• Title/Summary/Keyword: Cyber Learning Environments

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Web-based Cyber Instruction for EFL Learning

  • Cha Mi-Yang
    • Journal of Digital Contents Society
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    • v.6 no.4
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    • pp.209-216
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    • 2005
  • The aim of this study is to examine the effects of web-based cyber instruction on EFL learning from the viewpoint of learners` perceptions and needs. Data was collected through a questionnaire survey that was carried out with 709 undergraduate student enrolled in three cyber English courses offered at N university during the secind semester in 2004. The results of the study indicated that the learners exhibited a positive attitude towards web-based cyber instruction and considered it a paper educational method in the cyber age. However, the students perceived that web-based cyber instruction was not greatly satisfactory in terms of cultivating their English communicative competence or improving the language skills they needed. It was also found that cyber instruction was still teacher-dominant, lacking in interaction, which made the students passive recipients of informaton presented. In comparison with off-line instruction, cyber instruction was not particularly better in enhancing their motivation interest or concentration on class. To be more effective, cyber instruction needs to be equipped not only with a large variety of contents and class activities, but also with more exposure to authentic language by native English speakers. The finding of the investigation yield some implications for the design and development of web-based cyber EFL programs.

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An influence of a Sense of Classroom Community and Social Presence on Learning Satisfaction in a Cyber Learning Setting (사이버학습환경에서 학급공동체의식과 사회적 실재감이 학습만족도에 미치는 영향)

  • Kim, Jeong-Kyoum;Cho, Hye-Rung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.8
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    • pp.3436-3443
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    • 2012
  • The purpose of this study was to examine the impact of a sense of classroom community and social presence on learning satisfaction in a cyber learning setting. The subjects in this study were 172 sixth graders in M elementary school in the city of D, who studied in a cyber setting at home. A survey was conducted to gather data, and multiple regression analysis were carried out to determine the influence of a sense of classroom community and social presence on learning satisfaction. As a result, it is found that a sense of classroom community and social presence had a significant correlation to learning satisfaction. A sense of classroom community turned out to affect learning satisfaction. A sense of classroom community are a major variable that should seriously be taken into account in an elementary cyber learning setting in order to boost the learning satisfaction of learners. In the future, the kinds of instructional design that could foster a sense of classroom community is required when cyber learning environments are prepared.

The Structural Relationship among Academic stress, Achievement motivation, Learning environment, School flow, Learning persistence in Cyber Education (사이버수업에서 학업스트레스, 성취동기, 학습환경, 학교몰입, 학습지속의향간의 구조적 관계)

  • Joo, Young-Ju;Chung, Ae-Kyung;Han, Ae-Ri
    • The Journal of Korean Association of Computer Education
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    • v.14 no.3
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    • pp.73-82
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    • 2011
  • The purpose of the present study is to examine the structural relationship among academic stress, achievement motivation, learning environment, school flow and learning persistence in cyber education. For this study, 879 students who were enrolled in S cyber university in Korea was chosen to conduct the survey. Achievement motivation was measured in the beginning of the semester. Academic stress, learning environment, school flow, and learning persistence were measured at the end of the semester through the web survey system. The results of this study were as follows: First, academic stress, achievement motivation, and learning environment significantly affected school flow. Second, academic stress, achievement motivation, and school flow affected learning persistence, but didn't affect learning environment significantly. The results imply that academic stress, achievement motivation, and school flow should be considered as the significant elements for constructing cyber education environments to enhance students' learning persistence.

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The prediction of academic self-efficacy, learning flow, academic stress, and emotional exhaustion on course satisfaction of cyber university students (사이버 대학생의 학업적 자기효능감, 학습몰입, 학업스트레스, 정신적 소모에 따른 과목 만족도 예측)

  • Joo, Young-Ju;Chung, Ae-Kyung;Lim, Eu-Gene
    • The Journal of Korean Association of Computer Education
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    • v.15 no.3
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    • pp.61-69
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    • 2012
  • The purpose of the present study is to examine the prediction of academic self-efficacy, learning flow, academic stress, and emotional exhaustion on course satisfaction of cyber university students. The total of 536 students registered in a meditation course at W cyber university was participated in the web-based survey in the spring semester of 2011, and finally 331 students completed this survey. The hypothetical model proposed was composed of academic self-efficacy, learning flow, academic stress, emotional exhaustion as the predictor variables, and course satisfaction as the criterion variable. According to the results of this study through multiple regression analysis, academic self-efficacy, learning flow, academic stress, and emotional exhaustion significantly predicted on course satisfaction. Based on the results of this study, effective methods and strategies for constructing cyber educational environments that enable students to improve academic self-efficacy and learning flow as well as reducing academic stress and emotional exhaustion should be considered.

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Discussion-based Interface Design Research on the Smart phone at Cyber Universities (사이버대학 강의에서 스마트폰을 활용한 토론학습 인터페이스 설계연구)

  • Si, Ji-Hyun;Park, Dae-Ghun;Chae, A-Lm;Kim, Dong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.14 no.5
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    • pp.81-96
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    • 2011
  • With the popularity of smart phones for mobile learning on the rise, cyber universities in Korea are trying to build a reliable mobile campus infrastructure. Such advances in smart phone technologies have made it increasingly easy for users to stay connected and this heightened interaction through smart phones has educational potential for collaborative learning. Thus, to fulfill its educational potential and ultimately provide optimal learning environments on the smart phones, this study has developed a discussion-based interface prototype for collaborative learning. The proposed interface design was evaluated through cognitive walkthrough of the expert reviewers and its usability improvements were also offered.

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An Intelligent Game Theoretic Model With Machine Learning For Online Cybersecurity Risk Management

  • Alharbi, Talal
    • International Journal of Computer Science & Network Security
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    • v.22 no.6
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    • pp.390-399
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    • 2022
  • Cyber security and resilience are phrases that describe safeguards of ICTs (information and communication technologies) from cyber-attacks or mitigations of cyber event impacts. The sole purpose of Risk models are detections, analyses, and handling by considering all relevant perceptions of risks. The current research effort has resulted in the development of a new paradigm for safeguarding services offered online which can be utilized by both service providers and users. customers. However, rather of relying on detailed studies, this approach emphasizes task selection and execution that leads to successful risk treatment outcomes. Modelling intelligent CSGs (Cyber Security Games) using MLTs (machine learning techniques) was the focus of this research. By limiting mission risk, CSGs maximize ability of systems to operate unhindered in cyber environments. The suggested framework's main components are the Threat and Risk models. These models are tailored to meet the special characteristics of online services as well as the cyberspace environment. A risk management procedure is included in the framework. Risk scores are computed by combining probabilities of successful attacks with findings of impact models that predict cyber catastrophe consequences. To assess successful attacks, models emulating defense against threats can be used in topologies. CSGs consider widespread interconnectivity of cyber systems which forces defending all multi-step attack paths. In contrast, attackers just need one of the paths to succeed. CSGs are game-theoretic methods for identifying defense measures and reducing risks for systems and probe for maximum cyber risks using game formulations (MiniMax). To detect the impacts, the attacker player creates an attack tree for each state of the game using a modified Extreme Gradient Boosting Decision Tree (that sees numerous compromises ahead). Based on the findings, the proposed model has a high level of security for the web sources used in the experiment.

Development of the Cyber University's Admission Quota Policy Model (사이버대학 학생정원 관리모형 개발)

  • Lee, In-Sook;Suh, Soon-Shik
    • Journal of The Korean Association of Information Education
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    • v.15 no.3
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    • pp.493-503
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    • 2011
  • The Korea Ministry of Education, Science and Technology (MEST) determines admission quota of cyber universities. MEST's decision is made based on each university's physical and administrative capacity for handling admission numbers. However, the unique characteristics of cyber universities (e.g., online teaching and learning environments) are not considered in MEST's current decision process. MEST also lacks specifics in their policies that are required to ensure university's autonomous control for admission number as well as learners' rights and quality assurance. This study intended to improve decision making process on admission quota of cyber universities so as to increase quality assurance of education. The alternative admission quota decision frameworks have been formulated based on (a) the analysis of the current practices of cyber universities, (b) focus group interviews, and (c) recommendations of the expert.

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A Study on Quantitative Models for Evaluating Interactivity in Cyber Learning (사이버 교수-학습과정에서 상호작용성 평가방법에 관한 탐색적 연구)

  • Kim, Mi-Ryang;Chang, Chung Moo;Han, Kwang-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.7 no.1
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    • pp.79-88
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    • 2004
  • Since computer integrated technology was introduced to the field of education, it has offered an expanding range of interactive possibilities which are remarkably powerful and helpful for the learners, especially constructing the cyber learning environments. Interactivity, the critical element in cyber learning, is categorized into three dimensions: student-to-contents, student-to-student and student-to-instructors. Six surrogate variables are introduced, and two quantitative model are developed for evaluating the degree of interactivity. The first model, which is called Data Envelopment Analysis model, is a linear programming based technique for measuring the relative performance of organizational units where the presence of multiple inputs and outputs makes comparison difficult. DEA model allows each unit to adopt a set of weight that shows it in the most favorable light in comparison to the other unit. The Second model employes the weighted average of standardized input variables for evaluation. Actual data have been collected from the Cyber IT university and these two models are applied for comparison. The analysis shows that the results from these two models are very much similar to each other, and are highly correlated to the level of class satisfaction.

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How Group Dynamics Affect Team Achievements in Virtual Environments

  • Lee, Ji-Eun;Shin, Minsoo
    • International Journal of Contents
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    • v.10 no.3
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    • pp.64-72
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    • 2014
  • This study explored the elements that affect team achievements in virtual environments. In this study, consideration was given to the role of group dynamics in facilitating productive interaction. We aspired to reveal the mechanisms of group dynamics and examined how group dynamics affected team achievements in virtual environments. The empirical study was performed with undergraduate students enrolled in an e-learning course. In collaboration with other majors, students executed team projects and managed project issues in forums or chat rooms. The results of the empirical study indicated that leadership, creative friction, and group cohesion (components of group dynamics) had positive relationships with team achievements. The findings confirmed that addressing creative conflict is a method to improve team performance and that leadership is a key factor in project teams.

A Study on the Relationship between Job Characteristics and Individual Learning Agility and Learning Satisfaction (군 직무특성 및 개인 학습민첩성과 학습만족도 간의 관계 연구)

  • Choi, Soonwon;Jeon, Ki Seok
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.197-210
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    • 2020
  • Learning agility is the will and ability to flexibly change thoughts and behaviors by quickly learning in new environments and experiences, and is a core competency to overcome crisis and solve organizational problems. It is a concept that can be used in the same organization group. Based on the previous research, a study was conducted to investigate how the job characteristics and personal learning agility of the army deputy officers influence learning satisfaction. After receiving a questionnaire survey of 216 business and yarn companies, SPSS 24.0 was used to verify the reliability and validity of the measurement variables, and the hypothesis was verified by regression analysis. It was found that some of the sub-categories of personal learning agility (self-awareness, active change pursuit) had a positive effect on learning satisfaction. This means that in order to enhance the effectiveness of military cyber education, measures should be taken to avoid overload in the field, and in order to increase performance in military organizations, personal learning agility pursuing positive change based on self-awareness and feedback must be developed.