• Title/Summary/Keyword: Blended learning environment

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The Convergence of Life and Technology from the Nurturing Perspective

  • Wierzbicki, Robert J.
    • International journal of advanced smart convergence
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    • v.3 no.1
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    • pp.7-10
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    • 2014
  • Upbringing requires an active intervention in the process of children growing up. Convergence in technology and media makes it possible to augment nurturing by making blended infrastructures with new digital resources available in learning environments at schools. A game-based provision of educationally-valuable content within a collective, virtual environment combined with an analysis of events in the game after it has been played (blended nurture environment) may help to better communicate human values especially where old-fashioned discussion methods fail or do not fulfill the promise of effective, educational institution-based methods of bringing up. This is where life sciences, psychology, media, pedagogy and technology (need to) converge.

A Study on the Learner's Satisfaction of Computer Practice Classes by applying BL: Focusing on contents and instructor interactions (블렌디드 러닝을 활용한 컴퓨터 실습수업에서의 학습자 만족 연구: 콘텐츠 요인과 교수자 상호작용을 중심으로)

  • Jun, Byoungho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.221-230
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    • 2017
  • BL(Blended Learning) has been presented as a promising alternative learning approach. BL is defined as a learning approach that combines e-learning and face-to-face classroom learning. The adoption of BL in computer practice class is necessary due to the characteristics of computer practice class itself. This study proposes a research model that examines the determinants of learner's satisfaction of computer practice classes in BL environment. Considering the characteristics of computer practices classes contents and instructor interaction were identified as the determinants. The research model is tested using a questionnaire survey of 141 participants. Confirmatory factor analysis (CFA) was performed to test the reliability and validity of the measurements. The partial least squares (PLS) method was used to validate the measurement and hypotheses. The empirical findings shows that contents easiness and contents constructs are the primary determinants of instructor interaction in BL. Instructor interaction was also found to be related to the learner's satisfaction resulting in re-using. The findings provide insight into the planning and utilizing BL in computer practice classes to enhance learner's satisfaction.

Exploiting Convergence of Life with Technology to Tackle Real-Life Problems by Means of Computer Games

  • Wierzbicki, Robert J.;Bohnke, Peter
    • International journal of advanced smart convergence
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    • v.2 no.2
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    • pp.1-6
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    • 2013
  • Convergence in technology and media makes it possible to augment nurturing by making blended infrastructures with new digital resources available in learning environments at schools. A game-based provision of educationally-valuable content within a collective, virtual environment combined with an analysis of events in the game after it has been played (blended nurture environment) may help to better communicate human values especially where old-fashioned discussion methods fail or do not fulfill the promise of effective, educational institution-based methods of bringing up. In this paper we discuss the use of behavioural metaphors in game-based blended-nurture scenarios for computer games and pedagogical-psychological tests. Upbringing demands an active intervention in the process of children growing up and the courage to place higher expectations on ourselves and our own lifestyles. Decisions and the behaviour of the younger generation are often irrational and the resulting effects can have destructive consequences. Nowadays, games take on the role of modern storytellers. With the help of complex analogies in games, a variety of situations can be depicted in an eye-catching way and later discussed.

A Design of Collaborative Learning Module in Learning Management System Based on Blended Learning (블렌디드 러닝 기반의 학습관리시스템에서 협력학습 지원 모듈 설계 방안)

  • Ku, jin-hee;Choi, won-sik;Lee, kyu-nyo
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.732-737
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    • 2008
  • As e-learning is recognized in new education form, Learning Management System that manage general activity of learning to maximize effect of education is being developed actively. Usually, Learning Management System includes course registration and learning as well as learner's learning recording and tracking, evaluation in online. But, most systems is lacking a tool that learners can collaborate with companion learners, and planning learning and set valuation basis as leading. In this paper, we can expect effective collaborative learning activities because can make debate and team project smooth by suggesting collaborative learning module that can drive voluntary participation such as group formation, learning plan, mutually estimation as leading to learner in Learning Management System of blended learning base that support online and offline environment both.

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Implementing Effective Blended Learning Engineering Education using Open Source Products (오픈소스를 활용한 효과적 공학 교육의 블렌디드 러닝 구현 방법)

  • Ho, Won
    • Journal of Engineering Education Research
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    • v.9 no.4
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    • pp.63-70
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    • 2006
  • On-line education is activated in many knowledge domains and institutions, the effectiveness is under the question. Even though the role of e-moderator for on-line course is very important, but this role has been abandoned both by instructor and course administrator. On the other hand, open source solutions have made it possible to implement on-line for free of charge, but not many people know how to use it. This paper describes how to install open source on-line learning environment and how to administrate learning by being a good e-moderator. Moodle is selected as an implementing LMS(Learning Management System). The environment is installed and serving well for teaching two engineering education subjects: JAVA and Electrical Machines. The practical tips for installment and administration are presented with examples.

Review of effective instructional methods for medical education: focusing on flipped learning (효과적인 의학교육을 위한 교수방법 고찰: 플립러닝(Flipped Learning)을 중심으로)

  • Hong, Hyeonmi;Jung, Young-Eun
    • Journal of Medicine and Life Science
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    • v.17 no.1
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    • pp.1-6
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    • 2020
  • Recently, an advanced form of blended learning, which incorporates a teaching method that focuses on flipped learning is actively used in colleges. Flipped learning is for learners to pre-learn content through videos uploaded by instructors before class, and then participate in learner-centered learning activities such as discussions and team activities in the classroom. The purpose of this paper is to review where flipped learning is being used in medical schools, and to draw implications for effective and efficient use in medical schools. For this, the definition of flipped learning, how it evolved, educational usefulness of this method of learning, and application cases in medical schools were reviewed. Through the reviews of cases of flipped learning and its positive effects, it is suggested that medical schools consider more use of flipped learning in the classroom instructions, with sensitivity to the individual medical departments' needs, environment and professors' preferences.

Psychological and Pedagogical Features the Use of Digital Technology in a Blended Learning Environment

  • Volkova Nataliia;Poyasok Tamara;Symonenko Svitlana;Yermak Yuliia;Varina Hanna;Rackovych Anna
    • International Journal of Computer Science & Network Security
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    • v.24 no.4
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    • pp.127-134
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    • 2024
  • The article highlights the problems of the digitalization of the educational process, which affect the pedagogical cluster and are of a psychological nature. The authors investigate the transformational changes in education in general and the individual beliefs of each subject of the educational process, caused by both the change in the format of learning (distance, mixed), and the use of new technologies (digital, communication). The purpose of the article is to identify the strategic trend of the educational process, which is a synergistic combination of pedagogical methodology and psychological practice and avoiding dialectical opposition of these components of the educational space. At the same time, it should be noted that the introduction of digital technologies in the educational process allows for short-term difficulties, which is a usual phenomenon for innovations in the educational sphere. Consequently, there is a need to differentiate the fundamental problems and temporary shortcomings that are inherent in the new format of learning (pedagogical features). Based on the awareness of this classification, it is necessary to develop psychological techniques that will prevent a negative reaction to the new models of learning and contribute to a painless moral and spiritual adaptation to the realities of the present (psychological characteristics). The methods used in the study are divided into two main groups: general-scientific, which investigates the pedagogical component (synergetic, analysis, structural and typological methods), and general-scientific, which are characterized by psychological direction (dialectics, observation, and comparative analysis). With the help of methods disclosed psychological and pedagogical features of the process of digitalization of education in a mixed learning environment. The result of the study is to develop and carry out methodological constants that will contribute to the synergy for the new pedagogical components (digital technology) and the psychological disposition to their proper use (awareness of the effectiveness of new technologies). So, the digitalization of education has demonstrated its relevance and effectiveness in the pedagogical dimension in the organization of blended and distance learning under the constraints of the COVID-19 pandemic. The task of the psychological cluster is to substantiate the positive aspects of the digitalization of the educational process.

The Effectiveness of Collaborative Learning in SW Education based on Metaverse Platform (메타버스 기반 협력적 소통 SW 교육 프로그램의 효과)

  • Son, Jungmyoung;Lee, Sihoon;Han, Jeonghye
    • Journal of The Korean Association of Information Education
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    • v.26 no.1
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    • pp.11-22
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    • 2022
  • The educational environment, where the change to blended learning and AI convergence education through non-face-to-face is accelerating, is based on the cultivation of digital literacy. This study attempted to verify the effectiveness of future competencies by creating a collaborative SW education program on the metaverse platform that emerged by supplementing the problems through non-face-to-face. Twenty programs on how to design and create software were organized for small-scale elementary classes in the metaverse. In order to verify the effectiveness 4C competency tool presented as future educational competency was selected, and homogeneity test for the experimental group and t-test were conducted. The results showed the SW education programs based on metaverse was effective in improving collaborative communication skills, confirming the possibility of SW education through blended learning.

A Study on e-Learning environment and contents in higher education (고등교육에서의 이러닝 환경 및 콘텐츠 현황에 관한 연구)

  • Kim, Sangwoo;Lee, Myungsuk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.3
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    • pp.103-113
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    • 2018
  • The purpose of this study supports the establishment of national e-learning policy by analyzing e-learning status and current status of higher education. Enhance the competitiveness of higher education through sharing information between universities. And to improve e-learning quality management. We surveyed the current status of e-learning in 341 universities and questionnaires about e-learning content, e-learning application form, e-learning platform status was surveyed through each school's learning management system. As a result, the infrastructure of e-learning, the rate of platforms secured, and the contents are increasing gradually each year; however, still, not all students can receive the services equally. Dedicated servers and learning management systems were secured by more than 70% of general universities. In the current development status of e-learning content, multimedia, animation, and text forms are gradually decreasing, but video contents are increasing every year. Most of the online contents were used in the e-learning contents by application type, and blended learning, flipped learning, and mooc is not yet actively used since they are still in the beginning stage. Learning analysis techniques should be supported in order to easily use online learning contents such as flipped learning and mooc. We suggest that the effectiveness of e-learning should be measured and the current state of learning analysis for customized learning should be done. This study aims to contribute to the improvement of competitiveness of higher education by sharing information about e-learning among universities as a basis for improvement of e-learning policy. Future tasks are to improve the customized learning environment by adding whether the system environment for learning analysis is provided at the time of the survey.

A Study on the Learner's factors affecting the Satisfaction of BL in Universities (대학 수업에서의 블렌디드 러닝 만족에 영향을 미치는 학습자 변인 연구)

  • Jun, Byoungho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.3
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    • pp.105-113
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    • 2017
  • Considered as the "new normal" mode of learning, BL has become popular in recent years especially in University education. BL is defined as a learning approach that combines e-learning and face-to-face classroom learning. BL allows for more interactive and reflective learning environment resulting in enhancing learner-directed learning. The adoption of BL in university has made it significant to probe the crucial determinants that would entice instructors and learners to use BL and enhance learning satisfaction. The primary purpose of this study is to investigate the affecting factors of the satisfaction of BL in universities in terms of leaner's aspects. Learner's role is very important in BL, because learner should self-directed study for effective performance and satisfaction in BL environment. Based on prior studies motivation, self-efficacy, and educational expectancy were identified as affecting factors of satisfaction in BL. According to the result of multiple regression, all factors(motivation, self-efficacy, and educational expectancy) were found to be significantly related to the learner's satisfaction in BL. It can provide practical guideline on effective operation strategy for BL in universities.