• Title/Summary/Keyword: Experience of Learning

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Effects of Agglomeration Economies on Chinese Firms: Internationalization and Learning-by-Exporting

  • Chung, Jaiho;Shin, Jiyoung;Cho, Hyejin;Moon, Jon Jungbien
    • International Area Studies Review
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    • v.20 no.1
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    • pp.209-234
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    • 2016
  • This study examines the effects of exporter agglomeration on purely local firms' decision to undertake internationalization and the resultant performance enhancement from internationalization using propensity score matching and difference-in-differences approach. We find that the likelihood of starting to export is higher when purely local firms are located in a region with a higher level of exporter agglomeration, as positive externalities allow them to overcome insufficient internal resources and reduce the large initial foreign market entry costs. We also find that newly exporting firms are more likely to experience greater performance enhancement from exporting when they are locate in a region with a lower level of exporter agglomeration.

Relationship Between Cognitive Strategies and Motivation for Self-determination in Preservice Kindergarten Teachers (예비유아교사의 인지전략과 자기결정성 동기와의 관계)

  • Lee, Hye Joo
    • Korean Journal of Child Studies
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    • v.27 no.2
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    • pp.55-69
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    • 2006
  • This study investigated relationship between preservice kindergarten teachers' cognitive strategies and self-determination motivation types. Cognitive strategies were measured by 3 variables surface, deep, and metacognitive strategies; motivation for self-determination was measured by 7 variables; intrinsic motivation(IM) to know, IM to accomplish, IM to experience stimulation, external regulation, introjected regulation, identified regulation, and amotivation. The Motivated Strategies for Learning Questionnaire(Pintirch & DeGroot, 1990) and the Academic Motivation Scale(Vallerand et al., 1992, 1993) were administered to 82 subjects. Data were analyzed by Pearson's correlation, multiple regression analysis, and canonical correlation analysis. Finding were a positive correlation between IM to know and IM to accomplish. IM to accomplish positively predicted surface, deep, and metacognitive strategies, and identified regulation positively predicted deep cognitive strategy. Amotivation negatively predicted deep and metacognitive strategies.

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이중 언어 수업 방식 고찰 - 문법 번역식 교수법 개선을 중심으로

  • Ha, Du-Jin;Park, Min-Jun
    • 중국학논총
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    • no.71
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    • pp.83-106
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    • 2021
  • South Korean users of second language have been often heard such assessments as "you don't' have confidence" and "your writing is good, but your speech is poor." Some scholars have pointed out the teaching method as the cause. In other countries, the mainstreamargument is that students can have practical language experience in a more liberal atmosphere through small group-oriented classes rather than through teacher-centered whole-group activities in foreign language curriculums. Many teachers are using various learning tools or a combination of different teaching methods to minimize the shortcomings of the grammar translation method. However, unlike other studies, the present study focuses on improving the grammar translation teaching method itself.

PERFORMANCE EVALUATION INDEX FOR COMPARING TRADITIONAL CONSTRUCTION METHODS WITH A ROBOT-BASED AUTOMATED CONSTRUCTION METHOD

  • Donguk Oh;Younghoon Lee;Ung-Kyun Lee;Nakju Lett Doh;Hunhee Cho;Kyung-In Kang
    • International conference on construction engineering and project management
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    • 2009.05a
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    • pp.1088-1093
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    • 2009
  • To improve construction productivity and quality, and to make the construction environment safe, a new system, Robot-based Construction Automation (RCA), is currently being developed in Korea. To determine whether RCA is an improvement over traditional construction methods (TCMs), an evaluation method, called the Performance Evaluation Index (PEI), is suggested for RCA. The PEI considers the relationships among the factors influencing the performance of the system obtained using the Delphi method and the analytic hierarchy process (AHP). As the evaluation shows, RCA is much better than TCM except for three factors: the rate of work success, quality improvement by learning experience, and construction duration.

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Design and Implementation of a Learning experience data xAPI-based University Club Linking & Archiving Metaverse Platform (학습경험데이터 xAPI 기반의 대학 동아리 매칭 및 아카이빙 메타버스 플랫폼 설계 및 구현)

  • Lee, Chanhee;Nah, Jeong-Eun
    • Annual Conference of KIPS
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    • 2022.11a
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    • pp.928-930
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    • 2022
  • 최근 취향 관심사를 기반으로 한 소모임 플랫폼 수요가 높아지듯, 대학 내외의 사회 전반에서 수준 높은 네트워킹에 대한 욕구가 강한 상황이다. 나아가, 교육 환경, 거주 지역, 개인의 성향 등의 변인들이 성장의 주요 발판이 될 인적 자원을 만드는 데에 지대한 영향을 끼친다는 점에서, 진입 장벽을 낮출 서비스에 대한 니즈가 존재한다. 한편, 기존의 플랫폼은 대학 동아리 및 소모임 활동을 분산적으로 취급하며 총괄하지 못한다. 따라서, 본 논문은 기존 플랫폼의 문제점을 개선한 메타버스 웹 플랫폼인 클러버스(Clubverse)를 소개한다. 이는 대학 내 동아리 간의 소통 및 외부 업체와의 연계를 제고하고 성장기회를 공평하게 분배해 변화에 대비할 수 있는 가능성을 지닌다.

Content-Based EFL Instruction Using Scaffolding and Computer-Mediated Communication as an Alternative for a Korean Middle School

  • CHUNG, Warren E.
    • Educational Technology International
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    • v.8 no.2
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    • pp.93-112
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    • 2007
  • This case study explored the potential for implementing content-based English as a Foreign Language (EFL) instruction in a Korean middle school facilitated by computer-mediated communication (CMC). The instructor scaffolded the student participant's language learning online, helping her to produce English output on her own. While experimental social studies lessons on the topic of stereotyping were taught, data were collected on the student's online exchanges with her counterpart in Iran about their respective cultures. Findings show that the student from Korea was able to better understand her own culture as a result of the online experience. This interaction and the in-class lessons have demonstrated that content-based EFL instruction is a viable alternative to the school's existing curriculum.

A Study on the Relationship of Learning, Innovation Capability and Innovation Outcome (학습, 혁신역량과 혁신성과 간의 관계에 관한 연구)

  • Kim, Kui-Won
    • Journal of Korea Technology Innovation Society
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    • v.17 no.2
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    • pp.380-420
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    • 2014
  • We increasingly see the importance of employees acquiring enough expert capability or innovation capability to prepare for ever growing uncertainties in their operation domains. However, despite the above circumstances, there have not been an enough number of researches on how operational input components for employees' innovation outcome, innovation activities such as acquisition, exercise and promotion effort of employee's innovation capability, and their resulting innovation outcome interact with each other. This trend is believed to have been resulted because most of the current researches on innovation focus on the units of country, industry and corporate entity levels but not on an individual corporation's innovation input components, innovation outcome and innovation activities themselves. Therefore, this study intends to avoid the currently prevalent study frames and views on innovation and focus more on the strategic policies required for the enhancement of an organization's innovation capabilities by quantitatively analyzing employees' innovation outcomes and their most suggested relevant innovation activities. The research model that this study deploys offers both linear and structural model on the trio of learning, innovation capability and innovation outcome, and then suggests the 4 relevant hypotheses which are quantitatively tested and analyzed as follows: Hypothesis 1] The different levels of innovation capability produce different innovation outcomes (accepted, p-value = 0.000<0.05). Hypothesis 2] The different amounts of learning time produce different innovation capabilities (rejected, p-value = 0.199, 0.220>0.05). Hypothesis 3] The different amounts of learning time produce different innovation outcomes. (accepted, p-value = 0.000<0.05). Hypothesis 4] the innovation capability acts as a significant parameter in the relationship of the amount of learning time and innovation outcome (structural modeling test). This structural model after the t-tests on Hypotheses 1 through 4 proves that irregular on-the-job training and e-learning directly affects the learning time factor while job experience level, employment period and capability level measurement also directly impacts on the innovation capability factor. Also this hypothesis gets further supported by the fact that the patent time absolutely and directly affects the innovation capability factor rather than the learning time factor. Through the 4 hypotheses, this study proposes as measures to maximize an organization's innovation outcome. firstly, frequent irregular on-the-job training that is based on an e-learning system, secondly, efficient innovation management of employment period, job skill levels, etc through active sponsorship and energization community of practice (CoP) as a form of irregular learning, and thirdly a model of Yί=f(e, i, s, t, w)+${\varepsilon}$ as an innovation outcome function that is soundly based on a smart system of capability level measurement. The innovation outcome function is what this study considers the most appropriate and important reference model.

The effect of Virtual Reality sports experience on sports satisfaction, sports immersion, and sports attitude

  • Myung-Soo, Kim;Byung-Nam, Min;Seung-Hwan, Lee;Sung-Hee, Kim;Jae-Hoon, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.129-136
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    • 2023
  • In this paper, we propose the positive effects of Virtual Reality(VR) sports classes and the foundation for VR sports to become the basis of lifelong sports education through the application of physical education classes in sports virtual reality programs are to be provided. For this purpose, the effect of VR sports experience on sports satisfaction, sports immersion, and sports attitude factors was investigated for 281 elementary school students in Busan. Results It was found that VR sports experience had a significant effect on sports satisfaction, sports satisfaction had a significant effect on sports immersion and sports attitude, and sports immersion had a significant effect on sports attitude. The great advantage of sports virtual reality is that sports activities for items that are difficult to deal with in physical education classes and unpopular items will be easily performed. In addition, by using a program that links physical education classes with English and mathematics, physical education will be recognized as a convergence subject by elementary school students, and at the same time, it will become an integrated subject that can acquire fun elements and learning elements at the same time through play or games.

Understanding Problem-Solving Type Inquiry Learning and it's Effect on the Improvement of Ability to Design Experiments: A Case Study on Science-Gifted Students (문제해결형 탐구학습에 대한 인식과 학습이 실험 설계 능력에 미친 효과 : 과학 영재학생들에 대한 사례 연구)

  • Ju, Mi-Na;Kim, Hyun-Joo
    • Journal of The Korean Association For Science Education
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    • v.33 no.2
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    • pp.425-443
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    • 2013
  • We developed problem-solving type inquiry learning programs reflecting scientists' research process and analyzed the activities of science-gifted high school students, and the understanding and the effects of the programs after implementation in class. For this study, twelve science-gifted students in the 10th grade participated in the program, which consisted of three different modules - making a cycloidal pendulum, surface growth, and synchronization using metronomes. Diet Cola Test (DCT) was used to find out the effect on the improvement of the ability to design experiments by comparing pre/post scores, with a survey and an interview being conducted after the class. Each module consisted of a series of processes such as questioning the phenomenon scientifically, designing experiments to find solutions, and doing activities to solve the problems. These enable students to experience problem-solving type research process through the program class. According to this analysis, most students were likely to understand the characteristics of problem-solving type inquiry learning programs reflecting the scientists' research process. According to the students, there are some differences between this program class and existing school class. The differences are: 'explaining phenomenon scientifically,' 'designing experiments for themselves,' and 'repeating the experiments several times.' During the class students have to think continuously, design several experiments, and carry them out to solve the problems they found at first. Then finally, they were able to solve the problems. While repeating this kind of activities they have been able to experience the scientists' research process. Also, they showed a positive attitude toward the scientists' research by understanding problem-solving type research process. These problem-solving type inquiry learning programs seem to have positive effects on students in designing experiments and offering the opportunity for critical argumentation on the causes of the phenomena. The results of comparing pre/post scores for DCT revealed that almost every student has improved his/her ability to design experiments. Students who were accustomed to following teacher's instructions have had difficulty in designing the experiments for themselves at the beginning of the class, but gradually, they become used to doing it through the class and finally were able to do it systematically.

Proposal for the Model of mobile RPG lobby layoutfrom Viewpoint of UX (UX관점에서의 모바일 RPG 로비 layout 모델 제시)

  • Kim, Seong-gon;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.467-472
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    • 2019
  • Growing smartphone usage in South Korea has also accelerated the pace of development of mobile games, but competition is intensifying as the market grows. As one of the factors for the success of the game in this mobile game market, UI has been presented, suggesting that the design of such mobile game UI should be approached in terms of designing the user's experience, along with its function, aesthetic expression, function-oriented design and information delivery before. In this paper, we propose an effective lobby layout of mobile RPG using experience among UX factors. Through the layout classification of Ernest Adams and Andrew Rollings, we selected 9 mobile RPGs in the 20th place of google play cumulative sales rankings and analyzed the layout of the lobby. As a result, the lobby layout of the game, which led the first market success of the mobile RPG genre, The result was that it became the standard of the boxed game. It can be interpreted that the lobby layout, which is similar to the game used previously by the user, is effective because low entry barriers and learning are unnecessary due to the experience of using the existing RPG. Future studies may produce a common layout of a broad genre if studies are conducted to measure the optimum UX for other genres than RPG.