• Title/Summary/Keyword: Online-based education

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Web-Based Learning as a Social Process: A Critical Examination of the Research

  • HAN, SeungYeon;HILL, Janette R.
    • Educational Technology International
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    • v.8 no.2
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    • pp.21-52
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    • 2007
  • Research related to Web-based learning (WBL) has grown exponentially in the last decade. Scholars have explored a variety of areas related to WBL, including techniques, strategies and best practices. One area of particular interest to scholars is the potential of WBL to support and facilitative collaborative learning. Despite the continued exploration, there continues to be a concern related to the theoretical foundations of WBL. The purpose of this article is to explore how different theories may be used to guide research and inform practice in online collaborative learning. We integrate the major points drawn from current research and theory from a variety of perspectives so as to gain a better understanding of how learning is enabled by asynchronous modes of online collaborative learning. We then use this understanding to identify opportunities and challenges for theory development and research in WBL.

Consumer Awareness and Preferences Regarding Apparel Sizing in Online Shopping (온라인 쇼핑에서 의류 제품 사이즈에 대한 소비자 인식 및 관여도 조사)

  • Eun-Jin Jeon;Ah Lam Lee
    • Fashion & Textile Research Journal
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    • v.26 no.1
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    • pp.25-34
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    • 2024
  • This study investigates consumer awareness and concerns regarding apparel sizing in the realm of online shopping. A survey was conducted with 450 women aged 18-59 who had engaged in online clothing purchases within the past year. It was observed that consumers shop for clothes online an average of 1.6 times per month, with those under 50 shopping more frequently. The importance of size is higher when buying pants than jackets, especially in online shopping compared to offline purchases. Key references guiding online shopping decisions encompassed product sizing codes, customer reviews, and garment dimensions, which were notably favored by consumers with significant concerns. Respondents opted for Korean-style sizing codes for jackets but chose inch-sizing codes for pants. While awareness of height and weight remains high, knowledge of specific body measurements crucial for clothing size design is lacking, suggesting inadequate communication of size information. Respondents prioritized specific areas for jacket and pants fit, yet the lack of comprehensive self-measurements beyond height and weight might present challenges in determining fit based solely on product dimensions. To address this issue, online retailers should display essential garment dimensions and visually suggest clothing sizes according to various body types. These findings provide valuable insights for online retailers to effectively present size information and lay a foundational framework for consumer size education.

Prototype Design and Development of Intelligent Video Interview System for Online Recruitment (원격 온라인 인력 채용을 위한 지능형 동영상 면접시스템 설계 및 시작품 개발)

  • Cho, Jinhyung
    • Journal of Digital Convergence
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    • v.16 no.2
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    • pp.189-194
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    • 2018
  • This study reflects the current trend of the blind hiring culture focused on job competency rather than education specification as government initiative. In order to overcome the limitation of the existing document-oriented online recruitment process, we proposed a system architecture design of video interview system. In addition, we have evaluated the effectiveness through the development of prototype and performance experiment based on it. The proposed online video interview system is designed to combine intelligent Web technology to enable customized job matching and distant job coaching. This system is designed to reduce recruitment cost and opportunity cost of job seekers. Based on results derived from this study, commercialization of the proposed video interview system can be expected to be an practical online recruitment solution for the job competency based employment.

An Exploratory Study For Online Game-Based Learning Theory (온라인 게임과 학습과의 관련성 분석 연구)

  • Jo, Il-Hyun
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.59-68
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    • 2007
  • Online games are getting more popular among today's fun-seeking young students. The immersive power of these Internet-based games is so strong that many educators consider the integration of the games and learning to enhance learner motivation. However, the online games, which are primarily aiming g for 'fun', have cognitive, emotional, and social features and impacts that are different from the so-called 'educational' games. Therefore an interdisciplinary approach for better understanding of the online game in regard to its impact on learning and fun should be essential. In this study, the researcher will analyze relevant literature and theories from cognitive psychology, media and communication theory, and Ludology to grasp holistic understanding of online game phenomena, which will serve as basis of further research and development in this emerging area.

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A study on the comparative analysis of learning effects between offline face-to-face classes and asynchronous online classes - Focusing on lecture evaluation and a final exam question in the 'HTML5 Web Programming' course (오프라인 면대면 수업과 비동기식 온라인 수업의 학습효과에 대한 비교분석 연구 - 'HTML5 웹 프로그래밍' 과목의 강의평가 및 기말고사 문항을 중심으로)

  • Kwon, Chongsan
    • Journal of Industrial Convergence
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    • v.20 no.7
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    • pp.37-50
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    • 2022
  • This study intends to analyze the learning effect of asynchronous online classes used in education fields around the world after the COVID-19 pandemic. To this end, we compared and analyzed the lecture evaluation and final exam questions of the HTML5 web programming course, which was conducted offline in 2019 and asynchronously online in 2020 due to COVID-19. As a result of the analysis, no significant difference was drawn between the two teaching methods in the lecture evaluation score and final exam score. However, contrary to concerns about the application of online classes to the entire curriculum, the lecture evaluation and final exam scores of the video-based online classes were high, suggesting the possibility that online classes could be more effective than offline classes if well organized and managed in the future.

A Study on the Humanities-based Preliminary University Model : Focused on the P University (인문학 기반 예비대학 모델 연구: P 대학 사례를 중심으로)

  • Baik, Sangmi;Jeong, Seonho
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.357-364
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    • 2022
  • This study aims to design a humanities model for preliminary universities using an online platform to develop and expand humanities thinking of preliminary university students. P University Expert Focus Group Interview and student surveys are conducted, and based on the analysis results, a preliminary university model suitable for the humanities field is proposed. Expert FGI suggested the necessity of human resources education to build an online platform-based preliminary university model and improve humanities capabilities. As a result of the student survey, it was found that a majority of the respondents had high interest in humanities and recognized the need for a humanities preliminary university. This study proposes a humanities-based preliminary university model that enables interactive communication in virtual space using the cross-platform Photo Server. The implication of this study is that it contributes to strengthening the humanities capabilities of preliminary university students by presenting an online platform preliminary university model that can respond to changes in the external environment. Since this study has a limitation in that it does not present examples of preliminary universities, it is necessary to verify the educational effect of platform-based ppreliminary university management in the future.

An Analysis on Barriers and Solutions of the Older Adults'Online Information Activities (고령층의 온라인 정보활동 장애요인 및 해결방안 분석)

  • Kim, Heesop;Moon, Jinhyun;Lee, Misook
    • The Journal of Korean Association of Computer Education
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    • v.17 no.4
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    • pp.79-88
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    • 2014
  • The purpose of this study is to investigate the barriers and the solutions of the older adults' online information activities. The barriers were categorized into 8 and the solutions into 9 based on the literature review. It revealed that the lack of information devices use skill was the most serious barrier in their online information activities, and the results were different according to gender, academic careers, and residential area.; the improvement of information device environment was the most important solution to resolve the barrier, and different according to academic careers, economic status, and residential area contrary to the barrier. To get rid of the digital devide according to socioeconomic variables, a customized education of information literacy and an elderly-oriented information devices are necessary to resolve the barriers.

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Study on the Convergence between Spatial Design Education and On·Offline Communication Methods (공간디자인 교육과 온·오프라인 커뮤니케이션 방법의 융합에 관한 연구)

  • An, So-Mi
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.317-327
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    • 2015
  • For creative spatial design education, the convergence between new communication and education needs to be grafted including online, for which empirical research, this study is attempted. The goal of this study is to educate spatial design, systematically understand communication methods and analyze familiarity level and usefulness of on offline communication methods through actual spatial design studio class-giving cases. Its research outcome shows differing communication methods usefully applicable to stages of spatial design and methods enabling bilateral communication among class-takers as well as class-givers prove to be recognized as more useful than unilateral communication methods. Also, it proves familiarity and usefulness of online communication methods accompanied by visual materials such as images and etc. Based upon this result, it's necessary that various convergence for new communication methods for spatial design education be made in a right direction.

A study on the effect of non-face-to-face online education according to the type of learner motivation (학습자 동기 유형에 따른 비대면 온라인 교육의 효과 연구)

  • Chin, HongKun;Kim, MinJung
    • Journal of the Korea Convergence Society
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    • v.12 no.7
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    • pp.133-142
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    • 2021
  • This study aims to expand the effect of online education into the aspect of active exploration and sharing of class-related issues by learners. Based on theoretical discussions, Two types of motivation (personal and social) to explore issues, engagement, attitude toward issue content, and eWOM model were verified. As a result of the study, it was found that the impact of personal and social motivations that online education has on engagement on specific issues, and the positive(+) influence on attitudes toward issue content and word of mouth intentions on SNS, considering engagement as a parameter. In this study, the role of engagement in inducing the next learning by oneself was confirmed, and it can be seen that social and personal motives for issues and class content should be utilized to increase engagement.

A Case of Engineering Team Project Execution in Uncontacted Classes (비대면 수업에서 공학 팀 프로젝트 수행 사례)

  • Kim, Eun-Gyung
    • Journal of Practical Engineering Education
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    • v.12 no.2
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    • pp.255-264
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    • 2020
  • In the database design course, the team project is a very important process to develop students' database design competencies. In order to carry out team projects smoothly, active interaction between students and the professor as well as collaboration among team members are very important. However, a full uncontacted class was suddenly decides in the first semester of 2020, it was questionable whether it would be possible to effectively manage this course, where team projects to construct database take up a big portion. However team projects were able to proceed without major problems through interaction using real-time video media such as zoom, and discussions, quizzes, and Q&A supported by the online education support system (LMS), and online presentations, mutual evaluations, and so on. This paper shares the experience of managing engineering team projects in uncontacted classes and based on three surveys introduces desirable improving directions of this instruction and some suggestions to improve uncontacted classes overall.