• Title/Summary/Keyword: 학습행태

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A Study of Undergraduate Students' Satisfaction and Dissatisfaction Factors with the Learning Media: Focusing on Tablet PCs and Digital Pens (대학생들의 학습 매체에 대한 만족 및 불만족 요인에 관한 연구: 태블릿PC와 디지털 펜을 중심으로)

  • Junyeong Lee
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.389-400
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    • 2023
  • Technological advancements in the field of information and communication have led to the advent and usage of various types of smart devices, which have significantly altered people's usage behaviors and environments. This change has also been applied to the learning environment, where various smart devices are appearing and the learning behavior of learners is changing accordingly. In this study, we investigate learners' perceptions of digital note-taking behaviors focusing on the recently emerged learning media, tablet PCs and digital pens. Drawing upon the expectancy-confirmation model, we conduct a study on the factors affecting the (dis)confirmation and (dis)satisfaction of undergraduate students with tablet PCs and digital pens by comparing their expectations with their actual use experiences. An open-ended survey was conducted among students at C University in Korea, and the responses were analyzed through qualitative content analysis to derive four factors of expectation-confirmation and satisfaction and three factors of expectation-disconfirmation and dissatisfaction. Based on these findings, we provide academic and educational implications.

A study on the personalization information service based on learning system (학습시스템에 기반한 개인화 정보 서비스에 관한 연구)

  • NamGoong, Hwang
    • Journal of the Korean Society for information Management
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    • v.20 no.4 s.50
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    • pp.113-134
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    • 2003
  • With SDI service provided in libraries and information centers traditionally, this paper studies component technologies and structure of system platform in PIS(personalization information service based on the customized information service served currently in some institutions. The PIS system should provide relevant information as an output through the learning system analyzing user information searching behavior as an input value with personal profile information. To do it, this paper studies requirements and algorithms to develop PIS, and proposes learning system and recommendation system as core components in PIS.

Analysis of Learning and Fun Elements Inherent in Dance Game (댄스게임에 내재된 학습과 재미요소 분석)

  • Lee, Ji Seol
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.155-170
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    • 2015
  • This study aims to investigate the Learning and fun aspects of dance games by examining their instructive values. Dance Central 2 was analysed with a focus on its educational functions by observing dance moves. Therefore this study looked into the game's educational elements that create learning effects and fun elements that attract continuous and voluntary participation. Analysis was implemented based on the physical, cognitive, and emotional aspects for Learning elements and the aspects of graphics, sound, video, rewards, target-setting, difficulty levels, and control for fun elements. As a result, it was found that the practice and performance modes of Dance Central 2 have elements that can improve players dance skills. Of course, there may be difference in players' participation and effects depending on their goals and objectives. Consequently, the continuous use of the dance game supported by player's dance skills and commitment will improve learning.

A Study on the Relationship between Cultural Disposition of LIS Students and their Collaborative Learning: Through Self- and Peer-Evaluation (문헌정보학과 학생들의 문화성향과 협력학습의 관련성 연구 - 자기평가와 동료평가를 중심으로 -)

  • Park, Sung-Jae;Kim, Yang-Woo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.25 no.4
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    • pp.333-349
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    • 2014
  • This study exploratively investigated the cultural disposition of undergraduates in LIS and their collaborative learning. To identify the cultural disposition, this study employed the Triandis' scale identifying four dimensions including horizontal individualism, vertical individualism, horizontal collectivism, vertical collectivism. Additionally, their collaborative learning was analyzed by self- and peer-evaluation surveys. The findings showed that 66.7% LIS students had the horizontal collectivism and their contribution to the collaboration was higher than other groups. Additionally, the gender difference indicated that female students actively participated in the collaboration and gave more contributions than male students. However, the female students had low satisfaction to the collaboration. These results can be used to improve LIS students' collaborative learning.

User-based Relevance and Irrelevance Criteria during the Task Pursuing of Middle School Students (중학생 학습과제 수행을 위한 정보탐색과정에서 적합성 및 비적합성에 관한 연구 - 에듀넷 사이트를 중심으로 -)

  • Kim, Yang-Woo;Park, Sung Jae
    • Journal of the Korean Society for Library and Information Science
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    • v.48 no.3
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    • pp.55-70
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    • 2014
  • Although a significant number of studies have been conducted in user-based relevance criteria, a need for further research still remains. The rational is associated with the following inadequacies: (1) research on young user groups, (2) research on the Web environment with multimedia resources, (3) research on the irrelevance criteria and implications to improve related systems and services. Accordingly, this study identified user - based relevance and irrelevance criteria, examining 40 middle school third grader students who use KERIS Edunet site. The results identified 16 relevance criteria and 8 irrelevance criteria. Major implications related to information system and service improvements.

Social Bookmarking Use in University Courses: Student Perceptions and Behaviors (대학 수업에서 소셜 북마킹의 활용: 학생 인식 및 행태를 중심으로)

  • Park, Ok-Nam;Jung, Young-Sook
    • Journal of the Korean Society for information Management
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    • v.26 no.2
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    • pp.65-82
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    • 2009
  • This exploratory study describes the social bookmarking perceptions and behaviors of students in university courses. Although an emerging discussion regarding the value of social bookmarking tools exists, how users adopt tools in practice is not well known. Students were asked to utilize the bookmarking tool del.icio.us to store information relating to course projects. They were also asked to comment how they employed del.icio.us for course projects. The study analyzed student perceptions and behaviors when using social bookmarking tools for university coursework. The study noted that the use of tags, notes, and networking within these social bookmarking tools remained less active and social bookmarking services in Web 2.0 as shared collaboration, shared communities, and vertical search were less present. Utilizing social bookmarking tools to facilitate personal information management includes the activities of information use, information re-use, and mobility.

Factors for Reading Motivation and Book Selection of High School Students: An Exploratory Study (고등학생의 독서동기 및 도서선택에 미치는 요인 탐구)

  • Lim, JeongHoon;Lee, Jongwook
    • Journal of Korean Library and Information Science Society
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    • v.48 no.2
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    • pp.323-344
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    • 2017
  • Despite the close relatedness of the factors for reading motivation and book selection, few researchers have examined these factors together in a single study. To deal with this dearth of research, this study was designed to explore factors of motivation for reading and book selection of high school students comprehensively. The authors conducted in-depth interviews with fifteen high school students and analyzed their responses in order to identify the meaningful factors. The findings of this study reveal the five major factors: (1) characteristics of information sources, (2) school and learning environment, (3) individual factors, (4) home environment, and (5) social environment. In particular, the five types of factors seem to have a combined effects on reading motivation and book selection. The findings also suggest that one's reading motivation is a prerequisite for his/her book selection; however, the reading motivation does not always lead to book selection. The results of this study may deepen our understanding of reading behavior of high school students, which can be used in reading instruction and designing new programs.

Effect of Guidance Information Receiving Ratio on Driver's Route Choice Behavior and Learming Process (교통정보 수신율 변화에 따른 운전자의 경로선택과 학습과정)

  • Do, Myung-Sik;Sheok, Chong-Soo;Chae, Jeung-Hwan
    • Journal of Korean Society of Transportation
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    • v.22 no.5
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    • pp.111-122
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    • 2004
  • The driver's decision making (e.g. route choice) is a typical decision making with an uncertainty. In this paper, we investigate the effect of route guidance information on driver's route choice and learning behavior and analyse the potential of information system in a road network in which traffic flows follow random walk. A Simulation performed focuses on the relationship among the network wide performance, message receiving rates and driver's learning mechanism. We know that at high levels of message receiving rates, the network-wide performance may get worse. However, at low levels of receiving rates, we found that the travel time when guidance information is provided decrease compared to the cases when no pubic information is provided. Also, we found that the learning parameter of the learning mechanism model always changes under nonstationary traffic condition. In addition, learning process of drivers does not converge on any specific value. More investigation is needed to enlarge the scope of the study and to explore more deeply driver's behavior.

A Study on Children Edutainment Contents Development with Hand Gesture Recognition and Electronic Dice (전자주사위 및 손동작 인식을 활용한 아동용 에듀테인먼트 게임 콘텐츠 개발에 관한 연구)

  • Ok, Soo-Yol
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1348-1364
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    • 2011
  • As the existing edutainment contents for children are mostly comprised of educational tools which unilaterally induce educatees to passively respond to them, the content-creating methodologies in terms of which active and voluntary learning is made possible is urgently needed. In this paper, we present the implementation of the tangible 'electronic dice' interface as an interactive tool for behavior-based edutainment contents, and propose a methodology for developing edutainment contents for children by utilizing the recognition technique of hand movement based on depth-image information. Also proposed in the paper are an authoring and management tool of learning quizzes that allows educators to set up and manage their learning courseware, and a log analysis system of learning achievement for real-time monitoring of educational progress. The behavior-based tangible interface and edutainment contents that we propose provide the easy-to-operate interaction with a real object, which augments educatees' interest in learning, thus leading to their active and voluntary attitude toward learning. Furthermore, The authoring and management tool and log analysis system allow us to construct learning programs by children's achievement level and to monitor in real-time the learning development of children educatees by understanding the situation and behavior of their learning development from the analytic results obtained by observing the processes of educatees' solving problems for themselves, and utilizing them for evaluation materials for lesson plans.

Day-to-day dynamics model based on consistent travel time perception behavior (운전자의 일관성 있는 통행시간 인지 행태에 기반한 일별 동적 모형)

  • Yang, In-Chul;Chung, Youn-Shik
    • International Journal of Highway Engineering
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    • v.13 no.2
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    • pp.195-202
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    • 2011
  • This study develops a day-to-day dynamics modeling framework, incorporating a consistent drivers' travel time perception behavior and traffic information provision. Descriptive traffic information is updated and provided to the subscribers making a final decision on route choice. Nonsubscribers(not equipped any information devices) are assumed to obtain daily traffic information from their experience or friends or other public agencies. Drivers' route choice behavior is modeled based on boundedly-rational behavior rules. A microscopic traffic simulation model is adopted to evaluate the network system performance. Numerical experiments on a real world network have demonstrated the convergent property of the proposed model and the effectiveness of the consistent perception model.