• 제목/요약/키워드: Off-line learning

검색결과 174건 처리시간 0.028초

블랜디드 러닝을 활용한 대학생을 위한 생활습관과 건강증진 교양과목 개발과 학생의 인식 (Development and Perception of a Course on Lifestyle and Health Promotion by Utilizing Blended Learning for University Students)

  • 류숙희;유지수;오재호;김희숙
    • 한국학교ㆍ지역보건교육학회지
    • /
    • 제12권3호
    • /
    • pp.17-28
    • /
    • 2011
  • Backgroud & Objectives: The purpose of the study was to develop an innovative blended learning method on life style and health promotion and evaluate the educational effects for university students. Methods: The blended learning was developed to combine face-to-face lecture(off-line lecture) and on-line lecture that applied the subject of life style and health promotion. This course is a coordinated effort towards providing 5 topics of lifestyle such as smoking, alcohol, exercise, diet, and stress management. This has been verified by an expert in the field of nursing, education, e-learning technician and students. Participants were different part of university students (n=28) with major enrolled in a general culture course for 2 credits which composed of 8 sessions of each 2-hour in the first semester of 2010. The study was a one group posttest design. A self-report about health knowledge, attitude, and health behavior was organized by content analysis after the sessions. Results: Positive feedbacks from students were reflected in the outcome. Student regarded good lifestyle as being the most important. Student concerned those on-line lectures are not only available at most time and site, but also good for individualization, visual understanding and interest. Face-to-face lecture provided student a chance to integrate with knowledge and experience and had desire to improve good lifestyle and health promotion. Conclusions: The blended learning method on good lifestyle and health could make a best use of improvement for knowledge, attitude and behavior concerning. It is needed to identify the long term effects of a blended learning for further study.

  • PDF

조형발상기반의 창의력 교육을 위한 On-Line 및 Off-Line상의 교육 컨텐츠 및 교구개발에 관한 연구 (Development on the On-line/Off-line Learning Content Solutions & Tools for Education of Creative Talent base on Method of Formative Inspiration)

  • 정승호;최은석;김대용
    • 한국콘텐츠학회논문지
    • /
    • 제9권12호
    • /
    • pp.891-899
    • /
    • 2009
  • 유아/초등학생용 UI design의 부재와 창의력 교육 서비스 시장에서 On-line과 Off-line상의 교육부분 모두를 만족시키고 창의력 개발을 극대화 시켜주는 교육프로그램과 컨텐츠가 요구되고 있다. 이러한 창의력(조형) 개발 교육 프로그램의 다양한 활용을 위해서 On-line과 Off-line상의 교육을 병행할 수 있는 컨텐츠와 교재/교구(이하:크레키즈 Cre-kids)의 개발이 필요하다. 크레키즈는 창의성 4요소(유창성, 융통성, 독창성, 정교성)를 증진시킬 수 있는 4가지 영역별로 나누어져있다. 4가지 영역은 (1)언어적 발상, (2)시각적 발상, (3)만들기 발상, (4)컴퓨터 발상으로 되어있다. 영역을 통하여 아이들에게 체계적으로 조형발상능력을 키워주며 4가지의 영역을 다시 유창성, 융통성, 독창성, 정교성 4사 분면으로 나누며 각각의 분면을 평가하고 이것을 지수로 나타낸다. 이것을 CDQ(Creativity Design Quotient) 라고 할 수 있으며 각 컨텐츠에 대한 평가 결과를 토대로 하여 조형 창의력 지수에 대한 연구가 가능 할 것이다.

Blended Learning 전략을 적용한 공동실습소 교수-학습 모형 개발 (Development of the Public Practice Center's teaching-learning model by applying Blended Learning Strategies)

  • 배동윤;이병욱;안광식;최완식
    • 대한공업교육학회지
    • /
    • 제30권1호
    • /
    • pp.19-36
    • /
    • 2005
  • The purpose of this study is to develop the Public Practice Center's teaching-learning model by applying blended learning strategies which is complementary to the expected problems such as expansion of the educational object and diversity of the curriculum to maximize the educational effect and to analyze activation types of the Practical Practice Center to expand the Public Practice Center's function and role by studying the document. Blended Learning Strategies are established in consideration of the following eight (8) factors ; learning environment, learning purpose, learning contents, learning time, learning place, learning type, learning media, type of interaction. It is redesigned and amended to the KEDI's individual confirmation instruction model for skill learning (1975) which is considered to be effective in the filed of education by applying features, educational contents of the Public Practice Center's teaching and merit of Blended Learning Strategies simultaneous. This model is composed of six (6) steps as shown below; 1. Understanding on the purpose and orientation 2. Observation for demonstration of fundamental skill 3. Ex on-line learning 4. Acquirement of element skill 5. Confirmation for acquirement of fundamental skill 6. After on-line learning. Further to this, this model is designed so that the above eight factors will be applied to the students effectively and the merit of e-learning and off-line practice will be mixed to the learner's expectation and satisfaction.

e-Learning에서 협력학습과 학습효과에 영향을 주는 요인에 관한 연구 -상황요인, 상호작용요인, 제도요인을 중심으로 - (A Study on the Factors Facilitating the Effectiveness of Web-based Collaborative Learning - Focused on Situation, Interaction, System-)

  • 고일상;고윤정
    • Journal of Information Technology Applications and Management
    • /
    • 제13권4호
    • /
    • pp.197-214
    • /
    • 2006
  • This study explores factors to facilitate web-based collaborative learning and the effect of learning, based on the PBL(Problem Based Learning) from the constructivist approach in e-learning. A research model, using the key variables such as situations, interactions, and systems, was developed. In order to test this proposed model, experimental design and post-survey was conducted to the learners who took on-line and off-line course with team project. In the research model, situation category was divided into instructor's support, unstructured problem, and self-directed learning. Interaction category was divided into three factors; 'interaction between learners', 'interaction between learner and instructor', and 'interaction between learner and technology'. System category was divided into.monitoring and incentives. As a result, it was found that collaborative learning can be improved by situations, interactions, and systems, and the effectiveness of learning can be improved by situations and interactions in PBL.

  • PDF

온라인 학습에서 학습자 학습태도 분석 및 집중도 체크를 위한 얼굴 검출 시스템 (Face detection system for the degree of concentration checking and analysis of learning attitude of learners in online learning)

  • 김근호;정종인;김의정
    • 한국정보통신학회:학술대회논문집
    • /
    • 한국정보통신학회 2016년도 춘계학술대회
    • /
    • pp.420-424
    • /
    • 2016
  • 최근 인터넷 기술 및 멀티미디어 기술의 발전에 따라 인터넷은 많은 영역에서 새로운 응용 분야를 개발해 나가고 있다. 특히 교육 영역에 있어서는 인터넷의 응용으로 획기적인 발전을 이루어 내고 있으며 새로운 패러다임의 교육 방법을 제시하고 있다. 이중 온라인 학습을 이용한 학습은 기존의 전통적인 오프라인 교육에서 벗어난 새로운 방안의 교육 방법이며 이는 기존의 오프라인 학습과는 다르게 시간과 공간에 구애 받지 않고 언제 어디서나 강의를 수강할 수 있다는 점에서는 매우 효율적인 학습이다. 이러한 온라인 강의는 많은 장점에도 불구하고 여러 가지 문제점을 내포하고 있다. 학습의 공간이 온라인상에서 이루어진다는 점에서 학생들의 관리 및 학습효과, 평가의 신뢰도가 많이 부족한 단점이 있다. 본 연구에서는 이러한 여러 가지 문제점중 학습자의 능동적인 학습태도를 유도하고 학습자의 출결에 대한 신뢰도를 높이고자 얼굴검출 시스템을 이용한 학습자 학습 집중도 시스템을 제안하였다.

  • PDF

A Study on Design and Implementation of the Ubiquitous Computing Environment-based Dynamic Smart On/Off-line Learner Tracking System

  • Lim, Hyung-Min;Jang, Kun-Won;Kim, Byung-Gi
    • Journal of Information Processing Systems
    • /
    • 제6권4호
    • /
    • pp.609-620
    • /
    • 2010
  • In order to provide a tailored education for learners within the ubiquitous environment, it is critical to undertake an analysis of the learning activities of learners. For this purpose, SCORM (Sharable Contents Object Reference Model), IMS LD (Instructional Management System Learning Design) and other standards provide learning design support functions, such as, progress checks. However, in order to apply these types of standards, contents packaging is required, and due to the complicated standard dimensions, the facilitation level is lower than the work volume when developing the contents and this requires additional work when revision becomes necessary. In addition, since the learning results are managed by the server there is the problem of the OS being unable to save data when the network is cut off. In this study, a system is realized to manage the actions of learners through the event interception of a web-browser by using event hooking. Through this technique, all HTMLbased contents can be facilitated again without additional work and saving and analysis of learning results are available to improve the problems following the application of standards. Furthermore, the ubiquitous learning environment can be supported by tracking down learning results when the network is cut off.

의학교육에 있어서 이러닝(e-learning)의 가능성과 한계 (Possibilities and Limitations of E-learning in Medical Education)

  • 임은정
    • 의학교육논단
    • /
    • 제11권1호
    • /
    • pp.21-33
    • /
    • 2009
  • The purpose of this study is to review a variety of e-learning use in medical education, and to analyze the e-learning related research in medical education, finally to discuss possibilities and limitations of e-learning in future. Subjects of this research are 46 papers published in Korean Medical Database, PubMed, MEDLIS, RISS4U. Content analysis of 46 papers have been conducted based on the period of research, research methods, research subjects, study personnel, effectiveness. The results are as follows. First, various e-learning, such as hyper-media, simulation-based medical education (SBME), game-based learning, web-based learning, computer-based test (CBT) are implemented in medical education. Second, 35 research (76.1%) has verified the positive effect of e-learning. Third, in the case of Korean studies, experimental studies (46.2%) in a short period (46.2%) of 50-100 people (42.3%) to take the most. As a result, it is reported a lack of theoretical discussion and insight on e-learning compared to foreign research. Educational paradigms are currently shifting from off-line to on-line, from traditional classroom lecture to e-learning. But e-learning is not a substitution to traditional teaching, but a matter of choice. The choice is up to medical professors and students.

Ubiquitous 교육환경과 U-Learning에 대한 시범학교와 일반학교의 교사, 학생의 인지도 분석에 관한 연구 (A study on analysis for awareness of teachers and students about ubiquitous environment and u-learning in model schools and general schools)

  • 김동휘;최진식
    • 대한전자공학회:학술대회논문집
    • /
    • 대한전자공학회 2005년도 추계종합학술대회
    • /
    • pp.179-184
    • /
    • 2005
  • Computer Education form is rapidly growing and has been developed in a variety of forms such as off-line. on-line, multimedia, ICT education . These forms are changed to E-Learning, Blended-Learning and Ubiquitous-Learning. Ubiquitous-Learning model schools have already been running on a national scale according to the policy of the Ministry of Education. In this study, to understand the necessity for the Ubiquitous-Learning and Ubiquitous-Environment, the awareness of the Ubiquitous environment and U-learning in model schools and general schools is analyzed and compared. Through this study, a desirable model about Ubiquitous-Learning and Environment will be explored.

  • PDF

Efficient and Secure Authenticated Key Exchange

  • Park Jong-Min
    • Journal of information and communication convergence engineering
    • /
    • 제3권3호
    • /
    • pp.163-166
    • /
    • 2005
  • The Key exchange protocols are very crucial tools to provide the secure communication in the broadband satellite access network. They should be required to satisfy various requirements such as security, Key confirmation, and Key freshness. In this paper, Two authenticated key exchange protocols TPEKE-E(Two Pass Encrypted Key Exchange-Exchange-Efficient) and TPEKE-S(Two Pass Encrypted Key xchange-Secure) are introduced. A basic idea of the protocols is that a password can be represented by modular addition N, and the number of possible modular addition N representing the password is $2^N$. The TPEKE-E is secure against the attacks including main-in-the-middle attack and off-line dictionary attack, and the performance is excellent so as beyond to comparison with other authenticated key exchange protocols. The TPEKE-S is a slight modification of the TPEKE-E. The TPEKE-S provides computational in feasibility for learning the password without having performed off line dictionary attack while preserving the performance of the TPEKE-E.

가공시스템에서 신경회로망을 이용한 품질의 성능 개선에 관한 설계 및 구현 (Design and Implementation of the Quality Performance Improvement for Process System Using Neural Network)

  • 문희근;김영탁;김수정;김관형;탁한호;이상배
    • 한국지능시스템학회:학술대회논문집
    • /
    • 한국퍼지및지능시스템학회 2002년도 추계학술대회 및 정기총회
    • /
    • pp.179-182
    • /
    • 2002
  • In this paper, this system makes use of the analog sensor and converts the feature of fish analog signal when sensor is operating with CPU(80C196KC). Then, After signal processing, this feature Is classified a special feature and a outline of fish by using the neural network, one of the artificial intelligence scheme. This neural network classifies fish pattern of very simple and short calculation. This has linear activation function and the error backpropagation is used as a learning algorithm. And the neural network is learned in off-line process. Because an adaptation period of neural network is too long time when random initial weights are used, off-line learning Is induced to decrease the Progress time We confirmed this method has better performance than somewhat outdated machines.