• Title/Summary/Keyword: Online-based education

Search Result 1,045, Processing Time 0.033 seconds

A Study on Interaction Design Education based on Design Thinking (디자인씽킹 기반의 인터랙션 디자인 교육 연구)

  • Ho-Da Kim;Ae-Ran Joo
    • Journal of Information Technology Applications and Management
    • /
    • v.31 no.3
    • /
    • pp.53-69
    • /
    • 2024
  • This study was attempted to promote changes in traditional design education at a time when non-face-to-face education is necessary, such as digitalization, rapid social structure change, and post-COVID-19 situations, and to meet the demands of the times when user-centered design is more emphasized. Therefore, the goal of this study is to explore the process of developing mobile apps and operating education for deaf learners through design thinking-based interaction design education for design students. Specifically, the curriculum was designed by selecting a design thinking methodology suitable for major students to experience empathy and solutions to user problems. The subject that students majoring in this study want to sympathize with is deaf learners, and the subject of the curriculum is the development of educational support applications for deaf learners. Accordingly, a mobile app prototype that can support online learning for deaf learners was created based on the interaction design education plan designed based on design thinking. In addition, after collecting and analyzing the feedback of deaf learners to evaluate the prototype effectiveness, the final mobile app prototype was presented as an output. Through this process, interactive design education based on design thinking helped to strengthen the ability to empathize with and solve the needs of deaf learners to major students and improve the design learning experience. Based on these findings, if a methodology suitable for various user groups is selectively accepted for design education, the students in the major will have the ability to design by prioritizing the actual needs of users despite changes in the environment of the future design society.

Design And Implementation Of Web-based Counselling System For Learning By Problem Based Learning(PBL) Of Constructivism (구성주의적 문제중심학습(PBL)에 따른 웹기반 학습상담 시스템의 설계 및 구현)

  • Kwon, Hyung-Kyu
    • Journal of The Korean Association of Information Education
    • /
    • v.6 no.2
    • /
    • pp.212-224
    • /
    • 2002
  • The purpose of this study is to design and implement the web-based counselling system in aspects of learning type and method by PBL in Constructivism. Learning problem is classified into learning difficulty, learning disability, emotional disability, memory/cognition, ADHD(attention deficit hyperactivity disorder), classwork, and school circumstance. Counselling for individual, offline visit, parents, electronic mail, and group with professionals who were involved in the design and implementation of learning counselling were used to supplement the clinic process for learning. The result of this study aims to administer the distance counselling system for learning without prominent computer knowledge. Each learner can solve diverse private learning problems which can be widely applied for situated learning. Also these online strategies by PBL indicate that providing learning types and methods are critical for overall understanding in online counselling system for learning.

  • PDF

Case studies and effects of flipped learning applied to western costume history (플립 러닝을 활용한 서양복식사 수업 사례 및 효과 - 고대 메소포타미아 복식을 중심으로 -)

  • Shin, Hye Won;Kim, Hee Ra
    • Journal of Korean Home Economics Education Association
    • /
    • v.30 no.2
    • /
    • pp.137-147
    • /
    • 2018
  • The purpose of this study was to develop and examine the effects of flipped learning in ancient Mesopotamian costume history. The flipped learning class was designed to three steps(pre-class, in-class, after-class). Pre-class: Students learned the socio-cultural background of Mesopotamia by watching videos online and Mesopotamian costume with PPT. In-class: Students were evaluated for their prior learning through the quiz. After the quiz, the instructor had a supplementary mini-lecture. Then the advanced learning was progressed with the team project(Mesopotamian costume analysis) by online Louvre Museum. Students made a team presentation and the instructor provided feedback. After-class: The effectiveness of flipped learning was measured based on the students' self-reflective journals and class awareness surveys. As the results, students actively participated in flipped learning and the class was rated appropriate. Students were satisfied with the overall quality of the flipped learning class. The Effect of Flip Learning Classes in reflective journals were shown as 'related flipped learning style,' 'related online Louvre museum project,' 'understanding of cooperative learning,' and 'contents of the class'. In conclusion, the flipped learning applied to Mesopotamian costume history was positive as a learner-centered education.

A Study on Mediation Effect of Learning Expectancy in Social Presence and Educational Satisfaction of Online Entrepreneurship Education (온라인 창업 교육의 사회적 현존감과 교육 만족도 관계에서 학습 기대감의 매개효과 연구)

  • Hyun, Sun Hae;Seo, Moon Kyo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.12 no.5
    • /
    • pp.79-87
    • /
    • 2017
  • The previous studies of online entrepreneurship education were conducted only on the effect of education on actual entrepreneurship, but did not analyze the effectiveness of education. In this study, beyond of limits of previous studies, we investigated the effect of social presence on learning expectancy and educational satisfaction. In addition, we examined the influence of learning expectation on the relationship between social presence and educational satisfaction. For the research hypothesis test, we conducted a questionnaires survey on 189 graduate students who taken online courses related to entrepreneurship, hypothesis and questionnaires were made based on the research hypotheses precedent theories. And educational satisfaction was divided into operational satisfaction and content satisfaction. As a results of the analysis using the structural equation model, social presence has a positive effects on learning expectancy. Next, the learning expectancy has a positive effects on the operational satisfaction and the content satisfaction. Finally, when social presence affects operational satisfaction, learning expectation has a complete mediation effects and content satisfaction has a partial mediation effects. The implications of the results of this study were as follows. There was a need for a way to interacted with learners when conducted online entrepreneurial education. When increased the satisfaction level of the learning operation, it is necessary to reduced the burden of learners and raised the expectancy.

  • PDF

Edutech in the Era of the 4th Industrial Revolution (4차 산업혁명 시대의 에듀테크)

  • Park, Ji Su;Gil, Joon-Min
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.9 no.11
    • /
    • pp.329-331
    • /
    • 2020
  • Edutech is a compound word of education and technology, and is an educational paradigm in the era of the 4th industrial revolution. This refers to next-generation education using information and communication technology (ICT) such as big data, artificial intelligence (AI), robots, and virtual reality (VR) of the 4th industrial revolution. e-Learning is being used as an online lecture for education in ICT, but edutech is attracting attention along with e-learning as the feeding of non-face-to-face education has rapidly increased due to COVID-19. Therefore, this paper summarizes the reviewed papers on the blockchain-based badge service platform, simulation-based collaborative e-Learning system, video English dictionary, and blockchain-based access control audit system.

A Study on Measuring AI Literacy of Pre-service Secondary School Teachers

  • So Hee Yoon;Bong Seok Jang
    • Journal of Practical Engineering Education
    • /
    • v.16 no.5_spc
    • /
    • pp.725-731
    • /
    • 2024
  • With the emergence and advancement of artificial intelligence, the world is rapidly changing. As artificial intelligence is applied across various fields of society, individuals must develop the ability to understand and effectively utilize it. Consequently, interest in AI literacy has been growing. This study was conducted to measure AI literacy among pre-service secondary school teachers. An online survey was administered to 105 students enrolled in the College of Education at A University. Data analysis included descriptive analysis, independent samples t-test, and one-way ANOVA. The results are as follows. First, an analysis of the mean differences in AI literacy sub-factors and overall scores by gender revealed that female pre-service teachers scored higher than males in AI understanding, AI usage, AI application, and AI literacy overall, with these differences being statistically significant. Second, based on the number of courses completed related to teaching methods, there were statistically significant differences in AI creation and AI identification. Specifically, pre-service teachers who had not completed any relevant courses scored lower in AI creation and AI identification compared to those who had completed at least one course. Third, the overall level of AI literacy among pre-service secondary school teachers was found to be relatively low. Based on these findings, implications for teacher education are discussed.

Effects of a Video-Based Infection Control Education Program Applying the Social Cognitive Theory on Caregivers

  • Cho, Hye Young
    • International Journal of Contents
    • /
    • v.15 no.2
    • /
    • pp.20-28
    • /
    • 2019
  • This study was conducted with a non-equivalent control group experimental design to investigate the effects of a video-based infection control program through the application of the social cognitive theory on caregivers. Forty-six caregivers were recruited, with 23 pairs being randomly assigned to the control and experimental groups each. While the experimental group took part in the video-based education, the control group was involved in typical lectures. For two weeks, both groups were educated on the principles of infection control, medical and external handwashing, standard precautions, and quarantine. Their knowledge, performance, and self-efficacy were evaluated before and after the program. There was a significant increase in knowledge (p<.001 and p=.005) and infection control performance (p<.001) in the experimental and control groups. Similarly, self-efficacy, self-regulatory efficacy, task-difficulty preference and confidence significantly increased in the experimental group (p<.001). In the control group, only task-difficulty preference significantly increased (p=.005). Consequently, the online video-based infection control education program applying the social cognitive theory proved effective in improving the caregivers' knowledge and performance in infection control, and their self-efficacy. We suggest the use of this program in effective infection control education for caregivers in the future.

A Study on the Application of Artificial Intelligence in Elementary Science Education (초등과학교육에서 인공지능의 적용방안 연구)

  • Shin, Won-Sub;Shin, Dong-Hoon
    • Journal of Korean Elementary Science Education
    • /
    • v.39 no.1
    • /
    • pp.117-132
    • /
    • 2020
  • The purpose of this study is to investigate elementary school teachers' awareness of Artificial Intelligence (AI) and find out how to apply it in elementary science education. The survey was conducted online and involved 95 teachers working in the metropolitan area. The results of this study are as follows. First, teachers need to learn about the general characteristics of AI and how to apply it to education. Second, science classes had the highest preference for AI among elementary school subjects. Third, the preference for AI application by elementary science field was 68.4% for earth and space, 54.7% for exercise and energy, 32.6% for matter, 27.4% for life. Fourth, AI-based Science Education (AISE) teaching- learning strategies were developed based on AI characteristics and the changing perspective of elementary science education, AISE's teaching-learning strategies are five: 'automation', 'individualization', 'diversification', 'cooperation' and 'creativity' and teachers can use them in teaching design, class practice and evaluation stages. Finally, the creative problem-solving Doing Thinking Making Sharing (DTMS) model was devised to implement the creativity strategy in AISE. This model consists of four-steps teaching courses: Doing, Thinking, Making and Sharing based on the empirical learning theory. In the future, follow-up research is needed to verify the effectiveness of this model by applying it to elementary science education.

Developing a World Geography Gamification Lesson Plan with Digital Tools

  • Suji JO;Jiwon BYUN
    • Fourth Industrial Review
    • /
    • v.4 no.1
    • /
    • pp.11-18
    • /
    • 2024
  • Purpose: The purpose of this study is to develop a geography class teaching and learning guide that enables learners to realistically explore the characteristics of the world's climate and geographical environment using digital tools. Research design, data and methodology: We review previous research on classes using goal-based scenario learning models, gamification, and digital tools, and explore tools that can be applied to world geography classes. Based on the exploration results, a goal-based scenario learning module is designed and a strategy for promoting educational gamification is established based on the ADDIE instructional design model. Results: The study comprises four sessions. Sessions 1-3 involve performance evaluations using a goal-based scenario learning module. Learners create game characters reflecting geographical characteristics, present results, and proceed with 3D modeling. In Session 4, a gamification class using Google Sites on the CoSpaces metaverse platform will be conducted. Conclusions: The study introduces a goal-based scenario learning model and a gamification class using digital tools to empower learners in exploring geographical diversity and its impact on lifestyles. Utilizing an accessible online platform, the study provides practical measures for integrating digital tools into geography education, addressing the current importance of digital technology in teaching.

The Comparison of the learning achievement and learning satisfaction Between in the Blended Class and Online Class and Offline Class (블렌디드 학습, 온라인 학습, 오프라인 학습의 학업성취도와 학습만족도 비교)

  • Kim, Miyoung;Ahn, Kwangsik;Choi, Won-Sik
    • 대한공업교육학회지
    • /
    • v.30 no.1
    • /
    • pp.106-119
    • /
    • 2005
  • Many problems with the offline class, which is the traditional education type in corporations or universities, were indicated and people hoped that e-learning, which is web-based instruction, would solve these problems. However, e-learning also has weak points in that it should be self-paced and media-based in many ways. Therefore, when considering the good and weak points of offline classes and e-learning, blended learning seems to be necessary. Until now, blended learning has usually been used in corporations, and there have been almost no studies on the effectiveness or management of blended learning in universities. Thus, in this study, I would like to design blended classes, manage them at the level of university classes, and verify the effectiveness of blended classes, by comparing academic achievement, student participation, and student satisfaction. The subject students who signed up for Computer & Technology at C University in 2005 were divided into three study groups: offline class, online class, and blended class. The offline class was taught using the traditional class teaching method. For the online class and the blended class, multimedia contents were developed and a different LMS was used. The results of 13 weeks of teaching are as follows. For the academic achievement in the offline, online and blended classes, there was no statistically significant difference (f=2.387, p=.096). But when comparing the average achievement, the average of the blended class was higher than that of the other classes, so that it can be said that the blended class has positive effects on academic achievement. Second, when comparing the learners' participation in the online class and the blended class, the total posts were 85 and 138 respectively, which shows a considerable difference. The hit counts for each post in the online class and the blended class are 10 and 20, respectively. Moreover, the login counts for subjects are 3 in the online class and 4 in the blended class. In the questionnaire for the students' academic satisfaction in the online class and the blended class, all of the 15 items showed higher satisfaction in the blended class. Considering all these results, if adequate media are properly combined, the blended class is better than either the pure online class or the pure offline class.