• 제목/요약/키워드: Offline Education

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4차 산업혁명 시대 예술·과학 융합 교육프로그램 설계 : 콘텐츠를 활용한 STEAM을 중심으로 (Art Science Convergence Curriculum Design in the 4th Industrial Revolution Era : Focusing on STEAM with Contents)

  • 박성원;이혜원
    • Journal of Information Technology Applications and Management
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    • 제28권1호
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    • pp.53-61
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    • 2021
  • The year 2020 was a time when the coronavirus infections-19 (COVID-19) caused various changes in society. In particular, the fields that have been conducted face-to-face have been greatly confused by the transition to an online non-face-to-face method, and this is the case with the field of education. There are two main advantages of offline education. The first is that we can improve our understanding through communication with teachers, and the second is that we can develop social skills through interaction with friends. But as online classes progressed due to corona 19, interaction could not be achieved. As a result, the motivation for learning has been reduced due to difficulties in real-time feedback, and the participation rate has been significantly lowered, especially in lower grades, raising concerns about the learning gap that will occur after corona 19. However, there are some cases in which online classes were conducted as effectively as offline classes by utilizing various contents. What they have in common is the use of content. Teachers generally improved the quality of education by linking interesting sights and videos that enhance learning comprehension. The provided video conveys learning-related content into stories, enabling intuitive observation. Many students were already enjoying these videos through VOD (Video on Demand) such as TV and YouTube, they were able to connect their easy access to content and interest in learning. Appropriate use of video content has rather increased the learning effect and should continue after corona 19. Therefore, it is necessary to study methodologies that apply video content efficiently to education. This study looked at the steps that needed content application through the development of education programs, and observed its meaning. Students were curious about the content, motivated to learn and participated in learning on their own. Intuitive learning, conducted through appreciation, play and content production, provided an opportunity to learn on their own in everyday life.

지능형 과학실의 개념과 특징 (Concept and Characteristics of Intelligent Science Lab)

  • 홍옥수;김경미;이재영;김율
    • 한국과학교육학회지
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    • 제42권2호
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    • pp.177-184
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    • 2022
  • This article aims to explain the concept and characteristics of the 'Intelligent Science Lab', which is being promoted nationwide in Korea since 2021. The Korean Ministry of Education creates a master plan containing a vision for science education every five years. The most recently announced '4th Master plan for science education (2020-2024)' emphasizes the policy of setting up an 'intelligent science lab' in all elementary and secondary schools as an online and offline space for scientific inquiry using advanced technologies, such as Internet of Things and Augmented and Virtual Reality. The 'Intelligent Science Lab' project is being pursued in two main directions: (1) developing an online platform named 'Intelligent Science Lab-ON' that supports science inquiry classes, and (2) building a science lab space in schools that encourages active student participation while utilizing the online platform. This article presents the key features of the 'Intelligent Science Lab-ON' and the characteristics of intelligent science lab spaces newly built in schools. Furthermore, it introduces inquiry-based science learning programs developed for intelligent science labs. These programs include scientific inquiry activities in which students generate and collect data ('data generation' type), utilize datasets provided by the online platform ('data utilization' type), or utilize open and public data sources ('open data source' type). The Intelligent Science Lab project is expected to not only encourage students to engage in scientific inquiry that solves individual and social problems based on real data, but also contribute to presenting a model of online and offline linked scientific inquiry lessons required in the post-COVID-19 era.

자기결정성과 자기주도학습에 의한 기업 이러닝이 학습 만족도에 미치는 영향 (The Learning Satisfaction in Corporate E-learning based on Self-Directed Learning and Self-Determination)

  • 남궁승은;김성건
    • 디지털산업정보학회논문지
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    • 제18권1호
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    • pp.125-138
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    • 2022
  • Companies want organizational members who take e-learning courses to enjoy the advantages of transcending time and space that e-learning has, but also want what they have learned to help the organization, the work they perform, or their future careers. In addition, while enjoying the effect of reducing education costs compared to offline education through e-learning, it is expected that executives and employees will apply the knowledge and skills learned to the field and perform tasks to achieve results. As COVID-19 continues, many education programs that have been conducted offline at corporate sites have been converted to e-learning, with a larger number of e-learning operations than in the past. This study was conducted based on the perception that learners' learning satisfaction is important for the successful operation of e-learning education, and that learners' own self-directed learning ability and self-determination are important as well as corporate efforts. As a result of the study, hypotheses 1-1, 1-2, 1-3-1, and 1-3-2 that the better the self-determination (autonomy, competence, full-time support, and peer support) is, the higher the learning satisfaction will be. Both Hypothesis 2-1 and Hypothesis 2-2 were adopted that the better self-directed learning (subjectivity, execution ability) is, the higher the learning satisfaction will increase. In conclusion, it is necessary to properly introduce the concepts of self-determination and self-directed learning in corporate education while operating with the corporate education system.

해양로봇 활용의 역량중심 메이커 및 설계 교육 사례 연구 (Case Study on Competency-based Maker and Design Education using Marine Robot)

  • 김현식
    • 공학교육연구
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    • 제24권2호
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    • pp.12-19
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    • 2021
  • Recently, the need of the future education in youth and univesity is rapidly increasing according to 4th industrial revolution. However, the maker and design education as a kind of youth and university future education has the following problems: it is implemented as an interesting convergence education including software education, it is managed by integrating youth and university competencies, it is composed in the form of blended class of consilient subject and nonsubject, it requires considering satisfaction in competency measurement and management, it is connected with entering school and getting job. To solve these problems, a case study on competency-based maker and design education using marine robot, which is based on the process-based learing method, integrated competency of youth and university, blended-type curriculum in terms of online and offline, is executed. To verify the competency-based maker and design education, the satisfaction survey in subject and nonsubject is performed. Study results show the example of the marine robot-based maker and design education and the need for additional study.

원격대학원생 학습만족도 분석: J대학 사례를 중심으로 (Analysis on the Satisfaction of the Cyber Graduate Student: Focusing on J University Case)

  • 이정열
    • 디지털융복합연구
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    • 제19권2호
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    • pp.515-522
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    • 2021
  • 이 연구에서는 원격대학원생의 만족도가 성, 학기, 전공에 따라 차이가 있는가를 알아보기 위해 J대학 원격대학원생 186명을 대상으로 설문조사와 심층면담을 하였는데, 그 결과는 다음과 같다. 첫째, 원격대학원생의 성별 만족도는 교수자, 오프라인 활동, 수업평가에서 남녀 간에 통계적 유의차가 있는 것으로 나타났으며, 이들 모두 남성이 여성에 비해 유의하게 높은 것으로 나타났다. 둘째, 원격대학원생의 학기별 만족도는 교육과정, LMS, 강의 콘텐츠 질, 오프라인 활동에서 유의미한 차이가 있는 것으로 나타났으며, 수업연한이 올라갈수록 높아지는 경향을 보였다. 셋째, 원격대학원생의 전공별 만족도는 LMS와 수업내용을 제외한 나머지 요인들에서 유의미한 차이가 있는 것으로 밝혀졌으며, 교육행정이 가장 높은 것으로 나타났다. 이 연구의 결과는 원격대학원의 교육과정, LMS 구축, 강의 콘텐츠 개발·제작 등 학생 중심 교육에 절대적으로 필요한 요소들을 개선하는 데 기초자료로 활용할 수 있을 것으로 기대된다.

The Effect of Lifelong Education Quality on City Brand Equity and Intention to Reuse: Focusing on the Case of Lifelong Education in Osan

  • Lee, Kwang-Su
    • International Journal of Contents
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    • 제18권2호
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    • pp.81-93
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    • 2022
  • The purpose of this study was to identify the structural causation between the service quality of lifelong education, city brand equity, and intention to reuse. For this study, the case of lifelong education in Osan, wherein local governments are leading efforts to promote lifelong education, was selected as the subject. A structured offline survey as well as an online survey were conducted to collect data from citizens of Osan who participated in lifelong education at least once. The results show that lifelong education service quality and city brand equity have a significant positive impact on intention to reuse, and that service quality has a significant positive impact on intention to reuse through city brand equity. The significance of this study lies in the revelation of the mediating impact of city brand equity, in the relationship between the service quality of lifelong education and individuals' intention to reuse lifelong education. This study also contributes establishing lifelong education service policies to increase the intention to reuse lifelong education.

공학교육을 위한 이러닝 컨텐츠의 활용에 관한 사례 연구 (A Case Study on Utilization of e-learning Contents for Engineering Education)

  • 박형근
    • 실천공학교육논문지
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    • 제9권2호
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    • pp.133-137
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    • 2017
  • 본 논문에서는 전기전자공학전공의 필수과목 중의 하나인 전기회로교과를 이러닝 컨텐츠로 개발하고 이를 실제 수업에 활용한 사례에 대한 연구 결과를 제시한다. 전기회로 이러닝 컨텐츠를 이론학습은 멀티미디어형을 기반으로 하였으며 실습부분은 동영상을 기반으로 하여 개발하였다. 이러닝 컨텐츠는 실제 오프라인 수업에 블랜디드 수업 형태로 활용하였다. 이러닝 컨텐츠의 구성요소별 학습효과에 대한 조사를 수행하였으며 전기회로에 적합한 이러닝 컨텐츠의 유형에 대한 조사 및 분석을 수행하였다. 또한 이러닝 컨텐츠를 오프라인 수업에 활용할 때 효과적인 활용방법에 대해 조사 분석하였다. 본 논문에서는 이와 같은 이러닝 컨텐츠의 사례조사를 통해 공학교육에 있어서 효과적인 컨텐츠의 회차구성, 회차당 길이 및 유형과 활용방법을 제시하였다.

Proposal Self-Assessment System of AI Experience Way Education

  • Lee, Kibbm;Moon, Seok-Jae;Lee, Jong-Yong
    • International Journal of Advanced Culture Technology
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    • 제9권4호
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    • pp.274-281
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    • 2021
  • In the field of artificial intelligence education, discussions on the direction of artificial intelligence education are actively underway, and it is necessary to establish a foundation for future information education. It is necessary to design a creative convergence teaching-learning and evaluation method. Although AI experience coding education has been applied, the evaluation stage is insufficient. In this paper, we propose an evaluation system that can verify the validity of the proposed education model to find a way to supplement the existing learning module. The core components of this proposed system are Assessment-Factor, Self-Diagnosis, Item Bank, and Evaluation Result modules, which are designed to enable system access according to the roles of administrator, instructors and learners. This system enables individualized learning through online and offline connection.

Using Online Information Support to Decrease Stress, Anxiety, and Depression

  • Jin, Xiu;Hahm, Sangwoo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권8호
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    • pp.2944-2958
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    • 2021
  • Today, online education is becoming more important. The effectiveness of online education has been measured by student satisfaction and the possibility of substituting offline education. This study proposes a plan to increase the effectiveness of education in a new form by using online information. Education is the process of socializing and growing learners. Representative negative emotions experienced by learners are stress, anxiety, and depression (SAD). A reduction in SAD will promote student growth and improve educational outcomes. This paper considers online information by dividing it into online educational information support (OEDIS) and online emotional information support (OEMIS). We demonstrate that OEDIS reduces SAD, and OEMIS reduces stress and anxiety. By providing online information, negative emotions can be reduced, and educational outcomes can be improved. This study suggests a new role for online information support, such as emotional change in individuals and solving psychological problems. Online information support goes beyond knowledge transfer and can be used in various fields, such as online education that promotes human growth and positive change, and even healthcare.

딥러닝 기반 교재 문항 검출 실험 연구 (A Study on the Deep Learning-Based Textbook Questionnaires Detection Experiment)

  • 김태종;한태인;박지수
    • 정보처리학회논문지:소프트웨어 및 데이터공학
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    • 제10권11호
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    • pp.513-520
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    • 2021
  • 최근 학습, 교육 및 훈련으로 일컫는 이러닝 분야에서 교육(education)과 기술(technology)이 접목된 에듀테크(edutech)에 대한 연구가 활발하게 진행되고 있다. 그러나 디지털 기기에서 자동으로 수집이 가능한 학습활동 데이터를 기반으로 학습자 개개인에게 맞춤형 학습을 제공하는 연구는 많으나, 오프라인 학습에서 추출하고 활용해야 할 데이터의 수집 연구는 적다. 이에 본 연구는 데이터 수집 연구를 위해 인공지능 컴퓨터 비전 기술을 이용하여 교재 또는 문제지의 문항 검출 방법을 연구한다. 이는 교재 또는 문제지에 대한 디지털로의 변환작업 없이도 오프라인 학습활동 데이터를 수집·저장·분석하여 지능화 교육 서비스와 연계를 통해 오프라인 학습에서도 학습자의 개인 맞춤형 학습 서비스 제공한다.