.1305-1313
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    • 2011
  • Web based online real-time reliability integrated information system is asked rapidly for more efficiency and demand response in recent. As the utilization of renewable resources has been receiving considerable attention in recent years, the information system requirement is increased. Specially, the reliability information system is more important for implementing the smart grid. This paper describes architecture of the WORRIS(Web based Online Real-time Reliability Integrated Information System) Version 7.0 system that simulates the reliability indices in composite power system considering wind turbine generators(WTG) developed successfully in this paper. And we had simulated the case study using Jeju island power system data.

Improving the Product Recommendation System based-on Customer Interest for Online Shopping Using Deep Reinforcement Learning

  • Shahbazi, Zeinab;Byun, Yung-Cheol
    • Soft Computing and Machine Intelligence
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    • v.1 no.1
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    • pp.31-35
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    • 2021
  • In recent years, due to COVID-19, the process of shopping has become more restricted and difficult for customers. Based on this aspect, customers are more interested in online shopping to keep the Untact rules and stay safe, similarly ordering their product based on their need and interest with most straightforward and fastest ways. In this paper, the reinforcement learning technique is applied in the product recommendation system to improve the recommendation system quality for better and more related suggestions based on click patterns and users' profile information. The dataset used in this system was taken from an online shopping mall in Jeju island, South Korea. We have compared the proposed method with the recent state-of-the-art and research results, which show that reinforcement learning effectiveness is higher than other approaches.

Analysis of Online Behavior and Prediction of Learning Performance in Blended Learning Environments

  • JO, Il-Hyun;PARK, Yeonjeong;KIM, Jeonghyun;SONG, Jongwoo
    • Educational Technology International
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    • v.15 no.2
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    • pp.71-88
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    • 2014
  • A variety of studies to predict students' performance have been conducted since educational data such as web-log files traced from Learning Management System (LMS) are increasingly used to analyze students' learning behaviors. However, it is still challenging to predict students' learning achievement in blended learning environment where online and offline learning are combined. In higher education, diverse cases of blended learning can be formed from simple use of LMS for administrative purposes to full usages of functions in LMS for online distance learning class. As a result, a generalized model to predict students' academic success does not fulfill diverse cases of blended learning. This study compares two blended learning classes with each prediction model. The first blended class which involves online discussion-based learning revealed a linear regression model, which explained 70% of the variance in total score through six variables including total log-in time, log-in frequencies, log-in regularities, visits on boards, visits on repositories, and the number of postings. However, the second case, a lecture-based class providing regular basis online lecture notes in Moodle show weaker results from the same linear regression model mainly due to non-linearity of variables. To investigate the non-linear relations between online activities and total score, RF (Random Forest) was utilized. The results indicate that there are different set of important variables for the two distinctive types of blended learning cases. Results suggest that the prediction models and data-mining technique should be based on the considerations of diverse pedagogical characteristics of blended learning classes.

Object Tracking Based on Exactly Reweighted Online Total-Error-Rate Minimization (정확히 재가중되는 온라인 전체 에러율 최소화 기반의 객체 추적)

  • JANG, Se-In;PARK, Choong-Shik
    • Journal of Intelligence and Information Systems
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    • v.25 no.4
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    • pp.53-65
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    • 2019
  • Object tracking is one of important steps to achieve video-based surveillance systems. Object tracking is considered as an essential task similar to object detection and recognition. In order to perform object tracking, various machine learning methods (e.g., least-squares, perceptron and support vector machine) can be applied for different designs of tracking systems. In general, generative methods (e.g., principal component analysis) were utilized due to its simplicity and effectiveness. However, the generative methods were only focused on modeling the target object. Due to this limitation, discriminative methods (e.g., binary classification) were adopted to distinguish the target object and the background. Among the machine learning methods for binary classification, total error rate minimization can be used as one of successful machine learning methods for binary classification. The total error rate minimization can achieve a global minimum due to a quadratic approximation to a step function while other methods (e.g., support vector machine) seek local minima using nonlinear functions (e.g., hinge loss function). Due to this quadratic approximation, the total error rate minimization could obtain appropriate properties in solving optimization problems for binary classification. However, this total error rate minimization was based on a batch mode setting. The batch mode setting can be limited to several applications under offline learning. Due to limited computing resources, offline learning could not handle large scale data sets. Compared to offline learning, online learning can update its solution without storing all training samples in learning process. Due to increment of large scale data sets, online learning becomes one of essential properties for various applications. Since object tracking needs to handle data samples in real time, online learning based total error rate minimization methods are necessary to efficiently address object tracking problems. Due to the need of the online learning, an online learning based total error rate minimization method was developed. However, an approximately reweighted technique was developed. Although the approximation technique is utilized, this online version of the total error rate minimization could achieve good performances in biometric applications. However, this method is assumed that the total error rate minimization can be asymptotically achieved when only the number of training samples is infinite. Although there is the assumption to achieve the total error rate minimization, the approximation issue can continuously accumulate learning errors according to increment of training samples. Due to this reason, the approximated online learning solution can then lead a wrong solution. The wrong solution can make significant errors when it is applied to surveillance systems. In this paper, we propose an exactly reweighted technique to recursively update the solution of the total error rate minimization in online learning manner. Compared to the approximately reweighted online total error rate minimization, an exactly reweighted online total error rate minimization is achieved. The proposed exact online learning method based on the total error rate minimization is then applied to object tracking problems. In our object tracking system, particle filtering is adopted. In particle filtering, our observation model is consisted of both generative and discriminative methods to leverage the advantages between generative and discriminative properties. In our experiments, our proposed object tracking system achieves promising performances on 8 public video sequences over competing object tracking systems. The paired t-test is also reported to evaluate its quality of the results. Our proposed online learning method can be extended under the deep learning architecture which can cover the shallow and deep networks. Moreover, online learning methods, that need the exact reweighting process, can use our proposed reweighting technique. In addition to object tracking, the proposed online learning method can be easily applied to object detection and recognition. Therefore, our proposed methods can contribute to online learning community and object tracking, detection and recognition communities.

Needs analysis and class design for online tourism English instruction (사이버대학 관광영어 강좌의 학습자 요구분석과 수업설계)

  • Kim, Hyun-Sook;Park, Eun-Young
    • English Language & Literature Teaching
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    • v.17 no.2
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    • pp.115-137
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    • 2011
  • The tourism industry has attained remarkable growth, and the need for professional Tourism English education has increased. Universities of online education can offer an environment for education to both job applicants and laymen who are interested in Tourism English. Tourism English belongs to English for Specific Purposes, which reflects the needs of specific area. The aim of this study is to propose improvements in classes design for online Tourism English instruction. The results of a needs analysis conducted on 160 Korean online university students suggest that online Tourism English class should be different from a traditional classroom-based one in regards to aims, contents, and methods. Online Tourism English class should not only focus on English for specific purposes, but also include more generalized topics. This comes as a result of the diverse backgrounds of online students. The results suggest that extralinguistic elements, such as culture and etiquette differences among English-speaking countries, become more interesting when introduced using pictures, videos, animations, etc. Additionally, SMS or emails can be utilized to raise students' motivation for online Tourism English class.

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