• Title/Summary/Keyword: Online-Education

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Challenges and Strategies in Medical Education in the COVID-19 Pandemic (COVID-19 팬데믹에서 나타난 의학교육의 과제와 전략)

  • Im, Sunju
    • Korean Medical Education Review
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    • v.23 no.3
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    • pp.154-159
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    • 2021
  • The coronavirus disease 2019 (COVID-19) pandemic has profoundly impacted all aspects of undergraduate, postgraduate, and continuing medical education. Only the focus of medical education-care for patients and communities-has remained an integral part of all of the above sectors. Several challenges have been experienced by learners and educators as the education and training of future doctors has continued in the midst of this crisis, including the cancellation of face-to-face classes and training, reduced patient encounter opportunities, fairness issues in online assessments, disruption of patient interview-based exams, reflections on the role of doctors in society, and mental health-related problems linked to isolation and concerns about infection. In response to these disruptions, educators and institutions have rapidly deployed educational innovations. Schools have adopted educational strategies to overcome these challenges by implementing novel education delivery methods in an online format, providing clinical experiences through simulation or telehealth methods, introducing online assessment tools with formative purposes, encouraging learners' involvement in nonclinical activities such as community service, and making available resources and programs to sustain learners' mental health and wellness. During the COVID-19 pandemic, educators and institutions have faced drastic changes in medical education worldwide. At the same time, the quantitative expansion of online education has caused other problems, such as the lack of human collaboration. The long-term effects of the COVID-19 pandemic on medical education need to be studied further.

Development of Digital Contents to Improve Computational Thinking

  • Ryu, Mi-Young;Han, Sun-Gwan
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.12
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    • pp.87-93
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    • 2017
  • The purpose of this study is to design and develop of digital contents to improve computational thinking in the online education environment. First, we planned the design and development of contents with 19 experts of Software education. Digital content was designed from the point of view of improving the educational quality and the quality of contents for the improve of computing thinking. The content type is classified into the SW education area; computer science, programming, physical computing, convergent computing, computing thinking, and software education that improves the computing thinking. And we designed 45 learning programs for each SW education area. Designed learning contents were developed in 464 lessons to suit the online education environment. The content validity of the proposed content was verified by the expert group and the average CVI value was over .83. Through this, we could analyze that the developed contents will help learners to expand their computing thinking.

Exploring Consideration Factors and Improvement Suggestions for Operating Effective Synchronous Online Education in College: Focusing on Learners' Experience and Perception (대학 실시간 온라인 교육의 효과적인 운영을 위한 고려요소 및 개선방안 탐색: 학습자 경험과 인식을 중심으로)

  • Han, Hyeong-Jong
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.69-79
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    • 2020
  • This study is to explore factors to consider for effective operation of synchronous online education in college. Synchronous online education is expanding in higher education. However, there is insufficient to comprehensively identify key components based on the learners' experience and perception. Using qualitative analysis on content of group interview and multidimensional scale analysis, the experience and perception of learners were identified. For the effective operation, interaction should be considered important, and rapport between learners needs to be built. In addition to improving the system in which activity tools are integrated, instructors should play mainly facilitator role, and learners have to manage the environment for immersion. For the types of online education, learners were divided into the dimension of 'activity' and 'temporality'. Further, it is to develop optimized design strategies considering its characteristics.

Strategies for Successfully Completing Online Professional Development

  • Kim, Kyeong-Hwa;Morningstar, Mary E.;Erickson, Amy Gaumer
    • International Journal of Knowledge Content Development & Technology
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    • v.1 no.2
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    • pp.43-51
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    • 2011
  • Recently, increasing demand for teacher professional development and significant advances in information and communication technologies has led to a proliferation of online professional development. In spite of online professional development's popularity and advantages, research indicates that there is a concern of considerably high dropout rates of online learners. Therefore, to reduce the dropout rates of the learners, this paper is designed to help teachers identify professional development opportunities that are tailored to their needs as well as successfully complete these learning experiences. To achieve the purpose of the study, the paper explores the considerations for evaluating the characteristics of online learners and online professional development. Using these evaluations, this paper provides practical strategies for helping elementary and secondary education teachers successfully complete online professional development without dropping out an online course.

The Effectiveness of Streaming Video with Web Based Text in Online Course: Comparative Study on Three Types of Online Instruction for Korean College Students

  • HEO, JeongChul;HAN, Su-Mi
    • Educational Technology International
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    • v.14 no.1
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    • pp.1-26
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    • 2013
  • This study is to identify whether three types of online instruction (text-based, video-based, and video-based instruction without text) and age category have a different influence on students' comprehension and motivation. Online students were randomly assigned to one of six groups, and they attended two-week online lectures via Course Management System. The comprehension test and the short form of IMMS were implemented when 114 participants accomplished two-week online lectures. The results revealed that using instructional video in online instruction is more effective instructional medium than text only in order to promote learner's motivation. Besides, older adults aged 41-60 are significantly different from younger adults (21-40 years old) in terms of students' comprehension. Furthermore, three types of online instructions are likely to be influenced by age category.

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.

Development of Hybrid Career Guidance Model through AConsultation Case (상담 사례를 통한 하이브리드 진로지도 모델 개발)

  • Baek, Jinwook
    • Journal of Creative Information Culture
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    • v.6 no.3
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    • pp.141-148
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    • 2020
  • Recently, the COVID environment has had a serious impact on the university education system. Career guidance methods of students, which have a significant impact on enrollment and employment rates of universities, should be changed in the COVID environment. While a traditional career guidance activity mainly use offline counseling methods, it should consider online counseling methods more seriously in the COVID environment. In this paper, I propose a hybrid(online and offline) career guidance model that can be effectively used in both online and offline education environments. The proposed hybrid model, which has the characteristics of online and offline, can effectively guide college students even in the COVID environment. In this paper, I show the usefulness of the proposed model by applying it to a real-world counseling case.

Impacts of Badges and Leaderboards on Academic Performance: A Meta-Analysis

  • KIM, Areum;LEE, Soo-Young
    • Educational Technology International
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    • v.23 no.2
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    • pp.207-237
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    • 2022
  • As technological changes continue to accelerate every day, meeting the needs of a shifting educational landscape requires leaving an exclusively "in-person" education behind. Gamified learning environments should be carefully designed in light of conflicting studies to suit students' needs. The purpose of this meta-analysis is to draw conclusive results regarding the application of the most commonly used game elements in education, i.e., badges and leaderboards, through a comprehensive analysis of their impact on academic performance in online learning. Review Manager (RevMan 5.4) was used to analyze eligible studies selected from Emerald, SAGE, ERIC, EBSCO, and ProQuest between January 2011 and January 2022. Analyzing 37 studies found that using leaderboards and badges in online education enhanced academic performance when compared to traditional learning without gamification (SMD = 0.39). The badge-only intervention showed a larger effect size (SMD = 0.33) than the leaderboard-only intervention (SMD = 0.27). Badges and leaderboards together exhibited a larger effect size (SMD = 0.48) than individual game elements (SMD = 0.40). The impact of the game elements on academic performance was greater in the humanities (SMD = 0.51) than in STEM fields (SMD = 0.32) and was greater for K-12 students (SMD = 0.63) than for college students (SMD = 0.31). This study contributes to a timely discussion of the use of badges and leaderboards in COVID-19 online learning trends and provides relevant data for designing integrations of online education and gamification models.

Impact of Online Learning in India: A Survey of University Students during the COVID-19 Crisis

  • Goswami, Manash Pratim;Thanvi, Jyoti;Padhi, Soubhagya Ranjan
    • Asian Journal for Public Opinion Research
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    • v.9 no.4
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    • pp.331-351
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    • 2021
  • The unprecedented situation of COVID-19 caused the government of India to instruct educational institutions to switch to an online mode to mitigate the losses for students due to the pandemic. The present study attempts to explore the impact of online learning introduced as a stop-gap arrangement during the pandemic in India. A survey was conducted (N=289), via Facebook and WhatsApp, June 1-15, 2020 to understand the accessibility and effectiveness of online learning and constraints that students of higher education across the country faced during the peak times of the pandemic. The analysis and interpretation of the data revealed that the students acclimatized in a short span of time to online learning, with only 33.21% saying they were not satisfied with the online learning mode. However, the sudden shift to online education has presented more challenges for the socially and economically marginalized groups, including Scheduled Caste (SC), Scheduled Tribes (ST), Other Backward Class (OBC), females, and students in rural areas, due to factors like the price of high-speed Internet (78.20% identified it as a barrier to online learning), insufficient infrastructure (23.52% needed to share their device frequently or very frequently), poor Internet connectivity, etc. According to 76.47% of respondents, the future of learning will be in "blended mode." A total of 88.92% of the respondents suggested that the government should provide high-quality video conferencing facilities free to students to mitigate the division created by online education in an already divided society.