• Title/Summary/Keyword: 사이버교육

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Study on validity verification of Korean version of DELES and its relationship with perceived learning achievement and cyber education satisfaction (한국판 원격교육학습환경척도의 타당도 검증과 지각된 학업성취도 및 사이버교육만족도와의 관계 연구)

  • Kim, Jungjoo
    • Journal of the Korean Data and Information Science Society
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    • v.24 no.1
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    • pp.63-72
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    • 2013
  • This study it to verify the validity of Korean version of DELES (distance education learning environment survey) and analyze its relationship with learning achievement and distance education satisfaction. The target population of this study is students of K cyber university and a total of 254 cases are used for the analysis. Exploratory and confirmatory factor analysis is applied to verify 6 factors of DELES and structural equation analysis is applied to examine the relationship between distance education learning environment and learning achievement and distance education satisfaction. The study result shows that DELES is composed of six factors such as instructor support, student interaction & collaboration, personal relevance, authentic learning, active learning and student autonomy and its model fits are appropriate. The result of structural equation analysis shows distance education learning environment significantly influences distance education satisfaction directly as well as indirectly mediated by learning achievement. Learning achievement also significantly influences distance education satisfaction. Conclusions and implications are followed.

A study on the System for Mobile education (모바일 교육 시스템에 관한 연구)

  • Song, Eun-Jee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.11a
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    • pp.1171-1174
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    • 2005
  • 요즈음 인터넷 사용자들의 폭발적인 증가와 함께 많은 콘텐츠가 생겨났고 그중 공간의 제약이 없고 교육의 기회가 확대되는 장점으로 인해 사이버강의, 사이버대학이 생기는 등 온라인 교육이 활성화 되고 있는 추세이다. 그러나 온라인 교육은 오프라인 교육과 달리 수강자가 출석이나 시험 일정 등 자신이 수업에 관한 정보를 계속적으로 관리하지 않으면 출석미달, 과제 및 시험에 관한 정보부재로 인한 어려움이 생길 수 있다. 본 연구에서는 항상 지참하고 있는 휴대폰을 이용하여 사이버강의 등의 수업정보를 언제 어디서나 관리하여 온라인교육의 학습능률을 향상시킬 수 있는 모바일 교육시스템을 제안한다.

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Study of Cyber Education System for Lower Educated People (저학력 성인 학습자를 위한 사이버교육시스템에 관한 연구)

  • Jeong, Young-Sik;Ahn, Sung-Hun
    • 한국정보교육학회:학술대회논문집
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    • 2006.01a
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    • pp.170-176
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    • 2006
  • 고등학교 이하 학력을 가진 820만명의 저학력 성인에게 초 중등교육 기회를 확대하기 위해서는 사이버 교육을 통하여 교육을 원하는 사람이라면 누구나, 언제, 어디서나, 쉽게 접근할 수 있는 교육체제를 마련해야 한다. 이를 위해 본 연구에서는 지난 30여 년 동안 단방향 라디오 방송 중심의 교육체제를 유지해 온 방송통신고등학교를 쌍방향 인터넷 강의 중심의 교육체제로 전환하고자 방송통신고등학교의 현황과 문제점을 분석하고, 그 결과를 토대로 콘텐츠의 개발 방안과 시스템이 갖추어야 할 기능 등을 연구하였으며, 그 결과를 토대로 교육용 콘텐츠를 개발하고, 사이버 학사 운영에 필요한 사이버학교운영시스템을 개발하였다. 또한 2년간 3개 시범학교를 지정 운영하여 개발된 시스템이 학교 현장에 안정적으로 적용될 수 있는 방안을 마련하였다.

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Effects of Cyberbullying Prevention Education (사이버 괴롭힘 대처 예방 교육의 효과)

  • So, Kyung-Sub
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.460-470
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    • 2019
  • The purpose of this study was to examine the effect of cyber bullying prevention education on university students. The subjects were 64 college students and were assigned to experimental group or Comparison group. The experimental group(n = 33) was educated about cyberbullying coping strategies, and the Comparison group(n = 31) was educated about general cyberbullying We used the Basic Emotions Scale, Helplessness Scale, and Competence Scale to confirm the efficacy of the education. Results, Both the experimental group and the Comparison group showed less negative emotions and helplessness after the education than before the education. In the experimental group, competence was significantly higher than the Comparison group. These results suggest that the inclusion of coping strategy is more effective in increasing competence than cyber bullying prevention education. Finally, the limitations of this study were discussed along with suggestions for further research.

A Study on the Demand and Satisfaction of Construction Education in Cyber University (사이버대학 건설 공학 교육 수요와 만족도 조사)

  • Bae, Yoonsun;Woo, Sungkwon
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.38 no.6
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    • pp.949-955
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    • 2018
  • While demand for construction engineering education at Cyber University is growing rapidly in a short period of time, there is a lack of research and evaluation on whether or not to develop in terms of quality. The purpose of this study is to identify the characteristics and motivation of the new and transfer students of the department of Construction Engineering at Cyber university and to identify areas that will be complemented in construction engineering education and to provide guidelines for providing better education through satisfaction survey on current education of new students, students and graduates of Cyber University. For the development of construction engineering education at cyber universities, the content of education needs to be differentiated from that of offline universities. In addition, new and transfer students should be able to achieve their goal of obtaining certificates and be provided with satisfactory education to become professional engineers. For students with diverse goals, a wide range of subjects ranging from basic to specialized courses should be provided so that they can select subjects that suit their goals.

Analysis of Elementary Student's Cyber Home Study (초등 사이버가정학습 실태분석 - 충북지역을 중심으로 -)

  • Cho, Yang-Su;Kim, Dong-Ho
    • 한국정보교육학회:학술대회논문집
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    • 2007.08a
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    • pp.53-58
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    • 2007
  • 학교교육의 질적 수준을 높이고 과중한 사교육비를 해결하기 위한 방안으로 사이버 가정학습 서비스가 도입되었다. 이에 본 연구에서는 사이버가정학습 실태분석을 통한 내실화 방안을 모색하고자 사이버가정학습을 실시하고 있는 학생을 대상으로 4개 영역 45문항의 설문조사를 실시하였다. 그 결과, 사이버가정학습의 성공적인 정착을 위해서는 학생의 자발적 참여 유도, 사이버학습에 집중할 수 있는 방안 마련, 사이트의 안정적 운영을 위한 서버증설, 수요자의 요구에 맞추어 다양한 과목과 내용의 컨텐츠 확보, 학교 교육과 연관성을 가지고 학업성취도 향상에 기여할 수 있는 방안이 마련되어야 한다는 결론을 얻었다.

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Efficiency of Management Education in Cyber Space (사이버 교육에 있어서의 효율성에 관한 연구)

  • Jihwan Yum;Beumjun Ahn
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.5 no.2
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    • pp.166-173
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    • 2004
  • The new way of doing education in cyber space is not limited by time or locations. The students do not need to attend classroom physically on time. Networked computers allow students to study their subjects at any time and any where. This study tries to probe the relationships among demographic variables and instructional variables with students satisfaction in the management education. Pervious studies found out that the critical success factors of cyber educations are based on the demographic and instructional variables. The results of the study demonstrate that demographic variables are not significantly related with students satisfaction. Rather instructional variables such as personal interactions with professors, job related contents and careful reduction of difficulties countered during the class proceeding are more significantly related with learning satisfaction. The result shows the newly emerged internet based education system requires in-depth collaborations and coordination among professors, system engineers, education instrument designers, and students.

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사이버대학교와 학습자의 지리적 분포 및 교육 특성에 관한 연구

  • 김은경
    • Proceedings of the KGS Conference
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    • 2002.11a
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    • pp.65-67
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    • 2002
  • 정보통신의 발달에 따라 변화된 생활양식은 사람들을 걸어 다니면서 직접 구매하던 쇼핑방식에서 전자상거래로, 은행창구에서 번호표를 뽑고 기다리며 업무를 보았던 은행업무를 사이버 뱅킹으로 대체하게 하였다. 이렇듯 정보통신의 발달은 시간과 공간의 제약을 뛰어넘어 새로운 개념의 사회공간을 형성하게 되었고, 특히 주목할 점으로 최근에 등장한 사이버교육 공간을 들 수 있다.(중략)

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A Case Study on the Development of a Serious Game "Happy Class" for Preventing Cyber Bullying (사이버불링 예방 기능성 게임 "해피 클래스" 개발사례 연구)

  • Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.45-60
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    • 2020
  • Cyber bullying is increasing these days and becoming a serious social problem that gives rise to issues such as school violence and cyber crimes. We had developed a serious game-based education program for teenagers who are familiar with computer games. After pilot test the educational effect was also found to be high. I have found the followings in this case study. Serious game is effective media for cyber bullying prevention education. Second, cooperation between content experts and game development experts is essential to develop educational games.