• Title/Summary/Keyword: Learner needs

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Developing and Pilot-Testing Blended Learning Program Prototypes for Health Coaching to Support Positive Growth of Cancer Patients (암환자의 긍정성 증진을 위한 블렌디드 건강코칭 교육프로그램 프로토타입 개발 및 적용)

  • Lim, Cheolil;Park, Taejung;Kim, Sungwook;Yun, Youngho
    • Journal of Information Technology Services
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    • v.18 no.5
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    • pp.71-83
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    • 2019
  • This study aimed to develop and pilot-test educational program prototypes of training health coaches to help cancer patients overcome crises and create positive growth. For this purpose, the educational contents and methods of the blended learning program prototypes were derived through learner needs and literature analysis. The prototypes, which consist of introducing of health management and health information and understanding and practice of basic coaching and health coaching, were developed to integrate with four sessions of face-to-face, off-line classes, training practices through 12 tele-classes, and use of online learning system. The prototypes were conducted and pilot-tested by a total of 35 students selected through the document screening and the interview. After participating in the blended learning program, learners expressed greater overall satisfaction with each session program (average score = 4.36, with 5 being most satisfied), satisfaction with learning contents (average score=4.42) satisfaction with course preparation (average score = 4.26) and satisfaction with lecture materials (average score = 4.19). The results of this study show that a systematic and integrative approach for designing a blended learning program can be useful for various educational needs in health and medical fields. In the future, empirical studies are expected to see how these curricula are actually implemented and assess whether the intended learning outcomes are achieved.

LMS for Web based e-Learning on the SCORM

  • Woo, Young-Hwan;Chung, Jin-Wook;Kim, Seok-Soo;Kim, Soon-Gohn
    • Journal of information and communication convergence engineering
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    • v.2 no.2
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    • pp.80-83
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    • 2004
  • The core purpose of the system proposed in this paper is to help learners pursue proactive and self-oriented education by allowing learners to proactively configure their own content, that is, learners no longer have to be restricted by prescribed sequence of lectures. Although a variety of standardization and Learning Management System (LMS) were produced to develop and effectively manage web contents in response to active diffusion of internet application, practical changes to assist online learners are not yet to be found. In this paper, I would like to introduce a LMS that can support self-leading education by providing various types of learners at Virtual University with delicately organized educational contents for maximum efficiency. The system allows a learner to select a lecture or a chapter which has been presorted to meet his educational needs and intellectual ability. In general, most LMSs cannot meet every individual's educational needs because they structure their programs by letting learners simply choose from a list of available lectures at prescribed level or difficulty. However the Self-Leading LMS eliminates such boundaries by allowing learners to choose contents and difficulty within the limit set by their own educational competence.

Research on Improving Online Learning Participation based on Self-Determination Theory: Focusing on Psychological Need Satisfaction and Digital Interaction (자기결정이론 기반 온라인 학습 참여도 향상에 관한 연구: 심리적 욕구충족 및 디지털 상호작용을 중심으로)

  • Jinze He;Qiang Wang;Daihwan Min;Hanjin Lee
    • Journal of Information Technology Services
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    • v.22 no.6
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    • pp.103-114
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    • 2023
  • In the post-pandemic era, colleges and students keep passion for learning online sine its unique advantages. This study explores how students' basic psychological needs drawn from self-determination theory, connect to interaction, and learning engagement in the context of online learning. While prior research explored students' intentions, digital interactions, and engagement in online learning, this study aims to come up with a united conceptual model drawing the three basic psychological needs and interaction and their effects on learning engagement. 178 response data collected through a questionnaire survey, were analyzed using PLS-SEM. Findings indicate that online learning interaction enhances intrinsic motivation, leading to higher learning engagement. Autonomy emerges as the most influential psychological need on learning engagement. This study integrates self-determination theory with online learning interactions and engagement and offers practical insights. Future research should examine long-term outcomes and diverse student populations.

The Study on the Successful Operation for the Company's e-Learning (기업 이러닝의 성공적 실천 방안에 관한 연구 : K사를 중심으로)

  • Yoon, Young-Han;Park, Hak-Bum;Kwon, Sun-Dong
    • Journal of Information Technology Applications and Management
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    • v.14 no.1
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    • pp.145-160
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    • 2007
  • The knowledge based economy requires more and more people to learn new knowledge and skills in a timely and effective manner. These needs and new technology such as computer and Internet are fueling a transition in e-learning. We did the case study of K company, which is leading the business to business e-learning in Korea. We investigated prior studies about e-learning and deduced the major variables composed of learner, tutor, infrastructure, contents, and practice. And then we suggested the successful way of doing the operation for the company's e-learning. We hope that this research will help the companies that have introduced or consider the adoption of e-learning.

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Train Students to Study Independently

  • Xie, Yong;Li, Ruheng;Ha, Jin-Cheol;Kim, Yun-Hae;Park, Se-Ho
    • Journal of Engineering Education Research
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    • v.15 no.5
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    • pp.87-92
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    • 2012
  • Independent study is a major ability of engineering students. In independent study training practice, we need to use different instructional strategies and responds to individual student needs and learning styles. The purpose of this paper is to demonstrate a four-step student independent study training mode we applied to teaching the Biomedical Engineering students in Dali University, China. We developed this teaching mode to fulfill the goals of the first years' undergraduates training and improve the students learning skills. The four-step teaching mode includes both in-class and out-of-class activities. The emphasis is on how to train students to get information from the reading materials, understand the concept, develop critical thinking and eventually become independent learner.

Review of effective instructional methods for medical education: focusing on flipped learning (효과적인 의학교육을 위한 교수방법 고찰: 플립러닝(Flipped Learning)을 중심으로)

  • Hong, Hyeonmi;Jung, Young-Eun
    • Journal of Medicine and Life Science
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    • v.17 no.1
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    • pp.1-6
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    • 2020
  • Recently, an advanced form of blended learning, which incorporates a teaching method that focuses on flipped learning is actively used in colleges. Flipped learning is for learners to pre-learn content through videos uploaded by instructors before class, and then participate in learner-centered learning activities such as discussions and team activities in the classroom. The purpose of this paper is to review where flipped learning is being used in medical schools, and to draw implications for effective and efficient use in medical schools. For this, the definition of flipped learning, how it evolved, educational usefulness of this method of learning, and application cases in medical schools were reviewed. Through the reviews of cases of flipped learning and its positive effects, it is suggested that medical schools consider more use of flipped learning in the classroom instructions, with sensitivity to the individual medical departments' needs, environment and professors' preferences.

Design Principles for Learning Environment based on STEAM Education

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.55-61
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    • 2021
  • In this study, a learning environment based on STEAM theory was proposed to support and improve learners' activities and achievements for convergent design education. The learning environment design influence STEAM education with intentional design and schedule coordination, schools can create informal environments that are crucial to STEAM education. The physical surroundings of the learning space should be applied to teaching methods and learning activity, especially for STEAM-based education, physical space conditions should support the learner's design thinking and process. Furthermore, STEAM-based education environment should support a vast array of experiences that allow students to learn the context around ideas and skills. For spaces for learning environment based on STEAM, common design principles should be considered such as technology integration, safety and security, transparency, multipurpose space, and outdoor learning. Therefore, the learning environment based on STEAM needs flexible and mobile, connected, integrated, organized, flipped, and team-focused surroundings to support the learners understand, participate, cooperate, and accomplish the design process.

Cyber Learners' Use and Perceptions of Online Machine Translation Tools

  • Moon, Dosik
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.165-171
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    • 2021
  • The current study investigated cyber learners' use and perceptions of online machine translation (MT) tools. The results show that learners use several MT tools frequently and extensively for various second language learning (L2) purposes according to their needs. The learners' overall perceptions of using MT for English learning were generally positive. The learners reported several advantages of machine translation: ease of use, helpful feedback, effective revision, and facilitation of self-directed learning. At the same time, a considerable number of learners were aware of MT's drawbacks, such as awkward sentences, inaccurate grammar, and inappropriate words, and thus held a negative or skeptical view on the quality and accuracy of MT. These findings have important pedagogical implications for using MT in the context of a cyber university. For successful integration of MT in English classes, teachers need to provide appropriate guidelines and training that will help learners use MT effectively.

The Development of Instruction Model for SW Education using the Minecraft Platform (마인크래프트 플랫폼을 이용한 소프트웨어교육 교수학습 모형)

  • Lee, Myungsuk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.3
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    • pp.119-128
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    • 2019
  • Minecraft game is a sandboxed game based on a high degree of users' freedom; the game encourages its users to recreate various play patterns to increase their immersion. Although recently there were many studies that use Minecraft game techniques to improve the teaching methods but still not well adapted due to being applications-based techniques. In this paper, we present a teaching model that utilizes the same concept of the Minecraft games in where learners customize the class concepts based on their needs. Moreover, Minecraft-based learning games attempt to be used for learner-led, creativity and programming instruction, to overcome these use-cases limitations, by our study we aim to include the Minecraft-based learning games in class teaching activities, theoretical and practical lessons. In this way, we intend to increase interest in programming lessons, and to increase immersion as another way of game learning. In the future, we attempt to measure various effects of the uses of Minecraft-game-based teaching in programming classes compare to the traditionally used methods.

Introduction of Team-Based Learning Based Building Construction Hybrid Curriculum (팀기반학습 기반 건축시공 하이브리드 교육과정 도입방안)

  • Kim, Jae-Yeob
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2023.05a
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    • pp.351-352
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    • 2023
  • In order to respond to changes in the industrial environment such as the 4th industrial revolution, university education also needs active educational innovation efforts. This study proposed a construction construction hybrid curriculum that can actively utilize online education in the direction of educational innovation in domestic universities. The hybrid curriculum was based on online learning through lecture videos used in team-based learning. The hybrid curriculum additionally allows learners to choose their learning methods. In a hybrid class, learners can choose the class participation method they want from offline classroom or online real-time. Hybrid classes are considered to strengthen learners' options and take a step forward in learner-centered education.

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