1.Case Report on the Application of Tele -education Developed for the Anatomy Education.
Korean Journal of Physical Anthropology 2002;15(3):169-174
The authors have made an anatomy CD titled Human Anatomy (Ministry of Culture & Tourism registration number 980052) for the self study by students and have used it in anatomy classes. For better student -centered and individual education, the introduction of remote education or interactive tutorial site was inevitable. In this study, amelioration report will be presented on the development and trials of this interactive tutorial site. Total hits for attending classes were 337.5 times, making 4.1 hits per student. About 76 messages were posted on the Q&A board, less than one per student. One assignment was given per lecture and all 82 students have submitted their report. Without delay after test, all students were able to check their grades and ranks between other students. Professors were able to evaluate the percentage of correct answers per question and the average of the score. An online discussion was held for 30 minutes after each lecture. On average, 37 students were participated in the discussion. After the term, evaluation survey in the remote education or interactive tutorial on the internet was made. Eighteen students (26%) have chosen 'good', 'bad' 13 students (19%), 'not much different' 38 students (55%). One the other side, 8 (12%)-'good', 19 (28%)-'not much different', 32 (46%)-'bad' figures were shown for remote examination. From this result, it is guessed that students who are not used to using computers have shown negative feeling from the burden that they had to use a computer to take exams, not demonstrating their full ability. To see all the results of this study, you can log in at http://anatomy. hallym.ac.kr as guest ID '000' and password '000'.
Education*
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Humans
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Interactive Tutorial
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Internet
2.Currents in Internet Addiction.
Journal of the Korean Medical Association 2006;49(3):202-208
Korea has one of the most advanced information infrastructure in the world. The issue of internet or cyberspace addiction came along with the advancement of high-speed internet and personal computers a decade ago. Internet addiction, once introduced humorously as webaholism, has now become one of the most important adolescent behavioral problems including sex, drug and other delinquent behaviors. Boosted by PC-room and innovative online game industries, the adverse effect of online game overuse now overwhelms other media including video game, online chatting, and cyberporn. Teenagers tend to prefer interactive media such as internet, mobile and peer-to-peer communications to classical uni-directional media such as T.V. and newspaper. The age of initial exposure to these media gets younger. Social and medical support network to remedy the problems does not seem to catch up with the rapidly evolving internet and game industry. The highly addictive and pervasive nature of role-playing and recent casual games are discussed, along with the medico-social and legislative efforts in need from the government, communities, schools and families.
Adolescent
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Adolescent Behavior
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Humans
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Interactive Tutorial
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Internet*
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Korea
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Microcomputers
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Periodicals
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Video Games