• 제목/요약/키워드: Learning from experience

검색결과 1,076건 처리시간 0.027초

Research and Implementation of U-Learning System Based on Experience API

  • Sun, Xinghua;Ye, Yongfei;Yang, Jie;Hao, Li;Ding, Lihua;Song, Haomin
    • Journal of Information Processing Systems
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    • 제16권3호
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    • pp.572-587
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    • 2020
  • Experience API provides a learner-centered model for learning data collection and learning process recording. In particular, it can record learning data from multiple data sources. Therefore, Experience API provides very good support for ubiquitous learning. In this paper, we put forward the architecture of ubiquitous learning system and the method of reading the learning record from the ubiquitous learning system. We analyze students' learning behavior from two aspects: horizontal and vertical, and give the analysis results. The system can provide personalized suggestions for learners according to the results of learning analysis. According to the feedback from learners, we can see that this u-learning system can greatly improve learning interest and quality of learners.

이러닝시스템의 매체풍부성, 매체유용성, 매체경험이 학습자 만족에 미치는 영향 (The Impacts of Media Richness, Media Usefulness, and Media Experience on the Leaner's Satisfaction with e-Learning Systems)

  • 최수정;강경준;고일상
    • Journal of Information Technology Applications and Management
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    • 제14권2호
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    • pp.27-47
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    • 2007
  • In an effort to apply IT to practices of learning, universities are trying to implement e-Learning systems and expanding the extent of their usage. Nowadays, e-Learning systems are not only used for conducting web-based distance learning, but also used for supporting traditional classes education by encouraging communication and information sharing between instructors and learners or among the learners. There is relatively lack of studies on the exploitation of e-Learning systems in the traditional classes, in comparison with a distance education. Specifically, howe-Learning systems could support the traditional class and/or which benefits e-Learning systems could offer in the classes are among the important issues. In this study, we suggest that e-Learning systems would be the rich media to communicate and exchange information among people who participate in a class. We derive key variables like media richness and media experience from Media Richness Theory and from Channel Expansion Theory. Moreover, Media usefulness and Satisfaction of a learner with e-Learning system is drawn from the literature on IS success. We examine the effects of perceived media richness, media usefulness, and media experience on leaner's satisfaction with e-Learning systems. In addition, we also investigate learner's media usefulness perception which is positively related to media richness and media experience. Finally, learner's experience with e-Learning systems affects perceived media richness. Based on the results of an empirical test. we first suggest that perceived media richness with e-Learning systems contributes to increase media usefulness and satisfaction of a learner. Second, media experience is an important predictor of media richness and media usefulness perception. Consequently, the result can support Channel Expansion Theory. Finally, media usefulness perception affects learner's satisfaction with e-Learning systems.

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과학체험학습에 관한 선행연구 및 경기도 지역 초등학교 운영실태 분석을 통한 다양한 과학체험학습장의 활용방안 모색 (Classification of Place for Experiential Learning through Analysis of Previous Study and Actual Status of Elementary Schools in Gyeonggi-do about Science Experience Learning)

  • 권난주;권혁재
    • 한국초등과학교육학회지:초등과학교육
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    • 제38권1호
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    • pp.43-54
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    • 2019
  • In order to organize various places for science experience study, this study gathered and analyzed prior research on science experience study and various science experience perated in school. To that end, a total of 162 relevant prior studies of literature published from 2000 to 2016 were collected and 2,201 cases of science experience study conducted in 2015 were collected and analyzed. The place where the science experiential learning was done is divided into three areas of natural ecology, cultural history, facility experiential learning study, and the characteristics of participating subjects are examined. In terms of the number of articles published in the field of science-related experiential learning areas, 83 ecological experience study sites (51.2%), facilities institution experience study sites 56 (34.6%), and cultural history experience study books 23 (14.2%). Through this study, it was found out that research tendency to analyze science - related attitudes became prominent by setting study subjects using natural objects around and learning to play while playing and playing in nature. There was also an analysis by subjects of participation in science related experience learning centers. Cultural history experiential learning field was significantly lower than previous studies. In the lower grades, nature ecological experience learning was mainly performed. Combining the above findings, it can provide implications for the development of science-related experience activities. First, it is necessary to develop a technology-related experience learning center using local community resources. Second, it is necessary to expand the culture and history experience learning center related to science. Third, we need an education support center to support the expansion and operation of such a technology-related cultural history learning center.

경험학습이론의 의학교육에의 적용 (Application of Experiential Learning Theory to Medical Education)

  • 채수진
    • 의학교육논단
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    • 제22권2호
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    • pp.93-98
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    • 2020
  • This paper examined the principles of experiential learning theory (ELT) relevant to learning from experience and introduces examples which were applied to medical education from a theoretical perspective. The experiential learning theory encompasses the theories of Dewey, Kolb, and Schon, whose key ideas highlight the continuity of experience, interaction of experience, and reflection. According to ELT, growth is education, and education is a reconstruction of experience. Experiential learning is a way of thinking about the educational process by constructing meaningful learning through reflection-in-action. This paper examines the learning principles of ELT and presents practical examples of the application of ELT and its implications for medical education. An in-depth understanding and application of ELT could benefit the field of medical education.

A Study on the Learning Experience of Participating in a Collaborative Problem-Solving Learning Model from a Student's Perspective: Qualitative Analysis from Focus Group Interviews

  • Lee, Sowon;Kim, Boyoung;Kim, Seonyoung
    • International Journal of Advanced Culture Technology
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    • 제10권1호
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    • pp.160-169
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    • 2022
  • This qualitative study aimed to investigate ways to improve effective cooperative learning from students' perspective by understanding and analyzing the learning experiences of nursing students who participated in a collaborative problem-solving learning model. Data were collected through focus group interviews and reflection journals of six second-year nursing students from G-university in J-city who participated in a collaborative problem-solving learning model course. The interview data were analyzed and divided into 3 categories and 10 subcategories according to the six-step thematic analysis method proposed by Braun and Clarke. The results of analyzing the interviews were considered based on three areas: preparation before learning, the process of collaborating as a cooperative learning experience, and solutions and expectations after learning. The participants felt frustrated because collaborative problem-solving took more time for individual learning than traditional methods did and would not allow them to check the correct answers immediately. However, they gained new experiences by solving problems and engaging in discussions within their learning community. The participants' expectations included material that could help their learning, measures to prevent free-riders, and consideration of the learning process in evaluation factors. Although this study has sample limitations by targeting nursing students in only one region, it can be used to help operate collaborative problem-solving classes, as it reflects the real experiences and opinions of students.

일개 대학의 선행 현장수업의 필요성과 학업성취도에 관한 연구 (A Study on the Academic Achievement and the Needs of Prior Field Learning in a College)

  • 이재홍;박은미;김상수;권원안;김한수;정태은;최한성;김인규
    • PNF and Movement
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    • 제12권2호
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    • pp.81-88
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    • 2014
  • Purpose: The purpose of this study is to examine the needs of prior field learning and the academic achievement of field experience learning in a college. Methods: This study was performed from May 1 to October 30, and students were given questionnaire. The research questionnaire as follows: (1) to investigate the academic achievement after field experience learning, (2) to verify the needs of field experience learning. A statistical analysis was performed using SPSS 17.0 for window version. Results: The results was as follows : First, satisfaction of field learning had scored good(47.2%) in lesson goal, good(51.8%) in acquisition of knowledge and techniques, good(51.0%) in preparation of study and good(45.9%) in association. Second, curriculum of field learning had scored normal(35.5%) in prior education, good(47.4%) in composition, good(50.8%) in guidance and good(47.2%) in contents. Third, curriculum of field learning had scored good(44.6%) in duration, good(46.1%) in numbers, good(51.3%) in convenience and normal(38.1%) in means of transportation. Forth, needs of field learning had scored good(46.6%) in field learning of practicum, good(48.2%) in field learning of theory subject, 3-4 times(42.0%) in frequency of field learning and 2hours(57.3%) in a field learning hour. Conclusion: These findings suggest that college student's thinking of field experience learning is positive. Field experience learning provided that college students have directly an opportunity of gaining valuable experience to feel the field.

An Empirical Investigation of the Impact of Customer Learning on Customer Experience in the Context of Knowledge Product Use

  • KIM, Yong Jin;YIM, Myung-Seong
    • The Journal of Asian Finance, Economics and Business
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    • 제7권12호
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    • pp.969-976
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    • 2020
  • The role of customers has changed from that of passive users to value co-creators. Therefore, it is important to understand how customer learning takes place and how it affects customer experiences with services and products. However, while past studies insist on the importance of the issues in designing customer experiences, they do not empirically address these issues. This study investigates the support processes for customer learning, and their impact on customer learning, which in turn influences customer experience. To test the hypotheses, we employed the survey method. Target informants were the actual users of Apple iPods. A total of 200 survey questionnaires were distributed and 146 were collected. Among these, seven erroneous responses were excluded, leaving 139 usable ones. The proposed model was empirically analyzed using the Covariance-based SEM (Structural Equation Modelling) technique. The findings of this study suggest that, among the three support processes in customer learning, learning-by-doing support and learning-by-investment support positively affect customer learning, which influences customer experience. This study contributes to the literature by identifying different types of support for different kinds of customer learning processes and by empirically testing the impact of the support for the process on customer learning, and in turn, its impact on customer experience.

뇌성마비 아동 어머니의 학업과정 지지 경험 (Learning Process Support Experience of Cerebral Palsy Children's mothers)

  • 백경선
    • 동서간호학연구지
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    • 제7권1호
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    • pp.48-60
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    • 2002
  • This study was conducted to understand and analyze experience of learning process support toward mothers of children who suffer from Cerebral Palsy, to generalize and structurize the meaning of practical learning process support, and to use the study results as basic materials for development of support model. Study subjects were 12 mothers who have Cerebral Palsy children attending an ordinary school and a school for handicapped children. Data were collected from November 10, 1999 to December 29, 2000 and from January 20 to March, 2001, for 2 months. Data were collected from un-structural and open questions. And the collected data were analyzed with the phenomenological analysis method proposed by van Kaam(1969). Study results obtained from this report were as follows; As for original materials about learning process support experience of cerebral palsy children's mothers, 48 technical expressions were derived from 97 pieces of original materials, they were categorized into 10 common elements. Those common elements were , , , , , , , , , . Based on the above results, it is suggested that the concept of learning process support toward children suffering from Cerebral Palsy should be structureized, and proper models should be developed.

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여성 베이비부머세대의 직업훈련학습과 취업동아리 경험에 관한 내러티브 연구 (Narrative Study on Job Training Education and Job Club Experience of Female Baby-Boomer Generation)

  • 이병준;김지현;한현우
    • 수산해양교육연구
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    • 제29권3호
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    • pp.878-887
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    • 2017
  • This study performed a qualitative research on the transformative learning cases in vocational education for female baby-boom generation. The baby-boom generation that recently starts retirement is participating in vocational education for their re-employment. Even though their first goal of education was to find a job, they experienced in finding themselves through the actual education. Especially, female baby-boom generation learners were finding their own identity as an entity of social participation, getting out of the existing identity as wife, mother, and housewife. Such a learning experience was the process of recovering themselves, and in this process, new meanings of life were formed. In the results of the study, first, the learning experience in vocational education was the transformative learning to find themselves. They newly created themselves by critically introspecting their negative experience and perception of themselves, and then rearranging/cognizing the accumulated experiences. Second, the immersion in the transitional process to learner increased the motivation for learning and also drew learning about learning. Especially, they reinterpreted their educational methods and contents based on their learning experience in the vocational activity. Through the process, they learnt their past learning experience again. Third, the educational volunteer activity through learning club was a place for study to practice learning. Through this, the research participants realized that theories could not be separated from practice.

Active Learning Environment for the Heritage of Korean Modern Architecture: a Blended-Space Approach

  • Jang, Sun-Young;Kim, Sung-Ah
    • International Journal of Contents
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    • 제12권4호
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    • pp.8-16
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    • 2016
  • This research proposes the composition logic of an Active Learning Environment (ALE), to enable discovery by learning through experience, whilst increasing knowledge about modern architectural heritage. Linking information to the historical heritage using Information and Communication Technology (ICT) helps to overcome the limits of previous learning methods, by providing rich learning resources on site. Existing field trips of cultural heritages are created to impart limited experience content from web resources, or receive content at a specific place through humanities Geographic Information System (GIS). Therefore, on the basis of the blended space theory, an augmented space experience method for overcoming these shortages was composed. An ALE space framework is proposed to enable discovery through learning in an expanded space. The operation of ALE space is needed to create full coordination, such as a Content Management System (CMS). It involves a relation network to provide knowledge to the rule engine of the CMS. The application is represented with the Deoksugung Palace Seokjojeon hall example, by describing a user experience scenario.