• Title/Summary/Keyword: Experience of Learning

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The Study of Building a Learning Organization and Cross-evaluation between Companies applied DLOQ (Focusing on Samsung Electronics F team practices) (학습조직 구축과 DLOQ적용 기업간 상호비교 연구 (S전자(電子) F팀 중심(中心)으로))

  • Lee, Kyung-Hwan;Kim, Chang-Eun
    • Journal of the Korea Safety Management & Science
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    • v.12 no.1
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    • pp.83-96
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    • 2010
  • Learning Organization is a learning based community to make the most important value in the era of Knowledge Economy, Creation. That's why people share, facilitate personal, individual's knowledge & experience systems each other and make good thoughts & ideas in the organization. This study measures the building practices having conducted the F team in Samsung electronics using DLOQ that indicates the activate degree of Learning Organization and the quantitative degrees of Learning Organization through comparing the cross-evaluation between the already measured companies in addition to analyzing the F team's success factors. Learning Organization requires sustainable and continuous activity, not completes by changing many factors with human resources. The study will have the achievement if we measure the successful activity through global companies built a Learning Organization and facilitate the improvement activity sustainably.

Medical Students' General Beliefs about Their Learning (의과대학/의학전문대학원 학생들의 학습에 대한 신념)

  • Park, Jaehyun
    • Korean Medical Education Review
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    • v.14 no.2
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    • pp.64-68
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    • 2012
  • Learning in medical school is usually regarded as a very specialized type of learning compared to that of other academic disciplines. Medical students might have general beliefs about their own learning. Beliefs about learning have a critical effect on learning behavior. There are several factors that affect medical students' learning behavior: epistemological beliefs, learning styles, learning strategies, and learning beliefs. Several studies have addressed epistemological beliefs, learning styles, and learning strategies in medical education. There are, however, few studies that have reported on medical students' beliefs about learning. The purpose of this study was to determine what learning beliefs medical students have, what the causes of these beliefs are, and how medical educators teach students who have such beliefs. In this study, the five learning beliefs are assumed and we considered how these beliefs can affect students' learning behaviors. They include: 1) medical students are expected to learn a large amount of information in a short time. 2) memorization is more important than understanding to survive in medical schools. 3) learning is a competition and work is independent, rather than collaborative. 4) reading textbooks is a heavy burden in medical education. 5) the most effective teaching and learning method is the lecture. These learning beliefs might be the results of various hidden curricula, shared experiences of the former and the present students as a group, and personal experience. Some learning beliefs may negatively affect students' learning. In conclusion, the implications of medical students' learning beliefs are significant and indicate that students and educators can benefit from opportunities that make students' beliefs about learning more conscious.

A model of computer games for childhood English education (어린이 영어교육을 위한 컴퓨터 게임 모형)

  • Jeong, Dong-Bin;Kim, Joo-Eun
    • English Language & Literature Teaching
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    • v.10 no.2
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    • pp.133-158
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    • 2004
  • The purpose of the present study was to scrutinize computer games that can motivate elementary school students through their interactive "edutainment" effects. The types of elements in computer games that students find interesting as learning media and their impact were studied. The current status of Korean computer games, issues related to learning English, and methods to stimulate the motivation and interest in learning by elementary school students were explored. A computer game model for efficiently teaching English to elementary school students through a connection between computer games and education was suggested. In this model, overall games were designed with the focus on the integration of curriculum and content subjects related to learning activities. For games not to be biased toward entertainment and to have systemized learning steps, the games are composed of an introduction, presentation, practice, production and evaluation, in that order. The model suggested by this plan and composition make it possible to approach learning efficiently with entertaining games based on a systematic learning curriculum. As shown above, developing the model of educational computer games can be seen as an opportunity, which can provide amusement and interests and a broad learning experience as an additional learning method.

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Designing and Implementing Two-way learning style for live classes : Outcomes of School Case Studies in Korea (실시간 화상 강의 서비스 : 한국 중고등학교 교육 현장을 중심으로)

  • Jun, Hyun-Su;Sohn, Jin-Soo;Lee, Sue-Hee;Yang, Myung-Og
    • 한국정보통신설비학회:학술대회논문집
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    • 2009.08a
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    • pp.151-154
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    • 2009
  • Enhanced active learning through information technology is becoming important for business and education sector. This paper describes one case of the continuing works for educational services through information technologies on the two-way learning and communication experience for live classes. As we expected, we faced some critical challenges but we believe that this work could make a significant impact on teaching, learning and creativity for better education in the near future.

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Multimedia Technologies in Modern Educational Practices: Audiovisual Context

  • Mozhenko, Mykola;Donchyk, Andrii;Yushchenko, Anton;Suchkov, Denys;Yelenskyi, Roman
    • International Journal of Computer Science & Network Security
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    • v.22 no.3
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    • pp.141-146
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    • 2022
  • In modern educational practices, the issue of dependence on the experience of using multimedia by students and the adoption of technologies in education, the perception of their benefits and effectiveness in blended learning is little covered. The purpose of the academic paper lies in assessing the audiovisual context of multimedia technologies, its acceptance by students in practice on the example of using video lectures in blended learning. The methodology is based on an online survey of 120 students of Ukrainian universities who have assessed the experience level in using video lectures, as well as the constructs as follows: Technology Characteristics, Fit, Perceived Usefulness, Perceived Ease of Use, Attitude, Intention to Use, Actual Use. The results show that the majority of students use video lectures to a certain extent in their training (20,8% have used technology to a certain extent, 49,2% have often used technology in training, 20% are regular users of technology). It has been revealed that most students agree with the relevance of video lectures, the accuracy of lectures, the brevity of lectures, the clarity of lectures, as well as the high quality of lecture videos. It has been estimated that 42,5% believe that lecture videos are an effective tool towards supporting students in hybrid learning. 26,7% of students consider video lectures to be appropriate technologies for online / hybrid courses. In general, 37,5% of respondents find video lectures useful; however, 35,0% do not agree with this statement. 83,3% of students have rated the high level of ease of access to video. In total, 95% of students find lecture videos easy to use. In general, positive attitude of students to video lectures has been revealed.

Learning Curve of C-Arm Cone-beam Computed Tomography Virtual Navigation-Guided Percutaneous Transthoracic Needle Biopsy

  • Su Yeon Ahn;Chang Min Park;Soon Ho Yoon;Hyungjin Kim;Jin Mo Goo
    • Korean Journal of Radiology
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    • v.20 no.5
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    • pp.844-853
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    • 2019
  • Objective: To evaluate the learning curve for C-arm cone-beam computed tomography (CBCT) virtual navigation-guided percutaneous transthoracic needle biopsy (PTNB) and to determine the amount of experience needed to develop appropriate skills for this procedure using cumulative summation (CUSUM). Materials and Methods: We retrospectively reviewed 2042 CBCT virtual navigation-guided PTNBs performed by 7 novice operators between March 2011 and December 2014. Learning curves for CBCT virtual navigation-guided PTNB with respect to its diagnostic performance and the occurrence of biopsy-related pneumothorax were analyzed using standard and risk-adjusted CUSUM (RA-CUSUM). Acceptable failure rates were determined as 0.06 for diagnostic failure and 0.25 for PTNB-related pneumothorax. Results: Standard CUSUM indicated that 6 of the 7 operators achieved an acceptable diagnostic failure rate after a median of 105 PTNB procedures (95% confidence interval [CI], 14-240), and 6 of the operators achieved acceptable pneumothorax occurrence rate after a median of 79 PTNB procedures (95% CI, 27-155). RA-CUSUM showed that 93 (95% CI, 39-142) and 80 (95% CI, 38-127) PTNB procedures were required to achieve acceptable diagnostic performance and pneumothorax occurrence, respectively. Conclusion: The novice operators' skills in performing CBCT virtual navigation-guided PTNBs improved with increasing experience over a wide range of learning periods.

From Machine Learning Algorithms to Superior Customer Experience: Business Implications of Machine Learning-Driven Data Analytics in the Hospitality Industry

  • Egor Cherenkov;Vlad Benga;Minwoo Lee;Neil Nandwani;Kenan Raguin;Marie Clementine Sueur;Guohao Sun
    • Journal of Smart Tourism
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    • v.4 no.2
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    • pp.5-14
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    • 2024
  • This study explores the transformative potential of machine learning (ML) and ML-driven data analytics in the hospitality industry. It provides a comprehensive overview of this emerging method, from explaining ML's origins to introducing the evolution of ML-driven data analytics in the hospitality industry. The present study emphasizes the shift embodied in ML, moving from explicit programming towards a self-learning, adaptive approach refined over time through big data. Meanwhile, social media analytics has progressed from simplistic metrics deriving nuanced qualitative insights into consumer behavior as an industry-specific example. Additionally, this study explores innovative applications of these innovative technologies in the hospitality sector, whether in demand forecasting, personalized marketing, predictive maintenance, etc. The study also emphasizes the integration of ML and social media analytics, discussing the implications like enhanced customer personalization, real-time decision-making capabilities, optimized marketing campaigns, and improved fraud detection. In conclusion, ML-driven hospitality data analytics have become indispensable in the strategic and operation machinery of contemporary hospitality businesses. It projects these technologies' continued significance in propelling data-centric advancements across the industry.

Academic Stress, Self-directed Learning Ability, Learning Satisfaction of Nursing Students Exposed to Blended Learning (블렌디드 러닝을 경험한 간호대학생의 학업스트레스, 자기주도적 학습능력 및 학습만족도)

  • Park, Eui-Jeung;Jeong, Gyeong-Sun
    • Journal of The Korean Society of Integrative Medicine
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    • v.10 no.2
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    • pp.145-153
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    • 2022
  • Purpose : This study aimed to investigate the effects of blended learning on learning satisfaction in nursing students. Methods : This study was conducted with 160 current nursing students in the department of nursing at K university located in city B. All students included in the study understood the purpose of the study and provided informed consent to participate. Data were collected between May 3 and July 9, 2021 and analyzed using SPSS/WIN 22.0. The frequency, percentage, mean, and standard deviation were created, and t-test, ANOVA, and Scheffé test for post hoc analysis were performed. Correlations were analyzed using Pearson's correlation coefficient. The factors influencing learning satisfaction were analyzed using multiple regression. Results : Significant differences were observed for academic stress according to the online classes environmental satisfaction (F=4.10, p=.001), online classes experience (t=4.11, p=.001) and self-directed learning ability according to the grade (F=4.10, p=.001), online classes environmental satisfaction (t=4.11, p=.001). The academic stress of nursing students who experienced blended learning was significantly negatively correlated with self-directed learning ability (r=-.480, p<.001), and learning satisfaction (r=-.236, p<.001). self-directed learning ability showed a significant positive correlation with learning satisfaction (r=.524, p<.001). The regression model for the factors affecting the learning satisfaction of the subjects was statistically significant (F= 3.027, p<.001). The major influential factors of learning satisfaction were grade (𝛽=.154, p=.013), satisfaction with school life (𝛽=.168, p=.032), and satisfaction with non-contact learning environment (𝛽=-.141, p=.028). The explanatory power was 28 %. Conclusion : These results indicate that it is necessary to reduce academic stress and increase self-directed learning ability to enhance learning satisfaction in nursing students through blended learning. In addition, the development and operation of a tailored intervention program is required to help improve learning satisfaction.

A Comparative Study of the Results from an OECD Higher Education Learning Outcomes Assessment between Accredited Students with an Engineering Education and Non-Accredited Students (공학교육 인증프로그램 재학생과 비인증프로그램 재학생의 OECD 고등교육학습성과평가 결과 비교분석)

  • Kim, Hakjin;Song, Ohsung
    • Journal of Engineering Education Research
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    • v.18 no.5
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    • pp.51-58
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    • 2015
  • This research was conducted to assess the effects of an engineering education accreditation program devised by the University of Seoul on higher education outcomes by comparing and analyzing the evaluation results of engineering accredited students (31) and those who are not accredited (47) with the OECD AHELO (Assessment of Higher Education Learning Outcomes) in 2013. The AHELO assessment tool consisted of 25 multiple-choice questions which evaluated generic skill-learning outcomes, also using contextual surveys to establish the students' backgrounds. The results were evaluated statistically. In the results from the multiple-choice exam for generic skill learning outcomes, accredited students scored 1.35 points higher than non-accredited students. Secondly, according to the contextual survey related to students' university education experience, such as lectures, seminars, group projects, and online tutoring, it was found that accredited students were provided more activities in seminars and group projects. Moreover, for class activities, more of these were provided to accredited students, especially in the areas of assortment-structuralization and teamwork-based activities. Thirdly, according to the contextual survey results related to participation in class, specifically regarding asking questions and participating in discussions, interacting with the professor, and opportunities for study time, there were no recognizable differences between accredited and non-accredited students, However, while accredited students at least had opportunities to gain experience in most areas, there were some areas for which education resources were not provided to non-accredited students. Therefore, for the University of Seoul, our results imply that accredited students may show better performance in the areas of academic accomplishment and in their educational environment as compared to non-accredited students. These results demonstrate that the engineering education accreditation program positively contributes to employment competitiveness while also improving the necessary global standards of higher education outcomes.

Effect of Career Experiential Learning and Parental Support on Career Maturity of High School Students (고등학생의 진로체험 유형과 부모지지가 진로성숙도에 미치는 영향)

  • Jung, Joowon
    • Journal of Korean Home Economics Education Association
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    • v.28 no.4
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    • pp.139-158
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    • 2016
  • The purpose of this study was to explore the effects of career experiential learning and parental support on career maturity of high school students. The number of subjects for this study was 290 high school students. The results are as follows. First, the effects of attitude in career maturity were higher for students with communication, field trip and visiting, and field experience in career experiential learning. However, career planning did not have any correlation with field experience types of attitude in career maturity. The effect of competency in career maturity was positively correlated with student experience with theory, communication, and field trip and visiting in career experiential learning. Second, parental support showed a significant positive correlation with all factors of career maturity. Third, results identify career maturity impacts on career experiential learning. The types of communication as well as field trip and visiting significantly affected all components of career maturity. The type of theory was a factor affecting competency. In addition, the results reveal the impact of parental support on the career maturity. Emotional support had a significant influence on all factors for career maturity, except for career exploration. Informative support was found to have a significant influence on career planning, career independency and career exploration. Financial support had a significant influence on occupational attitude, career independency and career exploration.