• Title/Summary/Keyword: Online Teaching Effectiveness

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A study on the satisfaction and learning effect using e-portfolio in liberal arts programming classes (교양 프로그래밍 수업에서 e-포트폴리오를 활용한 만족도와 학습 효과에 관한 연구)

  • Lee, Youngseok
    • Journal of Industrial Convergence
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    • v.20 no.2
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    • pp.45-50
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    • 2022
  • In this study, an e-portfolio system was constructed and utilized to communicate with students, while processing the overall procedure of teaching-learning activities as data for qualitative improvement in the non-face-to-face educational environment. The e-portfolio system was designed to support the entire process of reflection from the instructor's lesson planning, regular checking of the learner's understanding during the course operation process, online communication, and support for learner-centered educational activities. Analyzing the effectiveness of the communication-based learning effect between instructors and learners using the e-portfolio in liberal arts programming classes, which may be difficult for non-major students, a significant correlation was found in problem-solving skills, and midterm and final exams. Additionally, the result of analyzing the expanded applicability of e-portfolio satisfaction demonstrated a significant correlation with the students' computational thinking ability, test results, assignments, and academic performance. It was found to have a significant effect on the improvement of computational thinking ability. If non-face-to-face education is conducted using the proposed e-portfolio system type, it will be possible to improve the quality of online education, while communicating effectively with students.

Utilizing Online Game as a effective learning material - Consideration of a Business Strategy Lecture by Utilizing Online Game, 'Goonzu', for University students as a View of Constructivism - (효과적인 구성주의 학습도구로써 온라인게임의 활용 -대학생을 대상으로 온라인게임 '군주'를 활용한 경영전략 수업의 구성주의적 고찰-)

  • Wi, Jonh-Hyun;Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.25-37
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    • 2006
  • Although the constructivistic instruction is emphasized in these days, many teachers feel burden to implement their teaching based on constructivistic teaming theory. As the main reason for this, difficulty to find out effective materials which can be utilized in the constructivistic instruction can be argued. According to recent studios, effectiveness of online games as the educational material was proven. Based on this result, the possibility for utilizing online games as effective educational materials in the constructivistic instruction was discussed in this study. For this, total process for the business strategy lecture implemented to 50 students in Chung-Ang univ. during 9 months by utilizing an online game named 'Goonzu' was reviewed by the perspective of constructivistic teaming theories. As a result of this review, it was proven that constructivistic methodologies were applied effectively in that lecture. Based on this, the possibility of utilizing online games as the effective material in the constructivistic teaming activity is discussed in this study.

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A Study on the Academic vocabulary Education for Content-Based Korean Language Education: A Basic Study for Online Dictionary Development

  • Hwang, Shung-eun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.2
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    • pp.67-74
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    • 2020
  • In this paper, we proposes to develop an online academic vocabulary dictionary as a way of educating academic vocabulary for content-oriented Korean language education. Various academic languages exist in the content-based Korean language teaching materials they encounter when studying at university. You cannot understand or produce academic text without knowing the academic vocabulary. Therefore, one of the tasks of Korean language education has become to improve educational efficiency by preparing a method for academic vocabulary education that is most suitable for them in consideration of their own. Prior to the development of the online academic vocabulary dictionary, the institute conducted a basic study on how the content should be contained in the online dictionary. Online academic vocabulary dictionaries allow students to naturally link their limited education into and out of the classroom, thereby overcoming the limitations of vocabulary education at the educational scene and maximizing their educational effectiveness.

A Study on the Application of Artificial Intelligence in Elementary Science Education (초등과학교육에서 인공지능의 적용방안 연구)

  • Shin, Won-Sub;Shin, Dong-Hoon
    • Journal of Korean Elementary Science Education
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    • v.39 no.1
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    • pp.117-132
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    • 2020
  • The purpose of this study is to investigate elementary school teachers' awareness of Artificial Intelligence (AI) and find out how to apply it in elementary science education. The survey was conducted online and involved 95 teachers working in the metropolitan area. The results of this study are as follows. First, teachers need to learn about the general characteristics of AI and how to apply it to education. Second, science classes had the highest preference for AI among elementary school subjects. Third, the preference for AI application by elementary science field was 68.4% for earth and space, 54.7% for exercise and energy, 32.6% for matter, 27.4% for life. Fourth, AI-based Science Education (AISE) teaching- learning strategies were developed based on AI characteristics and the changing perspective of elementary science education, AISE's teaching-learning strategies are five: 'automation', 'individualization', 'diversification', 'cooperation' and 'creativity' and teachers can use them in teaching design, class practice and evaluation stages. Finally, the creative problem-solving Doing Thinking Making Sharing (DTMS) model was devised to implement the creativity strategy in AISE. This model consists of four-steps teaching courses: Doing, Thinking, Making and Sharing based on the empirical learning theory. In the future, follow-up research is needed to verify the effectiveness of this model by applying it to elementary science education.

Evaluation and Development of e-PBL for Cultivating Consciousness of Information and Communication Ethics (정보통신윤리의식 함양을 위한 e-PBL 개발 및 평가)

  • Lee, Jun-Hee;Yoo, Kwan-Hee
    • Journal of The Korean Association of Information Education
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    • v.14 no.3
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    • pp.437-447
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    • 2010
  • The purpose of this thesis was to design and develop an effective e-PBL(Problem-Based Learning) for cultivating consciousness of information and communication ethics. The proposed e-PBL is based on PBL which is one of the constructivism teaching-learning theories. Online learning and face-to-face classes were systematically combined for achieving the teaching-learning goals. And the main module for online learning run on Moodle, an open source learning management system. To examine educational effectiveness of the proposed e-PBL, an experimental study was conducted through the education content and method to the subject of two class in the second-grade of university located in OO city. For experiment 60 students(treatment group=30, control group=30) are participated. And they were randomly assigned to one of ten subgroups, comprising of six students, respectively. The results of this study showed that the education using proposed e-PBL is more effective in cultivating consciousness of information and communication ethics and learners responded positively than the education using traditional face-to-face PBL learning method.

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The Development and Application of International Collaborative Writing Courses on the Internet

  • Chong, LarryDwan
    • English Language & Literature Teaching
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    • v.13 no.2
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    • pp.25-45
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    • 2007
  • In this article, I discuss an International Collaborative Writing Course on the Internet (ICWCI) that focused on the learning effectiveness Korean EFL students (KEFLSs) perceived to be necessary to exchange with international EFL students (IEFLSs). The course development was based on an internet-based instructional module, applying widely accepted EFL theories for modern foreign language instruction: collaborative learning, process writing, project-based learning, and integrated approaches. Data from online discussion forum, mid-of-semester and end-of-semester surveys, and final oral interviews are conducted and discussed. KEFLSs and IEFLSs were questioned about (a) changes in attitude towards computers assisted language learning (CALL); (b) effect of computer background on motivation; (c) perception of their acquired writing skills; and (d) attitude towards collaborative learning. The result of this study demonstrated that the majority of ICWCI participants said they enjoyed the course, gained fruitful confidence in English communication and computer skills, and felt that they made significant progress in writing skills. In spite of positive benefits created by the ICWCI, it was found that there were some issues that are crucial to run appropriate networked collaborative courses. This study demonstrates that participants' computer skills, basic language proficiency, and local time differences are important factors to be considered when incorporating the ICWCI as these may affect the quality of online instructional courses and students' motivation toward network based collaboration interaction.

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A Study on the Online Project-Based Learning (PBL) Applied Extra-curricular Program Development (온라인 프로젝트 기반학습(PBL) 적용 비교과 프로그램 개발 사례 연구)

  • Song, Myunghyun;Kim, Mi Hwa
    • Journal of Engineering Education Research
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    • v.25 no.6
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    • pp.3-13
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    • 2022
  • This study aims to develop and implement extra-curricular program applying project-based learning (PBL) and to find out its effectiveness. The research was conducted from March 2021 to December 2021 according to the ADDIE model. Surveys, t-test and descriptive statistics were also conducted. The results of the study are as follows. First, project-based learning was applied to the extra-curricular program by reflecting the characteristics of students of University A and the requirements of the person in charge of the teaching and learning center. Second, project tasks related to education of universities were proposed. Third, the programs were designed as three common courses and four consulting courses. Fourth, the program was conducted with 32 students for two months. Fifth, the post-test results of problem-solving skills rose to 0.9 points compared to the pre-test but there was no significant difference, while the post-test results of communication skills were 0.5 points lower than before and statistically significant. Sixth, the satisfaction survey result was high with a rating of 4.59. Lastly, educational implications are also discussed.

The Effects and Process of the Politics Instruction Utilizing an Online Game, 'Goonzu' (온라인게임 '군주'를 활용한 초등학교 정치수업 수행 및 효과)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.83-93
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    • 2009
  • The politics instruction, where utilizing an online game named 'Goonzu' as an instructional tool had been implemented to students from four classes of 5th grade during ten weeks. Four teachers participated in teaching the students and constructed curriculum by playing 'Goonzu' and analyzing the regular elemental school Politics curriculum before implementation. To verify effectiveness of the instruction, the survey, asking students' efficacy, interest and their cognitive changes of main elements that students considered when they elected their representatives, was conducted. Moreover opinions about this instruction from the students and the teachers were gathered through the forms of interview and short essay. As the results of this research, students' efficacy toward doing politic activities was significantly increased. However, m case of students' interests to this instruction, there was no significant difference despite of increase of the mean. Also, students put more weight on intrinsic e1ements(daigency, responsibility) of the representative in online election than offline election and the students, who took the course, stressed intrinsic elements more than other students.

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Structural Analyses on the Effects of Self-regulated Learning and Learning Motivation on Learner-instructor Interactions and Academic Performance in College Learning Environments with e-Learning Contents (대학 이러닝 콘텐츠 기반 학습환경에서 자기조절학습과 학습동기가 학습자-교수자 상호작용 및 학업성취에 미치는 영향의 구조적 관계분석)

  • Kang, Min-Seok;Lim, Keol
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.1014-1023
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    • 2013
  • Rapid developments of Information and Communication Technologies(ICT) have made people learn with online contents allowing learning at onilne universities. The environments of offering educational contents at online universities differ from those at offline-based ones, so that alternative variables need to be considered in order to enhance learning effectiveness in online settings. In this study, the effects of Self-Regulated Learning(SRL) and motivation on learner-instructor interactions and academic performance in an online university were addressed. As a result, SRL and motivation not only directly affected both interactions and achievements, but also indirectly affected achievements via interactions. Also, learner-instructor interactions were directly effective on learning achievements. The implications of the research included comprehensive understandings of the structural relationships of teaching- and learning-related variables on learning. Suggestions were made based on the results.

A Multimedia Case-based Environment: Teaching Technology Integration to Pre-service Teachers

  • HAN, Insook;SHIN, Won sug
    • Educational Technology International
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    • v.12 no.1
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    • pp.1-20
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    • 2011
  • The study described in this paper examined the effectiveness of a multimedia case-based learning environment to teach technology integration to Korean pre-service teachers. The structure and philosophy behind the use of embedded video in an online, multimedia system and the data collected from 103 pre-service teachers are presented and discussed. The overall finding shows that there was no significant difference from pre- to posttest among the lecture, the case-based, and the mixed environment groups. However, low prior knowledge students improved more when they learned about technology integration with the mixed method than with the case-based method alone. Discussion about this result and its educational implications conclude the paper.