• Title/Summary/Keyword: Experience of Learning

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Mobile Applications of Learning Management Systems and Student Acceptance: An Empirical Study in Saudi Arabia

  • BAHAJ, Saeed Ali Omer
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.7
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    • pp.93-99
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    • 2022
  • Nowadays, learning management systems (LMS) are an effective and efficient tool for providing students with a high-quality education. The current study examines the effect of different factors on the use of the blackboard application on mobile phones. The study selects four important factors after factor analysis, such as facilitating factor, performance factor, satisfaction factor, and difficulties factor. The data was collected through a structured questionnaire from 45 students as a sample in the college of business administration at Prince Sattam Bin Abdulaziz University. The study uses a logistic regression model to examine the empirical relationship between LMS adoption and different factors associated with blackboard adoption. The results show that 71 percent of the respondents are between the age of 18-20 years, and 100 percent of students have experience in using blackboard. The empirical results show that the satisfaction factor is positive and significant at the 10 percent level of significance and the difficulties factor is also positive and significant at the 1 percent level of significance. The results conclude that the students are satisfied with using the blackboard on mobile, nevertheless, the difficulties factor which is positive and significant shows that students are facing some difficulties in using the blackboard on their mobile.

Improvement of online game matchmaking using machine learning (기계학습을 활용한 온라인게임 매치메이킹 개선방안)

  • Kim, Yongwoo;Kim, Young‐Min
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.33-42
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    • 2022
  • In online games, interactions with other players may threaten player satisfaction. Therefore, matching players of similar skill levels is important for players' experience. However, with the current evaluation method which is only based on the final result of the game, newbies and returning players are difficult to be matched properly. In this study, we propose a method to improve matchmaking quality. We build machine learning models to predict the MMR of players and derive the basis of the prediction. The error of the best model was 40.4% of the average MMR range, confirming that the proposed method can immediately place players in a league close to their current skill level. In addition, the basis of predictions may help players to accept the result.

Development of High School Home Economics Financial Consumer Education Program based on Backward Design (백워드 디자인에 기반한 고등학교 가정교과 금융소비자교육 프로그램 개발)

  • Ji Hye Cha;Mi Jeong Park
    • Human Ecology Research
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    • v.61 no.3
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    • pp.297-318
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    • 2023
  • The purpose of this study was to develop a high school home economics financial consumer education program based on backward design and validation by experts. The program was designed and developed by first selecting learning content elements through a review of existing research and an analysis of relevant literature. The next step was to categorize these elements into seven themes and apply the backward design instructional design model 2.0. The program was prepared in the form of a 21st teaching-learning course plan and workbook and was verified by nine home economics teachers with working experience in high school. The evaluation revealed that the average value for all questions was 3.81 (out of 4 points) and the CVR was .99, indicating that the program was valid. In addition, positive evaluations were received in terms of learning goals, content level, and learner participation by class. This study has significance in that a systematic financial consumer education program was developed by Education of Home Economics to improve the financial literacy of high school students. It can therefore be used as an elective course (mini-course) in Home Economics in the high school credit system. A follow-up study will be required to assess the improvement in financial literacy after implementing this program.

Affecting Factors on Clinical Competence of Nursing Students (간호학생의 임상수행능력 영향 요인)

  • Kim, Mi-Yeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.3
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    • pp.1884-1893
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    • 2015
  • The purpose of this study was to investigate the level of clinical competence and influencing factors of clinical competence in nursing students. The data was collected using questionnaire from 207 students who running the 2nd grade courses of nursing curricula in college and was performed from August 25 to September 15. In clinical competence, there were significant differences in satisfaction of major, satisfaction of clinical experience. There was a positive correlation among clinical competence and professional self-concept, critical thinking disposition and self-directed learning ability. The most effective factor on clinical competence was self-directed learning ability, followed by professional self-concept and critical thinking disposition. The study findings suggest that to develop the effective learning program with achievement level of clinical competency for nursing students.

A study on developing material for teaching and learning mathematising - the number of unit squares a diagonal passes through for an m by n lattice rectangle and its generalization (수학화 교수.학습을 위한 소재 개발 연구: 격자 직사각형의 한 대각선이 지나는 단위 정사각형의 수와 그 일반화)

  • 박교식
    • Journal of Educational Research in Mathematics
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    • v.13 no.1
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    • pp.57-75
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    • 2003
  • The goal of this paper is to offer material which make mathematising Fruedenthal(1991) proposed be experienced through the process of teaching and learning mathematics. In this paper, the number of unit squares a diagonal passes through for an m$\times$n lattice rectangle is studied and its generalization is discussed. Through this discussion, the adaptability of this material Is analysed. Especially, beyond inductional conjecture, the number of unit squares is studied by more complete way, and generalization in 3-dimension and 4-dimension are tried. In school mathematics, it is enough to generalize in 3-dimension. This material is basically appropriate for teaching and learning mathematising in math classroom. In studying the number of unit squares and unit cubes, some kinds of mathematising are accompanied. Enough time are allowed for students to study unit squares and unit cubes to make them experience mathematising really. To do so, it is desirable to give students that problem as a task, and make them challenge that problem for enough long time by their own ways. This material can be connected to advanced mathematics naturally in that it is possible to generalize this problem in n-dimension. So, it is appropriate for making in-service mathematics teachers realize them as a real material connecting school mathematics and advanced mathematics.

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Simulation Module Development and Team Competency Evaluation (시뮬레이션 실무학습 모듈 개발 및 팀역량 평가)

  • Kim, Hae-Ran;Choi, Eun-Young;Kang, Hee-Young
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.18 no.3
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    • pp.392-400
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    • 2011
  • Purpose: This study was done to provide fundamental data to develop a simulation application working practice module and to develop a strategy that would improve team efficacy of students, as well as interpersonal understanding, and proactivity in problem solving after using the team based learning simulation. Methods: The participants were students in fourth year in C University and they participated in the simulation learning for 8 weeks from October to December 2010. The variables of team efficacy, interpersonal understanding, and proactivity in problem solving were measured and data were analyzed using SPSS WIN 17.0 program. Results: After applying the team based simulation learning, students' team efficacy, interpersonal understanding, and proactivity in problem solving improved significantly. Conclusion: The results indicate that the simulation module in this study gave the students experience in providing available and safe nursing care under conditions similar to reality and also underlined the importance of team competency for student nurses in caring for patients.

The Effect of Tik Tok Users' Love Types on Love Videos' Motivation and User Satisfaction (틱톡(Tik Tok) 이용자의 연애유형이 연애 동영상의 이용 동기, 이용 만족도에 미치는 영향)

  • Zhao, Meng;Yang, Xi;Lee, Sang Hoon
    • Journal of Korea Multimedia Society
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    • v.25 no.5
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    • pp.703-720
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    • 2022
  • Based on the love styles theory used in psychology, this paper classifies users(Passionate Love, Game-playing Love, Friendship Love, Practical Love, Possessive Love, Altruistic Love) and investigates satisfaction with the motivation for using TikTok love videos(Entertainment, Social Relationship, Love skills-learning, Self-verification, Problem-solving) according to the theory of use and satisfaction. First, 414 users were selected to conduct TikTok surveys to collect data. Then, through the analysis of the research results, among the six love types, game-playing type and possessive type have a positive (+) impact on entertainment motivation and love skill-learning motivation. Game-playing type also have a positive (+) impact on social relationship motivation and self-verification motivation. In addition, altruistic type and possessive type are also factors to strengthen the motivation of self-verification. The altruistic type, possessive type and practical type will improve the problem-solving motivation. Finally, through hierarchial multiple regression analysis, it is confirmed that game-playing love type, entertainment motivation, love skill-learning motivation and self-verification motivation can improve user satisfaction. The above results enrich the research of user classification as well as providing inspiration for improving the quality and communication efficiency of TikTok's video and enhancing user experience.

Teaching Magnetic Component Design in Power Electronics Course using Project Based Learning Approach

  • Hren, Alenka;Milanovic, Miro;Mihalic, Franc
    • Journal of Power Electronics
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    • v.12 no.1
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    • pp.201-207
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    • 2012
  • This paper presents the results and gained experiences from the Project Based Learning (PBL) of magnetic component design within a Power Electronics Course. PBL was applied during the laboratory exercises through a design-project task based on a boost converter test board. The students were asked to calculate the main boost converter's circuit parameters' capacitor C and inductor L, and then additionally required to design and build-up the inductor L, in order to meet the project's goals. The whole PBL process relied on ideas from the CDIO (Conceive, Design, Implement, Operate), where the students are encouraged to consider the whole system's process, in order to obtain hands-on experience. PBL is known to be a motivating and problem-centered teaching method that gives students the ability to transfer their acquired scientific knowledge into industrial practice. It has the potential to help students cope with demanding complexities in the field, and those problems they will face in their future careers.

Lived Experience of Older Learners in an Online University (온라인대학 노인학습자들의 삶의 경험)

  • Lee, Eun-Joo
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.433-450
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    • 2010
  • The purpose of this paper is to describe and understand the lived experiences of older learners in formal education offered in an online university. Applying qualitative research methods, this paper attempts to explore the interpretation and meanings of their college studying. Ten participants in this study were selected from older students aged over 60 who had studied or were studying in a cyber university and lived in Seoul and its metropolitan area for more readily accessible and available for in-depth interviews. After the final analysis of learning experiences of older adults in an online university, six main themes were identified: self in the past, breaking from the convention, struggling with the new challenges, attaining self-actualization, integrating a new identity, future-oriented self. Finally it appears that learning experiences of the learners enabled the participants to replace their past-oriented sense of self with a more positive, future-oriented version.

Search of Optimal Path and Implementation using Network based Reinforcement Learning Algorithm and sharing of System Information (네트워크기반의 강화학습 알고리즘과 시스템의 정보공유화를 이용한 최단경로의 검색 및 구현)

  • Min, Seong-Joon;Oh, Kyung-Seok;Ahn, June-Young;Heo, Hoon
    • Proceedings of the KIEE Conference
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    • 2005.10b
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    • pp.174-176
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    • 2005
  • This treatise studies composing process that renew information mastered by interactive experience between environment and system via network among individuals. In the previous study map information regarding free space is learned by using of reinforced learning algorithm, which enable each individual to construct optimal action policy. Based on those action policy each individuals can obtain optimal path. Moreover decision process to distinguish best optimal path by comparing those in the network composed of each individuals is added. Also information about the finally chosen path is being updated. A self renewing method of each system information by sharing the each individual data via network is proposed Data enrichment by shilling the information of many maps not in the single map is tried Numerical simulation is conducted to confirm the propose concept. In order to prove its suitability experiment using micro-mouse by integrating and comparing the information between individuals is carried out in various types of map to reveal successful result.

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