• Title/Summary/Keyword: Online discussion instruction

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The Effects of Academic Self-Efficacy to the Discussion Participation Levels and Satisfaction Levels in the Online Discussion Instruction (온라인 토론 수업에서 학구적 자기효능감이 토론 참여도와 만족도에 주는 영향 분석)

  • Kim, Tae-Woong
    • Journal of Engineering Education Research
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    • v.13 no.3
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    • pp.78-86
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    • 2010
  • This study deals with the effect of academic self-efficacy in the online discussion instruction. Based on these research results, it was suggested academic self-efficacy should be utilized in order to enhance the discussion participation and satisfaction quality of online discussion instruction.

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Blended Instructional Practices in Higher Education Institutions

  • OH, Eunjoo
    • Educational Technology International
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    • v.8 no.1
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    • pp.101-126
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    • 2007
  • The purpose of this study was to investigate current practices in blended instruction. In particular, the study explored (1) the types of instructional delivery methods, technologies, and instructional components, (2) the reasons why faculty apply blend instruction, and (3) the advantages and challenges in delivering blended instruction. This study focused on the practices in the Universities that have the extensive doctoral research programs classified by the Carnegie Foundations. The survey was performed with the sample of faculty from 30 universities and the survey data included 133 faculties out of the total 1,000 randomly selected faculty members. Of the 133 responses, 111 (77.7%) participants had certain degree of experience, while 17 faculty (or instructors) (13.3%) did not have any practice with blended instruction. The most common instructional delivery format in the participating universities was blended instruction that added supplementary online instructional components in the class. Online Course Management Systems (CMS) and multimedia presentation tools were common technology for course delivery, and "discussion" was the most general instructional activity for the class. The participating faculty often preferred the blended format since it provides students and faculty with convenience, flexibility, active engagement, efficiency in using resource materials, and a feeling of connection between/among students and instructor. Benefits to the class were availability of more authentic experience and diverse curricular materials, and the instructional format that meets the needs of remediation and enhancement of students. This study addressed not only advantages and challenges of blended instruction, but also suggestions based on the comments by the participating faculty.

Applying Problem-Based Language Learning in an Online Class: Designing a PBLL Unit

  • Abdullah, Mardziah Hayati;Chong, Larry Dwan
    • English Language & Literature Teaching
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    • v.9 no.spc
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    • pp.1-17
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    • 2003
  • This paper aims to propose that Problem-Based Learning (PBL) is a method that can help meet the conditions in language learning and instruction. PBL was first used in medical education, where learners engaged in problem-solving activities that reflect the demands of real-life professional practice, thus promoting critical thinking in the content domain. The paper proposes that by applying PBL in language learning and creating situations in which learners work collaboratively on problems, the learners benefit in two respects: (i) they have the opportunity to practise the kind of thinking skills and problem-solving strategies needed in real life, and (ii) they engage in purposeful language activity with others through discussion and negotiation. The paper first provides a theoretical rationale far the use of PBL in language learning and suggests attendant changes in the role of a language instructor in a PBL context. The paper then presents an outline of the stages and components needed in designing an online PBL Unit far use in an undergraduate language class.

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Exploring Collaborative Information Behavior in the Group-Based Research Project: Content Analysis of Online Discussion Forum (그룹 연구 과제에서의 협동적 정보행태 연구 - 온라인 토론 게시판의 내용 분석을 중심으로 -)

  • Lee, Jisu
    • Journal of the Korean Society for Library and Information Science
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    • v.47 no.3
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    • pp.97-117
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    • 2013
  • This study aimed to explore group members' collaborative information by analyzing the number and the content of text contributions on the online discussion board in the group-based research project. This study explored graduate students' collaborative information behavior, affective approach, and types of collaboration and support needed in the group-based research project based on Kuhlthau's Information Search Process(ISP) Model and Yue and He's Collaborative Information Behavior(CIB) Model. It is expected that the results of this study will be useful for understanding of CIB in the group-based research project and applying information literacy instruction to information user in collaboration.

A Study on the Constructivist Multimedia-Assisted Instruction in Secondary School Geography (중등 지리과에서의 구성주의적 멀티미디어 활용 수업의 모형 개발과 효과 분석)

  • Bae, Sang-Woon;Jo, Wha-Ryong
    • Journal of the Korean association of regional geographers
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    • v.5 no.1
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    • pp.163-185
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    • 1999
  • The purpose of this study is to develop the model of constructivist multimedia-assisted instruction(CMAI) and to analyze the effect of it in the secondary school geography. The main results are as follows : (1) The conceptual model of CMAI can be defined as an instruction aiming at making a person who has self-directed learning ability through constructivism and multimedia. The procedural model of CMAI based on PIDA instructional strategy is divided into four stages : prediction & explanation, inquiry activity, discussion & fixation, application & synthesis stage. (2) CMAI is typed by offline CMAI and online CMAI. that is, O/WCMAI(online CMAI by web-based courseware). Offline CMAI is subdivided into P/TCMAI(offline CMAI by presentation-based courseware) and C/RCMAI(offline CMAI by cd-rom based courseware) according to authoring tool and function. (3) Offline constructivist multimedia course-ware(offline courseware) was developed for 2 periods as the material to analyze the effect of CMAI. Offline courseware is received development level of it. (4) After offline courseware being applied to the class, the effect of it according the types of the CMAI instruction(lecture instruction, whole teaching, individualized learning, cooperative learning) was analyzed. As the result of analyzing the descriptive statistics of the level of learning achievement and instruction response, there isn't big relationship between them. As the result of analyzing the inferential statistics of the level of learning achievement, there wasn't significant difference between the types of CMAI instruction in whole student of the classes and certain students who improved their grades. But as the result of analyzing of the level of instruction response, there was significant difference between lecture instruction and other types of the CMAI instruction(whole teaching, individualized learning, cooperative learning).

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Effects of University Students' Social and Teaching Presence on Learning Engagement and Perceived Learning Achievement in Online Courses

  • YUN, Heoncheol;OH, Suna;YOON, Hyunsuk;KIM, Seon
    • Educational Technology International
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    • v.22 no.2
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    • pp.111-137
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    • 2021
  • Embracing the important roles of presence, this study focused on exploring how to enhance online learners' learning engagement and learning achievement in distance higher education settings. More specifically, this study examined the structural relationships among university students' teaching presence, social presence, learning engagement, and perceived learning achievement in online learning environments using structural equation modeling. Data were collected from 206 university students enrolled in online courses in the second semester of 2020 at two large universities. According to the results of the data analysis, there was a significant relationship between teaching and social presence. Teaching presence and social presence predicted learning engagement that positively affected perceived learning achievement. Teaching presence was strongly associated with perceived learning achievement while social presence had a negative impact on that. Additionally, learning engagement had a mediating effect on the relationship between teaching presence and perceived learning achievement. This study found that students who perceived higher levels of teaching and social presences tend to more engage in learning, leading to perceiving better learning achievement. The findings suggest that the design, development, and implementation of effective online instruction should be needed to promote learning engagement, which can be linked to enhancing students' learning achievement. Implications and discussion are addressed in this article.

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 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.

Analysis on the Current status of e-Learning among Pre-Service Teachers (예비교사의 이러닝 인식 및 사용 교수·학습 전략 실태 분석)

  • Lee, Okhwa;Jo, Miheon
    • The Journal of Korean Association of Computer Education
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    • v.7 no.6
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    • pp.95-105
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    • 2004
  • It is important to understand how pre-service teachers perceive e-learning because their prior-experience with e-learning will have a great impact on their teaching after the graduation. Pre-service teachers (401 students) with cyber learning experience, which is a form of e-learning, were selected in 2004 in May and June. Survey was conducted regarding the instructional experience (working hours, tasks and evaluation, satisfaction about cyber learning and its academic achievement, difficulties and suggestions) and instructional methods (instructional activities, frequencies of interaction, strategies of interaction, collaborative activities, behaviors in the group instructional activities for knowledge development). The results are pre-service teachers tent to spend similar v slightly less working hours for cyber learning, similar or slightly less satisfaction level for the instruction and the academic achievement. It was interesting that female students were more negative than males students, considering female students have been more active in online discussion traditionally. Logical presentation of contents and instructional strategies for the cyber learning were the most wanting suggestions. E-mails and BBS for reference materials were the two most used functions in the online learning. The amount and types of tasks were satisfactory. Students did not interact freely during the group activities, they reported they did not learn much through the group activity. During the group work, they consider they do their roles with responsibility while they have slightly negative responses toward other members' contribution in the group activity. Off line meeting is strongly suggested.

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An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.