• Title/Summary/Keyword: 온라인 활동

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Learning Performance of Real-Time Online Classes Using PBL for Clothing and Textiles Majors in College (PBL(문제중심학습)을 이용한 대학 의류학 전공 실시간 온라인 수업의 학습효과)

  • Kim, Tae-Youn
    • Journal of Korean Home Economics Education Association
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    • v.34 no.4
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    • pp.143-161
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    • 2022
  • The aim of this study is to identify the learning performance of online classes using problem-based learning(PBL) for clothing and textiles majors in college with the increased use of online learning tools after the COVID-19 pandemic. In order to achieve this goal, the PBL was developed and applied to the 'Fashion Marketing and Merchandising' class conducted in real-time online at University in North Chungcheong Province, Korea for four weeks. After a four-week PBL class, a survey was conducted on 35 students in the 'Fashion Marketing and Merchandising' class and the 35 completed questionnaires were used for analysis. The measurement tools of this study were self-directed learning, cooperative learning ability, problem-solving ability, and learning achievement regarded as an important learning effect in PBL class. In addition, students' self-reflective essays were also analyzed to examine the educational effect of PBL applying online classes. As a result of this study, bivariate correlations among the four variables, students' self-directed learning, cooperative learning ability, problem-solving ability, and learning achievement were significantly positive. Furthermore, the results of multiple regression analysis showed that the three independent variables had significant effects on students' perceived learning achievement, in the order of cooperative learning ability, self-directed learning, and problem-solving ability. The students' self-reflective essays indicated that problem-based learning worksheet was helpful for identifying problems, and clarifying what they already and what they need to study more. Based on this study, it could be recommended that online class applying PBL could contribute to the improvement of student's learning performance.

A Literature Review of Mobile Activities in Teaching and Learning Science: With Regard to Support for Learners' Agency (과학 교수학습 모바일 활동에 대한 국내 문헌 분석 -학습자 주체성 지원에 관하여-)

  • Kim, Hyojoon;Song, Jinwoong
    • Journal of The Korean Association For Science Education
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    • v.40 no.5
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    • pp.451-462
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    • 2020
  • According to the online learning environment, learning activities using mobile technology have emerged as a major concern. The features of mobile technology show potential supporting the emergence of learners' agencies in science education. In this study, 22 research literature on mobile activities in science teaching and learning published in Korea from 2011 to April 2020 were selected. First, the framework of Suarez et al. (2018) was revised and the types of mobile activities were categorized and investigated. Second, the emergence of agencies was examined in the context of science teaching and learning. And also, the relevance of mobile activity types ('Access to content', 'Data collection', 'Peer-to-peer communication', 'Contextual support') to support learners' agency dimension ('goals', 'content', 'action', 'strategy', 'reflection', 'monitoring') was analyzed. The first analysis show that science teaching and learning through mobile activities are changing from traditional to student-centered. Through these activities, students become more involved in learning and get the opportunity to become agents of learning. As a result of the second analysis, it has been confirmed that the emergence of learners' agencies has been supported and strengthened through mobile activities. Whereas, it needs to look upon the relationship between learners' agency and mobile activities in the overall context of science class. This consideration led to implications for the use of mobile technology in future science education and the transition to student-centered education.

Development of Practical Problem-Based Home Economics Teaching.Learning Process Plans by Blended Learning Strategy - Focusing on a Unit 'the Youth and Consumer Life' - (Blended Learning(BL) 전략을 활용한 실천적 문제 중심 가정과 교수 학습 과정안 개발 - '청소년과 소비생활' 단원을 중심으로 -)

  • Lee, Jin-Hee;Chae, Jung-Hyun
    • Journal of Korean Home Economics Education Association
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    • v.20 no.4
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    • pp.19-42
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    • 2008
  • The purpose of this study was to develop practical problem-based home economics teaching.learning process plans about a unit 'the youth and consumer life' of middle school eighth-grade Technology and Home Economics by applying blended learning(BL) strategy. According to ADDIE instructional design model, this study was conducted in the following procedure: analysis, design/development, implementation, and evaluation. In the stage of design and development, the selected unit was converted into a practical problem-based unit, and practical problem-based teaching. learning process plans were designed in detail by using BL strategy. An online study room for practical problem-based home economics instruction grounded in BL strategy was prepared by using Edunet(http://community.edunet4u.net/${\sim}$consumer2). Eight-session lesson plans were mapped out, and study aids for students and materials for teachers were prepared. In the implementation stage, the first-session teaching plans that dealt with a minor question 'what preparations should be made to become a wise consumer' were utilized when instruction was provided to 115 eighth graders who were in three different province, and the other one was in a middle school in the city of Daejeon. The experimental teaching was implemented for two weeks in the following procedure: preliminary program, pre-online learning, main instruction and post- online learning. The preliminary program was carried out in a session in the classroom, and pre-online learning was provided before the main instruction was given in a session in the classroom. After the main instruction was completed, post-online learning was offered. In the evaluation stage, a survey was conducted on all the learners and teachers to find out their opinions and suggestions.

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A Study on Online Game Experience and Social Self-efficacy (온라인게임경험과 사회적 효능감에 관한 연구)

  • Jang, Yei-Beech;Park, Su-Ho;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.97-105
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    • 2008
  • This research investigates on relationships between game experience and its positive effects by using social self-efficacy measurement. When playing MMORPG, game users communicate with each other and go through various social experiences. Thus, online game offer a virtual place where we can have social interactions and it eventually expands our daily life. In this study, we used regression analysis to explore how online game experiences influence social self-efficacy. The results indicated that a group with higher frequency game use presented higher social self-efficacy. We suggest future researches and discussions focusing on the positive effects of game use rather than negative issues and game restrictions.

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Design and Implementation of Blended PBL Systems for Cultivating Consciousness of Information Communication Ethics (정보통신윤리 의식 함양을 위한 블랜디드 문제중심학습 시스템 설계 및 구현)

  • Lee, Jun-Hee;Yoo, Kwan-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.327-330
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    • 2011
  • 본 논문의 목적은 효과적인 정보통신윤리 교육을 통한 정보통신윤리 의식 함양에 있다. 블랜디드 PBL의 교수-학습 목표 달성을 위해서 온라인 학습과 면대면 수업이 체계적으로 혼합되었고, 온라인 학습을 위한 주요 모듈은 오픈소스 학습관리시스템인 무들(Moodle)에서 운영되었다. 온라인을 통한 PBL 단계(문제제시, 문제확인, 자료수집, 해결안 도출, 문제해결안 발표, 정리 및 평가)에 따른 블랜디드 활동에서 학습자가 스스로 문제를 해결해 가면서 학습계획을 세우고, 지식 데이터베이스 등을 활용하여 정보의 획득과 평가, 새로운 아이디어를 적용할 수 있는 e-PBL 시스템을 구현하였다. 블랜디드 PBL 시스템의 교육적인 효과를 검증하기 위해서 대학교 2학년 재학생 60명을 실험집단(30명), 통제집단(30명)으로 구성하였다. 실험 집단과 통제집단은 모두 6명을 1개 조로 하여 각각 5개 조를 구성하였다. 실험집단에는 블랜디드 PBL을 이용하여 수업을 실시한 후에 정보통신윤리 의식 평가를 실시하고, 통제집단은 면대면 PBL을 이용하여 수업을 실시하였다. 두 집단의 정보통신윤리 의식에 유의미한 차이가 있는지를 검증하기 위하여 SPSS 18.0을 활용한 t-Test를 실시하였다. 실험결과, 블랜디드 PBL을 적용하여 정보통신윤리를 학습한 실험 집단이 면대면 PBL을 적용하여 정보통신윤리를 학습한 통제집단보다 정보통신윤리 의식의 절제, 존중, 책임, 참여 지표에서 높은 향상을 보였다.

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a community platform for mothers using location-based services, 'Only Mom' (위치기반서비스를 이용한 엄마들의 커뮤니티 플랫폼 '온리맘')

  • Ko, GwangHun;Kim, MinJi;Seo, JiYu;Yu, SeongJu;Cha, HyunSoo;Choi, JinSeong;Kim, ByungWan;Lee, ByongKwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.641-642
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    • 2021
  • PC와 스마트 디바이스가 보급화 되면서 현대인들은 온라인 활동이 많아지고 있다. 온라인상의 커뮤니티는 '육아여성'들이 사회적 고립을 벗어날 수 있는 새로운 기회이다. 삶의 질 증진을 위한 온라인 커뮤니티를 제공하고, 인터넷 속 카페로만 구성되어 있는 육아여성만의 공간을 앱 기반으로 확장시켜 위치기반서비스를 통해 실시간 소통과 가까운 주변 육아여성의 커뮤니티를 형성해 사용자들에게 편리함을 제공을 목표로 한다. 더하여 육아여성의 지역 경제 참여를 유도하여 소상공인에 도움을 주고 지역경제를 활성화한다.

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Effectiveness of Adaptive Navigation System for Group Activity at the Wiki-based Collaborative Learning (Wiki 기반 협력학습에서 적응적 내비게이션 시스템이 그룹 활동에 미치는 효과)

  • Han, Hee-Seop;Kim, Hyeoncheol
    • The Journal of Korean Association of Computer Education
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    • v.9 no.1
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    • pp.41-48
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    • 2006
  • The latest several studies show that Wiki is a very efficient tools for collaborative learning in the distributed environments. Even though Wiki supports efficient knowledge sharing between group members, there are still some problems to be solved for collaborative learning. Since the structure of group contents becomes more complex and the links between pages are dynamically changed, each member of group has difficulties to perceive the changed contents and links on group pages. We designed the adaptive navigation system to guide individual browsing paths of each member through the calculating of friendship and the state of pages. At first we developed the relation model between member and each pages by the historical log that stored the change of pages and the activity of members, and then we implemented the adaptive navigation system using the model. Experimental results show that this adaptive system is very effective to share the group knowledge and to promote collaborative learning activities.

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Analysis on the Affecting Factors of School Career Educational Activities for Junior-high School Students' Career Development Competencies (중학생의 학교 진로교육 참여활동이 진로개발역량에 미치는 영향)

  • Song, In-Bal;Kang, Hye-Young
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.140-149
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    • 2016
  • This study aims to suggest the appropriate career educational policies in order to improve junior-high school students' career development competency through various school career educational activities with the hierarchical analysis by using data surveyed by 10,728 third grade junior high school students of 400 schools from the '2015 School Career Education Survey'. The results showed that 'career and occupations' subject learning, career psychological tests, and career experience activities were found to have statistically significant effects on career development competencies. These results in that 'career and occupations' subject learning, career psychological tests, and career experience activities help to enhance career development competency of junior-high school students. The implication of these results were discussed in terms of the importance and the need for school career educational activities, and suggestions for future research are provided.

Evaluation of the Life and Job Satisfaction of Indie Musicians (인디 뮤지션의 삶과 직업 만족도에 관한 연구)

  • Chung, Yoon-Kyung;Jeon, Gyongran;Kim, Jongha Bell
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.262-274
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    • 2016
  • Academic interests have long left from the field of indie musicians, despite of their social and cultural values. This also means indie musician policies have enjoyed lack of evaluation. Main purpose of this study is to understand the indie musicians' environment, music activities and their job satisfaction by employing online survey method which were conducted over 105 Korean indie musicians. Survey results show that indie musicians feel the lack of performing facilities that can hold over 50 seats. Indie musician group with experience of 6 years and more has more chances of performing at big facilities. This group also tends to play more often, and earn more money from music activities. Also, analysis shows that satisfaction level of Indie musicians is affected by two factors - music activities and social reputation. From the results, we can conclude that indie musician policy needs to build grounds to harmonize supports from various field rather than play as a single supporter. Patriarchal attitude that government should do and can do everything is no more in effective at least in indie music field.

A Convergence Study on the Relationship among Patient Safety Activity Experience, Patient Safety Perception and Willingness to Participate in the General Population (일반인의 환자안전활동 경험, 환자안전인식 및 환자참여 의지 간의 관계에 관한 융합연구)

  • Shin, Sun-Hwa
    • Journal of the Korea Convergence Society
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    • v.11 no.9
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    • pp.405-415
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    • 2020
  • This cross-sectional study investigated the relationship among three factors related to patient safety activities: (1) Experiences, (2) Perceptions, and (3) Willingness to Participate. An online survey was administered to 195 people in November 2019. Participants were admitted to a general hospital within the past year. Patient safety activity experience had a significant direct effect on patient safety perception, and patient safety perception had a significant direct effect on willingness to participate. Patient safety perception thus significantly mediates the relationship between patient safety activity experience and willingness to participate. It is necessary to increase patient safety perception through publicity of and educating on patient safety activities performed by hospitals. Doing so may increase willingness to participate in patient safety activities.