• Title/Summary/Keyword: Experience of Learning

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Design and Implementation of Web-based Presentation Learning Support System to Improve Interactions between Peers (동료학습자간 상호작용 증진을 위한 웹 기반 발표학습지원 시스템 설계 및 구현)

  • Lee, Jae-Woon;Park, Jung-Ho;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.10 no.6
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    • pp.51-59
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    • 2007
  • According to developments in info-communication, the recent educational paradigm asks not for a passive transmitter but an active constructor who can solve a variety of complicated problems in real situations. Such a change asks for an educational setting which includes sharing ideas and information rather than simply possessing them. Learning through presentation has many problems including few presentation opportunities as well as the reuse of presentation data. This study suggests such strategies as promoting interactions through presentations and the practical use of these strategies in class. For this, the role of the presentation data provider and learner, and strategies to implement the step by step learning support system have been suggested. Using presentations, as described in this study, allow for communication with students outside the original class time and location. The degree of learning students experience through presentations is expected to be high.

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Survey-based unstructured data analysis to predict flipped learning performance (플립드러닝 성과를 예측하기 위한 설문조사 기반의 비정형 데이터 분석)

  • Chayoung Kim;Yoon Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.519-524
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    • 2023
  • The study summarizes the experience of operation in the application of flipped learning to various IT-related liberal arts subjects, and proposes a specific application method. So far, most of the studies have analyzed various strategies and learner responses to flipped learning. Currently, it is the time when teachers, who are the main operators of the flipped learning class, need to study how to provide immediate feedback and application while running the relevant courses. Studies related to this are gradually coming out. In general, most of the studies on sharing reference materials through the results after applying various strategies such as developing the structure of class operation by instructors themselves, combining them with discussion classes, or developing various contents. This study proposes a method to analyze how various strategies can be applied in the subject and obtain results simultaneously with class operation by analyzing unstructured data, which is a survey that can receive immediate feedback.

A Study on the Factors Influencing Student Athletes' Human Rights Abuse Experience -Focusing on the analysis of environment in team, human right in event and human right in sports using logistic regression (학생선수의 인권침해 경험에 영향을 미치는 요인에 관한 연구 -로지스틱 회귀분석을 이용한 팀 분위기, 소속종목 인권의식, 체육계 인권의식에 대한 분석을 중심으로-)

  • Lee, Youn-Young;Lee, Je-Hun
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.295-305
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    • 2022
  • This study aimed to present a realistic policy direction to reduce human rights violations by analyzing the mechanisms of its factors affecting the experience of human rights violations for middle and high school student athletes. The method analyzed the response data of 13,205 student athletes through a structured questionnaire using logistic regression analysis. The independent variable consisted of sexual violence, sexual shame, physical violence, verbal violence, bullying, invasion of privacy and learning rights, and unfair leaders' actions related to exercise. As a result of the analysis, first, the team atmosphere, human rights consciousness in their sports and in the sports field were found to have a significant influence on physical and language violence, bullying, privacy and infringement of learning rights. Second, for the experience of sexual violence, the team atmosphere and the level of awareness of human rights violations in the sports community had a significant effect, but the permission of violence in the sports community and human rights consciousness in their sports did not appear as meaningful variables. Third, it was found that the unfair experience related to exercise had a significant effect on the team atmosphere, the overall level of violence in the sports community, and the its awareness of human rights violations in the sports community.

Interaction and Flow as the Antecedents of e-Learner Satisfaction (이러닝 만족도 영향요인으로서의 상호작용과 몰입)

  • Moon, Chul-Woo;Kim, Jae-Hyoun
    • The Journal of Korean Association of Computer Education
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    • v.14 no.3
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    • pp.63-72
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    • 2011
  • Satisfactory e-learning experience of working part-time adult students is a truly dynamic and multidimensional process that reflects learning needs and abilities. Special attention is given to understanding the role of student-to-faculty interaction, student-to-student interaction, e-learning content and course structure, flow, periodic off-line class meetings and synchronous Q&A sessions. Survey questions were developed and distributed to adult graduate students. Some of them were asked to complete the questions with the most interesting subjects or classes in their mind, and others with the most difficult subjects in their mind. The structural model for each group was tested. The values of path coefficients corresponding to the group with the difficult subjects turn out to be higher for the following paths; a) interaction among professors and students and satisfaction, b) contents quality and flow, c) Q&A and interaction among professors and students, d) Q&A and interaction among students. For the other paths such as interaction among students and satisfaction, contents structure and flow, the coefficient values corresponding to the group with the interesting subjects are higher. Some implications for e-learning design were provided as well.

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Enhancing e-Learning Interactivity vla Emotion Recognition Computing Technology (감성 인식 컴퓨팅 기술을 적용한 이러닝 상호작용 기술 연구)

  • Park, Jung-Hyun;Kim, InOk;Jung, SangMok;Song, Ki-Sang;Kim, JongBaek
    • The Journal of Korean Association of Computer Education
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    • v.11 no.2
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    • pp.89-98
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    • 2008
  • Providing appropriate interactions between learner and e- Learning system is an essential factor of a successful e-Learning system. Although many interaction functions are employed in multimedia Web-based Instruction content, learner experience a lack of similar feedbacks from educators in real- time due to the limitation of Human-Computer Interaction techniques. In this paper, an emotion recognition system via learner facial expressions has been developed and applied to a tutoring system. As human educators do, the system observes learners' emotions from facial expressions and provides any or all pertinent feedback. And various feedbacks can bring to motivations and get rid of isolation from e-Learning environments by oneself. The test results showed that this system may provide significant improvement in terms of interesting and educational achievement.

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A Study on the Development of STEAM Creative Education Program for Eco Insulation Design - Focusing on Up-Cycling Wall Module Design for High School Students - (친환경 단열설계를 위한 STEAM 창의교육 프로그램 개발연구 - 고등학생 대상의 업사이클링 벽체모듈디자인 중심으로 -)

  • Ban, Ja-Yuen;Lee, Yun-Hee;Han, Hae-Ryon;Baek, Hye-Young
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.97-105
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    • 2017
  • Korea is promoted STEAM education since 2011. Furthermore, in high school education, based on the in-depth elective course's teaching and learning contents of science. The STEAM program can improve students' competence because it encourages to self-directed learning through the vocational project performance. Therefore, in this study, we researched a design education program for the experience of fusion and complex design based on STEAM education concept. We developed an education program to design insulation wall systems using up-cycling concepts to increase energy efficiency. As a result, the characteristics of the fusion education and the theoretical study about the learner-centered education curriculum, the analysis of the high school curriculum, the STEAM elements, The program was revised and supplemented through consultation with STEAM experts. In addition, the developed program was applied to high school students, and each step were analyzed based on the educational method theory. The following results were obtained. First, this study presented a program to cope with the needs of high school intensive education. Second, it provided learning motivation by combining flipped-learning as a way to train STEAM education contents. Third, it is required to develop differentiated and continuous program development and data sharing Fourth, in order to operate and promote the future environment design STEAM school, it is necessary to expand educational programs for high school students in the region through linkage with various universities.

Exploring the educational applicability of Metaverse-based platforms (메타버스(Metaverse) 기반 플랫폼의 교육적 활용 가능성 탐색)

  • Jeon, Jaecheon;Jung, Soon Ki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.361-368
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    • 2021
  • Daily life such as society, economy, and culture is fundamentally changing due to COVID-19, and digital transformation based on information technology (IT) such as artificial intelligence, data, and cloud is accelerating. In this study, we focused on the metaverse, which is based on the interaction between the virtual world and the real world, and explored the possibility of using the metaverse-based platform for education. The metaverse-based platform was approached from the perspective of the online education ecosystem, which means that not only online teaching and learning activities but also holistic educational activities such as learning, communication, and empathy are performed within the metaverse. In this metaverse platform, learners can feel the presence of learning, and learning motivation and immersion can be promoted. In addition, it is possible to experience self-directed learning based on the autonomy of spatial movement. Although there are technical and ethical limitations to applying the metaverse platform, it would be preferable to focus more on the interaction between learners in the metaverse world rather than high expectations.

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Exploring the Meaning of Pre-Service Early Childhood Teachers' Experience of Linked-Courses in Early Childhood Education Major (유아교육 전공교과 연계형 강의 경험이 예비유아교사들에게 주는 의미 탐색)

  • Chang, Eun-Ju;Jo, Hye-Seon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.11
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    • pp.564-572
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    • 2017
  • This study explores lectures experienced by pre-service early childhood teachers at 'S' university who took the linked-courses in Early Childhood Education major, and examine its in-depth meaning. The 29 study participants demonstrated a mock class during the Early Childhood Teaching Method course and developed teaching materials for demonstration during the Early Childhood Teaching Material and Teaching Method course in the first semester of 2017. The researchers analyzed group-based learning journal, teaching portfolio and focus-group interview of pre-service early childhood teachers. The conclusions of this study are as follows. First, pre-service early childhood teachers found that the balanced linkage of two subjects enabled them to effectively concentrate on the course. Second, they were able to organize linked-knowledge by creating teaching materials and preparing for the course after learning from their mistakes. Third, the teachers became able to understand the importance of the experience of linked-courses in Early Childhood Education major. Fourth, they also got to understand the value of special bonds among group members. To summarize, this study suggests the necessity and importance of pre-service early childhood teachers' experience of linked-courses in Early Childhood Education major for their education course.

The Effect of Baby Boomer's Self-Efficacy, Social Capital, and Economic Preparation on Entrepreneurial Intention (베이비부머의 자기효능감, 사회적 자본, 경제적 준비도가 창업의도에 미치는 영향)

  • Lee, Jong-Ryul;Heo, Chul-Moo
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.41-50
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    • 2020
  • This study is about entrepreneurial intention of baby boomers who started retirement, starting with the second phase of life. A research model was constructed focusing on factors that will affect the entrepreneurial intention of baby boomers. In order to test the study model, a questionnaire was surveyed on baby boomers, and among them, 204 people, which was valid, was used for analysis. The hypothesis test was a structural equation model using the AMOS 23 statistical package. As a result of the hypothesis test, self-efficacy and social capital had a positive (+) relationship with entrepreneurial intention. Economic preparation was found to have a significant negative (-) relationship with entrepreneurial intention. Social capital was found to have the most influence on baby boomers' entrepreneurial intention. On the other hand, achievement experience and role model learning experience were the antecedent variables affecting self-efficacy. As a result of testing their relationship, achievement experience and role model learning experience had a significant positive (+) influence on self-efficacy. Based on the research results, academic and practical implications were presented.

Database Education through Project-Based Learning (프로젝트기반학습을 통한 데이터베이스 교육)

  • Kim, Eun-Gyung
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.2
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    • pp.47-52
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    • 2011
  • Recently, in order to increase the effectiveness of engineering education, it is a trend to get out of teacher-centered, traditional pedagogical strategy which emphasizes knowledge delivery and to utilize diverse pedagogical strategies such as project-based learning, problem-based learning, and so on. Especially utilization of project-based learning(PBL) that is very effective to improve practical ability by doing projects which students can apply their knowledge learned in class has been increasing. By the way, although students work on one or more projects in your course, only the fact shouldn't say that you properly utilizes PBL. That is, many teachers make students perform projects in their courses, but only a few teachers properly utilize PBL. This paper presents PBL procedures, evaluation criteria on project subjects, an evaluation method of team project, an evaluation table of PBL accomplishment, etc. based on many years experience in PBL as a guideline for PBL in engineering education. Also, this paper proposes some complements for better PBL by analysing strength and weakness of PBL.

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