• Title/Summary/Keyword: Item response theory

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A Construction Scheme for the Personalized e-Learning System Composed of Horizontal Learning Objects (수평적 학습객체로 구성된 e-러닝 콘텐츠의 개인 맞춤형 학습시스템 구축 방안)

  • Oh, Yong-Sun
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.725-731
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    • 2008
  • In this paper, we propose a novel construction scheme for the personalized e-Learning system based on IRT(item response theory), which can be applied to the content including non-hierarchical and horizontal learning objects in its learning nodes. Especially the proposed system performs tests and re-estimates examinee ability during the learning nodes are operating so that the results are directly applied to the next node. This scheme can be called a dynamic relationship between test and learning which is totally different from conventional customization based on learning procedures separated from test steps. Moreover, we should periodically modify the averages of node difficulties, item parameters, and ability parameters of students so that the system have more accurate personalized learning capability. As a result, this scheme maximizes learning efficiency offering the most appropriate learning objects and items to the individual students according to their estimated abilities and the system itself should obtain continuous improvements by modifying the parameters and fulfilling periodical feedbacks.

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A Study on Graduate Attributes Assessment for K-EP (K-Engineering Professional) Qualification (K-EP(K-Engineering Professional) 자격을 위한 졸업생역량 평가방안 연구)

  • Choi, Se Hyu;Kang, Sang Hee;Kim, Jung Soo;Yoon, Jiyoung
    • Journal of Engineering Education Research
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    • v.24 no.6
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    • pp.30-39
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    • 2021
  • The present study aims to demonstrate that it is possible to objectively evaluate the competency (referred to as graduate attributes or program outcomes) of graduates of engineering education programs. To strengthen the link between engineering education accreditation and the qualification/certification system of engineering professionals, referred to as K-Engineering Professional (K-EP), individually assuring the quality of accredited graduates using multiple-choice test as main assessment tool is proposed. Test questions related to the basic vocational skills of NCS are developed for seven of the 10 program outcomes of the ABEEK KEC2015. The three program outcomes, PO1, PO3, and PO5, which need to fully accommodate the characteristics of each disciplinary field, are excluded. A pilot test involving graduates of eight accredited programs is conducted. Applying on Rasch model based on Item Response Theory (IRT), the item difficulty, fit and discrimination of multiple choice test are demonstrated. The pilot study strongly suggests that individual competency evaluation is possible at a certain level for seven program outcomes tested. For PO1, PO3, and PO5, however, questions that address the characteristics of each disciplinary field need to be devised. If a suitable pool of questions is built, it can be used as a program outcomes assessment tool by the accredited programs.

Development and Validation of a Clinical Critical Thinking Skills Scale (임상적 비판적 사고능력 검사도구 개발 및 평가)

  • Shin, Su-Jin;Yang, Eunbae;Kong, Byunghea;Jung, Dukyoo
    • Korean Medical Education Review
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    • v.14 no.2
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    • pp.102-108
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    • 2012
  • This study developed a test entitled Clinical Critical Thinking Skills (CCTS) by using item response theory (IRT) and examined its validity. In the development stage, data obtained from a convenience sample of 627 undergraduate nursing students were analyzed using a discrimination and difficulty index with the TestAn 1.0 program. In the evaluation stage, data from a convenience sample of 284 nursing and non-nursing students were analyzed using a discrimination and difficulty index with the BILOG-MG program. Criterion validity was verified by the group comparison method. Five items received low discrimination index scores according to the IRT results. In terms of the criterion validity, CCTS scores differed according to major (t=2.21, p=0.028), location of high school (F=4.35, p=0.014), clinical experience (t=5.66, p=0.004), and grade point average (F=7.17, p< 0.001). The CCTS can be used to measure critical thinking skills in the clinical setting.

Keyform Analysis of Rasch Measurement Accessible to Clinicians in Rehabilitation Clinics

  • Choi, Bong-Sam
    • Physical Therapy Korea
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    • v.21 no.2
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    • pp.74-81
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    • 2014
  • The versions of the Oswestry disability questionnaire (ODQ) is regarded as one of the most extensively used condition-specific instruments measuring disability resulting from low back pain. It has been shown to have adequate psychometrics, reliability, validity, and responsiveness as a whole, yet the summated total score of the instrument often provide little information to rehabilitation clinicians. A keyform analysis based on Rasch measurement model is an innovative way of illustrating the specific test items that an individual may or may not perform. By applying the keyform of the Rasch measurement model to the ODQ, rehabilitation clinicians may able to select more challenging ODQ items matching an individual's ability and document them as attainable treatment goals. The results demonstrated how a keyform analysis assist to setting possible goals for the treatment of individuals with low back pain. Forty-two individuals with low back pain were recruited from rehabilitation clinics in Gainesville, Florida. A series of Rasch analyses on the 10 items of the ODQ were performed using Winsteps software. The performance of two individuals on those 10 items was illustrated on the keyform. The keyform analysis of the Rasch measurement model may be translated into a useful tool for making clinical judgements.

The study of pain and functional disability scales for low back pain (요통의 통증과 기능장애 평가에 관한 고찰)

  • Lee, Hyun-Jong;Nam, Sang-Soo;Lee, Yun-Ho
    • Journal of Acupuncture Research
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    • v.19 no.2
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    • pp.137-148
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    • 2002
  • Objective : The low back pain was the main reason of receiving acupuncture treatment. Despite its widespread prevalence, objective data assessing the pain and the results of various forms of treatment were difficult to find in korea. In order to compare the value of different types of treatment, it was necessary to use standard and meaningful forms of assessment. Methods : Pain and functional disability scales for low back pain were reviewed for contents, measurement properties and current methodological issues. Results and Conclusions : 1. The SF-36 Bodily Pain Scale and the Graded Chronic Pain Scale were commonly used for the standard pain scale. 2. The Oswestry Disability Questionnaire and the Roland-Morris Disability Questionnaire were commonly used for the standard function scale. 3. When evaluated, there was no definite answer to the results of the treatment. In the literature, the responsiveness of the Roland-Morris Disability Questionnaire ranged from 2 to 8 points but clinically, the ranges should be minimally changed from 2 to 3 points. 4. In the future, scale for low back pain should be standardized in multiple dimension so that the computerized adaptive testing by Item Response Theory could be widely used.

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Development and Validation of the Communication Behavior Scale for Nurses Caring for People with Dementia (치매대상자를 돌보는 간호사의 의사소통행위 측정도구 개발 및 평가)

  • Lee, Jihye;Gang, Moonhee
    • Journal of Korean Academy of Nursing
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    • v.49 no.1
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    • pp.1-13
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    • 2019
  • Purpose: The purpose of this study was to develop and validate the Communication Behavior Scale for nurses caring for people with Dementia (CBS-D). Methods: Based on communication accommodation theory, the initial items were generated through a literature review and interviews with 20 experts. Content and face validity of the initial items were assessed. Data from 486 nurses caring for people with dementia were analyzed using item analysis, exploratory and confirmatory factor analysis, criterion-related validity, and internal consistency. Results: The final scale consisted of 18 items and four factors (discourse response management, interpersonal control, emotional expression, and interpretability) that explained 57.6% of the variance. Confirmatory factor analysis indicated that the theoretical model with 18 items satisfied all goodness-of-fit parameters. Criterion-related validity was shown by the Global Interpersonal Communication Competence Scale (r=.506, p<.001). Cronbach's alpha for the total scale was .88. Conclusion: The CBS-D can be used to measure the communication behavior of nurses caring for people with dementia.

Comparative Education and Educational Evaluation (비교교육학과 교육평가학)

  • Park, Chanho
    • Korean Journal of Comparative Education
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    • v.28 no.1
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    • pp.135-151
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    • 2018
  • This study was conducted to help establish the status of comparative education as an academic discipline by investigating its relationship with educational evaluation. Comparative education as a subfield of education covers other areas of study in education, while educational evaluation is a study of methodology. First, international comparative study was investigated, and recent methodologies in educational evaluation were introduced. International comparative study started in 1960's, and is being expanded. The participating countries hope for better education by comparing their educational curricula and practices with others. For international comparative studies, a differential item functioning analysis as a multigroup analysis can provide information on what sociocultural factors other than the construct are affecting the measurement results. The study dataset has a hierarchical structure so that multilevel item response theory is suitable to obtain multidimensional national profiles. Although there have been methodological advances in educational evaluation, the methods are not available in comparative education. In order to reduce the gap, scholars in educational evaluation should try to make the methods easily available, while those in comparative education should try to use the exact and precise methods in their studies.

A Study on a Korean-Translated Version of the Pediatric Volitional Questionnaire (PVQ) (Pediatric Volitional Questionnaire의 국내적용을 위한 번역연구)

  • Ra, Dae-Yeop;Chang, Ki-Yeon;Kong, Myung-Ja;Lee, Sun-Wook
    • The Journal of Korean Academy of Sensory Integration
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    • v.16 no.3
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    • pp.34-49
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    • 2018
  • Objective : This study aimed to examine the psychometric properties of Korean version of Pediatric Volitional Questionnaire (PVQ-K) using classical test theory. Methods : For the translation of Pediatric Volitional Questionnaire (PVQ), as recommended in the literature, four-stage translation method was used. For the psychometric properties of Korean version of the Pediatric Volitional Questionnaire (PVQ-K), internal consistency reliability, content validity, and construct validity of the test using the known groups method and convergent and divergent methods were examined. For the recruitment of participants, a convenience sampling method is used. Participants of this study were 10 children with neuro-developmental disabilities hospitalized two different rehabilitations center and 10 children with typical development living in Daejeon, South Korea. All 20 participants were in aged from two to five years. Results : In terms of the content validity index, it was over 0.78, confirmed by nine experts of children development. PVQ-K successfully discriminated the scores of children with typical development from those with neurodevelopmental disabilities (p < .05). It is found that there is significant correlations between achievement stage of PVQ-K and the Korean Developmental Screening Test for Infants & Children (K-DTS)(.652 ~ .799 for subcategory, .706 for total scale). The internal consistency was .944 (Cronbach's ${\alpha}$). In qualitative content analysis, it was examined that how Korean children behave and respond in the environment, and how children's volition was strengthened or weakened by the environment. Conclusion : The results propose that PVQ-K can be a useful occupation-focused measure. This study recommend further study on PVQ-K with larger samples combined with the item-response theory approach.

Study on the Developmental Standard of Short Sensory Profile: Application to Korean Children Aged Seven to Nine Years Old (7~9세 아동의 단축감각력 발달적 기준에 관한 일연구)

  • Kim, Mi-Sun;Ji, Seok-Yeon;Keum, Hyo-Jin;Kim, Sung-Hee
    • The Journal of Korean Academy of Sensory Integration
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    • v.7 no.1
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    • pp.37-46
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    • 2009
  • Background : Theory of Sensory Integration (SI) was initially developed with an effort to understand children's behavior by Jean Ayres and has been evolved with extensive research by occupational therapist practitioners and researchers since in the latter of the 20 century. With extension of recognition to SI, various professions begin to refer their clients who are children with sensory integration dysfunction. Upon those referrals, occupational therapists normally use Short Sensory Profile (SSP) to screen and decide whether SI therapeutic intervention is needed or not. Objective : Purpose of this study is (1) to examine any difference between different age groups and genders for children who are seven to nine years old; (2) to compare the score results of those Korean children with the original Standard which is established for American children: and (3) to compare tendency of response for each item between children with- and without SI dysfunction. This study was intended to validate test items of the SSP and determine whether the original standard of SSP is applicable for Korean children. Method : 155 students (81 for male, 74 for female) underwent SI evaluation using the Korean-translated SSP. 52 student (22 for male, 30 for female) were 7 years old, 54 students (32 for male, 22 for female) were 8 years old, 49 students (27for male, 22 for female) were 9 years old. Results : There is no significant difference of SSP score by neither age nor gender. In comparison the average score and sensory integrative disorder with the American Standard, there is significant difference on score of sub-item and total score. For six items, there is no significant difference on the tendency of response between children with- and without SI dysfunction. Conclusions : It is concluded that the original standard is suitable for Korean children aged seven to nine. The six test items that children without SI dysfunction shown similar tendency to respond are questionable to be appropriate as screening test item. It is suggested to proceed to do further item analysis study and extend the study to broad age groups, so develop the most appropriate Standard of SSP for Korean children.

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The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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