• Title/Summary/Keyword: Online Program

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Predictors of Self-control in Covid-19 non-face-to-face online learning participate (코로나19(COVID-19) 비대면 온라인 학습 참여자의 자기통제력 예측요인)

  • Kim, Ja-Sook;Park, A Young
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.453-461
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    • 2020
  • This is a study to investigate the factors affecting the Self-control in COVID-19 non-face-to-face online learning participate and to present a strategy for effective program development. The subjects of this study were 105 participants of COVID-19 non-face-to-face online learning participate in J-do area and collected data by self-reported questionnaire. Data were analyzed by t-test, ANOVA, correlation analysis and stepwise multiple regression analysis. The results of this study were the explanatory power was 50.7% with self-control, self-regulation efficacy, self-confidence. As a result of the above, in order to improve the self-control of participants in Multiple disaster situations non-face-to-face online offline learning, it is necessary to develop a fundamental and continuous educational program that improves the self-regulation efficacy and confidence of learning participants.

Development and application of online physical computing curriculum for pre-service teachers (예비교사를 위한 온라인 피지컬 컴퓨팅 교육과정 개발과 적용)

  • Kim, Tae-ryeong;Han, Sun-gwan
    • Journal of The Korean Association of Information Education
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    • v.25 no.4
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    • pp.621-632
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    • 2021
  • This study is about development and application of a curriculum to implement physical computing education in an online environment for pre-service teachers. First, a 15-week software and physical computing curriculum was designed according to the ADDIE instructional design model. As a tool that can be used online, education was conducted on a program using various sensors using Pocket Code, an EPL based on a smartphone. As a result of the application of the program, Personal efficacy, Pedagogical knowledge, Technology teaching content knowledge, Result expectation, and Student belief were all significantly improved. In the software attitude part, Software interest and Software value part increased significantly, and the Perception of software engineers did not change. In general, in the case of physical computing, it is difficult to execute in an online environment because it involves a lot of manipulation activity. Through various studies that can continue education in a non-face-to-face environment or a blended environment in the post-corona era, it is hoped that it will be possible to provide a high-quality curriculum to pre-service teachers in charge of future education.

A Study on User Experience of Online Education Programs with Elementary Schools and Art Museums in Non-Face-to-Face Era (비대면 시대 미술관 학교 연계 온라인 교육프로그램 사용자 경험 연구)

  • Kim, Na Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.311-317
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    • 2021
  • This study aims to propose an effective user experience of online class in the non-face-to-face through case analysis, focusing on school-linked education programs with art museums for elementary classes. To analysis domestic and international cases of school-liked education programs with art museum and to measure user experience, we were conducted with task test, in-depth interviews and surveys with experts. As a result, there were the pros and cons about the programs. Based on this, we propose a better method to increase the satisfaction of user experience for children. This study is significant in activating digital technology-based online education. This study expected to used as data on the user experience of a non-face-to-face online art education program in elementary schools in the future.

Development of non-face-to-face Remote Learning Program - focusing on University Software Practice (비대면 원격수업 프로그램 개발 - 대학 소프트웨어 실습 중심으로)

  • Kim, Sang-Geun
    • Journal of Industrial Convergence
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    • v.19 no.6
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    • pp.59-66
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    • 2021
  • Globally, the prolonged pandemic of COVID-19 (COVID-19) has had a great impact on all industries. In particular, in the field of education, online classes (non-face-to-face) had some negative perceptions of online classes, such as lack of preparation for learning and student dissatisfaction with the class. According to the current situation survey in 2020, non-face-to-face classes accounted for about 56% of the class, and streaming real-time classes and video content-based classes accounted for most of the class. This study empirically analyzes the problems to be solved by online classes through the 2020-2021 survey (software application practical class university students), and explains the detailed program and development plan (implementation result). This study intends to contribute to the development of online learning development of each educational institution after the end of the corona crisis.

A Study on Commerce Strategies by Mobile Shopping Site Types for Fashion Products (패션제품에 대한 모바일 쇼핑 사이트 유형별 커머스 전략 연구)

  • Jang, Eunyoung
    • Journal of Fashion Business
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    • v.21 no.1
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    • pp.124-133
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    • 2017
  • This study analyzed consumers' online fashion shopping site usage by site type and analyzed how product information search and product purchase differ. In addition, by comparing and analyzing preference and selection factors of PC and mobile shopping, we tried to provide basic data of effective mobile commerce operation strategy according to expansion of mobile market in fashion industry. We surveyed the use of 6 types of online sites (portal site, open market, general shopping mall, social commerce shopping mall, brand shopping mall and non-brand shopping mall) to understand the usage of mobile shopping site for consumers' fashion products. Consumer survey subjects were 373 college students in their early 20s who had the most mobile shopping experiences. The questionnaire consisted of online fashion site usage items, internet and mobile fashion shopping preference (6 items), internet and mobile shopping choice behavior (10 items), and purchase intention (3 items) .Data were analyzed using SPSS 14.0 program. The high preference of portal sites, open market, social commerce, and non-brand shopping malls in shopping online fashion products is a result of the perceptual changes of major distribution channels and the trends of consumers' value consumption tendency. Therefore, it is necessary for fashion companies to actively cope with fashion product distribution competition with huge shopping sites of current online market by well understanding consumers' preference trends and factors of online sites.

Online Publication System of Academic Research Paper:From the Viewpoint of Digital Goods in Case of Social Science Field (디지털상품 관점의 연구성과물 온라인 공표제도 - 사회과학 분야 학술연구성과를 중심으로 -)

  • Park, Moon-Suh
    • International Commerce and Information Review
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    • v.7 no.3
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    • pp.3-25
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    • 2005
  • It is high time to prepare the online publication system of academic research paper. Online publications like digital research paper, e-Book, etc. are increased day by day as the information technology(IT) is developing continually. But, the legal aspect of publication system of academic research paper in Korea is not prepared yet. The purposes of this study are to examine the problems on the publication system of academic research paper in the context of digital goods and to frame a policy of legal proceedings in relation to the social science. The methodology used in this paper is theoretical analysis which is examining the case of academic research system and scientific journal in Korea. As a result of this study, following measures are suggested: (1) Legal provisions on the online publication system, that is, "Research Promotion Law of Korea" controlled by KRF(Korea Research Foundation) and MOE(Ministry of Education) should be revised. (2) Solution like software program and DB system proceeding the data on academic research paper should be prepared newly. (3) From the viewpoint of digital goods, both protecting the intellectual property right and settling the reliance upon online publication system should also be considered simultaneously.

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The Effects of Learning Participation Motivation and Self-Efficacy for Group Work on Knowledge Sharing Behavior in Online Learning Environment (온라인 학습환경에서 학습참여동기와 협력적 자기효능감이 지식공유행동에 미치는 영향)

  • Park Hyejin;Cha, Seungbong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.3
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    • pp.105-115
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    • 2023
  • This study analyzed the effects of learning participation motivation and collaborative self-efficacy on knowledge sharing behavior in an online learning environment. Collaborative learning in the online learning environment took the initiative in team formation, learning topic selection, learning planning and execution, and reflection. Collaborative learning was operated as an extracurricular program, and a survey was conducted targeting students who finally completed all learning activities. The results of the study are as follows. First, goal-oriented motivation and self-Efficacy for group work, showed significant influence on knowledge sharing behavior. Second, activity-oriented motivation did not show a statistically significant effect relationship. Interpreting the analysis results, it can be judged that the higher the goal-oriented motivation and self-Efficacy for group work of students who performed collaborative learning in an online learning environment, the higher the willingness to share knowledge, skills, and information they know. This study explored the outcomes of collaborative learning conducted in an online learning environment. It is meaningful that the learner's learning participation motivation was identified and the effect of self-Efficacy for group work, which can be expressed in collaborative learning situations, on knowledge sharing behavior, which is a necessary behavior for group performance, is significant.

A Study on the Empathy Competence of Adolescents Using Empathic Reading Based on Online Remote Classes (비대면 온라인 원격수업 기반의 공감독서를 활용한 청소년의 공감역량에 관한 연구)

  • Song, Jiae
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.1
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    • pp.541-565
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    • 2021
  • The study is aimed at designing an effective edutech platform based on online remote classes, and clarifying the effect of empathy competence of youths through the operation linked with the empathic reading program focusing on reading. To this end, after constructing the environment for education and drawing a class model based on components of edutech for remote classes on the basis of previous studies and elaborating the empathic reading education program, this study has been conducted for one semester for 107 students in 4 classes in their 1st grade at S middle school, Gyeonggi-do in order to apply them to fields. As a result of the study, the empathy reading program that a remote class model was applied has shown a meaningful difference among groups in cognitive empathy and emotional empathy, and it was found that there was a statistically meaningful difference between the two groups in total scores. Besides, the effect and meaning of adolescents' empathy competence have been verified through the remote empathy reading education and the empirical analysis, and the direction to develop the empathy reading program has been suggested for a solution to settle differences in students' learning due to COVID-19.

The Effects of the Industrial Nursing Practical Education Program Applying Online Collaborative Learning (온라인 협력학습을 적용한 산업간호 실습교육 프로그램의 효과)

  • Ha, Young-Sun;Park, Yong-Kyung;Kim, Kyeng-Jin
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.393-403
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    • 2021
  • This study examined the effect of the industrial nursing practical education program applying online collaborative learning on perceived motivation, problem-solving ability, and communication ability of nursing students in COVID-19 period. The study was carried out according a non-equivalent control group pretest-posttest design. The study subjects were 35 nursing college students from K City. Data collection was from October 19 to November 12, 2020. Collected data were analyzed using IBM SPSS 22.0 with the 𝑥2 test, Fisher's exact test, independent t-test, Mann-Whitney U test. The experimental group had significantly different perceived motivation, and problem-solving ability in comparison to the control group. This suggests that the industrial nursing practical education program applying online collaborative learning in the COVID-19 period can be applied as a way to increase nursing students' perceived motivation, and problem-solving ability.

Development and Effect of the Creative Problem Solving Capacity Education Program for University Freshmen Using Game component (게임적 요소를 활용한 대학 신입생의 창의적 문제해결 교육 프로그램 개발 및 효과)

  • Jeon, Shin-young;Park, Joo-Hee
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.139-150
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    • 2021
  • This study analyzed the effectiveness by developing an online program to enhance collaborative problem-solving capabilities for college freshmen using gamification. According to the research results, the operational model of the online program for enhancing collaborative problem-solving capabilities using gamification was presented in five stages: 1 preparation, 2 team building, 3 assessment, 4 feedback, and 5 achievement sharing. The results of the "pre-test" and post T-test of creative problem-solving capabilities, the variables related to creative problem-solving skills, academic challenge, creative thinking ability, and convergence value creation have been significantly improved. What should be discussed in the future is the need to experience collaborative problem solving process online, and to develop game design and platform that can discuss and communicate.