• Title/Summary/Keyword: 온라인 원격교육

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Open Survey System for Teacher and Learner to Support independence LMS on Web-Based (웹 기반의 독립적 LMS 를 지원하는 교수-학습자를 위한 개방형 설문 시스템)

  • Kim, Jin-Hwan;Kim, Dong-Won;Kan, Jin-Suk;Jang, Sang-Pil
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.1001-1004
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    • 2005
  • 인터넷을 통한 정보화의 영향으로 교육 방법에도 큰 변화를 가져왔다. 교수자와 학습자간 오프라인으로 이루어졌던 교육이 온라인상에서 이루어지게 되었고, 양질의 원격 교육을 실천하려는 노력 과정에서 LMS(Learning Management System)는 많은 발전을 하게 되었다[3]. 하지만 잘 개발된 LMS 라 할 지라도 온라인 교육에서는 오프라인 교육과 같이 교수자와 학습자의 직접적인 커뮤니케이션을 통한 상호 의견 수렴이 어렵다[4]. 따라서 본 논문에서는 LMS 기능에 확장성과 이식성을 갖는 설문 시스템을 추가 함으로써 교수자와 학습자간의 원활한 커뮤니케이션을 지원하고자 한다. 또한 강의 점검, 교수전략 수립, 연구, 정책수립 및 사업추진을 위한 각종 조사에 활용하고자 한다. 본 논문의 설문 조사 시스템은 오픈 소스로 전국 대학 및 교육기관을 대상으로 무상 배포 중이며 그 활용을 검증 중이다[5].

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A substantial study on the Relationship between students' variables and dropout in Cyber University (사이버대학 학습자관련 변인과 중도탈락 간의 관계 규명을 위한 실증적 연구)

  • Im, Yeon-Wook
    • Journal of The Korean Association of Information Education
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    • v.11 no.2
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    • pp.205-218
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    • 2007
  • This study investigates the reasons of dropout in a survey of 348 dropouts from a cyber university located in Seoul, Korea. Most common reasons are time constraints due to work or family-related needs. Difficulties in adjusting to online learning environment and uncertainties regarding the value of a cyber university degree also played important roles. Drop-out students who pointed to these two reasons also suffered from lack of communication and interaction with other students and professors. Efforts to address these issues are in order as well as the development of time-efficient learning strategies and financial aids.

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Smart contract research for efficient learner problem recommendation in online education environment (온라인 교육 환경에서 효율적 학습자 문제추천을 위한 스마트 컨트랙트 연구)

  • Min, Youn-A
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.4
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    • pp.195-201
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    • 2022
  • For a efficient distance education environment, the need for correct problem recommendation guides considering the learner's exact learning pattern is increasing. In this paper, we study block chain based smart contract technology to suggest a method for presenting the optimal problem recommendation path for individual learners based on the data given by situational weights to the problem patterns of learners collected in the distance education environment. For the performance evaluation of this study, the learning satisfaction with the existing similar learning environment, the usefulness of the problem recommendation guide, and the learner data processing speed were analyzed. Through this study, it was confirmed that the learning satisfaction improved by more than 15% and the learning data processing speed was improved by more than 20% compared to the existing learning environment.

A Study on LRS(Learning Reward System) using Educational Digital Contents (교육디지털컨텐츠를 활용한 학습보상시스템(LRS) 설계)

  • Chung, Charles;Park, Hwa-Jin;Cho, Sae-Hong
    • Journal of Digital Contents Society
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    • v.1 no.1
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    • pp.1-11
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    • 2000
  • A variety of educational digital contents are provided for both distance and on-line learning on the Internet recently. Especially, as edutainment fields are activated, fun-centered educational contents are improved so much. But it is still lack of high quality, which could lead a learner to study by himself without losing enjoyment for an appropriate duration (about $1{\sim}2$ years). A system, which enforces learning motivation for a learners positive learning, is demanded. This paper shows the planning and the implementation of learning Reward System (LRS) which is providing rewards a learner for achievement of the teaming object which is suggested by him (her) and his (her) mentors. LRS is aiming at enhancement of educational effects by providing both amusements and rewards employing edutainment contents.

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Improvement of E-Learning Efficacy by Self-Assessment (자기평가 적용에 따른 원격교육의 학습효과 증진)

  • Jeon, Hye-Seong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.487-494
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    • 2011
  • This paper is to investigate the efficacy of cyber education by self-assessment strategy. Self-assessment strategy contains self-monitoring function and self-control function. 202 students of online university attended and analyzed with frequency, correlation, t-test, Paired t-test. The major findings were as follows. The learners who experienced self-assessment in the initial stage of class had higher changes in social distance to the mentally disabled people positively than the learners who didn't experienced that. This self-assessment strategy can be assumed that it is effective strategy to improve e-learning efficacy and it will contribute to self-directed education for enhancement of on-line education.

Analysis of student perception of learning block-type educational programming tools in online learning environment (온라인 학습 환경에서의 블록형 교육용 프로그래밍 도구 학습에 대한 학생 인식 분석)

  • Lee, SangHyeon;Ann, SungHun
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.519-528
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    • 2020
  • Due to COVID-19, most schools are conducting online learning. In this study, a total of 12 block-type educational programming tool classes were conducted in the form of online learning for 6th grade elementary school students, and then quantitatively and qualitatively analyzed students' perceptions of their learning experience on entry learning. As a result of the analysis, it was found that the learner easily recognized the use of the entry program and the difficulty of learning contents, and the learning satisfaction was high. When students face difficulties, it was found that they received the most help from the hint function provided by the site itself, and they were found to be less aware of the necessity of teachers when learning entry. As a result of the qualitative analysis, it was found that the learner felt a lot of novelty and fun through easy and simple operation. On the other hand, it was found that the learning contents and hints were not understood, which made them difficult and felt that the hint contents were insufficient. It was found that students felt a sense of accomplishment by creating and manipulating programs as they wish.

A Web-based Simulation Environment based on the Client/Server Architecture for Distance Education: SimDraw (원격교육을 위한 클라이언트/서버구조의 웹 기반 시뮬레이션 환경 : SimDraw)

  • 서현곤;사공봉;김기형
    • Journal of KIISE:Software and Applications
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    • v.30 no.11
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    • pp.1080-1091
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    • 2003
  • Recently, the distance education has been rapidly proliferated with the rapid growth of the Internet and high speed networks. There has been relatively much research with regard to online lecture (teaching and studying) tools for the distance education, compared to the virtual laboratory tools (for self-study and experiments). In this paper, we design and implement a web-based simulation tool, named as SimDraw, for the virtual laboratory in the distance education. To apply the web-based simulation technology into the distance education, some requirements should be met; firstly, the user interface of the simulation should be very easy for students. Secondly, the simulation should be very portable to be run on various computer systems of remote students. Finally, the simulation program on remote computers should be very thin so that students can easily install the program onto their computers. To meet these requirements, SimDraw adopts the client/server architecture; the client program contains only model development and animation functions so that no installation of a client program onto student's system is required, and it can be implemented by a Java applet in Web browsers. The server program supports client programs by offering the functions such as remote compiling, model storing, library management, and user management. For the evaluation of SimDraw, we show the simulation process using the example experimentation of the RIP(Routing Information Protocol) Internet routing protocol.

Mediating Effect of Need of Cognition on Learning Engagement in Distance Education (원격교육에서 학습참여에 대한 인지욕구의 매개효과)

  • Oh, Eun-Young
    • Journal of Convergence for Information Technology
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    • v.12 no.5
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    • pp.51-61
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    • 2022
  • The purpose of this study was to identify whether need of cognition have a mediating effect on media multitasking on learning engagement in online education. The subjects were 168 university students who had received online education for more than one semester, and data were collected using questionnaires on media multitasking, need of cognition, and learning engagement. For data analysis, correlation, hierarchical regression and Sobel test were performed using SPSS WIN 20.0 program. As a result of the study, there was a significant positive correlation between media multitasking and learning engagement (r=.52, p<.001), and a between need of cognition and learning engagement(r=.39, p<.001). Media multitasking had a significant effect on learning participation (β=.52, p<.001), and explanatory power was 27%. When need of cognition was input, the effect of media multitasking on learning engagement decreased (β=.52 ⟶ .44), so it was found that need of cognition had a partial mediating effect in the effect of media multitasking on learning engagement(Z=2.77). p<.01). Therefore, it is suggested to use online contents with learning to organizing a g a lesson syllabus for distance education, and to organize activities promoting media multitasking activities. Also, it is proposed to develop and apply various teaching strategies to promoting the need of cognition in the distance education.

Exploratory Study on the Levels of Participation and Interaction in Online Debate of the Classes with Discussion Session (토론식 수업에서 온라인 토론의 참여적 차원과 상호작용 차원에 관한 탐색적 연구)

  • Lee, Ran
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.63-74
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    • 2021
  • The aim of this study was to analyze the levels of learners' participation and interactions both quantitatively and qualitatively based on the learners' choices of topic patterns in a process of online debate of a general subject and to explore the effects in order to suggest the ways for activating online debates. For this, it quantitatively analyzed the messages and the patterns in the online debate boards and supplementally implemented a post survey in order to investigate the participants' recognition on the factors of the learners' interactions and the effects. The given topic patterns were 'the presentation of one's opinion' and 'the presentation of pros and cons.' As a result of the analysis, the participating degree was higher in the pattern of 'the presentation of one's opinion' apart from the previous study. This study surveyed and, based on the result, it proposed the teachers should refer to the participants' tendency in advance. Also, it presented the deeper meanings on the interactions extracted by the results of the survey. The learners showed the strong dependence on the teacher' lectures or his materials and a variety of interactions with diverse objects. Besides, it is revealed that debates are helpful factors for enhancing learners' argumentative thinking, writing skills, and the knowledge about the subject in terms of the participants' recognition. Based on the findings, this study emphasized the teachers' educational roles and suggested the educational effects of the online debates in each class should be activated in this era of distance education.

A personal verification For Online-test Using JMF (JMF를 이용한 온라인 테스트에서의 부정행위 방지 시스템)

  • Kim, Hyun-Ju;Lim, Han-Kyu;Shim, Jae-Chang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05a
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    • pp.207-210
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    • 2003
  • 인터넷 시대를 맞이함으로써, 오프라인 상에서 이루어지던 많은 일들이 온라인 상에서 이루어지고 있다. 상호작용이 원활하게 이루어져야 하는 원격 교육에서 피드백 효과를 가장 잘 발휘할 수 있는 것이 바로 온라인 테스트이다. 온라인 테스트는 시간과 비용을 줄이고, 장소가 필요 없다는 장점이 있는 반면, 본인 여부, 부정행위 등의 여러 문제가 제기된다. 본 논문에서는 온라인 상에서 시험을 치를 때 수험자를 감시하는 온라인 테스트 감시 시스템을 제안하고, 그 시스템의 핵심 부분인 수험자 이탈 시스템에 대하여 집중 연구하였다. 요즘 널리 보급된 PC 카메라의 JMF를 응용하여 연구하였다.

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