• Title/Summary/Keyword: Online classes

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A Study on Cases for Application of Flipped Learning in K-12 Education (초·중등교육에서의 플립러닝 연구사례 분석)

  • Lee, Jeongmin;Park, Hyeon-Kyeong
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.19-36
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    • 2016
  • The purpose of this study was to analyze domestic and overseas cases of flipped learning instructional design model and actual classes in K-12 Education, and find out educational implications in order to design effective flipped learning. Papers, 14 articles in domestic and international journals, were collected. As results of the analysis, first, flipped learning instructional model was presented as flipped learning that applied to ADDIE model and 8C model etc. Second, 'Activities before classroom' consisted of watching lecture videos, lecture notes etc. 'Activities during classroom' was checking prior learning in early stage, individual activities and cooperative activities in middle stage, and solving quizzes, reviewing in later stage. After class, students performed tasks and questions&answers. Third, in case of creating lecture video, they used application such as Screencast-o-matic, Explain Everything; In contrast, some cases utilized online web-sites such as YouTube or Phet. Fourth, positive results were shown in learners' academic achievement, motivation and learning attitude etc. This research has a significance in terms of analyzing the flipped learning instructional model and flipped learning activities, and providing the preliminary data to facilitate the design for the effective flipped learning.

Effects of Flipped Learning through EBSmath on Mathematics Learning and Mathematical Dispositions (EBSmath를 활용한 거꾸로 수업이 수학 학습과 수학적 성향에 미치는 영향)

  • Oh, Hyejin;Park, Sungsun
    • Education of Primary School Mathematics
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    • v.24 no.4
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    • pp.217-231
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    • 2021
  • The purpose of this study was to investigate the effects of flipped learning through EBSmath on Students' 'rate and ratio' learning. By increasing demands for change in education, an innovative teaching and learning paradigm, 'Flipped Learning', has been presented and drawing attentions. In South Korea, Flipped Learning is also highly recognized for its effectiveness by many scholars and various media. However, this innovative learning model has limitations in application and expansion due to the excessive burden of class preparation of teachers. As remote learning becomes more active, it would be possible to overcome the limitations of Filliped learning by using the platform provided by the Korea Educational Broadcasting System (EBS). EBSmath is an online learning module that is designed to assist students' self-directed learning. Thus, EBSmath would reduce teachers' burden to prepare mathematics classes for the application of Flipped Learning; and led to students' better understanding of mathematical concepts and problem solving. In this study, the effect of Flipped Learning through EBSmath on learning 'rate and ratio' was investigated. In order to scrutinize the effects of flipped learning, students' achievement and mathematical disposition were examined and analyzed. Students' achievement, specifically, was divided into two subcategories: concept understanding and problem solving. As a result, Flipped learning through EBSmath had a positive effect on students' 'rate and ratio' problem solving. In addition, a statistically significant change was identified in the 'willingness', which is subdomain of students' mathematical disposition.

Analysis of the Difficulties in the Development of Programs and Class Management in the Hands-on Science Class and Demands for Training of Instructors (생활과학교실 강사의 프로그램 개발과 수업 운영에서 겪는 어려움 및 연수에 대한 요구 분석)

  • Sung-Man, Lim;Han-Sol, Kim;Ha-Na, Choi;Na-Eun, Lee;Seong-Un, Kim
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.3
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    • pp.322-334
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    • 2022
  • This study attempted to understand the difficulties experienced in program development and class operation of instructors in the hands-on science class and the needs for training based on them. For this study, an online survey was conducted on 193 instructors in the hands-on science class in 2022, and interviews were conducted on 13 instructors. As a result, the difficulties of developing programs for hands-on science class instructors were due to lack of class content, lack of program development budget, lack of equipment necessary for class operation, and difficulty in applying various educational methods such as discussion and practice. The preferred training contents were in the order of the latest science and technology, reconstruction methods of existing programs, and regional specialization technology. In addition, it was found that the difficulties experienced by instructors in class management stemmed from the method of operating hands-on science classes using experience kits. Accordingly, instructor education should be provided in the direction of helping instructors to provide the best education in the situation of the hands-on science classroom.

Research on Case Analysis of Library E-learning Platforms: Focusing on Learning Contents and Functions (도서관 이러닝 플랫폼 사례분석 연구 - 학습 내용 및 기능을 중심으로 -)

  • SangEun, Cho;KyungMook, Oh
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.1
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    • pp.209-238
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    • 2023
  • This study aims to propose the main learning contents, functions and activation plans for building an e-learning platform for libraries through a literature review, case analysis and expert survey. Through the literature review, it was found that libraries must play a role in providing high-quality online education for users in the e-learning ecosystem. Based on the previous studies, a learning function analysis tool was developed for the analysis of the library's e-learning platform. Based on this, the learning contents, learning functions and characteristics of library e-learning platforms were analyzed, and expert surveys and interviews were conducted. As a results, the construction of a platform for effectively applying learning processes and technology is essential for the library's sustainable e-learning services. The contents that should be provided for characteristics of library education, reading guidance, information literacy instruction, library usage instruction, and the latest IT technologies. And The main learning functions include the ability to conduct video lectures and real-time classes among learning types, and learning activity support functions, a cloud platform support function and a personalized environment support function. Additionally, suggested re-education for library staff to improve their technical skills and the formation of an e-learning team.

The effect of non-face-to-face class satisfaction on major commitment of nursing students after COVID-19 (COVID-19 이후 비대면 수업 만족도가 간호대학생의 전공몰입도에 미치는 영향)

  • Jae-Eun, Seo;Woo-Ri-Byeol, Song;Ji-Yoon, Park;Soo-Hyun, Bong;Yeun-Mi, Kim
    • Journal of Digital Policy
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    • v.1 no.2
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    • pp.89-98
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    • 2022
  • The study is a descriptive correlational study, aimed to identify the effect of non-face-to-face class satisfaction on major commitment of nursing students after COVID-19. The subjects are 123 3rd and 4th grade nursing students at three universities located in S city and G province, data were collected using the Google Online Questionnaire from March 9th to April 9th, 2022. The collected data were analyzed using SPSS/WIN 28.0 program. As a result of the analysis, the factors that affect major commitment are the upper grade (β=.290, p=.013), the middle grade (β=.272, p=.022), and the contents of non-face-to-face class satisfaction (β=.308, p=.008) accounting for 16.5%. Therefore, developmental strategies and educational programs to organize the contents of non-face-to-face classes are required to be enhanced in order to improve nursing students' class satisfaction and major commitment.

Analysis of learner's attitude and satisfaction through development and application of metaverse environment STEAM educational program (메타버스 환경의 융합(STEAM) 교육 프로그램 개발과 적용을 통한 학습자 태도 및 만족도 분석)

  • Jeon, Jae Cheon;Jang, Jun Hyeok;Jung, Soon Ki
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.187-195
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    • 2022
  • Recently, with interest in metaverse, attempts are being made to utilize the metaverse platform in various forms. In this paper, we focused on the educational application potential of metaverse, and developed and applied a metaverse STEAM program to provide an effective learning experience to learners in non-face-to-face educational situations. The developed program utilizes Minecraft and ZEPETO, familiar to students, as metaverse learning platforms, and consists of a total of 16 lessons of 5 modules in the form of modules so that alternative classes can take place in the educational field. Through this, the learner's change in STEAM attitude and learning satisfaction were measured, and through the developed STEAM program, the learner's interest, consideration, communication, usefulness, self-concept, self-efficacy, and career choice areas significantly increased. In addition, positive results were confirmed in all areas of the learner satisfaction test related to satisfaction, interest, and overall class. In the future, considering the characteristics of the metaverse, it is necessary to break free from the constraints of time and space to communicate anew, and various learner-centered educational approaches based on a high degree of freedom and immersion should be implemented.

Analysis of User Experience for the Class Using Metaverse - Focus on 'Spatial' - (메타버스의 수업활용에 관한 사용자 경험 분석 - 스페이셜(Spatial)을 중심으로 -)

  • Lee, Yejin;Jung, Kwang-Tae
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.367-376
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    • 2022
  • In this study, the user experience was analyzed from the learner's point of view, focusing on the metaverse platform 'Spatial'. SUS(System Usability Scale) was used to evaluate the usability of the metaverse platform 'Spatial' in a college class, and the Magnitude estimation technique was used to evaluate the immersion and satisfaction with the class. In addition, a questionnaire survey was used to collect user experience opinions on the use of 'Spatial' as a teaching tool. Looking at the usability evaluation results of the 'Spatial' system, the students evaluated the usability, immersion, and satisfaction quite positively. Looking at the user experience of metaverse platform 'Spatial', it was found that students highly valued Metaverse as an educational tool that can provide a place for many people to gather and communicate even in a non-face-to-face space. Compared to other online platforms, metaverse has advantages in ease of use, interaction, immersion, and interest. In particular, in addition to keyboard, touch, and display, interaction using the five senses such as voice, motion, and gaze was recognized as a great advantage. On the other hand, it was found that high openness, freedom, and interest factors can both promote learning and inhibit learning. Nevertheless, it is judged that the metaverse platform 'Spatial' can be effectively applied in college classes because it enables various interactions between instructor and learner or between learner and learner.

A Deep Learning-based Depression Trend Analysis of Korean on Social Media (딥러닝 기반 소셜미디어 한글 텍스트 우울 경향 분석)

  • Park, Seojeong;Lee, Soobin;Kim, Woo Jung;Song, Min
    • Journal of the Korean Society for information Management
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    • v.39 no.1
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    • pp.91-117
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    • 2022
  • The number of depressed patients in Korea and around the world is rapidly increasing every year. However, most of the mentally ill patients are not aware that they are suffering from the disease, so adequate treatment is not being performed. If depressive symptoms are neglected, it can lead to suicide, anxiety, and other psychological problems. Therefore, early detection and treatment of depression are very important in improving mental health. To improve this problem, this study presented a deep learning-based depression tendency model using Korean social media text. After collecting data from Naver KonwledgeiN, Naver Blog, Hidoc, and Twitter, DSM-5 major depressive disorder diagnosis criteria were used to classify and annotate classes according to the number of depressive symptoms. Afterwards, TF-IDF analysis and simultaneous word analysis were performed to examine the characteristics of each class of the corpus constructed. In addition, word embedding, dictionary-based sentiment analysis, and LDA topic modeling were performed to generate a depression tendency classification model using various text features. Through this, the embedded text, sentiment score, and topic number for each document were calculated and used as text features. As a result, it was confirmed that the highest accuracy rate of 83.28% was achieved when the depression tendency was classified based on the KorBERT algorithm by combining both the emotional score and the topic of the document with the embedded text. This study establishes a classification model for Korean depression trends with improved performance using various text features, and detects potential depressive patients early among Korean online community users, enabling rapid treatment and prevention, thereby enabling the mental health of Korean society. It is significant in that it can help in promotion.

Development of an Optimized Class Space and Map based on the Metaverse ZEP Platform (메타버스 ZEP 플랫폼 기반의 최적화된 수업 공간 및 맵 개발)

  • Ae-ran Park;Myung-suk Lee
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.439 -447
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    • 2023
  • This paper aims to develop a map for optimized class space using ZEP among the metaverse platforms. As a research method, the classroom space was organized so that the subject of learning became a learner, and the classroom space was modified and supplemented to optimize while being applied to elementary school computer classes. The contents of the study investigated learners' prior perception of metaverse, and compared and analyzed the advantages and disadvantages of the metaverse platform. In addition, the map was designed by reflecting the results of the survey, and after applying the map to the class, necessary APIs and apps were installed to supplement it. As a result, the learner became the subject of learning in the metaverse space, freely identified the space, and actively participated in the class. In particular, we found that students who were passive offline and those who had a low participation rate due to lack of skills participated more actively. In particular, students who were passive offline or whose participation was low due to lack of skills participated more actively. If API and JavaScript programs are added to collect log data of learners for learning analysis, real-time feedback is possible for learners, and learner feedback is possible for instructors with statistical data. If this is possible, the metaverse space can fully expect the role of a learning assistant for learners and a teaching assistant for instructors.

Analysis on Awareness and Actual Condition of Metaverse Utilization in Education for Design Major Students : Focusing on D-University (메타버스 활용 교육에 대한 디자인 전공생의 인식 및 실태 분석 : D 대학교를 중심으로)

  • Heejung Kang;Hyunsuk Han
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.837-842
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    • 2023
  • This study analyzed the awareness and actual condition on metaverse utilization in education for design major students. An online survey was conducted for 14 days from May 10 to 23, 2023, targeting 120 students majoring in design at D University. The evaluation method of the questionnaire was a nominal scale and a 5-point scale, and the questionnaire results were analyzed through SPSS 29.0. First, it is necessary to sufficiently share the advantages of metaverse utilization in education with students, and to provide basic literacy programs utilizing the characteristics of metaverse and supporting class activities. Second, students' response will be higher in studio classes where practical training is conducted rather than information delivery or understanding-oriented lectures. Third, in order for the metaverse to become a means of education in the digital transformation era rather than just a temporarily medium in COVID-19 era, specific and systematic design education programs reflecting the characteristics of the metaverse need to be continuously developed. In addition, it is important for instructors to actively review the use of the metaverse and search for various ways to utilize it.