• Title/Summary/Keyword: Learning Impacts

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A Study on the Influential Relations of Rural Experience Tourism according to the Lifestyles of Tourists (관광객 라이프스타일에 따른 농촌체험관광 영향관계 연구)

  • Song, Kwang-In;Kim, Jeong-Joon
    • Journal of Korean Society of Rural Planning
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    • v.15 no.2
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    • pp.111-120
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    • 2009
  • The purpose of this study was to analyze the lifestyles of tourists visiting rural experience tourist destinations and the influential relations of the attributes to affect rural experience tourism. The research findings show that the lifestyles of tourists had significant impacts on their preference for rural experience programs(0.2502/3.0l2). Second, their lifestyles had also significant impacts on the need for rural experience tourist destinations(5.039/3.363). Third, their preference for rural experience programs had significant influences on their intentions for revisits(0.386/3.l60). Fourth, their preference for rural experience programs had significant influences on their intentions for word of mouth(1.448/8.073). Fifth, their need for rural experience tourist destinations had significant impacts on their intentions for revisits(1.940/5.594). And finally, their need for rural experience tourist destinations had no significant influences on their intentions for word of mouth(-1.0611-1.421). According to the analysis results of the regression coefficient of the measuring model, enjoying leisure(1.130/6.775) and pursuing health(1.110/9.001) were large influential factors in lifestyle; pursuing learning(1.47317.946) was the biggest influential factor in preference for rural experience programs; and a natural environment(1.220/8.990) was the biggest influential factor in the need for rural experience tourist destinations.

Effective shared process and application of knowledge management (KM) in interior design service industry

  • Choi, Seung-Pok
    • International Journal of Contents
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    • v.6 no.3
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    • pp.65-70
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    • 2010
  • This paper addresses the importance of knowledge management (KM) and the relationship of that theory when applied to improving interior design organizational performance in four areas: people, processes, design products, and organizational performance. Included is the way knowledge theory manifests in three different professional settings: coaching and training, designing, and service settings. Knowledge management, although well established in interior design services, requires effort in coaching and training as motivation is a critical variable. Whereas, strategies for knowledge management vary from industry to industry given diversity in situational variables, knowledge in each professional setting can be significantly aided by capturing and storing empirical, tacit, and explicit information, providing real-time electronic storage and retrieval of information [5] and consistent with transformational theory, through opening communication channels across the full range of the organization, inspiring and motivating individuals, and aligning all members of the organization toward a common vision [8]. Professional settings discussed in this paper are:(a)an learning organization enumerated in KM; (b)designing factors for managing knowledge theory themes; and (c)service, effective, efficient, and innovative KM application that is relevant to the process of developing effective KM for interior design service organizations. Folded within each will be a discussion on KM's impacts on visions, strategies, costs, and organizational performance. It has reiterated the impact of KM on one level might lead to synergistic impacts on another. Thus, KM has the potential to produce several interconnected impacts on people, design products, processes, and organizations.

Bibliographic and network analysis of environmental impacts to animal contagious diseases

  • Jee-Sun, Oh;Sang-Joon, Lee;Sang Jin, Lim;Yung Chul, Park;Ho-Seong, Cho;Yeonsu, Oh
    • Korean Journal of Veterinary Service
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    • v.45 no.4
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    • pp.253-262
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    • 2022
  • The applications of artificial intelligence (AI) can provide useful solutions to animal infectious diseases and their impact on humans. The advent of AI learning algorithms and recognition technologies is especially advantageous in applied studies, including the detection, analysis, impact assessment, simulation, and prediction of environmental impacts on malignant animal epidemics. To this end, this study specifically focused on environmental pollution and animal diseases. While the number of related studies is rapidly increasing, the research trends, evolution, and collaboration in this field are not yet well-established. We analyzed the bibliographic data of 1191 articles on AI applications to environmental pollution and animal diseases during the period of 2000~2019; these articles were collected from the Web of Science (WoS). The results revealed that PR China and the United States are the leaders in research production, impact, and collaboration. Finally, we provided research directions and practical implications for the incorporation of AI applications to address environmental impacts on animal diseases.

The effect of Pre-training and Collaboration script types on Collaboration skills and Shared meatal model in CSCL (CSCL 환경에서 사전훈련과 협력 스크립트 유형이 협력능력과 공유정신모형에 미치는 영향)

  • Kim, Soo Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.11
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    • pp.4984-4993
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    • 2012
  • This study was initiated with the need of studies to promote learning and use of collaboration skills that learners should have in collaborative learning in CSCL. The researcher carried out research on 96 students taking the course of 'educational methods and educational technology' in K collage to take a look at the impact of prior training on collaboration in CSCL and interaction of types of collaborative scripts. To answer the first research question, the scores of each group's chatting in collaborative learning process and messages represented in the process of task performance based on collaborative skills were measured and analyzed. In addition, to answer the second research question, the scores of each group's shared mental model formulation based on relevant evaluation standards were analyzed. This study results, First, there was no significant difference in the acquisition of collaboration skills caused by interaction of prior training on collaboration and collaboration skills and collaborative scripts. However, it turned out that types of collaborative scripts give significant impacts on acquisition of collaboration skills. Second, there was also no significant difference between prior training on collaboration and the formulation of shared mental model by the interaction of collaborative scripts. However, it is showed that types of collaborative scripts have significant impacts on the formation of shared mental model.

Impacts of Badges and Leaderboards on Academic Performance: A Meta-Analysis

  • KIM, Areum;LEE, Soo-Young
    • Educational Technology International
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    • v.23 no.2
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    • pp.207-237
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    • 2022
  • As technological changes continue to accelerate every day, meeting the needs of a shifting educational landscape requires leaving an exclusively "in-person" education behind. Gamified learning environments should be carefully designed in light of conflicting studies to suit students' needs. The purpose of this meta-analysis is to draw conclusive results regarding the application of the most commonly used game elements in education, i.e., badges and leaderboards, through a comprehensive analysis of their impact on academic performance in online learning. Review Manager (RevMan 5.4) was used to analyze eligible studies selected from Emerald, SAGE, ERIC, EBSCO, and ProQuest between January 2011 and January 2022. Analyzing 37 studies found that using leaderboards and badges in online education enhanced academic performance when compared to traditional learning without gamification (SMD = 0.39). The badge-only intervention showed a larger effect size (SMD = 0.33) than the leaderboard-only intervention (SMD = 0.27). Badges and leaderboards together exhibited a larger effect size (SMD = 0.48) than individual game elements (SMD = 0.40). The impact of the game elements on academic performance was greater in the humanities (SMD = 0.51) than in STEM fields (SMD = 0.32) and was greater for K-12 students (SMD = 0.63) than for college students (SMD = 0.31). This study contributes to a timely discussion of the use of badges and leaderboards in COVID-19 online learning trends and provides relevant data for designing integrations of online education and gamification models.

Assessment of Students' Cognitive Conflicts and Anxiety

  • Kim, Yeoun-Soo;Bao, Lei
    • Journal of The Korean Association For Science Education
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    • v.28 no.3
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    • pp.227-240
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    • 2008
  • Cognitive conflict is well recognized as an important factor in conceptual change and is widely used in developing constructivism-based curricula. However, cognitive conflicts can also contribute to student anxiety during learning, which, when not properly addressed, can have negative impacts on students' motivation and achievement. Therefore, instructors need to be aware of the impacts of introducing cognitive conflicts in their instruction. We need a practical instrument that can help identify the existence and features of cognitive conflicts introduced by the instruction and the resulting anxiety. Based on the literature on studies of cognitive conflicts and student anxiety, we developed a quantitative instrument, the In-class Conflict and Anxiety Recognition Evaluation (iCARE), and used it to monitor the status of students' cognitive conflicts and anxiety in Physics by Inquiry (PBI) classes. In this paper, we introduce this instrument and present the types of information that can be obtained. Research and pedagogical values of this instrument are also discussed.

A Case Study on the 'Theory of Home Economics Education' Using Online ProblemBased Learning (온라인 문제중심학습을 활용한 '가정교육론' 수업 사례 연구)

  • Choi, Seong-Youn
    • Human Ecology Research
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    • v.60 no.2
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    • pp.187-209
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    • 2022
  • The objective of this study was to conduct a 'Theory of Home Economics Education' class using online problem-based learning(PBL) for prospective home economics(HE) teachers. The aim was to enable teachers to analyze the learning experience in the classroom, and to prepare operational strategies for online PBL on this basis. In order to achieve this, online PBL was applied to 31 students participating in the 'Theory of Home Economics Education' at the Department of HE in a university in Seoul, and the results were collected from the learning process. This also involved a reflective journal, a survey on the learning experience and the impacts was conducted. Moreover, analysis was undertaken on the learning activities, learning difficulties, and improvements. The main research results are as follows. Firstly, students accessed Webex, an online video conferencing program, and performed two PBL tasks: 'Making Home Economics Promotion Materials' and 'Presenting Teaching Strategies to Improve Learner's Immersion in Online Classes'. Secondly, learners established their own identity of HE learned about the HE class plans themselves. They also encountered realistic experience as HE teachers and learned communication and collaboration skills. Furthermore, they acquired creative problem-solving and self-directed learning ability, community consciousness, as well as the attitude of consideration and respect. Thirdly, students lacked knowledge of learning content and encountered difficulty in solving data research, analysis processes, and unstructured problems. They were affected by a lack of time and encountered problem in communicating with other team members in an online environment. As an improvement in online class operation, it was considrered necessary to reduce the learning burden by securing time and reducing the number of assignments, as well as to explain active interaction with instructors and PBL.

Effects of Mobile Phone Use on Aviation Students' English Learning (모바일폰 사용이 항공대학 학생들의 영어 학습에 미치는 영향)

  • Kim, Na-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.5
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    • pp.213-221
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    • 2019
  • The present study aims to investigate the effects of mobile phone use on aviation students' English language learning. Considering that affective factors have impacts on English language learning, this study focuses on confidence, motivation, and anxiety in English learning. For the current study, 46 college students were recruited. The participants were divided into one experimental group (n = 24) and one control group (n = 22) at random. During 16 weeks, the experimental group joined in chat via mobile phone while the control group did not. To understand the participants' experience of mobile phone use and to compare the attitudes towards English language learning, a survey was performed. Major findings are as follows: The experimental group showed more positive attitudes towards English learning than the control group did. Specifically, the participants who engaged in chat via mobile phone became more confident and motivated to learn English but less anxious about English learning. These results provide insights into the engagement in chat via mobile phone for aviation students' English learning. This study also suggests ways how CTL at universities can support their students' English language learning using mobile phones.

Study on Smart Learning Contents Development using Storyline (스토리라인(Storyline)을 활용한 스마트 러닝 콘텐츠 개발에 관한 연구)

  • Bae, Youngkwon;Do, Jaechun
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.135-146
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    • 2013
  • Smart Learning has been introduced in the educational field recently and it has been used in various ways to improve the quality of education. This research is focused on smart learning contents development for settlement in the educational field. It has carried forward studying in smart learning contents development using storyline, which is a kind of application authoring tool. We analyzed previous studies related to smart learning and presented the characteristics of storyline and the process of content development. Furthermore, we developed the content of digit sorting in Information Life for 6th grade elementary students and applied it to the field to evaluate the educational effectiveness. Through experimental results, the mean difference between traditional activities instruction and instruction using smart learning content was not significant. Nevertheless it has been found the immediate feedback and repeating of activities using smart learning has had positive impacts for understanding, satisfaction and learning interest.

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The Development of the Virtual Reality System for Augmenting Scientific Inquiry Learning Environments (과학적 탐구학습을 지원하는 가상현실 시스템 개발에 관한 연구)

  • Im, Jae-Won;Kim, Seok-Hwan;Cho, Yong-Joo;Park, Kyoung-Shin
    • The KIPS Transactions:PartB
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    • v.15B no.2
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    • pp.95-102
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    • 2008
  • The interactive virtual reality technology has used in scientific inquiry learning since it can overcome the restriction of real world and it draws user's interest and foster active participation. However, prior works are mostly designed for a specific inquiry learning lesson and it is quite difficult to use them for constructing other inquiry learning environments. Hence, we developed the integrated virtual reality system, SASILE (System for Augmenting Scientific Inquiry Learning Environments), that helps ease the development of the scientific inquiry learning environment. In this paper, we first describe the related works on supporting VR scientific inquiry learning systems, followed by the SASILE system architecture and implementation. Then, we illustrate the use of this system to develop a Virtual Moyangsung application for teaching a scientific structure of Korean traditional house by exploring and observing the convection currents as well as a Mars Rover application for estimating the asteroid impacts on Mars by measuring rock properties. Finally, we will discuss the future research directions for this system.