• Title/Summary/Keyword: 온라인 활동

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An Exploration of Interaction Factors and Analysis on Interaction-Level of Synchronous Online Education in University (대학 실시간 온라인 교육에서의 상호작용 요소 탐색과 수준 분석)

  • Han, Hyeong-Jong
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.14-25
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    • 2021
  • The purpose of this study is to explore what are the interactive factors of synchronous online education in university and identify the level of interaction. This study used mixed research method. As a result of the interaction level, it was recognized that face-to-face education could be more interactive than synchronous online education. Synchronous online education could have better interactive between instructor and learner, and among learners than asynchronous online education. Factors which influencing the interaction were as follows: small group activities and scaffolding, diversification of communication channels and integration of learner's question in learning content. Detrimental elements were distance felt between instructor and learners, low intimacy among learners, content-focused lecture, restrictions on non-verbal communication, unstable systems and misusing microphones. The necessary factors to promote interaction are planning interactive class activities, etc. Based on the results, it was to suggest what kinds of efforts are needed to make interaction more effective in terms of teaching and learning method & activity, tool & system, and environment.

Action Research to Improve Experimental Activities and Interactions in Online Science Class (온라인 과학 수업에서 실험 활동과 상호작용의 개선을 위한 실행연구)

  • Noh, Ja-Heon;Son, Jun-Ho;Kim, Jong-Hee
    • Journal of the Korean Society of Earth Science Education
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    • v.14 no.2
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    • pp.159-172
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    • 2021
  • This study is an action study that plans a instructional strategy for improving experimental activities and interactions in online science classes and suggests improvement plans based on the results. To this end, from July 7 to September 9, 2020, the 'Earth and the Moon' unit class was conducted for 20 6th grade elementary school students located in G Metropolitan City. For the class, smart devices and alternative experiments were planned in the experimental activity category, and an online chat room and Q&A strategy were planned in the interaction category. Among the collected data, class activity papers, homework assignments, reflection journals, online conversation contents, and Q&A contents were input into the matrix and analyzed by writing analytical texts. As a result of the implementation, smart devices and alternative experiments provided opportunities for exploration, but there was a risk of misconception formation and hindered experimental activities. The online chat room and Q&A provided opportunities for communication and examination and feedback on scientific concepts. Through this action study, the researcher was able to reflect on the class while writing class reflection notes, and suggested the role of smart devices in terms of the effectiveness and efficiency of science classes.

How Does Smart-device Literacy Shape Privacy Concerns: The Moderation of Privacy and the Mediation of Online Social Participation and Information Veracity (스마트기기 활용역량과 프라이버시 우려: 온라인 사회참여 활동과 정보 사실성 판단 능력의 매개효과 및 프라이버시의 조절효과)

  • Hyeon-jeong Kim;Beomsoo Kim
    • Knowledge Management Research
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    • v.24 no.1
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    • pp.51-72
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    • 2023
  • Digital literacy is vital knowledge and ability of an individual in the information society. As the level of digital literacy increases, the interest in privacy protection increases. This change may hinder the use of digital technologies and services. This research examines (1) the mediating effect of online social participation and information veracity on smart device literacy and privacy concerns, and (2) the moderating effect of privacy literacy. Using Korean media panel survey data reported in 2020 and in 2021, this study analyzes the responses of 7,737 people who use smart devices and participate in online activities. SPSS and PROCESS Macro are used to test the research model and hypotheses. In the analysis of 2020 and 2021 survey, this research shows that smart device literacy has major effects on privacy concerns; confirms that the mediating effect of online social participation; moderated meditating effect of privacy literacy. Although information veracity is not significant in 2020, mediating and moderated mediating effects are found in 2021.

A study of NGO Marketing Activities using Online (온라인을 이용한 NGO 마케팅 활동에 관한 연구)

  • Huh, Jinny;Ha, Yan
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.137-138
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    • 2013
  • 본 논문에서는 국내에서 활동 중인 대표적인 NGO(Non-Government Organization)기구들을 살펴보고 이들 NGO 기구들의 다양한 활동 사례를 살펴보도록 한다. 특히 온라인 비즈니스에 중점을 두고 인터넷 및 모바일 앱을 포함한 온라인을 활용한 다양한 마케팅 전략을 살펴보고 이에 대한 제약 사항 및 이에 대한 올바른 방향을 제시하고자 한다. 이를 통해 최신 정보기술을 이용한 NGO 활동의 영역을 넓히고 이를 통해 대중의 참여를 유도하고 마케팅의 효율성을 극대화 시키고자 한다.

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Leadership Experience through Guild Activities on Online Games : A Phenomenological Analysis (온라인 게임의 길드 활동을 통한 리더십 경험 : 현상학적 분석)

  • Kim, Ki-Suk;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.14 no.6
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    • pp.415-423
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    • 2016
  • Numerous studies have been made on the negative effects of online games, as the negatives effects of the usage of online games have been recognized as social issues. However, this is a study on the positive functions of online gaming; more specifically, on how the guild activities on online games affect the user's leadership. This study has conducted in-depth interviews with online games, and drew the result using Giorgi's phenomenological analysis as for the methodology. 3 people participated in the research - a high school student, a university student, and an adult office worker - all of whom with experiences of guild leading on online games. To achieve the goal of this study, this study based the subjects' experience to analyze how online game guild activities have affected leadership on the subjects' real lives. As a result, timidity turned into initiation; not only leadership, but also decision making ability and coworking ability, as well as problem solving ability have shown improvement. Through this study, one can see that among the elements of online game, experience in guild activities is providing opportunities for enhancing leadership and possibilities for improving various other abilities. I hope more researchers continue studying interesting and diverse powers of online games based on this study.

Exploring Consideration Factors and Improvement Suggestions for Operating Effective Synchronous Online Education in College: Focusing on Learners' Experience and Perception (대학 실시간 온라인 교육의 효과적인 운영을 위한 고려요소 및 개선방안 탐색: 학습자 경험과 인식을 중심으로)

  • Han, Hyeong-Jong
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.69-79
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    • 2020
  • This study is to explore factors to consider for effective operation of synchronous online education in college. Synchronous online education is expanding in higher education. However, there is insufficient to comprehensively identify key components based on the learners' experience and perception. Using qualitative analysis on content of group interview and multidimensional scale analysis, the experience and perception of learners were identified. For the effective operation, interaction should be considered important, and rapport between learners needs to be built. In addition to improving the system in which activity tools are integrated, instructors should play mainly facilitator role, and learners have to manage the environment for immersion. For the types of online education, learners were divided into the dimension of 'activity' and 'temporality'. Further, it is to develop optimized design strategies considering its characteristics.

Content analysis of video lecture on making electric car for prospective teachers (예비 교사를 대상으로 한 전기 자동차 만들기 동영상 강의 컨텐츠 분석)

  • Lee, Eun-Sang
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.443-446
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    • 2021
  • 이 연구의 목적은 온라인 상에서 수행된 실습 수업 방식을 분석하는데 있다. 이를 위해 연구자는 예비 교사를 대상으로 '전기 자동차 만들기'수업 주제로 실습 수업을 설계하였으며, 온라인 동영상 강의 컨텐츠 3편을 제작하였다. 동영상 강의 컨텐츠 제작을 위해 교수용 홈페이지 제작, 수업에서 사용할 동영상 제작, 과거 촬영하거나 제작해 두었던 동영상 준비, 실습 재료 준비, 실습 활동 관련 교과서 준비 등 다양한 교수학습자료를 사전에 준비하였다. 동영상 강의 컨텐츠는 CODTRA 분석 방법을 이용 하였으며, 분석 코드는 '동영상에서 제시된 교수학습자료'와 '교수자가 행하고 있는 상태'이었다. 분석 결과는 CODTRA 다이어그램에 의해 분석 코드를 시간에 따라 도식화하여 도시하였다. 이 연구 결과는 중등학교의 기술 교과나 공업계 교과에서 온라인 실습 수업을 위한 동영상 강의 컨텐츠를 제작하고자 하는 교수자에게 참고할 수 있는 자료로 활용될 수 있을 것이다.

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Study on Online Community Media Practice: Focus On Daedeok-valley Radio (온라인 공동체 미디어(Community Media) 실천연구: 대덕밸리라디오를 중심으로)

  • Choi, Soonhee
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.39-54
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    • 2017
  • This study started from the consciousness that the community media practice studies have been confined to the traditional terrestrial broadcasting. The following research results and implications were obtained by analyzing Daedeok-valley Radio's case to elucidate characteristics of online-based community media and content production and distribution characteristics neglected in previous researches. First, online community media activities are civic/citizen media activities that capture the value of local communities, and this locality is realized through media content production and its online distribution. Second, contents of online community media link members of the community, and individuals become nodes, interacting both online and offline. Therefore, online-based citizen media activities can be utilized effectively as a means to enhance civic participation and to achieve the locality of community in online and offline spaces depending on strategies for online contents production and distribution. Utilizing online infrastructures for media content creation and distribution in Korea demonstrates potential opportunities of local online media to be considered as niche media that can increase its own sustainability.

Research on the Actual Condition of Sports Activities by COVID-19 and Improvements of Sports Activities (COVID-19에 따른 스포츠 활동 실태와 스포츠 활동 개선방안)

  • Back, Ji Hea;Yang, Seo-eun;Hyun, Jaemin
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.343-351
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    • 2020
  • This study was to find out the actual state of sports activities in the COVID-19 era and ways of improving of sports activities of 697 people ranging from 10s to 60s in Seoul and Gyeonggi-do area. The data were analyzed using SPSS 12.0 program. First, as a results, it was found that 61.4% of the current COVID-19 are playing sports. Second, participants in sports are found to enjoy contactless sports such as YouTube training contents, and video PT the most. Third, the COVID-19 situation has been identified as the most influential factor in sports activities. Fourth, the opinion that it would be best to prepare a countermeasure plan for infectious diseases such as COVID-19 as an alternative to revitalize sports activities in the future was the most common. Last, It was reported that institutional and technical efforts were needed to improve sports activities.

A Study on Metaverse Utilization and Introduction Strategies in College Education: Based on Step-by-step Metaverse Introduction Framework (대학 교육의 메타버스 활용 현황 및 도입 전략에 대한 연구: 단계별 메타버스 도입 프레임워크 개발을 바탕으로)

  • Son, Young Jin;Park, Minjung;Chai, Sangmi
    • Knowledge Management Research
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    • v.24 no.1
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    • pp.1-29
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    • 2023
  • The COVID-19 pandemic has accelerated digital transformation across all industries and daily life. Edutech is spreading in the education field, also bringing changes in university education. Non-face-to-face online-only classes at universities have spread after the COVID-19 pandemic physical distancing started. Online-only or real-time online classes showed diverse educational imitations. 'Metaverse' started to attract attention as a learning space and community activity support platform that may solve the limitations of online education and communication. It is time to prepare an introduction strategy for the actual application of education using metaverse. This study, first, by examining previous studies and cases of metaverse application, and second, establishing a metaverse introduction framework based on the technology lifecycle model and the innovation diffusion theory. Finally, we provide an introduction strategy in steps, a specialized introduction plan according to the main users is established and presented as a scenario. We expect that this study will provide the theoretical background of the new technology introduction and the spread of metaverse research. Also, we present an efficient introduction strategy, the basis for a service model, and a practical basis for the university's value-added strategy.