• Title/Summary/Keyword: Online education & training

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Towards a UTAUT Model for Acceptance of MOOCs

  • Sara Jeza Alotaibi
    • International Journal of Computer Science & Network Security
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    • v.23 no.11
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    • pp.117-127
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    • 2023
  • In many training institutions, the major advancement of Information Technology is having a profound impact on the way in which instructors teach and students learn, as well as how the two interact. The training process is continuing with the goal of enhancing the calibre of instruction and engagement. Top colleges and institutions have more recently developed a variety of Massive Open Online Courses (MOOC) systems centred on the development of new educational offering ways. These have not only captured the interest of students and scholars in the field of higher education, but also that of staff members in the private and public sectors. This study uses a Unified Theory of Acceptance and Use of Technology (UTAUT) model to assess the top MOOC providers and pinpoint the key elements influencing learner acceptance of MOOCs in Saudi Arabian training. A total of 382 government trainees in Saudi Arabia participated in an online survey, the results of which underwent analysis using structural equation modelling. This study identifies the key elements influencing Saudi government employee trainees' intentions to use MOOCs, with the findings indicating that the suggested model can account for 86.2% of user behaviour and 88.5% of user intentions.

Suggestions for the Development of Online Education at the College of Korean Medicine - Based on the Current Status of Online Education and Satisfaction Surveys due to COVID-19 - (한의과대학 온라인 교육의 발전을 위한 제언 - COVID-19에 따른 온라인 교육 현황과 만족도 조사 사례를 바탕으로 -)

  • Wie, Hyosun;Yang, In-Jun
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.35 no.5
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    • pp.162-168
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    • 2021
  • This study was conducted to investigate the current status of online classes and evaluations during the COVID-19 pandemic and the satisfaction of students attending the College of Korean Medicine. A survey was conducted with students enrolled in Dongguk University's College of Korean Medicine. The questionnaire was divided into four areas asking about online lectures, laboratory practice, clinical practice, and evaluation experience. The items were composed of multiple-choice, a 5-point scale, and subjective type. After distributing the Google form address through SNS and LMS, only those who agreed to the questionnaire were responded anonymously. 149 out of 457 enrolled students responded. 98.7% of students experienced online lectures, and more frequently experienced real-time online lectures (98.6%) than recorded lectures (43.5%). Overall satisfaction with online lectures was 3.99 on average. 80.5% of the students experienced the online experiment and practice class, and the overall satisfaction with it was 3.29 on average. 1.3% of students experienced online clinical practice. 86.6% of students experienced online evaluation, and when asked about the fairness of the test, the average score was 3.99. Satisfaction with online lectures and evaluations is generally high, so it is expected to be used as an effective learning tool in the future. However, it seems that facility improvement and technical training of instructors are necessary. In experimental and practical education, the satisfaction level is lower than that of online lectures, so it seems necessary to develop a new online program and to prepare a safe offline education system.

The development and effects of an online-based community psychiatric nursing practice program with the ARCS model (ARCS모형 적용 온라인 기반 지역사회정신간호학실습 프로그램 개발 및 효과)

  • Kim, Pan Heui;Kim, Hee Sook
    • The Journal of Korean Academic Society of Nursing Education
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    • v.30 no.1
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    • pp.5-18
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    • 2024
  • Purpose: This study aimed to identify whether there is a difference between an online-based community psychiatric nursing practice program with the ARCS model and a conventional community psychiatric nursing practice program in promoting nursing students' learning motivation, knowledge of community psychiatric nursing, communication skills, and learning self-efficacy. Methods: This study used a quasi-experimental design with a non-equivalent control group. The participants were 44 nursing students at three nursing colleges in Gyeongsangbuk-do. The experimental group was provided the online-based community psychiatric nursing practice program with ARCS model, while the control group was provided the conventional community psychiatric nursing practice program from July 9, to September 3, 2022. Both groups received practice training 8 hours a day, 5 days two weeks. The collected data were analyzed using the exact χ2, Mann-Whitney U-test, and Quade's two-way ANCOVA with the IBM SPSS Statistics 28.0 program. Results: The results of the comparison of an experimental group training with the online-based community psychiatric nursing practice program with ARCS model and a control group training with the conventional community psychiatric nursing practice program showed that, there was no statistically significant difference between the two groups in learning motivation knowledge of community psychiatric nursing, and learning self-efficacy. However, communication skills were statistically significantly higher in the experimental group (F=6.23, p=.017). Conclusion: The online-based community psychiatric nursing practice program with ARCS model can be used as a substitute learning to improve community psychiatric nursing capabilities in situations when clinical practice is suspended due to infectious diseases such as coronavirus disease 2019 or when is a shortage of community psychiatric nursing practice institutions.

Education Programs for Disaster Mental Health: Website-Based Review

  • Hyun-Seo Park;Joohee Seo;Sang-Ho Kim
    • Journal of Oriental Neuropsychiatry
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    • v.34 no.1
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    • pp.43-59
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    • 2023
  • Objectives: Although a manual for a disaster medical support using Korean medicine doctors for disaster survivors has been developed, education programs for using the manual in disaster situations need to be developed. Thus, the purpose of this study was to analyze existing online education programs for disaster mental health to develop education programs for Korean medicine doctors. Methods: We conducted website searching for disaster mental health education programs using Google. Compositions, contents, hours, methods, costs, organizers, and targets of included educational programs were analyzed qualitatively. Results: After searching, eight websites among a total of 64 were included for the analysis. Lectures consisted of Psychological First Aid, Skills for Psychological Recovery, Self-Care, and Psychological Education after a disaster experience. Training hours for each program ranged from 30 minutes to 31 hours. All lectures were given only online. They could only be taken online. Free lectures were the most common ones. Most of them were for the general public. Conclusions: Findings of this study provide information regarding trends of online education programs for disaster mental health. Our information could be used for developing disaster trauma response education programs for Korean medicine doctors in the future.

Machine Learning-Based Programming Analysis Model Proposal : Based on User Behavioral Analysis

  • Jang, Seonghoon;Shin, Seung-Jung
    • International journal of advanced smart convergence
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    • v.9 no.4
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    • pp.179-183
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    • 2020
  • The online education platform market is developing rapidly after the coronavirus infection-19 pandemic. As school classes at various levels are converted to non-face-to-face classes, interest in non-face-to-face online education is increasing more than ever. However, the majority of online platforms currently used are limited to the fragmentary functions of simply delivering images, voice and messages, and there are limitations to online hands-on training. Indeed, digital transformation is a traditional business method for increasing coding education and a corporate approach to service operation innovation strategy computing thinking power and platform model. There are many ways to evaluate a computer programmer's ability. Generally, piecemeal evaluation methods are used to evaluate results in time through coding tests. In this study, the purpose of this study is to propose a comprehensive evaluation of not only the results of writing, but also the execution process of the results, etc., and to evaluate the programmer's propensity habits based on the programmer's coding experience to evaluate the programmer's ability and productivity.

Effectiveness of e-Sports Online Training Program for Relieving Youth Game Over-flow: Focusing on 'Online LoL(League of Legends) Game School' (청소년 게임 과몰입 해소를 위한 e-스포츠 온라인 수련활동 프로그램 효과성 연구 : '온라인 롤(League of Legends: LoL) 게임학교'를 중심으로)

  • Choi, Junghye Fran;Bang, Seungho
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.133-142
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    • 2021
  • This study investigated the effectiveness of 'League of Legends (LoL) game school', an e-sports online training program for relieving youth game over-flow. The Seoul Metropolitan Office of Education's Student Education Institute ran the program. Through this study, it was found that various activities to learn an e-sports game professionally and to explore career paths regarding game had positive effects on students' affections and intrinsic motivation. This study may contribute to helping youth as generation Z understand a healthy game culture.

A Study on Non-face-to-face Educational Methods which can be used in Practical Subject of Game Production (게임제작 실습 교과목에서 활용할 수 있는 비대면 교육방법 연구)

  • Park, Sunha
    • Journal of Korea Multimedia Society
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    • v.24 no.1
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    • pp.125-133
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    • 2021
  • Due to Covid-19, the un-contact culture has affected society as a whole, and the methods of education conducted offline has been greatly affected. In the private education of preparing for university entrance, the public official examinations and certification acquisition, the method of online education has been shown to have positive effects. While private class and school class which have offered in off-line to cope with rapid changes caused various problems such as decline in quality for education. Due to the characteristic of design class, practical training is important. As interactive feedback between students and educators is more important than one-way of delivering knowledge while class is conducted in online, educators have a challenge when they prepare for class. This study handles the methods of online education for the purpose of practical education methods in university nowadays, Especially, the non-face-to-face education methods for game animation production. Based on this study, I propose an effective educational method with non-face-to-face class that allows students to be satisfied and increases their knowledge, beyond face-to-face class.

Online searching education and training : present situation, problems and recommendations (온라인탐색 교육의 실태와 문제점 및 개선방안)

  • 장혜란
    • Journal of Korean Library and Information Science Society
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    • v.28
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    • pp.263-286
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    • 1998
  • To investigate how the online searching was taught in the departments of Library and Information Science, a survey was done to the professors teaching information retrieval course. Questionnaires were mailed to 32 professors and 26 returned. Information retrieval course, one of the central course attended by almost all of the students, covers online searching in depth. Lecture, hard-on practice, and homework were three favored methods of teaching. Among the 22 topics to be covered in online teaching, respondents showed substantially higher consensus except for sections of information technology and service management. However, respondents showed big differences in hours of hand-on practice and the systems used. Free databases through Internet used dominantly. The chronic problem of terminal and communication is solved by using campus-wide facilities. But the problem of teaching assistance is serious. Based on the results, recommendations to improve online searching education are provided.

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Research on Career Development Program Management for Global Empowerment - Based on Cases of IoE Management - (글로벌 역량강화를 위한 커리어 개발프로그램 운영 연구 - IoE 운영사례를 중심으로 -)

  • Kwon, Jungin;Ryoo, Intae
    • Journal of Engineering Education Research
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    • v.18 no.6
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    • pp.18-23
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    • 2015
  • Nowadays, IT that leads information era is closely connected to our lives. The importance of training human resources for global empowerment on IT is being emphasized all over the world. With the growth of international society, the cultivation of global human resources now includes the cultivation of future human resources and the educations related with the career development program. However, the programs that colleges are operating for the cultivation of global human resources have been limited only to supporting the participation in international training program, operating camp and conferences, etc. On the contrary, to give many learners chances of experiencing courses for global empowerment and employment capability, We are operating the Internet of Everything online education program with Cisco Networking Academy Korea. Based on the management cases of Internet of Everything online education program, this thesis is suggesting a career program on global empowerment that many learners can experience, different from the limitation of the existing program.

A Case Study on the Development of Curriculum for Dept. of Game Programming in University Customized to Online Game Industry (대학(게임 프로그래밍 계약학과)의 게임산업계 맞춤형 교육과정 개발을 위한 사례 연구1))

  • Yoon, Hyung-Sup;WhangBo, Taeg-Keun
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.89-97
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    • 2010
  • Still there is a quality mismatch between required manpower of game companies and supplied one from universities in Korean game industry. The demand-oriented workforce training project is being implemented by KOCCA(Korea Creative Content Agency) for reducing the gap. This paper is focused on the development of training course for students of the game programming department in K University. This paper derived a education training course customized to online game industry by surveying 35 companies to find their needs for recruiting. Additionally some advice is suggested for successful education training. This paper not only will contribute to verify the required competence of people force in game industry but also offer a guideline for designing curriculum for game programmer.