• Title/Summary/Keyword: 면대면 교육

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Suggestion for Measuring the Academic Skills of Graduate Students A Standard Diagnostic Assessment: Focusing on the MASUS Procedure of University of Sydney (대학원생 표준 학술능력 진단평가 도입 제안: 호즈 시드니 대학교 MASUS 사례를 중심으로)

  • Son, Sora;Ahn, Milee;Cha, Hyun-Jin
    • Proceedings of The KACE
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    • 2018.01a
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    • pp.115-118
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    • 2018
  • 본 연구는 대학원생의 연구 수행을 위한 학술적 역량 진단 및 평가를 기반으로 하여 성취 과정을 지원하는 대학원생의 표준 학술능력 진단평가 도입을 제안하고자함을 목적으로 하였다. 이를 위하여 호주 시드니 대학교의 대학생 학업능력 진단평가 모델인 MASUS(Measuring the Academic Skills of University Students A Diagnostic Assessment)를 연구대상으로 선정하고 질적연구 방법 중 도구적(instrumental) 사례연구를 선택하였다. 이에 따라, 자료 수집 단계에서 시드니대학교 학습지원센터 관계자와의 반구조화된 면대면 인터뷰 및 문헌자료를 정보원으로 하여 자료를 분석함으로써 MASUS의 특징과 시사점을 도출하였다. 이를 기반으로 학문적 소양으로서의 글쓰기 능력의 의미와 중요성을 고찰하고, 이를 통해 대학원생 학술 역량 진단평가 도입의 당위성을 부여하였다. 본 연구를 통해 향후 모든 대학원에서 범용적으로 적용할 수 있는 객관적이고 신뢰도 높은 표준 진단평가 모델을 개발하여 긍정적인 진단문화를 형성할 수 있기를 바라는 바이다.

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A Study on the Variables Influencing Student Achievement in a Blended Learning of College English (대학 교양영어 블렌디드 학습에서 학업성취도에 영향을 끼치는 변인 연구)

  • Choi, Meeyang;Han, Tae In
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.719-730
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    • 2013
  • The English Conversation class as a required course in S university is designed as blended learning to reinforce English education. To identify the influence of this blended learning on its students' achievement, the research about what variables are related with it was conducted. Data analysis indicates that gender, major, military service, overseas stay, face-to-face attendance, quiz, and online attendance have an effect on the student achievement. However, the students' style of online learning--study place, study time, and study frequency--doesn't have any relationship with their achievement. Their satisfaction with the online study was questioned in the three areas such as instructor, contents, and system, among which only the 'system' area has an influence on their achievement.

Cost Analysis of On·OFF-Line Blended Learning (온·오프 라인 블렌디드 러닝의 원가 분석)

  • Kim, Hee-Jin;Yoon, Sung-Yong;Park, Jong-Hyuk
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.8
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    • pp.141-148
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    • 2013
  • Traditional face-to-face university education has shifted its course to combine the advantages of both online and offline education in a blended-learning approach. However, there is still much that is unknown about the actual effect of blended learning, particularly it's learning outcomes in terms of cost effectiveness. This study qualitatively examines the costs and the learning outcomes of blended learning at an on-line college and off-line university. Online college level English pedagogy courses and blended with offline operations at an online university were studied across two semesters in terms of the quality of education, and both direct and indirect cost savings. Other causes for various learning outcomes and cost implications are proposed and validated.

Exploring Factors for the Effective Operation of Hybrid Learning Integrating Face-to-Face with Online Synchronous Environment: Focusing on the Experience of Elementary School Teachers (면대면과 실시간 온라인 환경이 통합된 하이브리드 수업의 효과적 운영을 위한 요소 탐색: 초등교사의 경험을 중심으로)

  • Han, Hyeong Jong
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.79-88
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    • 2022
  • The purpose of this study was to explore which factors should be considered mainly in operating hybrid learning in which offline and synchronous online environments are integrated in elementary education. Using qualitative data through interview and so on for 8 elementary school teachers with experience in operating hybrid learning, major consideration factors were identified. Before class, it is necessary to increase the level of understanding through concrete guidance or education for what the characteristics of hybrid learning are. The redesign of the environment including hardware and software technology is considered because the foundation was not established properly so that effective operation was difficult. In particular, based on the simultaneity and interactivity between the environments, activities which learners can connect and participate in the two environments should be considered. Further, design strategies to guide the operation of teaching and learning will be developed.

A Study on the Possibility of Applying Blended teaming to Design Education - Focused on the survey of learners′ satisfaction - (디자인교육에서 혼합형 수업(Blended learning) 적용 가능성 - 학습자 만족도 조사를 중심으로 -)

  • 백수희
    • Archives of design research
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    • v.16 no.4
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    • pp.443-452
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    • 2003
  • This study is to find out the possibility of applying the Blended Learning which combines the advantage of face-to-face classroom instruction and e-Learning to design education. This Blended Loaming Model has five steps such as 'prepare, teach, show, interact, and collaborate'. It is designed by the learning decision points (performance outcomes, content stability and structure, audience size, and so on) and the characteristics of delivery methods(asynchronous, synchronous). This research is based on the learners' satisfaction data of each step. The number of the participants is 27 and a questionnaire with 21 items is administered. Ten items of them are designed with 5-point Likert scales and the rest of them ask learners describe the reason of their selection. The result show that learners are satisfied with the blended learning than the off-line classroom. It is expected that the blended learning can be a substitute of the off-line classroom for the effectiveness of design education.

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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.

Educational Use of Emotion Measurement Technologies (감성측정 테크놀로지의 교육적 활용방안 탐색)

  • Lee, Chang Youn;Cho, Young Hoan;Hong, Hun-Gi
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.625-641
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    • 2015
  • Recent research shows that emotion is closely related to memory and learning. Although a growing number of educators have high interest in affective aspects of learning processes and outcomes, there are few studies to investigate systematically instructional strategies and learning environments based on learners' emotion. Despite the efforts to understand the role of emotion and to facilitate positive emotion for meaningful learning in face-to-face and online environments, it is still a challenging issue to measure emotion in a valid and reliable way. To implement emotion-based education, it is essential to overcome the limitation of self-report surveys on emotion, which rely on the memory of learners. The current study surveyed emotion measurement tools, which are recently developed in education and other domains, in terms of self-report, neurophysiology, and behavioral responses. This study also discussed how emotion measurement tools can be used in authentic learning and teaching situations. Particularly, this study focused on cutting-edge technologies that would enable educators to collect and analyze learners' emotion easily in real-world contexts. This study will contribute to the research about the role of emotion in education and the design of adaptive learning environments that consider the change of learners' emotion.

A Study Mode of Synchronous & Asynchronous for Multimedia Distance Education System (동기 및 비동기 겸용모드의 멀티미디어 원격교육 시스템 개발에 관한 연구)

  • Kim, Sang-Jin;Kim, Seok-Soo;Park, Gil-Cheol;Hwang, Dae-Joon
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.12
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    • pp.2985-2995
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    • 1997
  • In this paper, we proposed the "synchronous & asynchronous distance education system" which is able to interact among teachers and students for open education in cyberspace, and it is based telecommunication technology and multimedia technology. Specially, This system gets rid of the nufamiliarity and inconvenient feeling during the distance education. Also it supports the mediation of floor mode, for a group lecture and supports the synchronous mode for face-to-face effective and asynchronous mode for self-learning. The asynchronous mode has the down load function and the consultant mode (between teacher and student). The element technologies of this system consists of application sharing technique, whiteboard, various video window display, audio support, user interface, environment setup, session management, access control, network control and media control for collaborative distance education.

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The Effects of Flipped-Learning on Learning Motivation and Class Satisfaction in Software Education (소프트웨어 교육에서 플립 러닝이 학습동기 및 학습만족도에 미치는 영향)

  • Han, Tea-In
    • Journal of The Korean Association of Information Education
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    • v.21 no.6
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    • pp.665-673
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    • 2017
  • This research was performed for learning motivation and learning satisfaction of flipped learning on software education in university class. In order to compare and get the result, this study used 2 groups of experimental group(flipped learning) and comparison group(traditional face to face learning). Consequently an experimental group got more strong learning motivation and learning satisfaction than traditional learning group on software education in non-major class of university. It showed at the same time in factors of learning motivation like concentration, importance of subject, self confidence. and on factors pf learning satisfaction like problem solving, reaction, understanding, interest and relation with lecturer, This study showed that flipped learning method is more effective than face to face traditional learning method for creative or problem solving subject like software education.

Analysis of Makerspace Users' Experiences and Suggestions for Science Education (무한상상실 이용자의 경험분석과 과학교육을 위한 제언)

  • Byun, Moon-Kyoung;Cho, Moon-Heum
    • Journal of The Korean Association For Science Education
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    • v.36 no.2
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    • pp.337-346
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    • 2016
  • Makerspace was constructed to assist the public in creating new business, industry and market opportunities by combining their creative ideas with technology. So far, in Korea, a total of 58 makerspaces have been constructed and are running currently. Makerspaces are equipped with a variety of high-tech devices such as 3D printing technology and a laser cutter as means for transforming ideas into their prototypes. In this study, we examined users' experiences in makerspaces using online questionnaires and face-to-face interviews. We then presented motivations for using makerspace, interest in using it, concerns about using technologies, and other issues related to using makerspaces. Based on the results, we proposed three suggestions to improve users' experiences in makerspaces. These suggestions include: (1) supporting teaching and learning practices in makerspaces, (2) providing professional development opportunities for instructors in makerspaces, and (3) promoting innovative services that accommodate diverse users' needs.