• Title/Summary/Keyword: Offline Education

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Development of interactive children's museum contents for online-offline experience and research on satisfaction level (온·오프라인 연계 체험형 어린이 박물관 콘텐츠 개발 및 만족도 조사 연구)

  • LEE, JI-EUN;LEE, SANG-WON
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.59-65
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    • 2021
  • This study intends to find a positive effect on the learning of elementary school students by developing the exhibition contents of on-offline museum. This on-offline museum contents were combined with existing exhibit types and direct experience elements, and the theory of [blended learning]. Through this study, analyzing the limitations of existing online museum and finding with experiment to see if the new contents had a learning effect compared to the existing online museum. As a result of the experimental study, the content with a [direct experience] was counted as a high satisfaction and frequency index, and the [play] and [experience] type of direct experience contents showed higher satisfaction than the indirect experience type contents. Through this study, we want to provide new implications and development possibilities in the development of contents that online museums can provide, and to promote various effects on children's education.

A study on the comparative analysis of learning effects between offline face-to-face classes and asynchronous online classes - Focusing on lecture evaluation and a final exam question in the 'HTML5 Web Programming' course (오프라인 면대면 수업과 비동기식 온라인 수업의 학습효과에 대한 비교분석 연구 - 'HTML5 웹 프로그래밍' 과목의 강의평가 및 기말고사 문항을 중심으로)

  • Kwon, Chongsan
    • Journal of Industrial Convergence
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    • v.20 no.7
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    • pp.37-50
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    • 2022
  • This study intends to analyze the learning effect of asynchronous online classes used in education fields around the world after the COVID-19 pandemic. To this end, we compared and analyzed the lecture evaluation and final exam questions of the HTML5 web programming course, which was conducted offline in 2019 and asynchronously online in 2020 due to COVID-19. As a result of the analysis, no significant difference was drawn between the two teaching methods in the lecture evaluation score and final exam score. However, contrary to concerns about the application of online classes to the entire curriculum, the lecture evaluation and final exam scores of the video-based online classes were high, suggesting the possibility that online classes could be more effective than offline classes if well organized and managed in the future.

A Study on University Students' Perception for Liberal Arts Class Using Padlet During the COVID-19 (코로나 시기 패들렛 활용 교양 수업에 대한 학습자 인식 고찰)

  • Ok Hee Park
    • Journal of Industrial Convergence
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    • v.21 no.4
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    • pp.73-80
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    • 2023
  • This study aims to explore college students' perception for offline class using the online platform Padlet as a tool in liberal arts class during the COVID-19 lockdown. Thirty seven students participated in the study, and quantitative and qualitative methods were used. The statistical results and analysis for open-ended questions are as follows; Firstly, the participants showed satisfaction as the highest variable followed by learning effect, then motivation but participation rated the lowest(p< .001). Secondly, there was statistical significance except participation depending on gender(p< .001). Female students felt higher satisfaction, learning effect, and motivation than male students. Thirdly, there was statistical significance between freshmen and senior depending on grade(p< .001). Freshmen felt higher satisfaction, participation, learning effect, and motivation than seniors. Fourthly, qualitative analysis showed participants felt positive about using Padlet as a education tool in offline class. Finally, the pedagogical implication and suggestions were discussed.

An Intention of Consistent Use of Sport O2O Service App Based on Expectation-Confirmation Model (기대확신모형을 적용한 스포츠O2O서비스 App의 지속적 사용의도 연구)

  • Joo, Hyung Chul;Kim, Jong Hee;Kwon, Hyung Il
    • 한국체육학회지인문사회과학편
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    • v.57 no.2
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    • pp.195-212
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    • 2018
  • O2O stands for 'Online to Offline', which is a new marketing strategy that links online and offline. As consumers' interests in health service has increased recently, sports O2O service is drawing attention from researchers and practitioners as well. For this reason, the purpose of this study is to analyze the empirical relationships of health literacy and innovativeness based on the expectation-confirmation model among users of sports O2O service. For data analyses, frequency analysis, correlation analysis, confirmatory factor analysis, reliability analysis and structural equation modeling were performed using SPSS 21,0 and AMOS 21.0. The results of this study were as follows. First, health literacy had positive effect on usefulness. Second, innovativeness had positive effect on usefulness. Third, confirmation had positive effect on usefulness. Fourth, confirmation had positive effect on satisfaction. Fifth, usefulness had positive effect on satisfaction. Sixth, usefulness had positive effect on intention to use. Seventh, satisfaction had positive effect on intention to use.

The Effects of Obese Elementary Students Education Program in Blended Learning Environment (혼합학습 환경에서 비만학생 교육 프로그램의 효과)

  • Kim, Jeong-Gyeom;Lee, Eun-Seon
    • Journal of the Korean Society of School Health
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    • v.19 no.2
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    • pp.13-24
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    • 2006
  • Purpose : The purpose of this study was to develop an obese elementary students education program available for blended learning environments, which refered to a combination of ofline and online learning. And it's also intended to verify its efect to bost the eficiency of obese schol children's learning about obesity.Methods : The subjects were 52(experimental group=21, control group=31 ) fourth, fifth and sixth graders who OVA. Results : The obese elementary students education program tailored to blended learning setting wasn't more conducive to lowering the obesity level of the obese students t han the typical obese elementary students education program. But the obese elementary students education was more efective than the typical one in improving the knowle dge of the obese students about obesity, and in enhancing the academic self-eficacy of the children. Conclusion : As the obese elementary students education program tailored to blended learning setting was effective in boosting the relevant knowledge and academic self-efficacy of the children, sustained research efforts should be put into developing obese elementary students education programs available for both online and offline to help students to access information on obesity and manage it better.

The Impact of Public Lectures on the Development of Engineering Education in the New Media Environment (새로운 미디어 환경의 대중강연이 공학교육 발전에 미치는 영향)

  • Han, Kyong Hee
    • Journal of Engineering Education Research
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    • v.20 no.6
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    • pp.52-60
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    • 2017
  • This study analyzes the public lecture conducted by a university in Seoul and examined how a public lecture on the emergence of a new media environment could influence the actual field of engineering education. The current public lecture is changing away from past patterns which have been conducted on a daily, irregular and offline basis. Online lectures such as Mooc programs, as well as broadcast programs in the Internet media environment, are becoming increasingly popular with mainstream education. This study focuses on exploring how public lecture experiences of engineering professors have affected the improvement of learner centered education and their communication skills. It also examines how public lecture in the field can affect to enhance public understanding of engineering. The advent of a new media environment is likely to inject new vitality into a college lecture that seems to fall behind in the past. It is highly likely that the reliance on the teaching capabilities of professors become higher according to the emphasis on active learning environment. The genre of public lecture is expected to greatly helpful to expand future engineering education methodologies.

A Study on Non-face-to-face Educational Methods which can be used in Practical Subject of Game Production (게임제작 실습 교과목에서 활용할 수 있는 비대면 교육방법 연구)

  • Park, Sunha
    • Journal of Korea Multimedia Society
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    • v.24 no.1
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    • pp.125-133
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    • 2021
  • Due to Covid-19, the un-contact culture has affected society as a whole, and the methods of education conducted offline has been greatly affected. In the private education of preparing for university entrance, the public official examinations and certification acquisition, the method of online education has been shown to have positive effects. While private class and school class which have offered in off-line to cope with rapid changes caused various problems such as decline in quality for education. Due to the characteristic of design class, practical training is important. As interactive feedback between students and educators is more important than one-way of delivering knowledge while class is conducted in online, educators have a challenge when they prepare for class. This study handles the methods of online education for the purpose of practical education methods in university nowadays, Especially, the non-face-to-face education methods for game animation production. Based on this study, I propose an effective educational method with non-face-to-face class that allows students to be satisfied and increases their knowledge, beyond face-to-face class.

Introduction of Team-Based Learning Based Building Construction Hybrid Curriculum (팀기반학습 기반 건축시공 하이브리드 교육과정 도입방안)

  • Kim, Jae-Yeob
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2023.05a
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    • pp.351-352
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    • 2023
  • In order to respond to changes in the industrial environment such as the 4th industrial revolution, university education also needs active educational innovation efforts. This study proposed a construction construction hybrid curriculum that can actively utilize online education in the direction of educational innovation in domestic universities. The hybrid curriculum was based on online learning through lecture videos used in team-based learning. The hybrid curriculum additionally allows learners to choose their learning methods. In a hybrid class, learners can choose the class participation method they want from offline classroom or online real-time. Hybrid classes are considered to strengthen learners' options and take a step forward in learner-centered education.

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A Development of Online Gamification for Adolescents Social Entrepreneurship Education (청소년 사회적 기업가정신 교육을 위한 온라인 게이미피케이션 개발)

  • Park, Sung JIn;Heo, Eun Hye;In, Jaehyun;Hong, Miji
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.25-34
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    • 2021
  • The purpose of this study is to develop online gamification contents to prove the social entrepreneurship of adolescents and verify the effectiveness. To implement the Agzak class, a youth social problem-solving education program, via Google spreadsheet for this study. To analyze the effectiveness of the developed contents 1378 middle school students participated in A area for the survey. According to the results, online content is more effective than offline content in understanding social problems and future talents. Based on the results of this study, it suggests further development of sustainable online education contents by gamification.

Index Mechanism for advancement learning efficiency of E-Iearning (이러닝시스템의 학습 효율성 향상을 위한 색인 메커니즘)

  • Kim, Eun-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.5
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    • pp.906-912
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    • 2009
  • Offline-based study is proceeding effectively for directly teaching and communication between a learner and a professor. In general virtual education system have been solve this problem using provides search of particular learning domain and auto feedback of relative learning domain after examination. But the learner needs personally select the right document among search result set and interconnected precedence study domain. Therefore, the unskilled learner is difficult of learning progress over against offline-based study. This paper suggests a index mechanism of varied views for helps to learner understand the flow and direction of learning and correlation between units.