• Title/Summary/Keyword: Experience of Learning

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An Exploratory Study of the Relationship between Smart Learning and Smart Work: The Use of Personal Laptops by Graduate Students in a Smart Campus Environment (스마트러닝과 스마트워크의 관련성에 대한 탐색적 연구: 스마트 캠퍼스 환경에서 대학원생의 개인 노트북 컴퓨터 사용을 중심으로)

  • Kim, Young-Woo
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.27-35
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    • 2012
  • The importance of smart learning (SL) has been emphasized in schools. Additionally, the significance of smart work (SW) in improving business performance has gained much attention among industries. From theoretical, technological, and environmental perspectives, SL and SW are somewhat similar. Therefore, a case study was performed to find a way to link SL and SW, and a linking model was proposed for this purpose. Because laptops are considered a pivotal element in the technological aspect of SL, graduate students' use of personal laptops in classes (Bring Your Own Laptop, BYOL) was investigated. The results showed that the students reacted positively to the idea of using personal laptops in class and that they expected to learn IT skills more effectively this way. They listed being able to study even after class and the easy accessibility of relevant data as the strengths of BYOL. However, they cited the heaviness of the laptops and occasional loss of focus during classes as the weaknesses of BYOL. Thus, this study showed the possibility of that students who experience SL can perform better in an SW situation. Therefore, if a policy is enacted that allows students to efficiently use laptops, a greater number of educational achievements will be attained on smart campuses and, subsequently, a greater number of smart workers will be produced.

Analysis of learner's attitude and satisfaction through development and application of metaverse environment STEAM educational program (메타버스 환경의 융합(STEAM) 교육 프로그램 개발과 적용을 통한 학습자 태도 및 만족도 분석)

  • Jeon, Jae Cheon;Jang, Jun Hyeok;Jung, Soon Ki
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.187-195
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    • 2022
  • Recently, with interest in metaverse, attempts are being made to utilize the metaverse platform in various forms. In this paper, we focused on the educational application potential of metaverse, and developed and applied a metaverse STEAM program to provide an effective learning experience to learners in non-face-to-face educational situations. The developed program utilizes Minecraft and ZEPETO, familiar to students, as metaverse learning platforms, and consists of a total of 16 lessons of 5 modules in the form of modules so that alternative classes can take place in the educational field. Through this, the learner's change in STEAM attitude and learning satisfaction were measured, and through the developed STEAM program, the learner's interest, consideration, communication, usefulness, self-concept, self-efficacy, and career choice areas significantly increased. In addition, positive results were confirmed in all areas of the learner satisfaction test related to satisfaction, interest, and overall class. In the future, considering the characteristics of the metaverse, it is necessary to break free from the constraints of time and space to communicate anew, and various learner-centered educational approaches based on a high degree of freedom and immersion should be implemented.

A Study on the Perception of Dental Student's about Online Classes Based on Non-face-to-face Education Course (비대면 교육 운영에 따른 온라인수업에 대한 치과대학생의 인식 연구)

  • Hwang, Jae yeon
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.289-297
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    • 2022
  • The purpose of this study was to investigate the perception of dental students based on their experiences of online classes after taking non-face-to-face education courses for all the school semesters in 2020. For the research method, an online survey was conducted on A survey was conducted on 161 dental students enrolled in A University. The analytical method was conducted through frequency analysis, correlation analysis, and multiple regression analysis. The survey analysis findings showed that the satisfaction of dental students' about the non-face-to-face education course was above 4.2, and the detailed items were in the order of the appropriateness of the attendance processing method, satisfaction with recorded video lectures, and the assessment method of the course grade. In the case of the factors that affect the satisfaction of non-face-to-face education courses, the learning system and assessment method were statistically significant. The online class type that is most preferred by the students is recorded video lectures, and the highest number of participants chose 21~30 minutes as the appropriate time for the class content. It is considered that the application of the online system will continue to be used together with face-to-face education courses in the education site and various university-level efforts like systematic support are required to achieve effective learning achievements. This study only investigated the non-face-to-face education operation conditions of A University, so it cannot be generalized to all universities, but it can be used as basic data to provide education curriculum design and supportive measures for the compatibility of face-to-face and non-face-to-face courses.

Difficulties of Elementary School Students in the Role-playing Analogy Activity for Concept Learning of Heat Transfer (열전달에 대한 역할놀이 비유활동 구성 및 수행과정에서 초등학생이 겪는 어려움)

  • Chang, Jaechul;Na, Jiyeon
    • Journal of The Korean Association For Science Education
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    • v.37 no.6
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    • pp.1063-1073
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    • 2017
  • This study analyzed the difficulties elementary school students have in role-playing analogy activities for concept learning of heat transfer. Eleven fifth graders were given an orientation class on role-playing analogy activity, a class for concept learning of heat transfer as presented in a textbook, and then they performed the role-playing analogy activity with concepts of heat transfer. After the classes, researchers investigated the difficulties students encountered through questionnaires and interviews. The following are results of the research: Difficulties that students faced in role-playing analogy activity can be classified into five types. First, students encountered difficulties in expressing the analogy. The students who had difficulties in expressing the analogy focused on expressions outside the science concepts or lacked understanding of the science concepts. They also had difficulties in expressing the analogy because they lacked the expressiveness of analogy or abilities in mapping errors. They had difficulties in expressing the planned role-playing analogy in a narrow space. Second, students also experienced difficulties in performing activities due to lack of understanding on activities or lack of experience. Third, students experienced difficulties in selecting roles because they preferred the specific role or unwanted the specific roles. Fourth, the members of group experienced difficulties in group activities because they did not concentrate on activities, failed to perform roles, or showed attitudes of an onlooker. Fifth, they experienced difficulties in communications due to unilateral communication, conflicts of opinions, and lack of opinions.

An Analysis on the Elementary Students' Problem Solving about Equal Sharing Problem and Fraction Order (균등 분배 문제와 분수의 크기 비교에 대한 초등학생들의 문제해결 분석)

  • Lee, Daehyun
    • Journal of the Korean School Mathematics Society
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    • v.21 no.4
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    • pp.303-326
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    • 2018
  • Fraction has difficulties in learning because of the diversity of meanings, the ways of presenting contents and teaching methods in elementary school mathematics. Therefore, the various strategies of teaching of fraction concept is proposed as an alternative. The problem of equal sharing problem is that children can experience the concept of fractions naturally in the context of everyday distribution. Even before learning formal fractions, children can solve them in various ways based on their own experiences. The purpose of this study is to investigate the degree of problem solving and problem solving strategies for children in 2nd, 4th, and 6th grades in elementary school. As a result of the research, the percentage of correct answers increased as the grade increased, but the grade levels showed a difference depending on the numbers given to the problems. Also, there were differences in the problem solving strategies according to the grade levels. Also, according to the numbers presented in the problem, the percentage of correct answers was high in items that were easy to divide, and the percentage of correct answers was low in items that were difficult to divide. When children solved the problems, they were affected by the strategies they could use immediately according to the number presented in the problem, and their learning experiences were also affected.

An Intelligent Tutoring System for Nondestructive Testing Training (비파괴검사를 위한 지능형 교육 시스템 개발)

  • Kim, J.K.;Koh, S.N.;Kim, M.K.;Shim, Y.J.
    • Journal of the Korean Society for Nondestructive Testing
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    • v.18 no.1
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    • pp.27-32
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    • 1998
  • This paper is written to introduce a multimedia tutoring system for nondestructive testing using personal computer. Nondestructive testing, one of the chief methods for inspecting welds and many other components, is very difficult for the NDT inspectors to understand its technical basis without a wide experience. And it is necessary for considerable repeated education and training for keeping their knowledge. The tutoring system that can simulate NDT works is suggested to solve the above problem based on reasonable condition. The tutoring system shows basic theories of nondestructive testing in a book-style with video images and hyper-links, and it offers practices, in which users can simulate the testing equipment. The book-style and simulation practices provide effective and individual environments for learning nondestructive testing.

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An Al Approach with Tabu Search to solve Multi-level Knapsack Problems:Using Cycle Detection, Short-term and Long-term Memory

  • Ko, Il-Sang
    • Journal of the Korean Operations Research and Management Science Society
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    • v.22 no.3
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    • pp.37-58
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    • 1997
  • An AI approach with tabu search is designed to solve multi-level knapsack problems. The approach performs intelligent actions with memories of historic data and learning effect. These action are developed ont only by observing the attributes of the optimal solution, the solution space, and its corresponding path to the optimal, but also by applying human intelligence, experience, and intuition with respect to the search strategies. The approach intensifies, or diversifies the search process appropriately in time and space. In order to create a good neighborhood structure, this approach uses two powerful choice rules that emphasize the impact of candidate variables on the current solution with respect to their profit contribution. "Pseudo moves", similar to "aspirations", support these choice rules during the evaluation process. For the purpose of visiting as many relevant points as possible, strategic oscillation between feasible and infeasible solutions around the boundary is applied. To avoid redundant moves, short-term (tabu-lists), intemediate-term (cycle-detection), and long-term (recording frequency and significant solutions for diversfication) memories are used. Test results show that among the 45 generated problems (these problems pose significant or insurmountable challenges to exact methods) the approach produces the optimal solutions in 39 cases.lutions in 39 cases.

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A Survey on Environment Teachers' Awareness of the Teacher Role in Environmental Classes Introducing Controversial Issues (환경 쟁점 수업에서 교사의 역할에 관한 중등 환경 담당 교사의 인식 조사)

  • Lee, Jae-Young
    • Hwankyungkyoyuk
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    • v.17 no.2
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    • pp.50-59
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    • 2004
  • The environment subject has been introduced to the national curriculum in 1992 in order to overcome serious environmental problems. As using environmental issues in a class, the environment teachers inevitably face some conflicts associated with their role. By applying the questionnaire survey to 192 environment teachers, this study was conducted to understand their attitude and awareness of teacher role in the issue-based classes. The results showed that the majority(92.2%) of the participants had willingness to share their opinion on the issues under consideration with their students. This result implied that environment teachers maintain a position considerably different from the position (value-free and fair) that has been favored and suggested by previous research. This discrepancy may has been related to the unique history and identity of the environment subject in Korea. Despite their high level of willingness, the environment teachers also seemed to experience several barriers to managing issue-based classes effective such as time management, low students interest, and limited teaching materials. To make environmental issue-based classes interesting and meaningful, additional efforts are need to develop issue-based teaching modules and provide both teachers and teacher students with opportunities for learning those modules and teaching strategies.

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A Study on SW Development Process for Increasing Computational Thinking (컴퓨팅 사고력 신장을 위한 SW 개발 프로세스 탐구)

  • Yoo, In Hwan
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.2
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    • pp.51-58
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    • 2016
  • The importance of SW education is being stressed recent days, and the App Inventor is getting attention as a tool of SW education. In this study, I have developed an app Inventor instruction model, which is based on the Design Based Learning and integrated with elements of computational thinking. And I taught the student to apply this model. and then analyzed the app production process and the changes of student. In developing the app, students defined the problem and made a plan to resolve them. And this student had have a sense of accomplishment and self-confidence through practical experience to implement it in their own source code.

Development of a Structured Debriefing for Business Simulation Games and Its Effect on College Students' Business Knowledge and Entrepreneurship Competencies

  • Jieun LEE;Yugyeong KIM;Hyunwoo HWANG
    • Educational Technology International
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    • v.25 no.1
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    • pp.93-127
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    • 2024
  • This study evaluates the effect of structured debriefing for a business simulation game for university students. The program provides an authentic learning experience of real-world business management by allowing learners to make decisions related to R&D, marketing, production, and finance through a business simulation game, and check the results in real time. In 2022, University A and B each ran a business simulation game-based program as an extra-curricular activity. University A conducted a traditional instructor-led debriefing where the instructor explained the summarized process and results, while University B implemented a structured debriefing which had been developed based on Gibbs' and 3D models. To assess the effect of the structured debriefing compared to the traditional instructor-led debriefing, business knowledge and entrepreneurship competencies were measured three times. Repeated measures ANOVA was used to test for the differences between the two groups and to examine interaction effects between group and time. The structured debriefing group achieved statistically significantly higher academic scores than the traditional instructor-led debriefing group at the post-test and in 2 weeks. There was no statistically significant difference between the groups in terms of entrepreneurship competencies. There was no interaction effect between group and time, both in academic achievement and in entrepreneurship competencies. In conclusion, the simulation game-based program integrated with the structured debriefing session is more likely to have a stronger impact on academic achievement and its retention.