• Title/Summary/Keyword: learner data

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The Effect of Perceived Usefulness and Perceived Ease of Use on Learner Flow in e-Learning Community (전자교육공동체에서 지각된 유용성과 지각된 사용용이성이 학습자의 몰입에 미치는 영향)

  • Kim, Sung-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.6 s.44
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    • pp.87-97
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    • 2006
  • This study aims to identify the effect that the perceived usefulness and perceived ease of use have on learner flow in e-learning community. Based on literature review and Technology Acceptance Model(TAM), a potential model and five hypotheses were suggested. Questionnaire was carried out among 62 members of one e-learning community for preparatory teacher Cronbach alpha of the questionnaire was.88. The collected data were analyzed through correlation analysis and path analysis. The results of this research are as follows. Three hypotheses were adopted: Perceived usefulness will affect on attitudinal flow, Perceived ease of use will affect on attitudinal flow. and Attitudinal flow will affect on behavioral flow. Two hypotheses were rejected;. Perceived usefulness will affect on perceived ease of use and Perceived ease of use will affect on behavioral flow. The model revised through the results of path analysis had good-fitness. That is. overall fit measures (RMSEA, CFI. NNFI). indexes that show the suitability of the model were quite good. Findings of this study suggested the important strategies for designing e-learning community in order to promote learner flow.

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Improving Bagging Predictors

  • Kim, Hyun-Joong;Chung, Dong-Jun
    • Proceedings of the Korean Statistical Society Conference
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    • 2005.11a
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    • pp.141-146
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    • 2005
  • Ensemble method has been known as one of the most powerful classification tools that can improve prediction accuracy. Ensemble method also has been understood as ‘perturb and combine’ strategy. Many studies have tried to develop ensemble methods by improving perturbation. In this paper, we propose two new ensemble methods that improve combining, based on the idea of pattern matching. In the experiment with simulation data and with real dataset, the proposed ensemble methods peformed better than bagging. The proposed ensemble methods give the most accurate prediction when the pruned tree was used as the base learner.

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A Study on the CRM Application for Activation of Cyber Education (사이버교육활성화를 위한 CRM방법의 적용에 관한 연구)

  • 김한신;이공섭;이창호
    • Journal of the Korea Safety Management & Science
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    • v.4 no.2
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    • pp.103-111
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    • 2002
  • Nowdays cyber education based on the internet is actively developed. But the management of the customers in the cyber education field is not enough. Then, in this paper, we provide the learner with the proposals of lectures to be extremely matched by analyzing the learning capacity and the greatest concern of him(her) using the methods of data mining, such as RFM, prediction, slickness, association rule, classification, and so on.

A Practical Study on Data Analysis Framework for Teaching 3D Printing in Elementary School

  • Kim, Woo Yeol
    • International Journal of Internet, Broadcasting and Communication
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    • v.8 no.1
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    • pp.73-82
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    • 2016
  • The computational thinking refers to the ability to solve the complex and a variety of problems by utilizing a computer in core of the software education. It create a model through data collection and analysis and realize that the computer can understand to solve problems. Recently, the educational application of 3D printer appears in importance, which is one method to improve the computing thinking. In this paper, we propose the data analysis framework to stretch the computing thinking of learner that can incorporate 3D printing technology to the current elementary school curriculum and apply in a case study.

Collaboration in a Web-Based Learning Environment: Opportunities and Challenges

  • HAN, Seungyeon
    • Educational Technology International
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    • v.9 no.2
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    • pp.123-142
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    • 2008
  • The purpose of this study was to examine how computer conferencing might facilitate collaborative learning for students to engage in meaningful discussion. The participants in this study consisted of the instructor and the students in a graduate level course. Different sources of evidence were used to triangulate the data: in-depth interviews, content analysis of transcripts of discussion, and other archival data including course syllabus, presentation materials, and lecture notes. Participants perceived web-based learning as collaborative process, providing opportunities to share the idea, respect and evaluate different perspectives, and co-construct new insights. Analysis of the data revealed several challenges related collaboration in a web-based learning environment: absence of a sense of community, technical problems, adaptability to different types of learner, and managing the discussion. The data also indicated that a variety of strategies were used to facilitate learning: building a sense of community, technical support, developing instructional methodologies, class size, and design of the content.

Development of Software Education Support System using Learning Analysis Technique (학습분석 기법을 적용한 소프트웨어교육 지원 시스템 개발)

  • Jeon, In-seong;Song, Ki-Sang
    • Journal of The Korean Association of Information Education
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    • v.24 no.2
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    • pp.157-165
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    • 2020
  • As interest in software education has increased, discussions on teaching, learning, and evaluation method it have also been active. One of the problems of software education teaching method is that the instructor cannot grasp the content of coding in progress in the learner's computer in real time, and therefore, instructors are limited in providing feedback to learners in a timely manner. To overcome this problem, in this study, we developed a software education support system that grasps the real-time learner coding situation under block-based programming environment by applying a learning analysis technique and delivers it to the instructor, and visualizes the data collected during learning through the Hadoop system. The system includes a presentation layer to which teachers and learners access, a business layer to analyze and structure code, and a DB layer to store class information, account information, and learning information. The instructor can set the content to be learned in advance in the software education support system, and compare and analyze the learner's achievement through the computational thinking components rubric, based on the data comparing the stored code with the students' code.

Strategies on Text Screen Design Of The Electronic Textbook For Focused Attention Using Automatic Text Scroll (자동 스크롤 가능을 이용한 주의력 집중을 위한 웹기반 전자교과서 텍스트 화면 설계전략)

  • Kwon, Hyunggyu
    • The Journal of Korean Association of Computer Education
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    • v.5 no.4
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    • pp.134-145
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    • 2002
  • The purpose of this study is to present the functional and technical solutions for text learning of web-based textbook in which each letter has its own focal point. The solutions help learners not to lose the main focus when eye moves to the next letter or line. The text screen of the electronic textbook automatically scrolls the text to up and down or left and right directions which are preassigned by learner. It doesn't need the operation of mouse or keyboard. And learner can change scroll speed and types anytime during scrolling. Automatic text scroll function is a solution for controlling data and screen to reflect the personal favor and ability. It contains the content structure of the text(characteristics, categorizations etc.), the appearance of the text(density, size, font etc.), scroll options(scroll, speed etc.), program control type(ram resident program etc.), and the application of the screen design principles(legibility etc.). To resolve these functional problems, technical 8 phases are provided, which are environment setting, scroll option setting, copy, data analysis, scroll coding, centered focus coding, left and right focus coding, implementation. The learner can focus on text without dispersion because the text focal points stay in the fixed area of screen. 1bey read the text following their preferences for fonts, sizes, line spacing and so on.

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The Effects of the Convergence Study about Smart Learning in Nursing Education (간호교육에서의 스마트러닝 적용에 관한 융합연구의 효과)

  • Ki, Eun-Juong;Seo, Dong-Hee;Chung, Soon-Ah
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.519-527
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    • 2018
  • The purpose of this convergence study was to examine the effects of smart learning on learner's participation, academic self-efficacy and task value in nursing education. The study was designed using a nonequivalent control group no-synchronized design. The subjects of this study consisted of 86 experimental group and 95 control group who were nursing students. Data were collected from March 2 to June 8. 2018. The data were analyzed using the spss 18.0 program to perform independent t-test. There were not statistically significant differences in learner's participation(t=1.065, p=.288) but were statistically significant differences in academic self-efficacy(t=2.668, p=.008) and task value(t=2.070, p=.040). Therefore, the smart learning was effective in increasing academic self-efficacy and task value for nursing students. The smart learning is expected to be useful as effective teaching and learning strategies in nursing education.

A Study on College Students' Experiences for UCC Assignment in a Character Education Class (교양 인성 수업에서 대학생들의 인성을 주제로 한 UCC 과제 경험에 관한 현상학적 연구)

  • Kim, Byung-Sun;Son, Eun-Kyoung;Lee, Jun-Gil
    • Journal of the Korea Convergence Society
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    • v.13 no.3
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    • pp.239-253
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    • 2022
  • The purpose of this study is to have college students who took 'University Character Education Using YouTube Videos', which was opened as a liberal arts course in college, directly produce UCC assignments with the theme of personality. Despite the recent paradigm shift in learner-centered education, teacher-centered education still hinders learners' motivation to participate in classes. To solve this problem, a learner-led UCC production process is necessary for the practice of effective learner-centered education. For this purpose, a phenomenological research method was applied. The research participants were 10 students, in-depth interview was used for data collection, and Colaizzi's research method was selected for data analysis. As a result of the analysis, 9 themes, 4 theme clusters, and 2 categories were derived. The results are as follows. First, they recognized that the UCC assignments were a field of maturity, such as practicing the right thoughts and actions, and re-establishing the concept of character. Second, they said that the UCC production process was an opportunity to increase their self-esteem. Third, they showed a more mature personality by recognizing that the UCC assignments became a chance to pay attention to others beyond themselves. Fourth, they had the greatest difficulty in selecting a topic while carrying out the UCC project, and they were experiencing the limitations of high-quality projects due to the technical immaturity of UCC production. Finally, this study was concluded by discussing the educational implications based on the results. These results provide a suggestion that more effective character education can be expected when tasks led by learners will be developed and an interactive arena where students can be shared are provided.

Development of an Optimized Class Space and Map based on the Metaverse ZEP Platform (메타버스 ZEP 플랫폼 기반의 최적화된 수업 공간 및 맵 개발)

  • Ae-ran Park;Myung-suk Lee
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.439 -447
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    • 2023
  • This paper aims to develop a map for optimized class space using ZEP among the metaverse platforms. As a research method, the classroom space was organized so that the subject of learning became a learner, and the classroom space was modified and supplemented to optimize while being applied to elementary school computer classes. The contents of the study investigated learners' prior perception of metaverse, and compared and analyzed the advantages and disadvantages of the metaverse platform. In addition, the map was designed by reflecting the results of the survey, and after applying the map to the class, necessary APIs and apps were installed to supplement it. As a result, the learner became the subject of learning in the metaverse space, freely identified the space, and actively participated in the class. In particular, we found that students who were passive offline and those who had a low participation rate due to lack of skills participated more actively. In particular, students who were passive offline or whose participation was low due to lack of skills participated more actively. If API and JavaScript programs are added to collect log data of learners for learning analysis, real-time feedback is possible for learners, and learner feedback is possible for instructors with statistical data. If this is possible, the metaverse space can fully expect the role of a learning assistant for learners and a teaching assistant for instructors.