• Title/Summary/Keyword: Online learning process

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Research on Customer Survey for Clothing DIY Packages (의류 DIY 패키지의 소비자 현황조사 연구)

  • Eunhye Lee
    • Journal of Fashion Business
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    • v.27 no.2
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    • pp.108-123
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    • 2023
  • Recent increase of eco-conscious trends and pleasure from Do It Yourself (DIY) activities have led to a surge in sales of package products bundling together clothing patterns and raw materials. However, a well-structured market system is yet to be established. We surveyed 460 women with sewing as a hobby who had purchased these DIY clothing pattern packages. The survey revealed that majority of respondents had their hobby for over five years. Choosing the right fabric to match clothing patterns presented a common challenge. Most participants owned a sewing machine and an overlocker, with price being the primary concern when purchasing a package. For guidance during the sewing process, participants preferred print materials featuring real-life images. Those with less sewing experience leaned towards video tutorials. Items of interest or those commonly created included blouses, shirts, and dresses. Desire for further learning in sewing and pattern-making was prominent, with a clear preference for online classes. Several strategies are recommended to enhance the appeal of DIY clothing package products, including broadening range of packages that incorporate fabric, offering supplementary educational resources to improve users' skills, implementing affordable pricing structures, supplying comprehensive creation guidelines, and making available design modification guides. These considerations could significantly boost customer satisfaction. This research intends to lay groundwork for understanding DIY clothing creation market, ultimately fostering production of highly desirable products. Insights of this study will prove instrumental in refining product development and devising effective marketing tactics, leading to a more rewarding consumer experience.

A Study on the Development of a MOOC Design Model

  • LEE, Gayoung;KEUM, Sunyoung;KIM, Myungsun;CHOI, Yoomi;RHA, Ilju
    • Educational Technology International
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    • v.17 no.1
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    • pp.1-37
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    • 2016
  • The purpose of this study was to develop a MOOC design model that would improve the current practice of MOOC development in Korea by specifying easy-to-use course development procedures and guiding strategies. Following Richey and Klein (2007)'s conceptual model development procedure, the first step was to perform critical review of relevant literature and observe typical MOOC development processes. As a result, the initial model was developed. The second step was to conduct the expert review with five educational technology and MOOC researchers to secure the internal validity of the model. Based on the experts' suggestions, the model was revised and once again reviewed by the same experts. This process resulted in the development of the 2nd version of model. The third step was to carry out external validation research in order to test the effectiveness, efficiency, and usability of the model. A basic model may be confirmed or corrected based on examination of its results. Consequently, the model was elaborated as the final model. In the final model, 6 procedural phases and 9 specific steps were included. The six procedural phases are: Analysis (1st Iteration), Design, Development (Course Development), Implementation, Evaluation, and Analysis (2nd Iteration), a slight variation of ADDIE model. The specific steps include: 1) Goal Setting, 2) Environment Analysis, 3) Content Design, 4) Style Design, 5) Course Development, 6) Implementation Plan, 7) Course Implementation, 8) Summative Evaluation, and 9) Need Reflection. The study concluded with suggestions for further research and application of the MOOC design model.

A Study on Customized Software Education method using Flipped Learning in the Digital Age (디지털시대에 플립드 러닝을 활용한 학습자 맞춤형 소프트웨어 교육 방안 연구)

  • Kim, Kyungmi;Kim, Hyunsook
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.55-64
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    • 2017
  • The purpose of this study is to identify the difficulties of learners who started programming after entering college and to search an effective software education method as university liber arts for non-science major students. In order to do this, we analyzed the difficulties of learners in Python programming classes composed of students from various majors at H University through questioning and taught them using flipped class model with pre-questions. The questions that students submit are collected online before class every time, the data on the degree of the difficulty of feeling and the understanding of feeling were obtained through the questionnaire. As a result, for learners who are new to programming, the learners should allocate the process of making the problem into a logical abstraction at the beginning of the curriculum before learning the basic concept of computer language, each lesson should be practiced through the bottom-up problems enough to provide a logical understanding before actual coding. In addition, detailed curriculum should be developed according to characteristics of learner's major, contents and conducting level.

Integrated Science Teachers' Implementation and Changes to Apply the Curriculum-Instruction-Assessment (통합과학 교사의 교육과정-수업-평가 실행 및 변화 조사)

  • Park, HyunJu;Kim, NaHyeong
    • Journal of the Korean Chemical Society
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    • v.64 no.6
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    • pp.429-437
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    • 2020
  • This study investigated a total of 529 integrated science teachers' implementation and changes to apply the curriculum-instruction-assessment. Data was collected through online survey on scientific competencies and skills, teaching-learning and assessment methods, changes of teacher's preparation, topics/materials, teaching-learning, and assessment to apply the curriculum-instruction-assessment as teaching integrated science. The results of the study were as follows: first, in the integrated science class, teachers implemented more on scientific communication and scientific inquiry among scientific core competencies, and analysis and interpretation of data collection and communication among scientific skills. Teachers often taught in lectures and used multiple choice items and short essay for evaluation. Teacher groups with less than 10 years of teaching experience appeared to be less active in teaching scientific core competencies and skills than those with more than 10 years. Second, Teachers have increased more time and efforts to search and to organize various materials in addition to textbooks, and try to integrated concepts in various fields to prepare learning topics and textbooks. Third, even though teachers made little change in implementing the process-oriented assessment, they used instructional strategies to increase student engagement in the integrated science class, restructured the instruction to provide immediate feedback after conducting the assessment. It is necessary to build a system that ensures fairness and credibility of evaluation while respecting the autonomy and professionalism of teachers.

Development and Implementation of Blockchain Appropriate Technology Science School Program of Europe-Korea Conference on Science & Technology (유럽-한인 과학기술학회의 블록체인 적정기술 과학교실 프로그램 개발과 적용)

  • Kim, Gahyoung;Choi, Kevin Kyeong-iI;Kim, Dowon;Son, Muntak;Kim, Byoung-Yoon
    • Journal of Appropriate Technology
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    • v.6 no.2
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    • pp.190-199
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    • 2020
  • The purpose of this study is to develop and implement the Appropriate Technology Science School program (ATSS) for youth operated by the Europe-Korea Conference on Science & Technology (EKC) since 2016. The development process consisted of pre-online management meetings, online and offline tutor training, operation of ATSS for youth, and satisfaction surveys. As a result of the development, the management team selected the mission-solving theme of "Transforming village using blockchain technology" through a pre-online meeting. The contents were reorganized according to the level of the participating tutees, and various learning activities such as co-building activities, games, and plays were newly introduced and developed first, and the programs developed through tutor training were demonstrated and improved. A total of 38 tutees and tutors from 6 countries participated in the 2018 ATSS. As a result, participants showed positive satisfaction overall. Tutees showed interest in dome co-building activities and hash function calculation activities, and tutors showed interest in lectures and monopoly games related to blockchain technology. The development and of the 2018 ATSS will contribute to the improvement of expertise in the operation of the EKC ATSS in the future to the management team. It will be an opportunity for tutors to experience that high-tech science and technology have a good impact on appropriate technology for the third world and community society. In addition, Tutees will be provided with an opportunity to indirectly experience the local situation and community society through a role play on the impact of blockchain technology on African villages.

English Vocabulary Learning Application Development Applying Forgetting Curve and Match Result Based Rating System (망각곡선과 대결 기반 순위 결정 시스템을 적용한 영어 단어 학습 어플리케이션 개발)

  • Youm, Kiho;Oh, Kyoungsu;Chun, Youngjae
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.151-160
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    • 2015
  • This paper presents English vocabulary memorization system using forgetting curve to automatically adjust the vocabulary difficulty to match learner's level. Our system will decide the appropriate repetition cycle, depending on the number of memorizing words through the forgetting curve, then requires an iterative learning. No matter what learners know or do not know, words are reviewed. To save time by reviewing some words which have the highest probability that learners forget. And it provides vocabulary based on learner level, which makes learner maintain their interest and achievement. A general system provides vocabularies which difficulty matches with evaluated ones, or randomly provides some vocabularies without consideration of users' level. But we apply the "Glicko" system which is being used in the online chess game ranking system to adjust the vocabulary's difficulty. We utilize the system used in the one-by-one player system to our vocabulary-human system. As a result, learners's level and the vocabularies's difficulty is measured in the review process. Moreover it maximizes the performance of English vocabulary memorization by applying feedbacks from practice testing and distributed learning.

Case Study of Online Education Using Virtual Training Content (가상훈련 콘텐츠를 사용한 온라인 교육의 사례 연구)

  • Huh, Jun-young;Roh, Hyelan
    • Journal of Practical Engineering Education
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    • v.11 no.1
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    • pp.1-8
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    • 2019
  • Virtual Training is an educational exercise in which the environment or the situation is virtually implemented for specific training and proceed like a real situation. In recent years, the virtual reality technology has developed rapidly, and the demand for experiencing situation that are not directly experienced in the real world is increasing more and more in virtual reality. Particularly, there is an increasing demand of contents for hands-on training and virtual training for equipment training that replaces high-risk and high-cost industry training. The virtual training contents have been developed and utilized for the purpose of technical training. However, it is known that virtual training is more effective when it is used as a supplementary training material or combined with e-learning contents rather than replacing one training course with virtual training contents because purpose and effect are different from general technical training course. In this study, we explored the development method for effective utilization of electrohydraulic servo control process, which is the virtual reality contents developed in 2017 in combination with e-learning contents. In addition, in order to establish a teaching and learning strategy, we actually develop and operate a case studies using virtual training contents. Surveys and case studies are conducted to investigate the effects of teaching and learning strategies applied in the classroom on students and their educational usefulness.

Digital Barrier-Free and Psychosocial Support for Students with Disabilities in Distance Learning Environments

  • Kravchenko, Oksana;Koliada, Natalia;Berezivska, Larysa;Dikhtyarenko, Svitlana;Baida, Svitlana;Danylevych, Larysa
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.15-24
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    • 2022
  • The article clarifies the conditions for information, digital and educational accessibility for higher education seekers with disabilities in terms of distance learning caused by quarantine restrictions. It is established that such conditions are regulated by international and Ukrainian legal documents (The Standard Rules on the Equalization of Opportunities for Persons with Disabilities, Convention on the Rights of Persons with Disabilities, Sustainable Development Goals, Law of Ukraine "On Education", Law of Ukraine "On Higher Education", Strategy for the Development of Higher Education in Ukraine 2021-2031, Development Strategy areas of innovation for the period up to 2030, Development strategy of the sphere of innovation activity for the period up to 2030). As a part of information barrierlessness, Higher Education Institutions (HEI) should provide access to information in various formats and using technologies, in particular Braille script, large-type printing, audio description (audio descriptive commenting), sign language interpretation, subtitling, a format suitable for reading by screen access programs, formats of simple speech, easy-to-read formats, means of alternative communication. The experience of Pavlo Tychyna Uman State Pedagogical University is described. In particular, special attention is paid to the study of sign language: in view of this, the initiative group implemented the project "Learning to hear and overcome social isolation together" with the financial support of the British Council in Ukraine. Within the framework of digital accessibility, the official website of the Faculty of Social and Psychological Education has been adapted for the visually impaired in accordance with WCAG 2.0 World Standards. In 2021, Pavlo Tychyna Uman State Pedagogical University implemented the project "Cultural, Recreational and Tourist Cherkasy Region: Inclusive Social 3D Map" funded by the Ukrainian Cultural Foundation; a site with available content for online travel in the region to provide barrier-free access to the historical and cultural heritage of Cherkasy region was created. Educational accessibility is achieved by increasing the number of people with special educational needs, receiving education in inclusive groups; activities of the Center for Social and Educational Integration and Inclusive Rehabilitation Social Tourism "Bez barieriv" ("Without barriers"); implementation of a research topic for financing the Ministry of Education and Science of Ukraine: "Social and psychological rehabilitation of children and youth with special educational needs by means of inclusive tourism"; implementation of the project "Social inclusion of distance educational process"; development of information campaigns to popularize the ideas of accessibility, the need for its implementation, ongoing training programs and competitions, etc.

Textile material classification in clothing images using deep learning (딥러닝을 이용한 의류 이미지의 텍스타일 소재 분류)

  • So Young Lee;Hye Seon Jeong;Yoon Sung Choi;Choong Kwon Lee
    • Smart Media Journal
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    • v.12 no.7
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    • pp.43-51
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    • 2023
  • As online transactions increase, the image of clothing has a great influence on consumer purchasing decisions. The importance of image information for clothing materials has been emphasized, and it is important for the fashion industry to analyze clothing images and grasp the materials used. Textile materials used for clothing are difficult to identify with the naked eye, and much time and cost are consumed in sorting. This study aims to classify the materials of textiles from clothing images based on deep learning algorithms. Classifying materials can help reduce clothing production costs, increase the efficiency of the manufacturing process, and contribute to the service of recommending products of specific materials to consumers. We used machine vision-based deep learning algorithms ResNet and Vision Transformer to classify clothing images. A total of 760,949 images were collected and preprocessed to detect abnormal images. Finally, a total of 167,299 clothing images, 19 textile labels and 20 fabric labels were used. We used ResNet and Vision Transformer to classify clothing materials and compared the performance of the algorithms with the Top-k Accuracy Score metric. As a result of comparing the performance, the Vision Transformer algorithm outperforms ResNet.

Influence of Motivational, Social, and Environmental Factors on the Learning of Hackers (동기적, 사회적, 그리고 환경적 요인이 해커의 기술 습득에 미치는 영향)

  • Jang, Jaeyoung;Kim, Beomsoo
    • Information Systems Review
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    • v.18 no.1
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    • pp.57-78
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    • 2016
  • Hacking has raised many critical issues in the modern world, particularly because the size and cost of the damages caused by this disruptive activity have steadily increased. Accordingly, many significant studies have been conducted by behavioral scientists to understand hackers and their practices. Nonetheless, only qualitative methods, such as interviews, meta-studies, and media studies, have been employed in such studies because of hacker sampling limitations. Existing studies have determined that intrinsic motivation was the dominant factor influencing hackers, and that their techniques were mainly acquired from online hacking communities. However, such results have yet to be causally proven. This study attempted to identify the causal factors influencing the motivational and environmental factors encouraging hackers to learn hacking skills. To this end, hacker community members using the theory of planned behavior were observed to identify the causal factors of their learning of hacking skills. We selected a group of students who were developing their hacking skills. The survey was conducted over a two-week period in May 2015 with a total of 227 students as respondents. After list-wise deletion, 215 of the responses were deemed usable (94.7 percent). In summary, the hackers were aware that hacking skills are considered socially unethical, and their attitudes toward the learning of hacking skills were affected by both intrinsic and extrinsic motivations. In addition, the characteristics of the online hacking community affected their perceived behavioral control. This study introduced new concepts in the process of conducting a causal relationship analysis on a hacker sample. Moreover, this research expanded the discussion on the causal direction of subjective norms in unethical research, and empirically confirmed that both intrinsic and extrinsic motivations affect the learning of hacking skills. This study also made a practical contribution by raising the educational and policy response issues for ethical hackers and demonstrating the necessity to intensify the punishment for hacking.