• Title/Summary/Keyword: web-based online education

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A Study on the Use of Web-based, Problem-Based Learning and e-Portfolio for Educating Pre-service Teachers (예비교사 교육을 위한 웹기반 문제중심학습과 e-포트폴리오의 적용에 관한 연구)

  • Kim, Hong-Rae;Kim, Hye-Jeong
    • Journal of The Korean Association of Information Education
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    • v.12 no.2
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    • pp.223-234
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    • 2008
  • Educating qualified elementary school teachers depends on excellent pre-service education. The high quality of education is accomplished by various interactions between teachers and learners, as well as active participation by students. In the present study, online problem-based learning and an e-portfolio were used to examine the effect on the computer-curriculum education to reflect social and individual needs, and to enhance the quality of instruction at universities. Students (n=105) participated in six different problem-based learning sessions. At the same time, they developed Blog e-portfolios as individual and group products, and wrote reflective journals that focused on their learning processes and results. A qualitative analysis method was employed to analyze the reflective journals. The results of the analyses showed the following: 1) Increasing the understanding of the computer-curriculum education, 2) enhancing students' competence in using ICT potentially, 3) cultivating student-centered teaching and learning strategies on ICT, and 4) enhancing competence of future teaching activities through experiencing e-portfolio as a performance-assessment tool.

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A Web-based Virtual Experiment Kit for Digital Logic Circuits Using Java Applets (자바 애플릿을 이용한 웹 기반 디지털 논리회로 가상실험키트)

  • Kim, Dong-Sik;Kim, Ki-Woon;Park, Sang-Yun;Seo, Sam-Jun
    • Proceedings of the KIEE Conference
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    • 2003.07d
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    • pp.2717-2719
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    • 2003
  • In this paper, we developed an efficient virtual experiment kit with creative and interactive multimedia contents, which can be used to enhance the quality of education in the area of digital logic circuits. Since our virtual experiment kit is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. Also, our web-based virtual experiment kit is designed to enhance the efficiency of both the learners and the educators. The learners will be able to achieve high learning standard and the educators save time and labor. The virtual experiment is performed according to the following procedure: (1) Circuit Composition on the Bread Board (2) Applying Input Voltage (3) Output Measurements (4) Checkout of Experiment Results. Furthermore, the circuit composition on the bread board and its corresponding online schematic diagram are displayed together on the virtual experiment kit for the learner's convenience. Finally, we have obtained several affirmative effects such as reducing the total experimental hours and the damage rate for experimental equipments and increasing learning efficiencies as well as faculty productivity.

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QBS, the Smart e-learning Model (참여와 공유의 정신을 구현한 스마트시대의 이러닝 학습 모델 QBS)

  • Park, Jae-Chun;Lee, Doo-Young;Yang, Je-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.1
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    • pp.208-220
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    • 2015
  • This study analyze Online class's current condition in Smart era. And suggest better operation model based on Internet Architecture. This study focuses the condition of e-learning operation model in University online class. Especially, 'Time Check Idea' that using for attendance on e-learning class has some side effects. So this study would applied 'Qualitative Check Idea Concept' on e-learning class. Question Based System, QBS is example model. QBS is leading a Learner's participation in e-class by Making Quiz. These quizs are shared with other students and refer to studing contents. Practically operating Qualitative Concept model QBS on university e-class, we can seek for the effectiveness of Qualitative e-learning model QBS.

A Web-based Virtual Experiment Kit for Digital Logic Circuits Using Java Applet (자바 애플릿을 이용한 웹 기반 디지털 논리회로 가상실험키트)

  • Kim Dong-Sik;Kim Ki-Woon
    • Journal of Engineering Education Research
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    • v.6 no.2
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    • pp.5-14
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    • 2003
  • In this paper, we developed an efficient virtual experiment kit with creative and interactive multimedia contents, which can be used to enhance the quality of education in the area of digital logic circuits. Since our virtual experiment kit is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. Also, our web-based virtual experiment kit is designed to enhance the efficiency of both the learners and the educators. The learners will be able to achieve high learning standard and the educators save time and labor. The virtual experiment is performed according to the following procedure: (1) Circuit Composition on the Bread Board (2) Applying Input Voltage (3) Output Measurements (4) Checkout of Experiment Results. Furthermore, the circuit composition on the bread board and its corresponding online schematic diagram are displayed together on the virtual experiment kit for the learner's convenience. Finally, we have obtained several affirmative effects such as reducing the total experimental hours and the damage rate for experimental equipments and increasing learning efficiencies as well as faculty productivity.

Application Development Plan for Building Construction Courses Applied with Innovation Teaching Methods (혁신 교수법을 적용한 건축시공 학습용 애플리케이션 개발 방안)

  • Kim, Seong-Bin;Jo, Min-Jin;Kim, Jae-Yeob
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2020.11a
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    • pp.121-122
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    • 2020
  • Universities that offer architectural engineering programs in Korea are making efforts to introduce innovation teaching methods to cultivate teamwork, creativity, flexibility of thought and practical skills needed for the Fourth Industrial Revolution. However, there is a lack of specific measures to support them. In this regard, this study investigated a method of application development for building construction courses applied with the innovation teaching methods. It mainly focused on 'improvement directions for existing learning management systems' and 'online learning support plans using the innovation teaching method' as research contents. It is expected that these improvement directions can be applied to the field of education through the development of mobile and web-based applications. In the follow-up research, the development of specific software for field application will be carried out.

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Factors affecting participation and achievement in wiki-based online learning (위키 기반 협력학습에서 자기효능감과 위키에 대한 불안이 참여도 및 성취도에 미치는 영향)

  • Lim, Kyu Yon
    • The Journal of Korean Association of Computer Education
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    • v.15 no.6
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    • pp.65-74
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    • 2012
  • Wiki is an online-based collaborative tool, and has been frequently used more recently as it realizes the paradigm of web 2.0 in educational context. Especially, wiki promotes collaborative knowledge building which is the major interest of this study. The purpose of this research is to investigate the relationships among academic self-efficacy, self-efficacy for group work, wiki anxiety, participation in wiki activity, and learning achievement. Fifty nine college students participated in the wiki activity, and the data from fifty three were used for the multiple regression and path analysis. The results reported that academic self-efficacy and wiki anxiety affected participation in wiki activity, and these two variables also had indirect effects on learning achievement, mediated by participation.

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The Comparison of the learning achievement and learning satisfaction Between in the Blended Class and Online Class and Offline Class (블렌디드 학습, 온라인 학습, 오프라인 학습의 학업성취도와 학습만족도 비교)

  • Kim, Miyoung;Ahn, Kwangsik;Choi, Won-Sik
    • 대한공업교육학회지
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    • v.30 no.1
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    • pp.106-119
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    • 2005
  • Many problems with the offline class, which is the traditional education type in corporations or universities, were indicated and people hoped that e-learning, which is web-based instruction, would solve these problems. However, e-learning also has weak points in that it should be self-paced and media-based in many ways. Therefore, when considering the good and weak points of offline classes and e-learning, blended learning seems to be necessary. Until now, blended learning has usually been used in corporations, and there have been almost no studies on the effectiveness or management of blended learning in universities. Thus, in this study, I would like to design blended classes, manage them at the level of university classes, and verify the effectiveness of blended classes, by comparing academic achievement, student participation, and student satisfaction. The subject students who signed up for Computer & Technology at C University in 2005 were divided into three study groups: offline class, online class, and blended class. The offline class was taught using the traditional class teaching method. For the online class and the blended class, multimedia contents were developed and a different LMS was used. The results of 13 weeks of teaching are as follows. For the academic achievement in the offline, online and blended classes, there was no statistically significant difference (f=2.387, p=.096). But when comparing the average achievement, the average of the blended class was higher than that of the other classes, so that it can be said that the blended class has positive effects on academic achievement. Second, when comparing the learners' participation in the online class and the blended class, the total posts were 85 and 138 respectively, which shows a considerable difference. The hit counts for each post in the online class and the blended class are 10 and 20, respectively. Moreover, the login counts for subjects are 3 in the online class and 4 in the blended class. In the questionnaire for the students' academic satisfaction in the online class and the blended class, all of the 15 items showed higher satisfaction in the blended class. Considering all these results, if adequate media are properly combined, the blended class is better than either the pure online class or the pure offline class.

The Effects of learner participation and interaction in web-based collaborative learning (웹기반 협력학습에서 참여와 상호작용의 차이에 대한 고찰)

  • Lim, KyuYon;Kim, HeeJoon;Park, Hana
    • The Journal of Korean Association of Computer Education
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    • v.17 no.4
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    • pp.69-78
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    • 2014
  • This study aims to investigate better predictors, among learner participation and interaction, for collective self-efficacy and achievement in a web-based collaborative learning environment. Interaction requires communication among two or more learners, while participation does not. In this study, interaction was measured by in-degree centrality and out-degree centrality based on the social network analysis perspective. Multiple regression analysis results from 53 college students who performed team project via online showed that in-degree centrality predicted collective self-efficacy and out-degree centrality predicted achievement, while participation was not a significant predictor.

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A Study on the Decision and Selection of the Star Contents in the Convergence Era (융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구)

  • Rim, Myung-Hwan;Park, Yong-Jae;Heo, Pil-Sun
    • Journal of Information Technology Applications and Management
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    • v.18 no.2
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    • pp.1-21
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    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.

Web-Based Question Bank System using Artificial Intelligence and Natural Language Processing

  • Ahd, Aljarf;Eman Noor, Al-Islam;Kawther, Al-shamrani;Nada, Al-Sufyini;Shatha Tariq, Bugis;Aisha, Sharif
    • International Journal of Computer Science & Network Security
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    • v.22 no.12
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    • pp.132-138
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    • 2022
  • Due to the impacts of the current pandemic COVID-19 and the continuation of studying online. There is an urgent need for an effective and efficient education platform to help with the continuity of studying online. Therefore, the question bank system (QB) is introduced. The QB system is designed as a website to create a single platform used by faculty members in universities to generate questions and store them in a bank of questions. In addition to allowing them to add two types of questions, to help the lecturer create exams and present the results of the students to them. For the implementation, two languages were combined which are PHP and Python to generate questions by using Artificial Intelligence (AI). These questions are stored in a single database, and then these questions could be viewed and included in exams smoothly and without complexity. This paper aims to help the faculty members to reduce time and efforts by using the Question Bank System by using AI and Natural Language Processing (NLP) to extract and generate questions from given text. In addition to the tools used to create this function such as NLTK and TextBlob.