• Title/Summary/Keyword: Analysis on Learners

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K-MOOC Course Development and Learners' Satisfaction Analysis -Focusing on Apparel Pattern CAD Education- (K-MOOC 강좌 개발과 학습자 만족도 분석 -어패럴패턴캐드 교육을 중심으로-)

  • Choi, Young-Lim
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.2
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    • pp.369-383
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    • 2020
  • This study proposes a method to effectively teaching technic for pattern development and virtual garment manufacturing by adopting the K-MOOC platform for the Apparel Pattern CAD curriculum. According to K-MOOC guidelines, Apparel Pattern CAD curriculum were developed and presented through the K-MOOC platform. A questionnaire survey was utilized to evaluate K-MOOC platform features in terms of learner satisfaction when adopting the 5-point Likert scale. Questionnaire survey participants included 52 college students. The result of the survey found that most of the attributes of the K-MOOC platform were highly rated in terms of interaction and learning effectiveness. The user interface of the K-MOOC platform were shown to be satisfactory in terms of usability. Participants gave a positive assessment of the benefits of online lectures when comparing online and offline lectures. In particular, the preference for online lectures in computer-related courses such as CAD was higher than the offline. It was concluded that the Apparel Pattern CAD curriculum based on the K-MOOC platform was effective and satisfactory for learners in various aspects.

A Study on the Creation Method of Cultural Content - TRIZ Training using Folklore Edutainment - (문화콘텐츠 창작방법 연구 - 민담 에듀테인먼트를 활용한 트리즈교육 -)

  • Lee, Myoungja
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.91-98
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    • 2020
  • In this paper, the creation method of edutainment content among cultural content types was studied. Edutainment aimed to enhance the creative thinking power through the "TRIZ theory" as an element of fun and education for learners at the same time. In this study, the modified OSTM-TRIZ theory was used not only in the technical field but also in the general sector. I proposed a model in which creative thinking can be enhanced to solve problems by analyzing contradictions encountered in the process of presenting problems. Nonlinear digital storytelling in animated folktales can elicit sufficient curiosity from learners, and problem presentation, problem resolution and contradiction analysis using OTSM-TRIZ work as an educational system to develop learners' creativity.

A Case Study of Python Programming Error in an Online Learning Environment (온라인 학습 환경에서 발생하는 파이썬 프로그래밍 오류 사례 분석)

  • Jung, Hye-Wuk
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.247-253
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    • 2021
  • There are various programming errors that occur in the course of programming practice for beginners in computer programming. At this time, since it is difficult for learners to recognize errors by themselves, they correct program errors through the instructor's feedback. However, as students learn programming techniques in an online learning environment due to the COVID-19 pandemic, there is a limit to interaction between the students and the instructor in comparison with offline classes, so it is necessary for learners to develop their own ability to solve programming errors by themselves. Therefore, in this study, error cases in online programming classes using the Python language are analyzed and an online programming education method that can improve learners' ability to correct programming errors is proposed based on the analysis results.

Self-Directed Learning and e-Learning Environment Satisfaction : Comparison Analysis by Self-Regulated Efficacy (자기주도학습과 이러닝 학습환경 만족 : 자기조절효능감에 의한 비교분석)

  • Lee Woong-Kyu;Lee Jong-Ki
    • Journal of the Korean Operations Research and Management Science Society
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    • v.31 no.3
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    • pp.127-143
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    • 2006
  • While e-learners' satisfaction would be determined by qualify of e-learning environment including learning management systems, learning contents and interactions, the influence of quality on satisfaction can be changed by e-learners' self-regulated efficacy The objective of this study is to show difference of the relationship between qualify and satisfaction In e-learning by self-regulated efficacy. For this purpose, we propose a research model which consists of five quality factors in e-learning as explaining variables, satisfaction as a result variable and self-regulated efficacy as a control variable. For empirical test of this model, the sample is collected from e-learning classes in a college and divided into two groups by self-regulated efficacy in order to analyze the effects of control variable. By multi-group analysis, we show two groups are different from each other in the relationship between quality and satisfaction of e-learning environment.

A Validity Study on the Vocabulary Grade Levels Test for Korean Elementary Students

  • Shin, Yousun
    • English Language & Literature Teaching
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    • v.18 no.2
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    • pp.125-147
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    • 2012
  • The primary goal of the study was to provide some preliminary validity evidence for the Vocabulary Grade Levels Test (Busan Metropolitan City Office of Education, 2009), which is designed to measure the receptive vocabulary knowledge of learners in L2. For the purpose of the current study, 327 participants at the elementary school participated in the study and were asked to take two different vocabulary tests. Namely, a Vocabulary Size Test (Nation, 2001) and a Vocabulary Grade Levels Test. The data were analyzed using correlation in order to discover the relationship between these two types of tests. Following this, the Rasch analysis was conducted to examine the reliability and validity of the measurement in question. The data analysis showed that both grade separation reliability and item separation reliability were high, indicating that the Vocabulary Grade Levels Test well discriminates learners with a wide range of proficiency levels. The findings of the study are discussed, along with further improvements in order to ascertain the validity of this particular vocabulary test.

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Thoughts on Climate Change Education In Korea (우리나라 기후 변화 교육의 방향에 관한 고찰)

  • Kim, Chan-Kook;Choi, Don-Hyung
    • Hwankyungkyoyuk
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    • v.23 no.1
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    • pp.1-12
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    • 2010
  • Facing the issue of global climate change, it is important for environmental educators to prepare a person who is able to understand of, communicate about, and make informed decisions on the climate change. Climate change education is to help learners understand of human influence on climate and climate's influence on them and society. This study was conducted in a way to discuss how climate change education could be implemented in Korean context. For this purpose, several documents and research articles on climate change education and communication were analyzed: Climate literacy, guidelines for K-12 global climate change education, and guidelines for effective climate change communication and message and so on. Many of the documents emphasize age appropriateness, positive thinking, participation and empowerment in climate change education while suggesting not to burden young learners with fears. Some documents such as the climate literacy suggest key concepts and/or essential principles of climate change education. Based upon the analysis, several considerations to incorporate the concepts in climate change into educational programs were suggested for further discussions.

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Interactive Distance Education System based on the Web for Effective Instruction & Learning (효율적 교육학습을 위한 웹기반 대화형 원격교육시스템)

  • Kim, Won-Young;Kim, Chi-Su;Kim, Jin-Su
    • The Journal of Korean Association of Computer Education
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    • v.5 no.3
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    • pp.127-133
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    • 2002
  • In this paper a web-based real-time education system, which is able to support education through multimedia, is suggested for the expansion of learner's creative ability in the school. This system is designed so that it can support three things: 1) a real time interaction between instructors and learners, 2) individual learning through such an interaction, and 3) a coercive distribution of display by instructions for preventing the deviation of learners from learning. Also, this system, which UML is applied to, makes efficient interaction possible through the module for the real-time exchange and management of messages even in the multi-user environment. Through this system, not only the simulation by learners can be made for experiments and practices, but also Questions and respondence can be supported on the procedure of experiments and the analysis of their results. This system is built on constructivism, and aimed at helping the learning progress and knowledge formation of learners.

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A Study on Instructors and Learners Perceptions of Technology Convergence College for Distance Education in the COVID-19 Situation (COVID-19 상황에서 원격수업에 대한 기술융합 공업계 대학의 교수자와 학습자 인식 고찰)

  • Moon, Byung-Koo;Jie, Myoung-Seok;Shin, Jun-Yong
    • Journal of Convergence for Information Technology
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    • v.11 no.10
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    • pp.171-181
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    • 2021
  • This study tried to derive improvement measures by identifying the perceptions of industrial college instructors and learners in the technology convergence sector, where various technologies are combined, as distance education at colleges are prolonged due to COVID-19 and difficulties for instructors and learners continue. To this end, an online survey was conducted on automobile professors and students at the end of the second semester of 2020. As a result of the survey analysis, it was found that professors and students had similar perceptions about the advantages of online classes, such as freedom of time and space, repeatable learning, and recycling. In terms of difficulties, it was found that students felt a decrease in learning immersion due to a lack of sense of presence, and both professors and students felt the difficulty of interaction relatively large. This study is meaningful in that it prepares suggestions and basic data on college policy support for online education at industrial colleges during and after COVID-19.

An Exploration of Interaction Factors and Analysis on Interaction-Level of Synchronous Online Education in University (대학 실시간 온라인 교육에서의 상호작용 요소 탐색과 수준 분석)

  • Han, Hyeong-Jong
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.14-25
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    • 2021
  • The purpose of this study is to explore what are the interactive factors of synchronous online education in university and identify the level of interaction. This study used mixed research method. As a result of the interaction level, it was recognized that face-to-face education could be more interactive than synchronous online education. Synchronous online education could have better interactive between instructor and learner, and among learners than asynchronous online education. Factors which influencing the interaction were as follows: small group activities and scaffolding, diversification of communication channels and integration of learner's question in learning content. Detrimental elements were distance felt between instructor and learners, low intimacy among learners, content-focused lecture, restrictions on non-verbal communication, unstable systems and misusing microphones. The necessary factors to promote interaction are planning interactive class activities, etc. Based on the results, it was to suggest what kinds of efforts are needed to make interaction more effective in terms of teaching and learning method & activity, tool & system, and environment.

The analysis of learners' difficulties in programming learning (프로그래밍 학습에서 학습자의 어려움 분석)

  • Choi, JeongWon;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.89-98
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    • 2014
  • Programming is excellent tool on realizing ideas. However students often complain of difficulties due to requiring the strict programming grammar and the highly thinking. Although various researches have been conducted to teach the programming easily for students, it should precede the analysis of what and why programming concept is difficult for learners. In this study, we analyzed what and why the programming concept is difficult for novice learners in basic programming education. Based on the results, we suggested: improving problem-solving skills based on accurate understanding and internalization on the programming concept, on reducing error between thought and execution results through the creation of sophisticated algorithms and on offering a variety of troubleshooting experience, establishing strategies to think freely for problem-solving process, and promoting the effectiveness of the learning through the learning procedure design.

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