• Title/Summary/Keyword: 온라인 고등교육

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A Study on Development of Customized Education and Training Model Using Online Learning Platform (온라인학습플랫폼을 활용한 맞춤형 교육훈련 모델 수립방안에 관한 연구)

  • Rim, Kyung-hwa;Shin, Jung-min;Lee, Sookyoung
    • Journal of Practical Engineering Education
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    • v.11 no.1
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    • pp.75-86
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    • 2019
  • Globally, the change in higher education is gradually moving toward a trend that seeks a change in innovative higher education through the revitalization of digital-based education. Accordingly, this study designed a customized education model based on e-learning that can be used in undergraduate education and development of lifelong vocational skills. The use of online learning platforms and the expansion of education are major factors that change the overall higher education system as the form and content of curriculum changes around the world. In order to establish a customized education model using online learning platform, this study analyzed major overseas advanced education cases and selected the basic direction of customized learning as personalized learning, competency based learning, and training for talents leading the 4th Industrial Revolution. Then, FGI was conducted for undergraduate and lifelong vocational ability development experts. As a result, a customized education model using an online learning platform was derived from a degree-type model available in undergraduate education and a non-degree-type model available in the field of lifelong vocational ability development, and each operation strategy was suggested.

Structural Relationship among Self-Directed Learning Ability, Learner-Instructor Interaction, Learner-Learner Interaction, and Class Satisfaction in Online Learning Environments (온라인 학습에서 자기주도학습능력, 상호작용 및 수업만족도의 구조적 관계)

  • Yoo, Jieun
    • Journal of Christian Education in Korea
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    • v.63
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    • pp.255-281
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    • 2020
  • The purpose of this study was to investigate the structural relationship among self-directed learning ability, learner-instructor interaction, learner-learner interaction, and class satisfaction in online learning environments by the structural equation modelling (SEM). Participants of the study consisted of 300 students (110 = high school students, 190 = college students). Through latent mean analysis (LMA), there was no significant difference of study variables between high school and college groups. However, thorough multi-group analysis, self-directed learning ability had a direct and indirect effect on class satisfaction for the college group via learner-instructor and learner-learner interactions, while learner-learner interaction played a full mediating role of the relationship between self-directed learning ability and class satisfaction for the high school group. In addition, self-directed learning ability had a stronger influence on learner-learner interaction for the college group than the high school group. These results would provide important implications for understanding the different mechanisms between high school and college online learning contexts.

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

  • Seo, In-Soon;Kim, Sung-Wan;Seo, Jeong-Man
    • KSCI Review
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    • v.15 no.1
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    • pp.111-116
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    • 2007
  • 본 연구는 전자교육(e-Learning)과 집합교육의 장단점을 상호보완하는 교육형태인 블렌디드 학습(blended learning)이 고등학교 전자계산의 학습성취에 미치는 효과성을 검증하는데 목적이 있다. 이 목적을 달성하고자, 블렌디드 학습모형을 도출하고 이를 토대로 온라인 학습환경을 구축하고, 경기도내 C고등학생 136명을 대상으로 실험집단(68명)과 비교집단(68명)을 구성했다. 두 집단을 대상으로 블렌디드 학습(실험집단)과 전통식 면대면 교실학습(비교집단)을 실시한 결과, 블렌디드 학습에서의 학업성취도가 전통적인 면대면 집합학습보다 더 높은 것으로 나타났다(t=-3.16, p=.0019). 이러한 결과는 블렌디드 학습이 전자계산 학습의 효과성에 긍정적인 결과를 가져다 줄 가능성을 보여 준 것으로, 블렌디드 학습이 기존 전자교육의 단점을 보완해 주는 대안적인 교수 학습방법으로 사용될 수 있음을 시사해 준다.

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A Study on Online Contents Instructional Design Model of Open Secondary High Schools (방송통신고등학교 온라인 콘텐츠 교수설계 모형)

  • Kim, Sung-mi;Lee, Eun-chul
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.165-166
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    • 2016
  • 방송통신고등학교는 국가수준 교육과정의 개정 시기를 맞아 방송고 학습자 특성을 반영한 온라인 콘텐츠 설계를 위해서 콘텐츠 질 분석, 수업 구조 분석, 화면 로그인 경로 분석 등을 통해서 시행하고 방송고 온라인 콘텐츠 교수설계 모형을 도출하였다. 이에 따라 본 연구에서 도출한 온라인 콘텐츠 교수설계 모형은 먼저 크게 수업 설계, 수업 실행, 수업 평가로 구성되어 있다. 수업 설계는 학습자 분석, 교수환경분석, 교수 분석, 교수 전략개발의 단계를 가지고 있다. 수업 실행은 수업에 대한 동기 유발, 선수학습 회상, 수업 목표 제시, 수업 내용 제시 및 학습 안내 제공, 수행 행동 유도 및 피드백 제공, 목표 수행 평가, 파지 및 전이 단계를 가지고 있다. 수업 평가는 최종 수업 평가 및 최종 피드백 제공 단계를 가지고 있다.

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Learning management system for user collaboration based on social network service (소셜 네트워크 방식의 사용자 협업형 학습관리시스템)

  • Chun, SungKyu;Son, ByungSoo;Park, HeeTae;Lee, Saebyeok;Lim, Heuiseok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.1347-1349
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    • 2013
  • 현시대 온라인 사용자들에게 각광받고 있는 형태의 웹기반 서비스의 한 형태인 소셜 네트워크 서비스는 동창모임, 지역모임 등의 다양한 현실 인간관계를 기반으로 한 사용자간의 매칭 기능을 제공하고 있다. 이러한 매칭 기능을 바탕으로 소셜 네트워크 서비스는 개인의 일상을 공유하는 용도로 사용되고 있다. 이와는 별도로 학습관리시스템은 대학이상의 고등교육 현장에서 사용되어 학습자의 학습 내용 및 그에 대한 교수자의 피드백을 주기 위한 용도로 이용되고 있다. 본 논문에서는 이러한 소셜 네트워크 서비스의 특성과 학습관리 시스템을 융합하여 학교현장 및 평생교육 관점에서 활용 가능한 소셜 네트워크 서비스기반의 사용자 협업형 학습관리시스템의 구조를 제시한다.

Correlation Between Social Network Centrality and College Students' Performance in Blended Learning Environment (블렌디드 러닝 환경에서 사회 연결망 중심도와 학습자 성과 간의 상관관계)

  • Jo, II-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.10 no.2
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    • pp.77-87
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    • 2007
  • The purpose of the study was to investigate the effects of social network centrality variables on students' performance in blended learning environment in a higher educational institution. Using data from 36-student course on Learning Theories and Their Implications on Instructional Design Practices, the researcher empirically tested how social network centrality variables - such as friendship network centrality, advice network centrality, and adversary network centrality - are correlated with academic achievement measures. Results indicate, as hypothesized, the friendship and advice centrality positively correlate with, whereas the adversary centrality being negatively correlate with application performance measures and test scores. The size and quality of posted online discussions are positively and strongly correlated with the advice network centrality.

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Utilization of ICT in Higher Education within ASEAN Countries (아세안 국가 고등교육에 있어서의 ICT 활용 분석)

  • Ko, Jang-Wan;Kim, Eun-Jin
    • Korean Journal of Comparative Education
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    • v.28 no.2
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    • pp.123-151
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    • 2018
  • The purposes of this study were to examine the current status of ICT in all ASEAN countries and to provide implications for Korea to find appropriate ways to support and collaborate with HEIs in ASEAN countries. To achieve these purposes, ASEAN countries were categorized into 3 groups based on the development stages of ICT, and the key ICT initiatives, current facts about ICT, and related issues were analyzed. The results of the study were as follows: Group 1 countries, Brunei, Malaysia, and Singapore, with relatively well-established ICT infrastructure, have established their own ICT policies and initiated e-learning programs. Group 2 countries, Indonesia, Philippines, Thailand, and Vietnam, which have relatively well-developed ICT infrastructure with existing regional gaps, showed different uses of ICT in higher education. Philippines and Thailand established their own policies based on national ICT master plans while Indonesia focused on MOOCs and Vietnam initiated cyber university projects. Group 3 countries, Cambodia, Lao PDR, and Myanmar, with the least developed ICT infrastructure in ASEAN, have also tried to develop national level strategies to utilize ICT in higher education. However, insufficient and inadequate ICT infrastructure created issues and challenges for these countries to successfully initiate ICT policies. This study suggested that it is necessary to take into serious consideration the national differences when collaborating with and supporting ASEAN countries due to the variation of ICT development stages and different levels of using ICT in higher education among ASEAN countries.

Study on the Accomplishment and Satisfaction of Middle School and High School Students for Online Learning (온라인 학습에 대한 중${\cdot}$고등학생들의 성취도 및 만족도에 관한 연구)

  • Son, Jung-Eun;Moon, Sang-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.1
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    • pp.1089-1093
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    • 2005
  • 인터넷의 발전과 PC의 빠른 보급, 초고속 통신망의 급속한 확산 등에 따라 산업과 마찬가지로 전통적인 교육산업도 큰 변화를 격고 있다. 새로운 개념의 학습 방법인 인터넷이나 매체를 통한 온라인 학습이 오프라인 교육으로 대변되는 기존의 전통적인 교육 매체를 대체할 가능성과 상호보완적인 역할 가능성을 살펴보기 위하여 기존의 전통적인 교육 매체 수용자의 특성과는 다른 양상을 나타낼 온라인 학습 매체 이용자의 만족도와 충족도에 관하여 설문 조사하였다. SPSS 통계 프로그램으로 조사 결과를 분석하였고, 전체적인 신뢰계수는 0.89로 설문 결과의 신뢰성은 높게 나타났다.

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A Study on the Policy Performance of Government 3.0 Innovation Model : Case Study on the Higher-education Loan Policy in Korea (정부3.0 혁신모델에 따른 정책성과 분석 - 고등교육 학자금대출 서비스 정책을 중심으로 -)

  • JIN, Sangki;Yun, Seon Young;Kim, Seang Tae
    • Informatization Policy
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    • v.22 no.4
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    • pp.68-90
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    • 2015
  • This study aims, to review and analyze the trend of the paradigm shift of government innovation focused on the relation between government and citizens. This paper tries to analyze the effects and performance of government innovation through the government 3.0 model, which is highlighted in Korea. This paper chooses higher-education loan programs as the case to study and analyzes results using government innovation theories. Especially, this paper re-organizes Korea's higher-education loan programs with 'Government 3.0 model'. We can expect 'Government 3.0 model'is usefull when explaining the specific policy program innovation loan. Lastly, this paper looks, at improvement points in Korea's higher-education loan programs.

Fact finding surveying adolescents's language and culture in online games and a countermeasure strategy (온라인 게임에서 청소년들 언어문화의 실태 조사와 개선 방안)

  • Kim, Sung Yul;Lee, Jong Yun
    • The Journal of Korean Association of Computer Education
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    • v.16 no.1
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    • pp.33-42
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    • 2013
  • In this paper, through conducting a survey from 547 male and female high school students in Busan, we found their favorite computer games are about five and the highest linguistic problem in on-line computer games was vulgar languages. Most of respondents thought that the vulgar languages on the on-line games were serious and said that we have experienced the vulgar languages before high school. Therefore, in this paper, we suggest it is necessary to prepare a countermeasure system about adolescents' vulgar languages on the on-line games and for adolescents to take etiquette lessons on the on-line games from either the primary school or before then.

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