• 제목/요약/키워드: Learners' Satisfaction

검색결과 409건 처리시간 0.021초

A Study on the Development of Global Leadership Program Model

  • Park, Eunsook
    • International Journal of Contents
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    • 제15권1호
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    • pp.58-63
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    • 2019
  • The objective of this study was to explore a specific method and strategy for 'Global Leadership Program Model' in order to enhance global leadership, which will emphasize the aspect of open mind and attitude toward diversity, cross-culture, communication, and global manner. This research explored the concept and characteristics of global leadership and competency based education, and analyzed effectiveness of satisfaction and participation on global leadership programs implemented in K University and analyzed the learners' recognition on the experience. Also, the research integrated the values of global leadership with the strategies of competency-based education, and finally developed 'Global Leadership Program Model'. As a result, 'Global Leadership Program Model' might be able to help students use knowledge and skill in various contexts, and serve in the community with responsibility. It is expected that students could be facilitated to perform task and role communicating with others, and they might know exactly what learning outcome they are required to establish and what standard is used to evaluate the performance, so that this environment might motivate them and encourage them to follow the learning process more effectively.

A Study on Education Utilizing Metaverse for Effective Communication in a Convergence Subject

  • Jeon, Ju Hyun
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권4호
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    • pp.129-134
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    • 2021
  • Since the first semester of 2020, domestic and overseas universities mostly provided untact online classes and limitedly provided face-to-face classes due to COVID-19 in operating courses. The convergence subjects provided in undergraduate courses attach importance to contents-centered, design-based, hands-on education, and field experience. In the situation where online education was not revitalized, instructors in charge of convergence subjects had difficulty in developing online class materials, and students' satisfaction with the classes was not high. Especially, a problem was raised that students taking the convergence subjects that included practice had difficulty in communicating with the instructors. We would investigate the present condition of distance learning in domestic universities, which came suddenly due to the global pandemic of infectious disease and make suggestions for effective distance learning in the coming era of Metaverse by emphasizing the interaction and communication between instructors and learners through an analysis of distance learning of a convergence subject.

The Effect of Mobile Apps on Vocabulary Acquisition in EFL Classroom

  • Kim, HyeJeong
    • International Journal of Advanced Culture Technology
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    • 제9권4호
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    • pp.118-125
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    • 2021
  • This study's purpose is to examine the effects of mobile apps on learners' vocabulary acquisition and to analyze students' perceptions and opinions about the vocabulary app. To this end, this study set up a control group, which was given explicit instructions in the classroom by the instructor and an experimental group, which used a vocabulary app. The vocabulary acquisition test results suggested that the difference between the the two groups was insignificant. However, user satisfaction with regard to the mobile app was high, and the reasons given were the following: convenience, efficiency of memorizing, having fun while learning, and the app's interface. Based on these results, this study suggests that teachers should use mobile apps much more actively in classroom instruction, and encourge students to let apps play a more active role in their language studies.

Development of Problem-Based Learning in an English-Mediated College Science Course: Design-Based Research on Four Semesters Instruction

  • LAHAYE, Rob;LEE, Sang-eun
    • Educational Technology International
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    • 제19권2호
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    • pp.229-254
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    • 2018
  • Universities in Korea have driven universities' new attempts to adopt more learner-centered and active learning in English. Problem-based Learning (PBL) is one of the well-known constructive teaching and learning methodologies in higher education. Our research goal was to design and develop the optimal PBL practices for a college physics course taught in English to promote learning and course satisfaction. For four semesters, we have tried and adjusted PBL components, and looked at the trend of the exam scores and group work achievement in each semester. We found that the number of problems and the duration of problem solving are the critical factors that influence the effect of PBL in a college physics course taught in English by going through iterative implementation. The iterative process of applying, designing, and constructing PBL to physics classes was meaningful not only in that we have found the optimal PBL model for learning a college physics course, but also in that we have been reflecting on the continuous interaction with learners during the course.

Development of an Elaborated Project-Based Learning Model for the Scientifically Gifted

  • KIM, Hyekyung;CHOI, Seungkyu
    • Educational Technology International
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    • 제11권1호
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    • pp.171-192
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    • 2010
  • This study was to investigate the elaborated project based learning model for scientifically gifted in the context of R & E project learning. It is important for the scientifically gifted to provide the appropriate learning environments instead of general learning model for the gifted. Although R & E project learning model is effective, the model has the limitations of managing the course for the scientifically gifted. To improve R & E learning model, the elaborated project based learning model was suggested with integration of both project based learning model and goal based scenario. The elaborated project-based learning model was comprised with 'basic learning process', 'elaboration through inquiry', and 'presentation and reflection'. To measure the satisfaction, eighty scientifically gifted students participated in the class. The result shows that learners were satisfied with the elaborated project-based learning up to 90%, and teachers were satisfied with this model up to 77%.

The Impact of Audiovisual Elements on Learning Outcomes - Focusing on MOOC -

  • Li Meng;Hong, Chang-kee
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권3호
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    • pp.98-112
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    • 2024
  • As digital education progresses, MOOC (Massive Open Online Courses) are increasingly utilized by learners, making research on MOOC learning outcomes a necessary endeavor. In this study, we systematically investigated the impact of audiovisual elements on learning outcomes in MOOC, highlighting the nuanced role these components play in enhancing educational effectiveness. Through a comprehensive survey and rigorous analysis involving descriptive statistics, reliability metrics, and regression techniques, we quantified the influence of text, graphics, color, teacher images, sound effects, background music, and teacher's voice on learner attention, cognitive load, and satisfaction. We discovered that background music and text layout significantly improve engagement and reduce cognitive burden, underscoring their pivotal role in the instructional design of MOOC. We findings contribute new insights to the field of digital education, emphasizing the critical importance of integrating audiovisual elements thoughtfully to foster better learning environments and outcomes. Not only advances academic understanding of multimedia learning impacts but also offers practical guidance for educators and course designers seeking to enhance the efficacy of MOOC.

사회복무요원 직무교육 재미요인과 학습만족, 몰입 간 관계 분석 (Analysis of the Relationships among Fun, the Learning Satisfaction, and the Flow in Social Service Personnel Job Training Education)

  • 이승훈;유병민
    • 한국콘텐츠학회논문지
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    • 제15권5호
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    • pp.674-683
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    • 2015
  • 재미는 누구나 느끼고 싶어 하는 인간의 기본적 욕구이지만, 교육과 재미를 접목시킨 연구는 스포츠와 게임 분야를 제외하고는 극히 제한적이었다. 따라서 본 연구는 실제 교육 현장에서 나타난 재미에 초점을 두고, 이를 통해 학습효과를 높일 수 있다는 전제 하에서 출발하였다. 특히, 본인의 의사와 상관없이 의무교육으로 이루어지는 교육에서 재미가 더 필요할 것으로 판단하고, 의무적으로 2주간의 직무교육을 받고 있는 사회복무요원을 연구 대상으로 선정하였다. 실제 사회복무요원 직무교육에서 나타난 재미요인이 학습효과에 어떠한 영향을 미치는지를 파악하기 위해 몰입, 학습만족 간의 인과관계를 구조방정식 모형을 통해 증명하였다. 이를 통해 재미와 교육의 접합점을 찾고 재밌는 교육이 학습 효과와 실제 관련이 있는지, 나아가 사회복무요원에 한정하지 않고 모든 비자발적 성향을 지닌 학습자에게 재밌는 교육의 필요성을 강조할 수 있는 기회가 될 것이다.

Analysis of Learner Satisfaction by Contents in Basic Software Education of College of Humanities

  • Shin, Seung-Hun;Seo, Joo-Young
    • 한국컴퓨터정보학회논문지
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    • 제25권6호
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    • pp.251-261
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    • 2020
  • 최근 소프트웨어 교육의 필요성에 대한 공감대 형성에 따라 대학에서도 소프트웨어 교육이 의무화되었으나 학습자 관점에서의 콘텐츠 적합성 및 만족도는 여전히 논의가 필요한 문제이다. 따라서 본 논문에서는 인문계열 학생 대상 SW 교과에서 활용하는 콘텐츠의 학습자 관점 적합성을 살펴보았다. 이를 위해 '컴퓨터 과학', '도구의 활용과 디지털 시대의 인문학' 및 '컴퓨팅 사고'를 중심 주제로 구성된 세 가지 유형의 교과과정을 강의 평가 설문을 활용해 비교하였다. 분석결과, 학습자들은 컴퓨터 과학과 같은 이론적인 접근보다는 도구의 활용이나 인문학 측면에서의 접근, 혹은 사고력을 중심으로 한 교과과정을 더 긍정적으로 평가하였다. 또한, 컴퓨터 과학 관련 주제에 대해서는 생소함과 거부감 등으로 인해 만족도가 높지 않았고, 도구 중심 교육은 학문적 가치를 낮게 평가하였으며, 토론 중심의 사고 역량 개발 교육에서는 피로감을 표현하였다.

영어 자동쓰기평가(AWE) 사용만족도가 자기효능감을 매개로 학업성취감에 미치는 영향: PLS-SEM 모델 분석 (The influence of users' satisfaction with AWE on English learning achievement through self-efficacy: using PLS-SEM)

  • 주미란
    • 디지털융복합연구
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    • 제19권9호
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    • pp.1-8
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    • 2021
  • 이 연구의 목적은 영어쓰기 교과목에서 자동쓰기평가(AWE) 프로그램의 사용자 만족도가 영어쓰기 자기효능감을 매개로 학습자의 학습성취감에 미치는 영향을 알아보기 위한 것이다. AWE는 쓰기 결과물에 대해 인공지능 기술에 의해 자동으로 피드백을 제공하는 프로그램이다. 영어쓰기 교과목을 수강하는 대학생을 대상으로 각 주제별로 작문을 하고 AWE 프로그램을 사용하여 피드백을 받은 후 그것을 참고하여 최종 수정본을 제출하도록 하였다. 설문지를 통해 수집된 데이터(n=99)를 SPSS, Smart PLS-SEM으로 분석하였다. 연구결과, 첫째, AWE의 사용 편의성과 유용성은 재사용 의지에 긍정적 영향을 미치는 것으로 나타났다. 둘째, AWE 사용 만족도는 영어쓰기 자기효능감에 긍정적 영향을 미치는 것으로 나타났다. 셋째, 영어쓰기 자기효능감은 언어적, 정서적 측면에서 학업 성취감에 긍정적 영향을 미치는 것으로 나타났다. 4차 산업 및 인공지능 기술 발달에 따라 영어교육에 AWE와 같은 새로운 학습재료 도입을 권장한다.

온라인 학습판단 시스템을 활용한 e-러닝 동영상 수업의 효과연구 : 초등학교 사회과 수업을 중심으로 (A Study on the Effectiveness of e-learning video class using the online learning judgement system : Focused on the social studies classes in Elementary school)

  • 김지현;정재범;조재춘;임희석
    • 한국융합학회논문지
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    • 제10권2호
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    • pp.141-148
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    • 2019
  • 초등 e-러닝 동영상 수업에서 교육적 효과성을 비교 분석 하고자 한다. 교육용 동영상의 활용빈도가 높은 초등학교 현장에서 동영상 자료에 대한 학습판단은 중요하지만 판단을 하기에는 어려운 실정이다. 이러한 현장의 문제점을 해결해 보고자, 초등학교 5학년 사회과 수업을 대상으로, 실험집단에는 온라인 학습판단 시스템을 이용하여 동영상 학습을 하였고 비교 집단에는 전통적인 방법으로 동영상 학습을 진행 하였다. 실험 결과, 온라인 학습판단시스템을 활용한 수업은 학습자의 학업 성취도를 신장시키는데 효과적이었다. 또한 학습자의 학습 만족도에도 긍정적 영향을 주었다. 교수자의 수업 만족도는 교수자들의 수가 적어 유의미한 통계 분석 결과가 도출되지 않았으나 평균값은 실험집단의 교수자의 수업 만족도가 높으며, 편차는 실험집단의 교수자 결과가 작은 것을 확인 할 수 있었다.