• Title/Summary/Keyword: Online learning process

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Qualitative Analysis of Chinese University Students' Online Learning Experience in Korea During the Covid-19 Pandemic (코로나19 시기 재한 중국인 유학생들의 온라인 수업경험에 대한 질적 분석)

  • Kim, Joo-yeong;Koo, Yesung;Bai, Chunai;Park, Junghwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.633-642
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    • 2021
  • This study explores the online learning experiences of Chinese foreign students in Korea by using the CQR process and method. To gather data, researchers conducted online, in-depth interviews with 15 Chinese university students in Korea who were enrolled in the spring and fall semesters in 2020. After compiling the research, the data were segmented into four domains and 13 categories, with 36 subcategories identified from among foreign students' online learning experiences. The results show that Chinese students perceived the convenience of online classes and personalized learning as its strength, but considered lowered motivation and lack of concentration as weaknesses. Also, they experienced an increase in the amount of learning, spending more time studying online, using personal learning strategies, and getting help from friends and the university's online learning system. Moreover, they experienced difficulties related to class notifications, guidance, and interactions with the instructors. Foreign students studying in Korea need their instructor's facilitation in order to understand and participate in online classes, reinforcing a student's self-directed learning ability, and need appropriate guidance and support in terms of the online class environment.

The Effects of Perceived Usefulness and Self-Regulated Learning of Employees on Learning Performance in Online Software Education -Focused on Serial Multiple Mediation Model of Digital Literacy and Satisfaction- (온라인 소프트웨어교육에서 직장인의 지각된 유용성, 자기조절학습능력이 학습성과에 미치는 영향 -디지털 리터러시, 만족도의 직렬다중매개모형 분석중심-)

  • Lee, Eun-Young
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.83-92
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    • 2022
  • With the digital transformation of the entire industry, software competency has become the core competency for the future talent. However, it is difficult to find researches related to the corporate education for improving employee's software capability. Therefore, this study tried to verify the relationship between factors affecting the learning performance of employees in online software education. For this purpose, a survey of 223 employees with online software education experience was analyzed using the SPSS PROCESS macro. As a result of analysis, perceived usefulness and self-regulated learning have been found to have a significant multiple mediating effect on learning performance by digital literacy and satisfaction. This suggests that not only learner factors but also the characteristics of education should be considered. The results of this study are expected to be helpful in designing effective online education programs.

Online-Offline 혼합학습 형태의 Blended Learning에서 지식 창출활동 촉진을 위한 협력적 지식 창출 모형 탐색 : 초.중등교육을 중심으로

  • Park, Seon-A
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.521-536
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    • 2006
  • The Blended Learning of K-12 education can he complimented to exceed the limits of the traditional face-to-face instructional method and can help learners have experiences with both various interactions and different learning experiences. Specifically, in K-12 education blended learning has a strength in being able to integrate on-line instruction with off-line instruction and actively help learners emerge with a breadth of knowledge gained collaboratively.<중략>For the objective of the study, that is, an investigation by a literature review process, the mode) of the process of collaboratively emerging knowledge as well as the alternative model of the concept can be applied as a developmental research method, which can improve practical procedure, process, and prescription. For overcoming the model and the real situation, this study was applied with Checkland(1999)'s soft system methodology, using$\square$the comparison of the model and real situations$\square$part and$\square$defining the alternatives$\square$of Checkland(1999)'s methods. In conclusion, analyzing the conceptual model and real situation helps in the development of a model which can minimize the discrepancy between the conceptual model and the real situation within K-12 education.

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Latest Information Technologies in the UK Adults Education System

  • Tverezovska, Nina;Bilyk, Ruslana;Rozman, Iryna;Semerenko, Zhanna;Orlova, Nataliya;Vytrykhovska, Oksana;Oros, Ildiko
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.25-34
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    • 2022
  • Today, further education of adults in the UK is one of the developing areas of continuing education. The Open University with distance learning, in the process of which innovative forms and methods based on computer and telecommunication technologies are used, is particularly successful in the organization of additional education of the adult population. The advantages of distance learning, multimedia - the latest information technologies, which provide the combination of graphic images, video, sound with the help of modern computer tools, are noted. The basic principles and forms underlying the technologies and forms of work with the elderly are defined. The international experience of implementing "Universities of the Third Age" is summarized. The most widespread approach in adult education in Great Britain is informational. The use of computer technologies motivates a new paradigm in educational methods and strategies, which requires new approaches, forms of learning, and innovative ways of delivering educational materials to adult learners. Information technologies have gained great popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, online search for information for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a single scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The information technology of synchronous distance learning "online" has gained considerable popularity in the educational process today. A promising direction is the use of multimedia technologies in educational activities to create a design of a virtual computer environment by decoding audiovisual information.

Affection-enhanced Personalized Question Recommendation in Online Learning

  • Mingzi Chen;Xin Wei;Xuguang Zhang;Lei Ye
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.12
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    • pp.3266-3285
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    • 2023
  • With the popularity of online learning, intelligent tutoring systems are starting to become mainstream for assisting online question practice. Surrounded by abundant learning resources, some students struggle to select the proper questions. Personalized question recommendation is crucial for supporting students in choosing the proper questions to improve their learning performance. However, traditional question recommendation methods (i.e., collaborative filtering (CF) and cognitive diagnosis model (CDM)) cannot meet students' needs well. The CDM-based question recommendation ignores students' requirements and similarities, resulting in inaccuracies in the recommendation. Even CF examines student similarities, it disregards their knowledge proficiency and struggles when generating questions of appropriate difficulty. To solve these issues, we first design an enhanced cognitive diagnosis process that integrates students' affection into traditional CDM by employing the non-compensatory bidimensional item response model (NCB-IRM) to enhance the representation of individual personality. Subsequently, we propose an affection-enhanced personalized question recommendation (AE-PQR) method for online learning. It introduces NCB-IRM to CF, considering both individual and common characteristics of students' responses to maintain rationality and accuracy for personalized question recommendation. Experimental results show that our proposed method improves the accuracy of diagnosed student cognition and the appropriateness of recommended questions.

The Acceptance Intention of Online Start-up Education Systems for Start-up Process (창업 프로세스를 지원하는 온라인 창업 교육 시스템 수용 의도 연구)

  • Kang, Soyoung;Moon, Hyun Sil;Kim, Jae Kyeong;Choi, Bhang Gil
    • Journal of Information Technology Services
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    • v.17 no.4
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    • pp.119-137
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    • 2018
  • Recently, the start-up firms have been under the spotlight because they can create many jobs and are regarded as the growth engine of a country in the fourth industrial revolution. Moreover, after the global financial debacle, many countries emphasize on an entrepreneurial spirit and venture firms. they also pay attention to the importance of educations to promote the start-up firms. In this work, based on technology acceptance model, we try to identify the main factors of accepting online start-up education system. We first defined this system as the online start-up education system which refers to a system to support learning for knowledge, experiences and overall process of start-up firms' tasks. This system also simulates tasks related with prep-entrepreneur so that can be regarded as a kind of decision support systems. As this system has some characteristics, we confirmed some factors of extended technology acceptance model. In our experiments, we find that the perceived ease of use and trust are main factors of acceptance for the online start-up education systems. These results mean that the system should be made to be easy and trustful for their users. Therefore, we expect that this work will be helpful to researchers and developers who consider start-up education systems and provide a way to activate founding start-up firms.

Learning process mining techniques based on open education platforms (개방형 e-Learning 플랫폼 기반 학습 프로세스 마이닝 기술)

  • Kim, Hyun-ah
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.375-380
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    • 2019
  • In this paper, we study learning process mining and analytic technology based on open education platform. A study on mining through personal learning history log data based on an open education platform such as MOOC which is growing in interest recently. This technology is to design and implement a learning process mining framework for discovering and analyzing meaningful learning processes and knowledge from learning history log data. Learning process mining framework technology is a technique for expressing, extracting, analyzing and visualizing the learning process to provide learners with improved learning processes and educational services.

A Study on the Impact of the GRIT of a Student Majoring in Landscaping during Online Learning on Their Learning Persistence: Focusing on the Mediating Effect on Academic Engagement (조경학과 전공자의 대학 온라인 수업에서 전공자의 그릿이 학습지속의향에 미치는 영향: 학업열의에 대한 매개효과를 중심으로)

  • Choi, Jae-Hyun
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.488-498
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    • 2022
  • The purpose of this study is to examine the impact of the GRIT of the students who major in landscaping upon their will to continue online learning and the mediating effect of the academic engagement in this process. For this purpose, the researcher surveyed the landscape major students in the universities located in Seoul and Gyeonggi regions, from November 25, 2021, to December 9, 2021. The result of the analysis of the responses from 296 participants showed that the GRIT of the landscaping major students during online learning in their universities had a positive and significant impact on their academic engagement and learning persistence. Also, academic engagement had a positive and significant impact on learning persistence. In addition, in the relationship between GRIT of the landscaping major students in online learning and their learning persistence, academic engagement had a significant mediating effect. The findings of this study indicated that the GRIT and the academic engagement of a student were important in order to enhance the learning persistence during online learning for landscaping major students. Due to the nature of landscaping departments, where practical classes are important because the subject itself is a practice-oriented one and the subject covers a variety of areas, it is the implication of this study that the internal factors of students, as well as the external factors of the university, need positive improvement to reinforce the academic engagement during online learning.

Acceptance and Effectiveness of Distance Learning in Public Education in Saudi Arabia During Covid19 Pandemic: Perspectives from Students, Teachers and Parents

  • Alkinani, Edrees A.
    • International Journal of Computer Science & Network Security
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    • v.21 no.2
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    • pp.54-65
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    • 2021
  • The movement control order and shutting down educational institution in Saudi Arabia has jeopardized the teaching and learning process. Education was shifted to distance learning in order to avoid any academic loss. In the middle of the Covid-19 crisis, there is a need to assess the full image of e-learning in Saudi Arabia. To investigate student and teachers' perception and acceptance, parents' attitudes and believes about distance education are the main goals of the study. The mix-method research design was employed to collect data. Three surveys were distributed to 100 students and 50 teachers and 50 parents from different educational institutions in Saudi Arabia, while semi-structured interviews were conducted with 10 parents. Random stratified and convenient sampling methods were adopted. Both descriptive and content analysis was conducted using SPSS25.0 and NVIVO software for quantitative and qualitative data accordingly. The findings showed that students are comfortable with remote education and are receiving enough support from schools and instructors but they think online education can't replace conventional face-to-face learning. Moreover, the results showed that teachers are having challenges in preparing online classes because of the development of conducting online classes and the lack of training. However, parents showed negative attitudes regarding the benefits and values of remote education and preferred conventional learning styles in elementary schools. Parents tended to reject and resist distance learning for several reasons: professional knowledge and lack of time to support their young kids in online classes, the shortcomings of e-learning, young children's inadequate self-regulation. Saudi parents are neither trained nor ready to use e-learning. The study provided suggestion and implications for teacher education and policymakers.

A Study on Improvement Direction of Onboarding Process Design for Elevating Early User Experience of Online Games (온라인 게임의 초반 사용자 경험 향상을 위한 진입 과정 디자인 개선 방향 연구)

  • Yang, Seung Hee;Yoo, Seung Hun
    • Design Convergence Study
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    • v.18 no.4
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    • pp.1-15
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    • 2019
  • As the game industry is steadily becoming the spotlight industry, the importance of user experience design in game industry is increasing. This study tried to approach game from the viewpoint of user experience design and aimed to analyze the onboarding process focusing on user accessibility and retention in an online game. First, through literature review, onboarding process was devided into three stages. Then each stages were analyzed into experience design, game design elements to derive the key UX factors. Second, based on the UX elements, the game experience and cognitive element analysis frame was presented. With this frame, five domestic online games were qualitatively analyzed and cognitive elements of each game's onboarding process were derived. Key cognitive factors in each stages were, selective attention in the discovery stage, working memory and active learning in the learning stage, and participation and motivation in the immersion stage. Finally, improvement direction were presented, focusing on the key cognitive factors. These studies highlight the importance of the user entry process in online games and suggests improvements to lower entry barriers.