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An Exploratory Study on the Effectiveness of Non-face-to-face Flipped Learning: Focusing Learner's Experience and Perceived Learning Achievement (비대면 플립러닝의 효과에 대한 탐색 연구: 학습자 경험 및 인지된 학습성과 분석)

  • Park, Jiwon;Park, Min Ju
    • Journal of Practical Engineering Education
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    • v.13 no.2
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    • pp.283-292
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    • 2021
  • As universities have operated non-face-to-face semesters due to COVID-19, although instructors applying flipped learning to their classes also have changed it into non-face-to-face ways, there is still a lack of exploratory research on effectiveness of the new form of flipped learning. In this study, we explored the effectiveness of the non-face-to-face flipped learning by analyzing students' learning experiences throughout FGI and survey. By doing so, we sought to provide in-depth insights for successful implications of non-face-to-face flipped learning classes ultimately. The findings showed that many learners positively evaluated non-face-to-face flipped learning in terms of interactions, including quizzes, team activities, and interpersonal interactions (e.g., Q&A, feedback) with professors in non-face-to-face flipped learning classes. The result of the survey also showed significant differences in the pre-post test regarding learner's perceived learning achievement. Based on these findings, the implications were discussed.

OnDot: Braille Training System for the Blind (시각장애인을 위한 점자 교육 시스템)

  • Kim, Hak-Jin;Moon, Jun-Hyeok;Song, Min-Uk;Lee, Se-Min;Kong, Ki-sok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.6
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    • pp.41-50
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    • 2020
  • This paper deals with the Braille Education System which complements the shortcomings of the existing Braille Learning Products. An application dedicated to the blind is configured to perform full functions through touch gestures and voice guidance for user convenience. Braille kit is produced for educational purposes through Arduino and 3D printing. The system supports the following functions. First, the learning of the most basic braille, such as initial consonants, final consonant, vowels, abbreviations, etc. Second, the ability to check learned braille by solving step quizzes. Third, translation of braille. Through the experiment, the recognition rate of touch gestures and the accuracy of braille expression were confirmed, and in case of translation, the translation was done as intended. The system allows blind people to learn braille efficiently.

A Case of Engineering Team Project Execution in Uncontacted Classes (비대면 수업에서 공학 팀 프로젝트 수행 사례)

  • Kim, Eun-Gyung
    • Journal of Practical Engineering Education
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    • v.12 no.2
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    • pp.255-264
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    • 2020
  • In the database design course, the team project is a very important process to develop students' database design competencies. In order to carry out team projects smoothly, active interaction between students and the professor as well as collaboration among team members are very important. However, a full uncontacted class was suddenly decides in the first semester of 2020, it was questionable whether it would be possible to effectively manage this course, where team projects to construct database take up a big portion. However team projects were able to proceed without major problems through interaction using real-time video media such as zoom, and discussions, quizzes, and Q&A supported by the online education support system (LMS), and online presentations, mutual evaluations, and so on. This paper shares the experience of managing engineering team projects in uncontacted classes and based on three surveys introduces desirable improving directions of this instruction and some suggestions to improve uncontacted classes overall.

A Case Study on a Programming Subject through Project-Based Learning in the COVID-19 Environment (코로나-19 환경에서의 프로젝트 교수법을 통한 프로그래밍 지도 사례)

  • Lee, Sungock;Yang, SeungEui;Jung, Hoekyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.11
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    • pp.1655-1662
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    • 2021
  • The purpose of this study is to draw implications through a case study on the curriculum operation of a professor who operated a programming subject as a PBL(project-based learning) method in an untact situation due to COVID-19. A survey was conducted for first-year freshmen students to determine their learning condition before project implementation. Based on the results of the questionnaire, individual interviews were conducted to identify the needs for education, and then, basic grammar for project completion and lectures that segmenting each stage of the project were composed. Repeated learning was induced through weekly quizzes, and feedback was given by giving time in advance until the project deadline. 23 students (40 students in total) completed the project. The remaining 17 students took the exam but did not complete the project. The purpose of this study is significant in that it investigated whether a project can be carried out through instructional design, execution, and interaction while operating a programming subject through PBL in the COVID-19 environment.

A Case Study of a Blended Learning for English Listening and Reading Class (영어 듣기와 읽기 수업을 위한 블렌디드 러닝 사례 연구)

  • Choi, Mi Yang
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.241-249
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    • 2021
  • This study is investigating the effectiveness of a blended learning for English listening and reading class by analyzing students' learning behavior. To this end, two surveys were conducted on a total of 75 students from the two different classes of Academic English Listening and Reading course. The research results showed that in the online class, the students built undesirable learning behavior such as solving listening quizzes by reading listening scripts or watching the instructor's lectures about the scripts and completing the assignment of summary of the scripts by referring to the Korean versions. In the offline class, the students' participation in group activities and attention to lectures was good. Therefore, it can be concluded that because of the students' poor online learning behavior, this blended learning was rather not effective. So the suggestions are discussed to enhance the effectiveness of the blended learning for English listening and reading.

Implementation of Digital Game-based Learning Feature for Package Tour Management Application (패키지 투어 관리 애플리케이션을 위한 디지털 게임 기반의 학습 기능 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1004-1012
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    • 2022
  • This paper contains the implementation of a game as a feature of a package tour management application with the Digital Game-based Learning approach that helps tourists learn about tourism spots. The game is written in Java language for an Android smartphone that is designed to be integrated with Content Management System (CMS) to manage the game's contents and assets. The game contains one tourism spots introductory level and five quiz game levels with each having a reward (points) and punishment (time penalty) system, then summed the results to obtain the total score from all levels. The total score will determine a tourist's performance and be listed on an online leaderboard to increase competitiveness among tourists. The conducted performance evaluation of the game shows satisfactory results of 0.9 seconds of response time from the database to the game. Implementing the game presented in this paper will potentially reduce the burden of the tour guide and increase the efficiency of managing the tour group.

A Case Study on Educational Effect and Operation of Blended Learning for Engineering Education (공학교육을 위한 블렌디드 러닝의 운영사례 및 교육효과 연구)

  • Hyung-kun Park
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.39-44
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    • 2023
  • With the development of e-learning teaching methods, the demand for blended learning, which combines face-to-face education and e-learning, is increasing, and it shows a learning effect that can replace the existing face-to-face class. Engineering subjects have various learning activities such as practice, so it is not easy to operate them with traditional blended learning. Therefore, a different teaching and learning design is required according to the learning activities required for the subject. In this paper, examples of teaching method design and operation for blended learning in engineering subjects were introduced, and their effects investigated and analyzed. Learning activities were subdivided into theoretical classes, practical classes, quizzes and Q&A, assignments and solutions, and teaching and learning methods such as online videos, LMS utilization, and face-to-face classes were applied according to learning activities. According to the results of the student satisfaction survey, blended learning showed higher satisfaction than pure online and face-to-face classes in engineering subjects, and showed differentiated satisfaction for each learning activity.

Unsupervised Vortex-induced Vibration Detection Using Data Synthesis (합성데이터를 이용한 비지도학습 기반 실시간 와류진동 탐지모델)

  • Sunho Lee;Sunjoong Kim
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.36 no.5
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    • pp.315-321
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    • 2023
  • Long-span bridges are flexible structures with low natural frequencies and damping ratios, making them susceptible to vibrational serviceability problems. However, the current design guideline of South Korea assumes a uniform threshold of wind speed or vibrational amplitude to assess the occurrence of harmful vibrations, potentially overlooking the complex vibrational patterns observed in long-span bridges. In this study, we propose a pointwise vortex-induced vibration (VIV) detection method using a deep-learning-based signalsegmentation model. Departing from conventional supervised methods of data acquisition and manual labeling, we synthesize training data by generating sinusoidal waves with an envelope to accurately represent VIV. A Fourier synchrosqueezed transform is leveraged to extract time-frequency features, which serve as input data for training a bidirectional long short-term memory model. The effectiveness of the model trained on synthetic VIV data is demonstrated through a comparison with its counterpart trained on manually labeled real datasets from an actual cable-supported bridge.

Students' Perception of Advanced Placement Program between S&T Institute and Science Highschool (과학고등학교 공동AP(대학과목선이수제)에 대한 학생인식)

  • Lee, Young Ju;Kim, Youngmin;Lee, Bumjin;Shin, Yoonjoo
    • Journal of Gifted/Talented Education
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    • v.26 no.2
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    • pp.405-421
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    • 2016
  • The purpose of this study was to investigate students' perception of Advanced Placement Program. Participations of this study were 1144 students from 14 science high schools. The results showed as follows. First, students perceived positively regarding AP program and were willing to take AP courses because of interesting and challenging in academic area which is provided by AP courses. Secondly, many students would like to take AP courses in Differential and Integral Calculus 1, General Physics I, General Chemistry I and General Biology. Also, they would like to take AP courses in first term as a mandatory subjects. Third, responses perceived that AP courses were challenging, difficult, and of high quality. Finally, students perceived the benefit of AP courses in earing college credit. However, 35% of responses wished to receive an exemption for all AP courses. Also, they wished to have dual-major or participate in students exchange program as a benefit of AP program. Implications of the study were discussed in depth based on the results.

XML Web Services for Learning ContentsBased on a Pedagogical Design Model (교수법적 설계 모델링에 기반한 학습 컨텐츠의 XML 웹 서비스 구축)

  • Shin, Haeng-Ja;Park, Kyung-Hwan
    • Journal of Korea Multimedia Society
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    • v.7 no.8
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    • pp.1131-1144
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    • 2004
  • In this paper, we investigate a problem with an e-learning system for e-business environments and introduce the solving method of the problem. To be more accurate, existing Web-hosted and ASP (Application Service Provider)-oriented service model is difficult to cooperate and integrate among the different kinds of systems. So we have produced sharable and reusable learning object, they have extracted a principle from pedagogical designs for units of reuse. We call LIO (Learning Item Object). This modeling makes use of a constructing for XML Web Services. So to speak, units of reuse from pedagogical designs are test tutorial, resource, case example, simulation, problem, test, discovery and discussion and then map introduction, fact, try, quiz, test, link-more, tell-more LIO learning object. These typed LIOs are stored in metadata along with the information for a content location. Each one of LIOs is designed with components and exposed in an interface for XML Web services. These services are module applications, which are used a standard SOAP (Simple Object Access Protocol) and locate any computer over Internet and publish, find and bind to services. This guarantees the interoperation and integration of the different kinds of systems. As a result, the problem of e-learning systems for e-business environments was resolved and then the power of understanding about learning objects based on pedagogical design was increased for learner and instruction designers. And organizations of education hope for particular decreased costs in constructing e-learning systems.

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