• Title/Summary/Keyword: 대학학습자

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Development of Mobile Application Prototype Inducing Learner's Attention (학습자의 주의집중을 유도하는 모바일 애플리케이션 프로토타입 개발)

  • Roh, Kyoung Eui;Lee, Chan Haeng;Park, Ji Su;Shon, Jin Gon
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.9
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    • pp.391-398
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    • 2022
  • As non face-to-face classes carry on discussion about learner's attention continues. To improve learning effect learner's attention is important whether non face-to-face classes or face-to-face classes. In this study a mobile application prototype inducing learner attention is developed taking account of learner emotion that is one of the factors affecting learner attention. When learner selects one of the four emotions displayed in the application, it shows the activity inducing the learner's attention related to the selected emotion. In order to evaluate the usability of the developed application, 32 middle and high school students are asked to run the application and then conduct a survey using 5 point Likert scale. The survey result indicates that there is a possibility that the developed application in this study induces learner attention as showing that the result point of 'I can pay attention' and 'I feel psychological stable' is respectively 3.56 and the result point of 'I feel useless thought disappear' is 3.6.

The Influence of Instructor's Non-verbal Communication on College Student's Emotional Presence, Rapport and Learning Satisfaction (교수자의 비언어적 커뮤니케이션이 대학생의 감성적 실재감, 라포 및 학습만족도에 미치는 영향)

  • Song, Yun-Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.259-267
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    • 2020
  • Teaching and learning is based on communication between instructors and learners. In addition to instructor's verbal communication in the classrooms, non-verbal communication plays an important role. There is growing concerned about instructor's non-verbal communication affecting the learning process and learning outcomes. Based on the literature research student's emotional presence and rapport were used variables of learning process, and learning satisfaction was used as a variable of learning outcome to see the relationship of instructor's non-verbal communication. Data was collected from 378 students at A university in Gyeonggi-do and K university in Daejeon. The data was analyzed through structural equations modeling. As a result of the study, instructor's non-verbal communication had a positive impact on emotional presence and rapport. Emotional presence had a significant influence on rapport and learning satisfaction positively, and rapport had a positive effect on learning satisfaction. Instructors should be able to recognize the role of non-verbal communication in the classes as well as be able to use it appropriately. This study could be used as basic data onto the use of non-verbal communication in university classrooms.

Discussion-based Interface Design Research on the Smart phone at Cyber Universities (사이버대학 강의에서 스마트폰을 활용한 토론학습 인터페이스 설계연구)

  • Si, Ji-Hyun;Park, Dae-Ghun;Chae, A-Lm;Kim, Dong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.14 no.5
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    • pp.81-96
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    • 2011
  • With the popularity of smart phones for mobile learning on the rise, cyber universities in Korea are trying to build a reliable mobile campus infrastructure. Such advances in smart phone technologies have made it increasingly easy for users to stay connected and this heightened interaction through smart phones has educational potential for collaborative learning. Thus, to fulfill its educational potential and ultimately provide optimal learning environments on the smart phones, this study has developed a discussion-based interface prototype for collaborative learning. The proposed interface design was evaluated through cognitive walkthrough of the expert reviewers and its usability improvements were also offered.

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Applying Brain-Compatible Learning Principles to a University Programming Class (대학 프로그래밍 수업에 뇌-친화적 학습 원리의 적용)

  • Choi, Sook-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.635-637
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    • 2017
  • The perception that programming is difficult is spread among learners. Indeed, in college education, the dropout rate of programming classes is higher than in other courses. Therefore, it is necessary to analyze the cognitive aspects of why learners think programming is difficult and then to propose appropriate teaching strategies for them. Recently, studies are under way to understand how the brain learns and is most effective in what situations, based on the development of brain science. This is the study of brain-compatible learning. The purpose of this study is to propose an instructional design on programming lessons based on brain-compatible learning principles.

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Research of Computational Thinking based on Analyzed in Each Major Learner (계열별 학습자 분석 기반의 컴퓨팅사고력 연구)

  • Kwon, Jungin
    • The Journal of Society for e-Business Studies
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    • v.24 no.4
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    • pp.17-30
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    • 2019
  • The rapid development of a software-core society emphasizes the importance of software competence as a basic condition for all academic disciplines. The purpose of this study is to investigate the difference of perceptions among students of basic software education which is currently being conducted in university. The results of applying the nine core elements of Computational Thinking for Problem Solving to the learners of the each majors are as follows. In humanities, learners mainly applied the elements of Data Collection, Problem Decomposition and Automation. On the other hand, natural science department learners mainly applied the elements of Data Analysis, Algorithm and Automation. In addition, arts learners mainly applied elements of Data Representation, Abstraction, and Automation. To apply Computational Thinking to the development of software, humanities learners mainly applied elements of Data Collection, Algorithm, Automation. On the other hand, natural science department learners mainly applied the elements of Data Analysis, Algorithm and Automation. In addition, arts learners mainly applied elements of Data Representation, Abstraction, and Automation. Based on the results of this study, it is expected that the educational effectiveness of the learner will be maximized by including the learner analysis with each majors in the design of the basic software curriculum that each university is conducting.

A Study on the Teaching Method of University General English with Poetry: Robert Frost's "Out, Out-" (영시를 통한 대학 교양 영어 교육 방안 연구: 로버트 프로스트의 「꺼져라, 꺼져라-」를 중심으로)

  • Kim, Hae Yeon
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.403-413
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    • 2021
  • This paper emphasizes the effect of using poetry in the University General English education and suggests the teaching method of English education with a Frost's poem, "Out, Out- ." These days, learner-centered English education and integrative study of four linguistic functions, reading, listening, speaking and writing are considered important in the University General English class. Poetry is very effective text for the education purposes. Poetry techniques like a visual image, rhythm, rhyme, or repetition are actually mnemonics and strongly connected to the enhancement of memory and oral linguistic function. This paper suggests the specific education methods in the poetry selection, pre-reading step, reading step and after- reading step with concrete examples of "Out, Out-." These education methods through the 'oral text' can be a good and sustainable model for learner-centered education.

Effect of the e-Learning Instructional Design on Perceived Learning Transfer and Satisfaction (e-Learning 프로그램 교수설계요인이 학습전이 및 만족도에 미치는 영향)

  • Won, Hyo-Jin
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.482-489
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    • 2013
  • The purpose of this study was to identify the relationship of instructional design, perceived learning transfer, and satisfaction. The data were collected using questionnaire from the sample of 239 nursing students. The level of learning transfer was explained by introduction with learning context & providing guidance and initial attention. The level of learning transfer was explained by learning object with motivation, learning goal alignment, accessibility and feedback & adaptation. The level of program satisfaction was explained by introduction with learning context & providing guidance and initial attention. The level of program satisfaction was explained by learning object with motivation, presentation design, interaction availability, feedback & adaptation, learning goal alignment and contents quality. The findings serve as basic data to design e-Learning program to improve learning transfer and satisfaction.

Design and Implementation of a Systemic Learner-centered Teaching Method Model - Focusing on H University - (체계적인 학습자 중심의 교수법 모델 개발 및 구현 - H 대학을 중심으로 -)

  • Kim, Sun-Hee;Cho, Young-Sik;Kim, Bo-Young;Han, Yong-Su
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.163-173
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    • 2021
  • This study tried to develop and implement a class model that can apply the teaching method that can operate learner-centered classes in university education to the class operation of the entire university, not individuals. For the development of the instructional model, the final model was derived through analysis of prior research, expert review, derivation of instructional model and design principles, pilot operation, primary questionnaire analysis, model and design strategy revision, and secondary questionnaire analysis. Shift_N+1 class consists of 6 models, and each model was divided into 3 parts. It was a preliminary learning using video, a face-to-face class for question-and-answer and in-depth learning on the core content, and feedback and process evaluation for individual student. We have built our own computer system so that we can implement this every week. The teaching method model that can apply the learner-centered curriculum to all classes at the university was standardized. The Shift_N+1 teaching method seeks to maximize the learner-centered learning effect by reflecting the characteristics of the subject, and to improve the quality of education by identifying students' achievements by week.

The Effect of College Students' Teaching-Friendly Learning Activities on Adaptation to College Life (대학생의 교수친교형 학습활동이 대학생활적응에 미치는 영향)

  • KIM, KYUNG HEE
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.397-404
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    • 2022
  • This study aims to examine the effects of college students' teaching-friendly learning activities on college life adaptation, and to examine whether these effects differ according to learner characteristics. To this end, 214 people who participated in the learning program of universities located in G area in the first semester of 2022 were targeted. In order to find out the effect of teaching-friendly learning activities on college students' adaptability to college life, frequency analysis, response sample t-verification, and one-way analysis of variance (one-way Anova) were conducted using SPSS 20.0. The results are as follows. First, it was found that teaching-friendly learning activities significantly increased the scores of academic adaptation, emotional adaptation, and social adaptation in college life adaptation. Second, there was no difference in adaptation to college life according to college. Third, The score of the level of attachment to universities was found to be higher in the female group than in the male group. Fourth, as a result of the analysis according to the grade, it was found that the third-grade group had a high level of attachment to universities. Conclusions and suggestions for these research results were presented.

The Relationship between Voice Recognition Games and Education: Current Research Trends and Future Perspectives (음성인식 게임과 교육의 연관성: 현재 연구 동향과 전망)

  • Se Jeong Heo;Sung Jin Kim;Young Hyun Yoon;Jai Soon Baek
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.397-398
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    • 2023
  • 본 논문은 음성인식 기술을 활용한 게임과 교육 분야의 연계성에 대한 연구를 제시한다. 음성인식 게임은 사용자의 음성 명령을 인식하고 상호작용을 가능하게 함으로써 학습자의 참여와 흥미를 유발한다. 관련 연구들은 음성인식 게임이 언어 학습, 수학 학습, 학습 장애 학생 지원 등 다양한 교육 분야에서 효과적으로 활용될 수 있다는 것을 보여준다. 음성인식 게임은 교육 환경에서의 음성인식 기술의 잠재력을 제시하며, 추가 연구가 필요하다는 결론을 도출한다.

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