• Title/Summary/Keyword: Experience of Learning

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Suggestions for Advanced YouTube E-learning Service for MZ Generation (MZ세대를 위한 유튜브 이러닝의 고도화 서비스 제안)

  • Ha, Jae-Hyeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.309-316
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    • 2022
  • This study is a study on the YouTube e-learning advanced service plan in the non-face-to-face era. The trends in education change were examined through literature research and prior research, and improvement measures were suggested through online surveys and in-depth interviews. As for the research method, the first online survey was conducted based on the Honeycomb model and the Likert 5-point scale targeting 90 MZ generation who have experience learning on YouTube for a total of 14 days from October 15 to 28, 2021. A second in-depth interview was conducted with 6 people who answered that the frequency of learning through YouTube is high. As a result of the experiment, users thought that there was an improvement point according to the purpose of learning, and they were able to derive elements that felt a problem in common. In addition, I proposed a new YouTube learning platform through additional questions. Through this study, it is expected that YouTube e-learning service reference materials can be used to respond to the post-non-face-to-face era.

Development of an Economic Education Program Model for Young Children Related to Korean Seasonal Customs (세시풍속과 연계된 유아경제교육 프로그램 모형 개발)

  • Lee, Sook-Jae;Lee, Bong-Sun
    • Journal of the Korean Home Economics Association
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    • v.47 no.3
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    • pp.67-77
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    • 2009
  • This study developed a model economic education program for young children related to Korean seasonal customs. The model was developed via literature reviews and survey research concerning teachers’' recognition of ‘'early childhood economic education’', consultations with professionals in the field, and testing and modifying the program. The goals of the model program were: teaching children to understand basic economic concepts, helping children to develop an economic attitude that emphasizes interdependence, and acknowledging the importance of eco-friendly economic values. The model includes three educational areas and 21 content areas including understanding the concept of exchange, sharing and cooperation, and circulation with nature. This study also developed 37 early childhood economic education activities using the teaching and learning methods of experiencing nature, virtual experience, real life experience, and traditional games experience.

A phenomenological study of paramedic student's experience on simulation (응급구조학과 학생의 시뮬레이션 경험에 관한 현상학적 연구)

  • Baek, Mi-Lye
    • The Korean Journal of Emergency Medical Services
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    • v.16 no.3
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    • pp.63-75
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    • 2012
  • Purpose : This study was attempted to explore the paramedic student's experience on simulation education. Methods : Data were collected through in-depth interviews from 15 paramedic students. The study was analyzed by phenomenological method, specifically Colaizzi's method. From the protocol, significant statements were organized into formulated meanings. Results : The formulated meanings were identified 35 themes, 12 theme clusters, and 6 categories. The 6 categories include burden of demonstration, role experience as a paramedic, confidence in field treatment, sense of disjunction caused by difference from real situation, realization and learning by oneself, and sense of stability from hypothetical situation. Conclusion : This study suggested that, even though some negative perceptions were observed, simulation education will fit as a replacement for the field practice of paramedic's students given that more field-like practice environment and repetitive simulation education are present.

Examination of Implicit Interactivity in Wiki-based Learning in University

  • Seo, Bong-Hyun;Kang, In-Ae;Nam, Sun-Woo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.485-491
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    • 2010
  • The arrival of the Web 2.0 age, which is characterized by such key words as participation, sharing and openness, provides a learning environment in which both instructors and students can experience interactivity. In the educational area, we are particularly witnessing a growing interest in the social software like Wiki as one of the communication tools that reflects the characteristics of Web 2.0 and focuses on the interactivity with others. Based on this background, this study aims to examine into the meanings of interactivity inherent in the Wiki-based learning by studying such cases where Wiki is being used as a learning tool. For the purpose of our study, we practiced the Wiki-based learning method on the study subjects of the 17 junior students from U- University and 18 junior students from K- University during their 2009 fall semester teacher training courses. Through a comprehensive analysis of the questionnaires, interviews, Interactivity Measurement Diagram, examinations on the Wiki uses, Daily Self-reflection Records, and any other materials collected throughout the program, we could garner the following results: First, most of the students acknowledged that the use of Wiki was a useful communication means and helped promote their interactivity during their learning activities. Second, the interactivity of the Wiki-based learning was found to be more dynamic in the team-based projects or the community-based Wiki uses than in the instructor-oriented cases. Third, the Wiki-based learning is judged effective in expanding the scope of thinking and improving the learning capabilities through the collaborative knowledge-building process. The educational employment of the social software like Wiki in this web 2.0 age has great potentials for the true establishment of the learner-oriented learning environment, which has long remained at a standstill.

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Adaptive Learning Path Recommendation based on Graph Theory and an Improved Immune Algorithm

  • BIAN, Cun-Ling;WANG, De-Liang;LIU, Shi-Yu;LU, Wei-Gang;DONG, Jun-Yu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.5
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    • pp.2277-2298
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    • 2019
  • Adaptive learning in e-learning has garnered researchers' interest. In it, learning resources could be recommended automatically to achieve a personalized learning experience. There are various ways to realize it. One of the realistic ways is adaptive learning path recommendation, in which learning resources are provided according to learners' requirements. This paper summarizes existing works and proposes an innovative approach. Firstly, a learner-centred concept map is created using graph theory based on the features of the learners and concepts. Then, the approach generates a linear concept sequence from the concept map using the proposed traversal algorithm. Finally, Learning Objects (LOs), which are the smallest concrete units that make up a learning path, are organized based on the concept sequences. In order to realize this step, we model it as a multi-objective combinatorial optimization problem, and an improved immune algorithm (IIA) is proposed to solve it. In the experimental stage, a series of simulated experiments are conducted on nine datasets with different levels of complexity. The results show that the proposed algorithm increases the computational efficiency and effectiveness. Moreover, an empirical study is carried out to validate the proposed approach from a pedagogical view. Compared with a self-selection based approach and the other evolutionary algorithm based approaches, the proposed approach produces better outcomes in terms of learners' homework, final exam grades and satisfaction.

The Effects of the Level of Background Knowledge and the Metacognition Supporting TooI(MST) on the Learning Activities and Outcomes in Web Problem-Based Learning(Web PBL) Environment (웹 기반 PBL(Problem-Based Learning)에서 배경지식 수준과 메타인지 지원 도구의 제공여부가 PBL활동에 미치는 영향)

  • Kim, Kyung;Kim, Dong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.5 no.2
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    • pp.29-37
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    • 2002
  • The purpose of this study is to examine the effects of the level of background knowledge and the metacognition supporting tool (MST) on the learning activities and outcomes in a web problem based learning environment from the theoretical perspectives of PBL (problem-based-learning) in the Web and metacognition. Results suggest that the level of learners' background knowledge could play a slight role in problem oriented learning activities. This was because learning tasks were characterized by ill-structured problems in Web-based problem learning and this sort of learning might have been a somewhat newer experience for the selected students. Providing MST for learners' PBL activities, however, was highly beneficial for learners who practice PBL in Web based learning environments. In addition, for PBL outcomes, variables like problem solution reporting documents. the use of MST had a more positive effect on the lower level learners' background knowledge than the higher level learners'.

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A Study on the Factors Influencing of Learning Organization and Organizational Effectiveness (학습조직의 영향요인과 조직유효성에 관한 연구)

  • Han Jin-Hwan
    • The Journal of the Korea Contents Association
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    • v.6 no.7
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    • pp.42-49
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    • 2006
  • The purpose of this paper is to study of improve the organizational performance and survival with the changes of the circumstances or in pursuit of improving the organizational effectiveness through the learning organization, the organizational culture was inspected with the condition precedent of the learning organization. The result of this empirical study is summarized as followings. First, the learning organization has a positive effect on the organizational effectiveness. The knowledge and experience accumulated by the learning organization improve the official satisfaction. Second, in the organizational culture of the learning organization, developmental and rational culture has positive effect on the learning organization, but hierarchical and group culture has no effect. on the learning organization. Therefore, to establish the learning organization through the organizational learning, all managers realize the importance of developmental and rational culture because the organizational effectiveness is significant when the organization change is new.

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Research on the immersion in learning, class satisfaction, and academic achievement of dental technology students in online learning (온라인 수업에서 치기공과 학생의 학습몰입, 수업만족도, 학업성취도 관계연구)

  • Choi, Ju Young;Kim, Im-Sun
    • Journal of Technologic Dentistry
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    • v.43 no.4
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    • pp.186-193
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    • 2021
  • Purpose: The purpose of the study was to determine the general characteristics of students in dental technology departments; the correlations among their immersion in learning, class satisfaction, and academic achievement; factors influencing online learning experience; ways to improve students' class satisfaction; and basic data for designing effective online courses. Methods: A total of 300 questionnaires were produced and distributed to dental technology students from September 29 through October 8, 2020. The outcome was analyzed using IBM SPSS Statistics ver. 25.0. A significance level of α=0.05 was used for reliable verification. Results: Immersion in learning, class satisfaction, and academic achievement were relatively high among students who studied on a regular basis, and class satisfaction and academic achievement were relatively high among students who studied with almost no interruption. Concerning the correlations between academic achievement, immersion in learning, and class satisfaction in online learning, the correlation between academic achievement and class satisfaction was the highest at r=0.862. Class satisfaction was the largest factor that influenced academic achievement, and the higher students' immersion in learning and class satisfaction were, the higher their academic achievement was. Conclusion: The research is a case study that investigated the general characteristics of dental technology department students and the correlations among their immersion in learning, class satisfaction, and academic achievement. The study outcome could be used in determining factors that influence online learning and designing effective online courses that improve learner satisfaction.

Analysis of Trends in Domestic Learning Counseling Research Using Text Mining Methods (텍스트 마이닝 방법을 활용한 국내 학습상담 연구 동향 분석)

  • Hyun, Yong-Chan;Yang, Ji-Hye;Park, Jung-Hwan
    • Journal of Convergence for Information Technology
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    • v.12 no.3
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    • pp.302-310
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    • 2022
  • This study examined the results obtained using the text mining method for research trends related to learning counseling among adolescents and suggested subsequent research directions. The top 1 and 2 of Korean youth concerns are learning and career paths. Topic modeling analysis was conducted using text mining techniques that can minimize researcher's subjectivity and prejudice for 201 academic papers above KCI registration candidates through RISS with keywords such as Learning Counseling and Academic Counseling. Learning counseling topic results showed counseling experience [topic 1], group counseling research [topic 2], parent counseling [topic 3], and learning technology program development [topic 4]. Research related to learning counseling is developing counseling for emotional stability. Group counseling, parent counseling, and learning technology programs. Learning counseling to solve adolescents' concerns is expected to continue research on integrated support through psychological emotion, parent counseling, and collaboration with learning technology experts.

A Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning (Kinect 게임 활용 수업에서 학습자의 참여적 학습 경험에 대한 사례 연구)

  • Ryoo, EunJin;Kang, Myunghee;Park, Juyeon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.363-374
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    • 2019
  • Recently, there is an increasing interest in game based learning as a teaching method for digital native learners. This study set kinect game contributes to engaged learning as the competition and cooperation play (achievement goals, interaction), the digital game play (multisensory stimulation, fantasy and curiosity, chance, accurate feedback, control), and the body movement play (embodied cognition, presence). After performing classes using the motion recognition game developed for the elementary school history class, this study conducted semi structured interviews based on engaged learning elements of kinect game based learning for students who were successfully participating in learning. In the result, each element appeared to a successful learner. Based on these results, this study hopes to assist researchers as a basic evidence to introduce kinect game-based learning for engaged learning.