• Title/Summary/Keyword: Experience of Learning

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Students' Use of Notebook Computers in the College Classroom: Benefits and Pitfalls

  • JEONG, Soojeong;SHIN, Won Sug;PARK, Innwoo
    • Educational Technology International
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    • v.16 no.1
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    • pp.31-57
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    • 2015
  • This study aims to understand the overall experiences of students who use notebook computers in class by using a qualitative approach. Interview data were collected from 23 Korean college students at a Korean university, who use notebook computers in their classes; the data were analyzed through the constant comparison method. The results from this study can be categorized into two themes: the positive and negative effects of using a notebook computer in class, and different perspectives on the effects of using a notebook computer in class. The positive effects of notebook computer usage were specified as production of lecture notes, performing searches for information, management of learning materials, and effective time management. However, behaviors such as perusing other works not associated with the class were indicated as negative effects. The participants had different perceptions about the effect of notebook computer usage in increasing academic performance, although they were satisfied in their experience with notebook computers in general. These results imply that appropriate methods of technology usage are needed and that the support of an instructor is essential to achieve fully beneficial use of notebook computers in class.

Behavioral Analysis Zero-Trust Architecture Relying on Adaptive Multifactor and Threat Determination

  • Chit-Jie Chew;Po-Yao Wang;Jung-San Lee
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.9
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    • pp.2529-2549
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    • 2023
  • For effectively lowering down the risk of cyber threating, the zero-trust architecture (ZTA) has been gradually deployed to the fields of smart city, Internet of Things, and cloud computing. The main concept of ZTA is to maintain a distrustful attitude towards all devices, identities, and communication requests, which only offering the minimum access and validity. Unfortunately, adopting the most secure and complex multifactor authentication has brought enterprise and employee a troublesome and unfriendly burden. Thus, authors aim to incorporate machine learning technology to build an employee behavior analysis ZTA. The new framework is characterized by the ability of adjusting the difficulty of identity verification through the user behavioral patterns and the risk degree of the resource. In particular, three key factors, including one-time password, face feature, and authorization code, have been applied to design the adaptive multifactor continuous authentication system. Simulations have demonstrated that the new work can eliminate the necessity of maintaining a heavy authentication and ensure an employee-friendly experience.

Analysis and Application of Front-End Code Playground Tools for Web Programming Education

  • Aaron Daniel Snowberger;Semin Kim;SungHee Woo
    • Journal of Practical Engineering Education
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    • v.16 no.1_spc
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    • pp.11-19
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    • 2024
  • Web programming courses are often included in university Computer Science programs as introductory and foundational computer programming courses. However, amateur programmers often have difficulty learning how to integrate HTML, CSS, JavaScript, and various preprocessors or libraries to create websites. Additionally, many web programming mistakes do not produce visible output in the browser. Therefore, in recent years, Front-End Code Playground (FECP) tools that incorporate HTML, CSS, and JavaScript into a single, online web-based application have become popular. These tools allow web coding to happen directly in the browser and provide immediate visual feedback to users. Such immediate visual feedback can be particularly beneficial for amateur coders to learn and practice with. Therefore, this study gathers data on various FECP tools, compares their differences, and provides an analysis of how such tools benefit students. This study concludes with an outline of the application of FECP to web programming courses to enhance the learning experience.

The Actual Situation and Task that The Industrial Area Highschools Organize National Competency Standard Based Curriculum (공업계 고교 NCS 기반 교육과정의 편성 실태와 과제)

  • Lee, Young-Min;Lim, Yu Hhwa
    • 대한공업교육학회지
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    • v.41 no.1
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    • pp.22-43
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    • 2016
  • The purpose of this research is to identify how industrial highschool try to organize and apply NCS based curriculuma, to find out problems, and to suggest what the task for the sustained development and growth under the NCS based industrial highschool curriculum In order to identify actual situation and problems, when a industrial highschool organize and apply NCS based curriculum, we suveyed NCS based curriculum that 583 specialized, Meister highschools organize. The problems to identify through analysis about NCS based curriculum that schools organize are the followings First, schools' NCS based curriculum is set up too much comprehensive type for training human resources. Second, carreer path of students is not considered by schools' NCS based curriculum. Third, yearly plan for schools' NCS based curriculum is not balanced to raise working experience skill among each grades. Forth, schools are not ready to use NCS learning module. Task to solve these problems are the following. First, schools' curriculum have to be organized on the basis of NCS's purpose. Second, teachers have to restructure the NCS learning module in order to go up availability of NCS learning module. Third, industrial highschools have to make efforts to raise students' working experience skill. Finally, industrial highschools have to make efforts to raise teachers' competency to need that they teach and train their students' working experience skill.

The Process and Its Influencing Factors of Technological Capability Building: A Small and Medium-Sized Semiconductor Equipment Manufacturer (기술능력의 축적과정 및 영향요인에 대한 연구: 중소 반도체 장비 제조업체를 중심으로)

  • Kim, Wang-Dong;Kim, Linsu
    • Knowledge Management Research
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    • v.3 no.2
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    • pp.49-70
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    • 2002
  • The purpose of this study is to investigate the process and its influencing factors of technological capability building in a small and medium-sized capital goods sector. This paper first reviews the influencing factors of accumulating technological capability-technology trajectory, technology sources, technological capability, technological learning, technology strategy, and entrepreneurship. The paper then presents the integrative model of technological capability building. The experience of Mirae Corporation, the first generation of venture company in Korea, is also discussed as a case in point to analyse the process of technological capability building in a small and medium-sized capital goods company. Finally, the implications and limitations of the study arc discussed.

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Machine Learning-Based Programming Analysis Model Proposal : Based on User Behavioral Analysis

  • Jang, Seonghoon;Shin, Seung-Jung
    • International journal of advanced smart convergence
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    • v.9 no.4
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    • pp.179-183
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    • 2020
  • The online education platform market is developing rapidly after the coronavirus infection-19 pandemic. As school classes at various levels are converted to non-face-to-face classes, interest in non-face-to-face online education is increasing more than ever. However, the majority of online platforms currently used are limited to the fragmentary functions of simply delivering images, voice and messages, and there are limitations to online hands-on training. Indeed, digital transformation is a traditional business method for increasing coding education and a corporate approach to service operation innovation strategy computing thinking power and platform model. There are many ways to evaluate a computer programmer's ability. Generally, piecemeal evaluation methods are used to evaluate results in time through coding tests. In this study, the purpose of this study is to propose a comprehensive evaluation of not only the results of writing, but also the execution process of the results, etc., and to evaluate the programmer's propensity habits based on the programmer's coding experience to evaluate the programmer's ability and productivity.

Design and Application of YouTube Ecosystem based on Team Projects using Digital Curation (디지털큐레이션을 활용한 팀프로젝트 기반 유튜브 생태계 설계 및 적용)

  • Choi, Youngmee
    • Journal of Korea Multimedia Society
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    • v.23 no.12
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    • pp.1576-1585
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    • 2020
  • The purpose of this study is to design and apply YouTube ecosystem using digital curation to improve the interaction of untact class. The untact digital instructional model for building the YouTube ecosystem is composed of four modules: domain, tutor, student, and interface, and the role of each module is described. As an application example, the team project "Development and Operation of Instructional Assistant YouTube" is performed in the Introduction to Media Software class. The learning experience is described in terms of professor, peer tutors, and learners, and learning outcomes are presented through surveys.

Implementation of a Recommendation system using the advanced deep reinforcement learning method (고급 심층 강화학습 기법을 이용한 추천 시스템 구현)

  • Sony Peng;Sophort Siet;Sadriddinov Ilkhomjon;DaeYoung, Kim;Doo-Soon Park
    • Annual Conference of KIPS
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    • 2023.11a
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    • pp.406-409
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    • 2023
  • With the explosion of information, recommendation algorithms are becoming increasingly important in providing people with appropriate content, enhancing their online experience. In this paper, we propose a recommender system using advanced deep reinforcement learning(DRL) techniques. This method is more adaptive and integrative than traditional methods. We selected the MovieLens dataset and employed the precision metric to assess the effectiveness of our algorithm. The result of our implementation outperforms other baseline techniques, delivering better results for Top-N item recommendations.

The Effect of Smart Learning User' Learning Motivation Factors on Education Achievement through Practical Value and Hedonic Value (스마트 러닝 이용자의 학습 동기요인이 실용적 가치와 헤도닉 가치를 통해 교육성과에 미치는 영향)

  • Mun, Jung Won;Kwon, Do soon;Kim, Seong Jun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.17 no.3
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    • pp.63-83
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    • 2021
  • The appearance of education is also rapidly changing in social changes represented by social networks. And the development of information and communication technology is also having a widespread effect on the education field. In the era of untact caused by Covid-19, education through smart learning is having a greater effect on students as well as adult learners more quickly and broadly. In addition, smart learning is not just limited to learning content, but is developing into personalized, convergence, and intelligent. The purpose of this study is to identify the factors of ARCS motivation theory that can determine the learning motivation of smart learning users, and to empirically study the casual relationship between these factors on education achievement through practical value and hedonic value. Specifically, I would like to examine how the independent variables ARCS motivation factors (attention, relevance, confidence, and satisfaction) affect learners' education achievement through the parameters of practical value and hedonic value. To this end, a research model was presented that applied the main variables of attention, relevance, confidence, and satisfaction, which are four elements of ARCS motivation theory, a specific and systematic motivational strategy to induce and maintain learners' motivation. In order to empirically verify the research model of this study, a survey was carried out on learners with experience using smart learning. As a result of the study, first attention was found to have a positive effect on the hedonic value. Second, relevance was found to have a positive effect on the hedonic value. Third, it was found that confidence did not have a positive effect on the practical value and the hedonic value. Forth, satisfaction was found to have a positive effect on the practical value and the hedonic value. Fifth, practical value was found to have a positive effect on the education achievement. Sixth, hedonic value was found to have a positive effect on the education achievement. Through this, it can be seen that the intrinsic motivation of learners using smart learning affects the education achievement of users through intrinsic and extrinsic value. A variety of smart learning that combines advanced IT technologies such as AI and big data can contribute to improving learners' education achievement more effectively and efficiently. Furthermore, it can contribute a lot to social development.

Participatory Behaviors and Interactive Experiences at a Science Museum (과학관에서의 사용자 참여 행동과 상호작용적 경험)

  • Cho, Myung Eun;Kim, Mi Jeong
    • Korean Institute of Interior Design Journal
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    • v.25 no.1
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    • pp.65-72
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    • 2016
  • In allowing visitors to manipulate objects or models with their hands, science museums can become informal education institutions. However, little research has been conducted analyzing the specific interactions of visitors at museums and the effects that specific characteristics of interactive exhibit have on visitors. This research classified exhibits according to the three characteristics: the presentation of concepts, interaction with exhibits and concept levels. Further, relationships among engagement behaviors, visitors'attraction to exhibits, and the holding power of exhibits were analyzed. Using the three characteristics, 55 exhibits were classified into five styles. The results suggest that intriguing content and novel interfaces, maximizing information on science and technology, should be developed for the educational purpose of encouraging visitors to engage in active learning with interactive exhibits. The results of this study provide useful data that planners, designers, and instructors of science museums can use to maximize visitors' participatory learning and interactions.