scholarly journals Study on the Attractiveness Factors of Online Courses

2019 ◽  
Vol 9 (2) ◽  
pp. 128 ◽  
Author(s):  
Jia-Xuan Han ◽  
Min-Yuan Ma

With the rapid development of online courses, digital learning has become a global trend. In this context, this study analyzed the high intake population of online courses for online affective cognition, and explored what the user’s attraction factors for online courses are. The key factors that affect consumers’ usage of online courses and the weights of impact relations are presented, aiming to provide guidance for future improvement of online courses. This study was conducted through the evaluation grid method of Miryoku engineering. In order to make the charm factors more accurate and representative, this study summarized the charm elements using the Kawakita Jiro (KJ) method, and then quantified the factors in the form of a questionnaire. Through the statistical analysis of the questionnaire and quantification theory type I, the correlation between the charm feeling and the online course as well as the weight of each item (original evaluation item) and category (specific evaluation item) were calculated. Through the research and discussion on the charm factors of online teaching, the results analyzed and integrated in this paper could give more substantive suggestions and help to the education industry.

Author(s):  
Nikleia Eteokleous ◽  
Rita Panaoura

In this chapter, the two authors co-construct meaning of their individual lived experiences as education faculty engaging in online teaching and learning. It highlights each faculty unique experiences facilitating graduate student learning in an online environment. Co-construction of meaning centers on pedagogical approaches, program design and focus, reflection of faculty-self experiences, employment of digital learning tools, and utilization of best practices of each faculty experience with teaching and learning in an online environment. This narrative is co-constructed following a collaborative autoethnographic approach by two faculty, whereby the central descriptions of each faculty member is situated in one's lived experiences and rich story of facilitating and instructing courses in an online learning environment. The faculty experiences are mainly derived from teaching graduate courses offered by a department of education. The research method in presenting two self-reflective narratives in online teaching and learning extends to doing “collaborative autoethnography.”


2019 ◽  
Vol 1 (12) ◽  
Author(s):  
Kai-Shuan Shen

AbstractThis study presents the issues why gamers prefer mobility-augmented reality games to other types of game and what specific characteristics cause them to invest a large amount of their time on tireless game-play. Furthermore, the appeal of mobility-augmented reality games was studied to solve the above mentioned issues. Then, how human–computer interaction based on mobility-augmented reality games was promoted to create a new marketing mode was explored. Then, Pokémon GO, as the worldwide major mobility-augmented reality game, was selected as the research target in this study. The researcher interviewed 9 experts, collected 235 Knasei words from 33 articles, and surveyed 335 gamers through a questionnaire to collect the data about users’ preferences. A preference-based study was believed to disclose the motivated reasons for the appeal of mobility-augmented reality games. The researcher analyzed the gathered Kansei concepts and questionnaires using the two-stage procedures, including evaluation grid method (EGM) and Quantification Theory Type I. During the first stage the hierarchy of the relationship among the types of appeal factors, the reasons for users’ preferences, and the explicit design characteristics of Pokémon GO present the semantic structure of appeal and were determined using EGM through the accumulation of the review of articles and the interviews of experts. During the second stage the strongest two original evaluation items of Pokémon GO are determined as “social interaction” and “scenario interaction” based on the statistical analysis of Quantification Theory Type I, and their corresponding “upper-level” and “lower-level” considerations are proved to have influence on them. Finally, the paper found that the popularity of Pokémon GO can be ascribed to the design of the innovative models of game interaction, which targets the psychological preferences of gamers. This means that the interaction model between a customer and an enterprise can be developed outside the box and a new type of marketing can be formed. The study proved that the innovative models of interaction successfully drove gamers’ motivations to play Pokémon GO. Designers and researchers of mobility-augmented reality games can absorb important information through this study. This study enriches the field of mobile communication, online marketing, and human–computer interaction in cyberspace.


2012 ◽  
Vol 239-240 ◽  
pp. 1637-1640
Author(s):  
Qi Jun Du

Based on the design theory of internet course teaching, combined with the course of operation system, some key technology has been introduced, such as the development process of teaching, network system, the curriculum and various network elements: learners, teaching objective, contents of teaching, learning environment, teaching strategies, evaluation, etc. Some construction of network course building should be noted, which all has strong and practical significance for others. With the rapid development of Internet and the gradual perfection of the modern education technology, the education philosophy and approaches have been keeping innovated. The Internet-based courses have aroused many people’s concern. Compared with traditional courses, it is much more flexible, efficient, interactive, and convenient. It can also meet the need of individual-tailored service. With regards to the target learners, forms of the contents, course arrangement and studying methods, online education is incomparably superior. Thus the application of online teaching is one of the most effective ways to improve the teaching level. Based on the online courses teaching design theories, combined with the course of the computer operation system, the paper introduces the key technologies related to online course design and development, which is suggestive to other online courses studies.


2021 ◽  
pp. 692-716
Author(s):  
Rahim Ahmed Munshi ◽  
Darshana Dave

COVID-19 Pandemic has presented a slew of challenges to almost every industry bringing opportunities for few and challenges for others. The key to survival in this volatile, uncertain, complex and ambiguous business environment is adapting and changing business processes to suit the new normal. Education industry has not been immune to this pandemic; it has brought a myriad of challenges and opportunities for the students and teachers community. Institutions around the world have adopted E-teaching methods to serve the students from an arm’s length; faculties have also taken lockdown period as an opportunity to sharpen their knowledge domain by pursuing various MOOC/Online courses. This study is an effort to understand consumer behavior in the adoption of E-learning/teaching among students and faculties. The objective of this paper was to create and test two regression models on the adoption of e-courses by students and adoption of online teaching/online learning among faculties. Additional objectives included assessing the difference in adoption of elearning/teaching between different groups of students/faculties on the basis of demographic factors.


2020 ◽  
pp. 37-55 ◽  
Author(s):  
A. E. Shastitko ◽  
O. A. Markova

Digital transformation has led to changes in business models of traditional players in the existing markets. What is more, new entrants and new markets appeared, in particular platforms and multisided markets. The emergence and rapid development of platforms are caused primarily by the existence of so called indirect network externalities. Regarding to this, a question arises of whether the existing instruments of competition law enforcement and market analysis are still relevant when analyzing markets with digital platforms? This paper aims at discussing advantages and disadvantages of using various tools to define markets with platforms. In particular, we define the features of the SSNIP test when being applyed to markets with platforms. Furthermore, we analyze adjustment in tests for platform market definition in terms of possible type I and type II errors. All in all, it turns out that to reduce the likelihood of type I and type II errors while applying market definition technique to markets with platforms one should consider the type of platform analyzed: transaction platforms without pass-through and non-transaction matching platforms should be tackled as players in a multisided market, whereas non-transaction platforms should be analyzed as players in several interrelated markets. However, if the platform is allowed to adjust prices, there emerges additional challenge that the regulator and companies may manipulate the results of SSNIP test by applying different models of competition.


2021 ◽  
Vol 10 (1) ◽  
pp. 221258682110070
Author(s):  
Ka Ho Mok ◽  
Weiyan Xiong ◽  
Hamzah Nor Bin Aedy Rahman

The COVID-19 pandemic outbreak has forced online teaching and learning to be the primary instruction format in higher education globally. One of the worrying concerns about online learning is whether this method is effective, specifically when compared to face-to-face classes. This descriptive quantitative study investigates how students in higher education institutions in Hong Kong evaluated their online learning experiences during the pandemic, including the factors influencing their digital learning experiences. By analysing the survey responses from 1,227 university students in Hong Kong, this study found that most of the respondents felt dissatisfied with their online learning experiences and effectiveness. Meanwhile, this study confirms that respondents’ household income level and information technology literacy affected their online learning effectiveness. Moreover, this study highlights the significant contributions of the community of inquiry, which places social presence on the promotion of a whole person development that could not be achieved when relying mainly on online learning. Findings encourage university leaders and instructors to search for multiple course delivery modes to nurture students to become caring leaders with the 21st century skills and knowledge set.


Nanoscale ◽  
2021 ◽  
Author(s):  
Qiufan Wang ◽  
Jiaheng Liu ◽  
Guofu Tian ◽  
Daohong Zhang

The rapid development of human-machine interface and artificial intelligence is dependent on flexible and wearable soft devices such as sensors and energy storage systems. One of the key factors for...


2014 ◽  
Author(s):  
Natalia Stathakarou ◽  
Nabil Zary ◽  
Andrzej A. Kononowicz

Background: Massive Open Online Courses (MOOCs) are an emerging method of online teaching. However in the field of healthcare education their technology is not adopted yet. Reaching beyond the xMOOC type of courses in order to foster interactivity in the healthcare education requires domain specific software. Virtual Patients (VPs) have been integrated in the past with Virtual Learning Environments (VLEs) but extending MOOCs with VPs has not yet been discussed. Objective: To investigate the technical possibilities of integrating VPs with MOOCs for the purpose of discovering a pragmatic basis were the potential pedagogical benefits can be later studied. Methods: We selected OpenEdx and Open Labyrinth as examples of a MOOC platform and of a VP system. We conducted a literature review to identify technical requirements and e-learning standards apt for the integration. One fundamental requirement was prototyped and verified by use cases. Results: A Single–Sign on mechanism connecting Open Labyrinth with OpenEdx, employing the IMS LTI standard, has been successfully implemented and verified. Conclusion: We investigated the technical perspective of integrating VPs in MOOCs, aiming to set a base for future investigation on the topic. The results point out new opportunities arising from the infrastructure of MOOCs for integrating specialized software aiming to support the healthcare education.


Author(s):  
Pavel Pudil ◽  
Irena Mikova ◽  
Lenka Komarkova ◽  
Vladimir Pribyl

Purpose – further education and training play an important role in organizations development. The paper aims to analyze its relation to the financial performance of organizations, particularly to find which factors of further education are significantly related to the organization profitability indicators. Research methodology – it is an empirical study based on 142 profit-oriented organizations operating in the Czech Republic. Multiple median regression was used to investigate the correlation among organization profitability and talent management, long-term strategy, education evaluation, investments into education, industry sector, organization size and its owner. Findings – the results provide evidence that talent management, education evaluation, investments into education are significantly related to the considered profitability indicator ratios (ROA, ROE, ROCE, ROS). Research limitations – follow from the size of the research sample, its extension is planned for the continuation of our research. Practical implications – the results of the research could stimulate organizations to pay more attention to the key factors of further education in their development so as to improve their financial performance. Originality/Value – the authors are not aware of any other empirical study from the post-transformation economies analyzing the relation of further education and the organization´s financial performance. It extends our pilot study presented at ECMLG 2017 in London. The results provide a suggestion for organizations which steps to take in order to gain the most from further education.


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