• Title/Summary/Keyword: 온라인 고등교육

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Internet-Mediated Research in the Age of Social Distancing: Methodological Reflections and Recommendations from Two Online Research Projects (사회적 거리두기 시대의 인터넷 기반 연구: 두 온라인 연구 프로젝트로부터의 방법론적 고찰과 제안점)

  • Lee, Jisue;Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.51 no.2
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    • pp.319-353
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    • 2020
  • Due to the COVID-19 pandemic, scholars at institutions of higher education around the world are transitioning their teaching, service, and research into online settings; for many this may be a new and challenging experience. While many of the best practices associated with research in traditional or face-to-face settings also apply to research in or via online settings, there are some additional challenges and nuances that researchers must adequately address and plan for due to the affordances and limitations of online settings. This paper discusses the key issues of privacy, informed consent, trust and trustworthiness, and retention through the literature and provides practical recommendations based on evidence and experience from two different online research projects. The reflections on and examples from these two research projects contextualize the above issues and act as evidence to inform research as a practice. The authors hope this evidence and practical guidance may help researchers better prepare for research in a socially distanced world.

Development of Online Education Program and Feasibility Study on Cyberbullying Response in Schools since COVID-19 (코로나-19 이후 증가한 학교 사이버폭력 대응에 대한 온라인 교육 프로그램 개발과 타당성 연구)

  • Choi, Eunsun;Park, Namje
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.5
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    • pp.1071-1082
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    • 2021
  • COVID-19 has changed a lot in our daily lives, where school classes and remote classes have been combined or converted to remote classes. Many students spent more time online, and cyberbullying, such as indiscriminate disclosure of their personal information, bullying of their classmates online, increased. In this paper, we propose an online education program as a countermeasure against cyberbullying. This program is designed for elementary, middle, and high school students and can also be used for informatics or ethics classes in the 2015 curriculum. The proposed program is divided into four major themes: 'Cyberbullying,' 'Information Security,' 'Cyber Crime,' and 'Language Violence,' and is divided into a total of ten topics according to its connection. It was organized to teach the topics evenly by grade. Also, the program's feasibility was verified by experts on the selection of educational contents and organizing of contents. In the future, it will be necessary to apply for this program and conduct an effectiveness analysis to measure whether it has effectively contributed to the decrease in cyberbullying rates among students and the improvement of coping skills.

Ethics Learning system Development using Internet based closed modelling (인터넷 활용 수업을 위한 폐쇄적 모형의 온라인 윤리 교실 구축 및 운영에 관한 연구)

  • 이근무;박무환
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2001.12a
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    • pp.209-215
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    • 2001
  • 본 연구에서는 다양한 멀티미디어 기술과 인터넷의 열린 접근성을 이용하여 고등학교 윤리과목에 대해서 폐쇄적 운영이 가능한 학습 시스템을 개발하였다 이 개별 학습별 수업의 요구에 부응하여 학습자와 상호작용이 가능하며 즉각적인 피드백을 통해 학습자에게 적절한 자극을 줌으로써 학습의욕의 고취를 강화할 수 있고 학습자의 능력에 따라 학습의 속도를 조절이 가능하여서 개별학습의 효과를 높여줄 수있도록 계획되었다. 특히 문자, 그래픽, 영상, 음향, 음성 그리고 비디오 등과 같은 여러 미디어를 병합시켜 표현하는 멀티미디어를 교육에 적용시킨 하이퍼미디어 학습 코스웨어는 학습자의 주의력과 상상력을 키워 줄 수 있으며 학습자가 학습에 흥미를 갖고 학습 과정에 능동적으로 참여할 수 있도록 하며 적극적으로 원하는 정보를 선정하고 학습 순서를 조정하는 등 학습 동기가 높은 상호 작용적 학습 환경을 창조하고 자신에게 적합하게 여러 주제로 이동하고 정보를 연결해 보다 융통성 있는 시스템을 이용함으로써 학습의 효과를 높일 수 있음을 살펴보았다. 이러한 멀티미디어의 특성을 이용하여 교수의 효율성을 최대한으로 살리기 위해 고등학교 윤리과목에 대한 멀티미디어 CAI와 폐쇄적으로 운영가능한 학습사이트를 설계 및 개발하였다.

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The Mediating Effect of Learning Flow on Learning Engagement, and Teaching Presence in Online programming classes (온라인 프로그래밍 수업에서 자기조절능력과 학습참여, 교수실재감에 대한 학습몰입의 매개 효과)

  • Park, Ju-yeon
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.597-606
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    • 2020
  • Recently, as students' programming classes are being conducted online, interest in factors that can lead to the success of online programming classes is also increasing. Therefore, in this study, online programming classes were conducted for specialized high school students using a web-based simulation programming tool through TinkerCad. In these online programming classes, students' self-regulation ability and learning flow were set as variables that influence both learning engagement and teaching presence, and the predictive power of each was analyzed. As a result, it was found that both self-regulation ability and learning flow were predictive variables for learning engagement and teaching presence, and that learning flow played a mediating role between self-regulation ability, learning engagement, and teaching presence. This study is meaningful in that it suggested that self-regulation ability and learning flow should be considered more meaningfully in online programming classes, and a practical strategy for this is presented.

The Study of the Comparison on Factors Influencing Internet Game Addiction among Male Middle and High school students (남자 중·고등학생의 인터넷 게임중독에 미치는 영향요인 비교 연구)

  • Kwon, Jin;Park, Jee-Eun;Oh, Ji-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.75-86
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    • 2016
  • The aim of this study was to compare the factors influencing internet game addiction among middle and high school boys. The data was analysed from "Survey on the Online and Game and Family Leisure Activities of Youth and Children in 2009" conducted by the Korean Youth Policy Institute. According to the results, the average time on the weekends and average time on the holidays, and the leisure constraints had a significant effect on the internet game addiction both groups. On the other hand, there were significant differences in the communication with parents between middle and high school boys. Accordingly, this study suggests a preventive internet game addiction program be developed. In addition, it is important to improve efficient communication skills between children and parents.

The Effect of Blended Learning on Learning Achievement of Computer Education in High School (블렌디드 학습이 고등학교 전산교육의 학업성취도에 미치는 효과)

  • Seo, In-Soon;Seo, Jeong-Man;Kim, Sung-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.3
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    • pp.115-122
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    • 2007
  • The aim of this study is to identify the effect that the blended learning has on the learning achievement of computer education in high school. To get the goal, 136 students were allocated into the experiment group(68 students) with the blended class and the control group(68 students) with the traditional face-to-face class. After identifying the homogeneity of two groups in learning achievement by analyzing the pre-test, the experiment was performed. The result of this research is as follows. Significant difference was found in the learning achievement of post-test between the experiment group and the control group (t=-3.16, p=.0019). This result underlies the potential of blended learning in computer education. It will be important for designing the class for computer education in high school.

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Development and Evaluation of Home Economics Maker Education Program for High School Students: Focusing on the Contents of 'Hanbok and Creative Clothing' (고등학교 가정과 메이커 교육 프로그램 개발과 평가: '한복과 창의적인 의생활' 내용 요소를 중심으로)

  • Kim, Saetbyeol
    • Journal of Korean Home Economics Education Association
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    • v.31 no.4
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    • pp.63-79
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    • 2019
  • The purpose of this study was to suggest valuable maker education programs by implementing and evaluating a Home Economics(HE) maker education program developed based on the content of "Hanbok and Creative Clothing" for high school students. The results of this study are as follows. First, the HE maker education model for high school students was designed and developed. The HE maker education model was developed by integrating and modifying the TMSI model of the maker education model and Laster's HE practical action teaching model. The HE maker education model consisted of 4 steps: tinkering(T: 4-hour class), practical reasoning(P: 3-hour class), making together(M: 4-hour class), and sharing and spreading(S: 1-hour class) with a total of 12-hour lesson plans. The theme of the developed HE maker program is 'Practice and spread of creative traditional culture of life (Hanbok)'. Second, the results of online survey of 240 high school students who participated in this maker class showed that HE maker class had positive effects in the order of experiential(4.26), cognitive(4.22), emotional(4.18), social(4.18), and practical(4.10). It is expected that the findings of this study will contribute to diversifying the curriculum of Home Economics, thereby improving the quality of Home Economics Education.

The Analysis of On-line Contents Application for Effective Operating Extra-Curriculum in ACHS (방송고 특별활동의 효과적인 운영을 위한 콘텐츠 적용 분석)

  • Chung, Jong-In;Jeong, Young-Sik;Kim, Mee-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.8
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    • pp.2078-2087
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    • 2009
  • The Air and Correspondence High School (ACHS) has played a key role as an organization of lifelong learning since 1974. However, extra-curriculum in ACHS has not been operated successfully due to lacks of educational supports and on-line contents. So we surveyed demands of the ACHS teachers and students for successful operation of extra-curriculum, found four subjects that students preferred in the developing activity area which is one of extra-curricular activities, and experimentally developed four on-line contents for extra-curriculum. And we also applied the developed on-line contents to the students of Chongju H.S. After the application, another survey and interview were carried out to measure learner's satisfaction, find out problems of learning with on-line contents and suggest the ways of improving extra-curriculum learning system.

An Investigation on the Implementation of the 'Scientific Inquiry Experiment' of the 2015 Revised Curriculum (2015 개정 교육과정 '과학탐구실험' 운영 실태 조사)

  • Byun, Taejin;Baek, Jongho;Shim, Hyeon-Pyo;Lee, Dongwon
    • Journal of The Korean Association For Science Education
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    • v.39 no.5
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    • pp.669-679
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    • 2019
  • In this study, we investigated how 'Scientific Inquiry Experiment,' a newly introduced subject under the 2015 revised curriculum, was implemented to identify the difficulties that science teachers face in the process of teaching the subject and to explore how to support them through online survey and interview methods. A questionnaire of the survey, which consisted of environmental factors of class, preparation and execution of class, teacher self-evaluation of class, and direction for the subject, was developed, and the online survey was requested with a response from one teacher per school from 1674 high schools nationwide. We analyzed the results from 814 teachers who answered all required questions, and we also conducted interviews and online advisory discussions to ensure the validity of our analysis. In the results of the study, teachers complained of lack of time for preparation and execution of the subject, and they demanded laboratory assistants and quality teaching materials. In addition, in order to achieve the goal of the subject, they agreed the necessity of using the 'block scheduling' though they also agreed the difficulties of its implementation. Meanwhile, the alteration of guidelines for evaluation, which was changed from 9-grade system to 3-grade system, was positively recognized by teachers. As a result of this change, the percentage of performance assessment increased in 2019 compared to 2018, but there were no significant changes in the number of 'hands-on activity.' Finally, we proposed ways to support 'scientific inquiry experiment'.

Developing an Online-based Learning STEAM Program for Elementary School Students using Metaverse (메타버스를 활용한 초등학생 대상 온라인 기반 학습형 STEAM 프로그램 개발)

  • Ki Rak Park;Hyoungbum Kim
    • Journal of the Korean Society of Earth Science Education
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    • v.16 no.1
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    • pp.43-55
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    • 2023
  • This study examined the effects of an online-based learning STEAM program using Metaverse on elementary school students' attitudes toward and satisfaction with STEAM in 197 students in grades 2, 4, and 6 at a rural elementary school. To conduct this study, we developed and implemented a four- to five-lesson online-based STEAM program in each grade level. The conclusions of this study are as follows. The online learning STEAM program had a statistically significant effect on improving elementary school students' attitudes toward STEAM, and students' satisfaction with the program was high. In addition, the pilot teacher said in an interview that 'the students' attention to the program was very high, and it was very interesting to use the Metaverse space'. Based on the results of the pilot, one STEAM program for students and teachers was developed for the fourth and fifth periods of each grade level in elementary school. Online learning programs using Metaverse have the potential to transform education during the pandemic by addressing educational inequalities and providing a flexible learning environment. Therefore, we propose a study on the development of online STEAM programs for middle and high school students.