• Title/Summary/Keyword: Online To Offline Platform

Search Result 96, Processing Time 0.021 seconds

大学生在线学习效果的多维度比较研究

  • Lijuan Huang;Xiaoyan Xu
    • Journal of East Asia Management
    • /
    • v.4 no.2
    • /
    • pp.39-62
    • /
    • 2023
  • Online and offline mixed teaching mode has become an important way to promote the connotative development of higher education. Under the background that offline teaching has become mature, in order to further promote the development of online education, and promote the implementation of the mixed teaching mode, to mix and to provide basis for the construction of the mixed teaching mode, this study takes the online learning effect as the evaluation basis, adopts the online questionnaire survey to conduct statistical analysis of the online learning behavior of 2213 college students, and discusses the differentiation phenomenon of online learning groups from the micro, meso and macro perspectives. It is found that there are significant differences in the online learning effect of college students in terms of the type of learning platform, whether the school implements the online offline mixed teaching mode, education background, grade (bachelor's degree), and region. Colleges and universities should strengthen the promotion of online and offline mixed teaching mode; The online learning platform should improve the platform function and strengthen the functional differentiation design of learning resources for students. Education departments pay attention to the learning effect of online learners in different regions, and bridge the gap in regional education.

A Study of Platform-Based ERP+ System Design (플랫폼기반 ERP+ 시스템 설계에 관한 연구)

  • Cheng, Zhi-Chao;Jin, Chang-Hai;Kwon, Young-Jik
    • Journal of Information Technology Applications and Management
    • /
    • v.22 no.4
    • /
    • pp.95-103
    • /
    • 2015
  • In this paper, we designed a platform-based $ERP^+$ system, which integrates ERP system and SCM system. With platform-based technology we can connect online and offline platforms, enterprise management systems, and government systems. In our research, first we examined the problems of the existing ERP systems, and second we discussed all basic tasks of our $ERP^+$ system. We also designed several modules for this platform-based system and system network. Our results showed that a platform-based $ERP^+$ system can effectively manage the information and the human/material resources, by using O2O (online to offline) technic. Even different systems can be integrated effectively. It can reduce the costs of enterprise management activities, enhance the enterprise competitiveness.

Big data platform for health monitoring systems of multiple bridges

  • Wang, Manya;Ding, Youliang;Wan, Chunfeng;Zhao, Hanwei
    • Structural Monitoring and Maintenance
    • /
    • v.7 no.4
    • /
    • pp.345-365
    • /
    • 2020
  • At present, many machine leaning and data mining methods are used for analyzing and predicting structural response characteristics. However, the platform that combines big data analysis methods with online and offline analysis modules has not been used in actual projects. This work is dedicated to developing a multifunctional Hadoop-Spark big data platform for bridges to monitor and evaluate the serviceability based on structural health monitoring system. It realizes rapid processing, analysis and storage of collected health monitoring data. The platform contains offline computing and online analysis modules, using Hadoop-Spark environment. Hadoop provides the overall framework and storage subsystem for big data platform, while Spark is used for online computing. Finally, the big data Hadoop-Spark platform computational performance is verified through several actual analysis tasks. Experiments show the Hadoop-Spark big data platform has good fault tolerance, scalability and online analysis performance. It can meet the daily analysis requirements of 5s/time for one bridge and 40s/time for 100 bridges.

A Study on the Factors Affecting the Intention to Use O2O Services (O2O 서비스의 사용의도에 영향을 미치는 요인에 관한 연구)

  • Jeong, Yu Jin;Song, Yong Uk
    • Journal of Information Technology Services
    • /
    • v.15 no.4
    • /
    • pp.125-151
    • /
    • 2016
  • In recent years, O2O (Online to Offline) services get a lot of attention to improve the trust in online shopping and minimize the inconvenience and the cost burden in offline shopping as the number of consumers, who do not show concern about the purchase platform like online or offline, increases. Even though the services have been getting the spotlight as a strong business platform for next generation commerce, there have been only a few studies on the O2O services. The purpose of this research is to investigate the factors which affect the consumer's intention to use location-based O2O services. The study is based on VAM (Value-based Adoption Model) which is able to analyze those factors from the aspects of benefit and sacrifice. We used the partial least squares (PLS) method for empirical analysis, and the result shows that contextual offers, instant connectivity, webrooming and economic efficiency, which fall under the benefit, affect perceived value positively while annoyance and face consciousness, which fall under the sacrifice, do not affect perceived value significantly. In addition, contextual offers and instant connectivity affect trust positively. Location accuracy, which falls under the benefit of location-based O2O service, do not significantly affect perceived value and trust while security risk affects trust and use intention negatively. It appears that trust affects perceived value and use intention positively.

K-MOOC Course Development and Learners' Satisfaction Analysis -Focusing on Apparel Pattern CAD Education- (K-MOOC 강좌 개발과 학습자 만족도 분석 -어패럴패턴캐드 교육을 중심으로-)

  • Choi, Young-Lim
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.44 no.2
    • /
    • pp.369-383
    • /
    • 2020
  • This study proposes a method to effectively teaching technic for pattern development and virtual garment manufacturing by adopting the K-MOOC platform for the Apparel Pattern CAD curriculum. According to K-MOOC guidelines, Apparel Pattern CAD curriculum were developed and presented through the K-MOOC platform. A questionnaire survey was utilized to evaluate K-MOOC platform features in terms of learner satisfaction when adopting the 5-point Likert scale. Questionnaire survey participants included 52 college students. The result of the survey found that most of the attributes of the K-MOOC platform were highly rated in terms of interaction and learning effectiveness. The user interface of the K-MOOC platform were shown to be satisfactory in terms of usability. Participants gave a positive assessment of the benefits of online lectures when comparing online and offline lectures. In particular, the preference for online lectures in computer-related courses such as CAD was higher than the offline. It was concluded that the Apparel Pattern CAD curriculum based on the K-MOOC platform was effective and satisfactory for learners in various aspects.

Effects of Blended Learning on Pharmacy Student Learning Satisfaction and Learning Platform Preferences in a Team-based Learning Pharmacy Experiential Course: A Pilot Study (블렌디드 러닝을 활용한 팀 기반 학습 실습 수업에서 약학대학 학생의 학습만족도와 플랫폼 선호도: 예비 연구)

  • So Won Kim;Eun Joo Choi;Yun Jeong Lee
    • Korean Journal of Clinical Pharmacy
    • /
    • v.33 no.3
    • /
    • pp.202-209
    • /
    • 2023
  • Background: With the emergent transition of online learning during the COVID-19 pandemic, the need for online/offline blended learning that can effectively be utilized in a team-based learning (TBL) course has emerged. Methods: We used the online metaverse platforms, Gather and Zoom, along with face-to-face teaching methods in a team-based Introductory Pharmacy Practice Experience (IPPE) course and examined students' learning satisfaction and achievement, as well as their preferences to the learning platforms. A survey questionnaire was distributed to the students after the IPPE course completion. All data were analyzed using Excel and SPSS. Results: Students had high levels of course satisfaction (4.61±0.57 out of 5) and achievement of course learning objectives (4.49±0.70 out of 5), and these were positively correlated with self-directed learning ability. While students believed that the face-to-face platform was the most effective method for many of the class activities, they responded that Gather was the most effective platform for team presentations. The majority of students (64.3%) indicated that blended learning was the most preferred method for a TBL course. Conclusion: Students in a blended TBL IPPE course had high satisfaction and achievements with the use of various online/offline platforms, and indicated that blended learning was the most preferred learning method. In the post-COVID-19 era, it is important to utilize the blended learning approach in a TBL setting that effectively applies online/offline platforms according to the learning contents and activities to maximize students' learning satisfaction and achievement.

Study On Online Platform For Personal Exhibition In Metaverse Emvironment (메타버스환경에서 온라인 개인 전시 방법 연구)

  • Park, Yu Mi;Shin, Choon Sung
    • Smart Media Journal
    • /
    • v.11 no.6
    • /
    • pp.37-50
    • /
    • 2022
  • This proposes a direction to build and provide an exhibition space based on the metaverse platform so that artists can independently open their own exhibitions in an online environment. Although many artists are produced every year, offline exhibitions are becoming difficult due to not many art galleries, and offline exhibitions are becoming impossible due to Corona, which began at the end of 2019, and online exhibitions are emerging as an alternative. We analyze cases of existing online exhibition methods and visit online exhibition methods such as web, video, and virtual reality and metaverse environment then present a plan for individual exhibitions in consideration of the recent metaverse environment. The proposed metaverse-based personal exhibition method is structured so that artists can construct a space on the metaverse and place their works, and then viewers can freely take a look on it from a remote location. Based on the proposed exhibition direction, the representative metaverse platform was applied to confirm the characteristics and possibilities of exhibition space and composition of works and users' exhibition experience. In the face of the rise of online exhibitions, space can be constructed in the direction the artist pursues in online exhibitions as well as offline exhibitions, but also online exhibitions, and hopes that online exhibitions will become another genre of exhibitions rather than incidental after the end of Covid-19.

An Analysis of the Effect of Platform Information Quality and Customer Information Quality on Customer Loyalty to Online to Offline Platforms (O2O 플랫폼 충성도에 플랫폼 정보 품질과 고객 정보품질이 미치는 영향 분석)

  • Park, Jun Sung;Park, Heejun
    • Journal of Korean Society for Quality Management
    • /
    • v.52 no.1
    • /
    • pp.23-42
    • /
    • 2024
  • Purpose: This study aims to investigate the impact of two types of information quality, which are platform-oriented information quality and customer-oriented information quality, on customers' decision-making processes in the Online to offline (O2O) platform environment. Grounded in the product brokering efficiency model, which encompasses screening cost, evaluation cost, and decision quality, a model framework was developed. Furthermore, this study explores how these decision-making processes affect customer loyalty. Methods: Given that food delivery apps are the most widely used O2O service in Korea, this study targeted users of these apps for data analysis. We conducted hypothesis testing through a purposive sampling methodology focusing on food delivery app users. A Partial Least Squares Structural Equation Modeling analysis was conducted to analyze the data. The data collection occurred via an online survey from October to December 2021, with a total of 212 respondents participating. Results: The results of this study revealed the significant role of information quality in helping customers' decision processes while using food delivery apps. Specifically, it was found that platform-oriented information positively influences decision quality, while customer-oriented information significantly affects both the reduction of evaluation cost and the enhancement of decision quality. Additionally, the study indicated that lower evaluation costs and higher decision quality lead to increased platform loyalty. However, a reduction in screening cost did not have a significant impact on platform loyalty. Conclusion: While previous studies have overlooked the existence of two sides, service provider and user, in a platform, this research holds significance in its analysis of how information quality impacts loyalty by utilizing the two kinds of information quality. Practitioners can enhance customer loyalty to the platform by enriching customer-oriented information, thereby reducing customers' evaluation costs and encouraging more loyal usage of the platform.

A Study on the Improvement of UI Design for Online Craft Learning Platform (온라인 공예 학습 플랫폼 UI디자인 개선 방향 연구)

  • Jang, Hui-Su;Nam, Won-Suk
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.11
    • /
    • pp.145-156
    • /
    • 2020
  • Recently, as a culture that values work-life balance has become more important in society as a whole, interest in hobbies and leisure activities that will enrich life is increasing. This phenomenon is due to an increase in platforms where people can enjoy and learn hobbies online. Among them, craft-related content is growing rapidly, and as offline education has been brought online, learning immersion has been reduced online. Therefore, in this study, we want to identify current problems in online and offline craft learning and seek ways to improve UI design to solve them. To this end, we conducted a literature survey on the online learning platform, online craft learning platform and UI design, and based on this, conducted case investigation and analysis to derive the third stage of the learning process of the online craft learning platform. Subsequent surveys showed that as a result, the online craft learning platform was able to find improvements in terms of differentiating the content exploration process, visualizing the craft progress stage, ease of working with video tools, and providing smooth feedback, and in addition to the need for a device for active learning. Through the results of this study, we hope to expand the craft content market by making it easier for users to enjoy the contents provided on the online craft learning platform.

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

  • Hong, Oksu;Kim, Kyoung Mi;Lee, Jae Young;Kim, Yool
    • Journal of The Korean Association For Science Education
    • /
    • v.42 no.2
    • /
    • pp.177-184
    • /
    • 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.