• Title/Summary/Keyword: 학습피드백

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Relations of Classroom Goal Structure, Feedback, and Social Relationships to Students' Error Perception (교실성취목표구조, 피드백 유형, 교사 및 친구 관계가 초등학생의 실수에 대한 인식에 미치는 영향)

  • Yeon, Eun Mo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.2
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    • pp.336-345
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    • 2019
  • To extend the potential benefits of error, the current study examined factors that affect students' error perception in classroom. An experimental design was used to measure relations of classroom goal structure, feedback, and social relationships on students' perception of error. A total 316 fourth, fifth, and sixth graders attending elementary schools participated as part of their regular class curriculum. Self-reported questionnaires were administered to measure students' perception of errors and relationships with teacher and peers, then students were manipulated by classroom goal structure and feedback. Results from multiple regression suggest that students' perception of learning from error has affected by relationships with peers at the most, then relationships with teacher and the type of feedback. Students' perception of risk taking for error also affected by relationships with peers and teacher, then the classroom goal structure. However, no classroom goal structure and feedback affect on their perception of thinking about error to improve their learning as well as error strain. These results imply how classroom climate should be structured to improve perception of errors to improve student's learning.

A Study on the Relationship between Job Characteristics and Individual Learning Agility and Learning Satisfaction (군 직무특성 및 개인 학습민첩성과 학습만족도 간의 관계 연구)

  • Choi, Soonwon;Jeon, Ki Seok
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.197-210
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    • 2020
  • Learning agility is the will and ability to flexibly change thoughts and behaviors by quickly learning in new environments and experiences, and is a core competency to overcome crisis and solve organizational problems. It is a concept that can be used in the same organization group. Based on the previous research, a study was conducted to investigate how the job characteristics and personal learning agility of the army deputy officers influence learning satisfaction. After receiving a questionnaire survey of 216 business and yarn companies, SPSS 24.0 was used to verify the reliability and validity of the measurement variables, and the hypothesis was verified by regression analysis. It was found that some of the sub-categories of personal learning agility (self-awareness, active change pursuit) had a positive effect on learning satisfaction. This means that in order to enhance the effectiveness of military cyber education, measures should be taken to avoid overload in the field, and in order to increase performance in military organizations, personal learning agility pursuing positive change based on self-awareness and feedback must be developed.

Implementation of Web-based Learning Tool using Skemp's Theory and Its applications to Multiplication and Division Operations in Elementary School Math Education (Skemp 이론을 적용한 웹기반 학습도구 구현 및 초등학교 수학 교육의 곱셈과 나눗셈 영역으로의 적용)

  • Song, Ui-Sung;Park, Eun-Kyeong;Park, So-Young;Gil, Joon-Min
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.517-525
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    • 2010
  • Because the existing Skemp's play activities learning has only been done on the offline, the hassles of learning paper production, the understanding of achievement levels, and the difficulty of feedback and compensation have been pointed out as a serious problem. Therefore, the aim of this study is to develop web-based learning tool applied the Skemp's play activities for elementary school students who learn mathematical skills easily in the web environment. To demonstrate the effectiveness of implemented web-based learning tool, we have analyzed questionnaire survey conducted for academic achievement of the third grade elementary school students. The analysis results show that for improving the ability of multiplication and division operation, the learning using web-based tool applied the Skemp's play activities is more effective than the learning based on the existing educational process and the result is statistically significant at the 5% significance level.

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Development of mathematical program based on user experience for self-directed learning (사용자 경험에 기반한 자기주도학습 수학 프로그램 개발)

  • Lee, GaRam;Kim, JeongEun;Gu, SeongWoo;An, WonJu;Cho, KyooLak
    • The Journal of Korean Association of Computer Education
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    • v.19 no.3
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    • pp.21-34
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    • 2016
  • This study aims to develop user experience based mathematical program for self-directed learning. To meet its aim this program is designed and developed according to the process and method of 'ADDIE', general design model of education program. The features of this program are as follows. First, teacher can set questions conveniently through intuitive system of web and learner can solve questions at anytime and anywhere through instant access to application. Second, learner can solve different types of questions based on powerful question database and teacher can provide instantaneous feedback on them. Third, learner's circulation learning can be possible by utilizing paper-video explanation and wrong answer note and teacher supports learner's active learning management though group achievement management.

Workplace Learning as a Broadcasting Job Training for the College Students (방송 실무교육으로서의 일터학습 사례 연구)

  • Oh, Meeyoung
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.823-833
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    • 2012
  • Workplace learning is actually vastly underutilized as of yet even though it is necessary preparation course for the skilled broadcasting people. This paper pays attentions to the workplace learning that carried out by the college students as a class activity to find the way to get a desirable result for the job training. Data obtained from the focus group discussion comprised of 14 college students majoring broadcasting. Based on the results of the discussion, it finds that students faced detailed broadcasting environments let them adjust to and realize the position and role of contents providers who are struggling to survive competitive period. The students experienced informal learning reached to the tacit knowledge - including interview skill, camera and editing details, news framing, and interpersonal relationships - through a various routes such as mistakes, feedbacks, competitions and imitations while they practiced in the workplace. From these findings, this paper can conclude that the lecturers who are leading job training courses need to be concerned and utilize workplace learning actively.

Design and Implementation of a Mobile Application to Improve Arithmetical Operations for Low Achievers (학습부진아 연산능력향상을 위한 모바일 어플 설계 및 구현)

  • Choi, Hyo-Jung;Jun, Woochun
    • Journal of The Korean Association of Information Education
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    • v.17 no.1
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    • pp.9-21
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    • 2013
  • The purpose of this paper is to develop and implement a mobile application system to improve arithmetical operations for low achievers. The proposed system has the following characteristics. First, the system provides individual study for low achievers based on their different study levels. Second, instant feedback can be provided to students for maintaining study motivation. Third, the system enables students to study arithmetical operations in persistent and repetitive manner. This is due to that, in the literature, arithmetical operation capacity can be increased by persistent and repetitive practices. The proposed system is applied to mathematics low achievers and the following results are obtained. First, interests and intrinsic motivation are increased through use of the proposed system. Second, arithmetical operation speed is increased. Also, accuracy of arithmetical operation is improved. Thus, it is concluded that arithmetical operation capacity of low achievers is improved using the proposed system.

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Design and Implementation of Oracle Web Courseware for Problem Solving Learning (문제 해결 학습을 위한 오라클 웹 코스웨어 설계 및 구현)

  • Cho, Do-Eun;Lee, Jie-Young
    • The Journal of Information Technology
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    • v.5 no.2
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    • pp.95-106
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    • 2002
  • This study attempts to construct and manage the distance learning system by focusing on education institutins. However, they lack not only web-based courseware for information literacy but also the contents for the management technology. This study tried to design and implement the web-based courseware by using OCP(Oracle Certified Profession) based on the initial Oracle in distance learning. Learners' individual variations were considered based on problem solving learning. Also, the practical contents that could be applied in the educational field were selected. The learning type web-based courseware, using the technology of ASP, DHTML, JAVAscript, VBA, was designed and implemented into the framework that could be updated easily. The result of the study shows: first of all, this courseware induced a greater understanding of the Oracle language and the student's interests. Secondly, the student's had more control over the process of individual learning and achieved the goal more effectively through immediate feedback, finally, the students could learn wherever they have on-line connections to the web server.

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Efficient Assessment and Recommendations System using IRT and Data Mining (IRT와 데이터 마이닝을 이용한 효과적인 평가 및 추천시스템)

  • Kim Cheon-Shik;Jung Myung-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.4 s.42
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    • pp.109-117
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    • 2006
  • E-learning method has many advantages that supplement the shortfalls of offline education. For this reason, today's offline educational institutions adopted the online education technique to improve learning effectiveness. Recently, general universities have partially adopted online learning. As a result, a study is searching for ways to improve the effectiveness of education by copying the merits of the existing offline education onto the online education. Thus a proper evaluation of learners and a feedback provision are considered necessary to improve the effectiveness of online learning. This study aims to suggest a model that will improve learning efficiency by adapting the advantages of offline education to online learning. To evaluate properly, this study conducted Item Response Test to examine the learners and finally ensure them an adequate level of education. Also, this study suggested a way to enhance learning efficiency by finding out each learner's study habits and to address the weaknesses of online learning. It is expected that the suggested method would be helpful in bettering learner's ability to study in school environment.

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A Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning (Kinect 게임 활용 수업에서 학습자의 참여적 학습 경험에 대한 사례 연구)

  • Ryoo, EunJin;Kang, Myunghee;Park, Juyeon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.363-374
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    • 2019
  • Recently, there is an increasing interest in game based learning as a teaching method for digital native learners. This study set kinect game contributes to engaged learning as the competition and cooperation play (achievement goals, interaction), the digital game play (multisensory stimulation, fantasy and curiosity, chance, accurate feedback, control), and the body movement play (embodied cognition, presence). After performing classes using the motion recognition game developed for the elementary school history class, this study conducted semi structured interviews based on engaged learning elements of kinect game based learning for students who were successfully participating in learning. In the result, each element appeared to a successful learner. Based on these results, this study hopes to assist researchers as a basic evidence to introduce kinect game-based learning for engaged learning.

Academic Interests of Korean Students: Description, Diagnosis, & Prescription (한국 학생의 학업에 대한 흥미: 실태, 진단 및 처방)

  • Sung-il Kim;Misun Yoon;Yeon-hee So
    • Korean Journal of Culture and Social Issue
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    • v.14 no.1_spc
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    • pp.187-221
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    • 2008
  • Although academic interest, the intersection of cognition, emotion, and motivation, is a primary goal of learning and mediates the effects of learning, the present learning environment is full of impeding factors which undermine learner's interests in learning situation. The purpose of this study is to examine current state of academic interests of Korean students and to identify several potential causes of developmental declines in academic interests. It has been consistently found that academic interests in various school subjects decrease with age and grade in school. Three potentially contributing factors to the observed loss of academic interests are mainly discussed: deprived autonomy, severe competition, and normative evaluation. Based on theories on interest and motivation, and empirical findings, various prescriptions are also suggested for designing an interest-based learning environment in order to trigger and enhance learner's academic interests.

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