• Title/Summary/Keyword: learners' satisfaction

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Form-Focused Instruction, Learners' Perceptions, and Second Language Acquisition (형태초점교수활동, 학습자의 인식도, 그리고 제2언어습득)

  • Hwang, Hee Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.10
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    • pp.6475-6482
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    • 2015
  • The purpose of the study was two folded: to examine whether form-focused instruction (FFI) with corrective feedback (CF) is effective for the acquisition of the target linguistic forms and to find out the extent to which of the students' perceptions as well as their attitudes towards English instruction that they received. Tests and questionnaires were implemented to 122 Korean EFL students from eight classes enrolled in an English communication course. They were randomly assigned to three groups: the input-based group, who received typographical input enhancement materials, so-called the TIE group, the output-based group, who performed dictogloss tasks, so-called the DICT group, and the control group (CG). The data analysis was made on both tests and questionnaires by using SPSS 21.0 for Windows. The study found that different types of FFI with CF contributed to the improvement of students' grammatical knowledge and both the TIE and DICT task group students positively changed their perceptions and understanding as well as their attitudes towards the English instruction given, and students in all groups preferred pair work activities. In addition, most of the TIE and DICT students showed their interest and satisfaction with English class, whereas the CG group students did not. Based on the findings, this study suggested that well-planned and properly-chosen FFI in the form of pair work activities should be applied in classrooms with consideration of students' instructional preference in Korean EFL contextual settings.

Learning Effect and Application Case of PBL for Improvement of Fashion Theory Course (패션 이론 교과목의 개선을 위한 PBL 적용 사례 및 교육적 효과)

  • Kim, Jang-Hyeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.3
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    • pp.510-521
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    • 2020
  • The university is attempting educational innovation to cultivate talents required by society. The purpose of this study was to prove the educational effect by applying the PBL to on a fashion theoretical course. The research methods are theatrical research and model development research to guide to utilizing PBL. As a result of this study, the learners' satisfaction with the subject applying PBL was evaluated quite positively. In general, it has been shown to have a very effective effect on improving the learner's problem-solving capability, cooperative learning capability, and self-directed learning capability. In particular, the problem-solving capability is relatively high compared to other factors. The result is consistent with the educational goal of the PBL for improving the learner's problem-solving capability. Perceivable correlation analysis on the relationship between the factors to grasp the educational effect of the PBL revealed the factors with a static correlation. In particular, the problem solving capability and cooperative learning capability developed a significant correlation with self-directed learning capability. This is a testament to their ability to exert greater influence when the competencies that each learner develops are combined.

Educational Effects of Flipped Learning on Fashion Practical Course (패션 실기 수업에 적용한 플립드 러닝의 교육적 효과)

  • Kim, Jang-Hyeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.4
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    • pp.497-508
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    • 2020
  • The paradigm focusing on learner-centered classes and the introduction of flipped learning through the connection between online and offline have been increasing. This study proved the educational effect by applying flipped learning to the basic draping course within the fashion practical course and revealed the implications for flipped learning from the instructor's perspective. The research methods are theatrical research and model development research in order to guide basic drape utilizing flipped learning. The study results revealed that learners' satisfaction was very high about the basic draping course combined with flipped learning, and it showed that students were very satisfied with the learning-related video because it can compensate for the decrease in education efficiency according to the number of attendees and improve education. Improvements shall include technical and content supplementation of video learning materials and presentation of documented learning materials, in addition to video materials. From the instructor's perspective, time needs to be set aside for video shooting and editing, a view of the composition of education from the learner's perspective, and an in-depth understanding of the instructor's curriculum for flipped learning design.

The Implementation and Evaluation of Learning Experience-Based Professionalism Program in Medical School (의과대학의 학습경험 중심 전문직업성 프로그램 운영 및 평가)

  • Yoo, Hyo Hyun;Kim, Young Jon
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.164-172
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    • 2018
  • This study explores how to implement a learning experience-based professionalism program for a medical students and evaluates its program through effectiveness and usability test. This study aims to provide practical implications for experience-based learning in an undergraduate level. Seventy four first-year medical students enrolled in PDS1(Patient-Doctor-Society 1): professionalism, one-week block (30 hours), one-credit program based on a experience-based learning model. All of the students were given six learning themes and learning resources and supporting tools, and conducted stepwise learning activities; preparation, organization, sharing, reflection and evaluation of experiences. The effectiveness of learning was evaluated by comparing the pre and post results of student's self-assessment on 24 questionnaire items about professionalism. After the course, the students and instructors conducted a usability evaluation of the program through questionnaires or group interviews. Learners' self-assessment results of professionalism such as leadership, self-directed learning, professional attitude, and social accountability all showed significant differences between the pre- and post-test. Satisfaction of the program was distributed to 3.58~3.78 according to items. Instructors and learner interviews confirmed practical usability throughout the course design, implementation and students evaluation. The results of the study showed the feasibility of implementing learning experience-based professionalism program in medical school. This study provides practical implications to develope and evaluate the learning experience-based professionalism program in medical education.

A Study on the Operation Condition and Improvement for Japanese Language Continuing Education - Focused on Social Welfare Centers Located in Seoul - (일본어 평생교육 프로그램 운영 실태 및 개선 방안 - 서울시 소재 종합사회복지관을 대상으로 -)

  • Kim, Hwal Ran
    • Cross-Cultural Studies
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    • v.35
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    • pp.315-338
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    • 2014
  • The purpose of this study is to propose actual operation condition of Japanese lecture based on social welfare organizations located in Seoul to investigate the current status and problems of Japanese language education in terms of lifelong education. According to the result of this study, the remarkable point was that a majority of Japanese lecture courses are highly focused on the elderly and 86% of the welfare organizations are providing free education. Regarding the effect of specialized business for the aged run by social welfare community center, it says, as Korea changing to aging society at the beginning of 21st century, it has put focus on strengthening personal competences of seniors through opportunities for participation in lifelong education, recreational activity programs and culture classes. It means foreign language classes are operating as one of the lifelong education programs for reinforcement of individual capability. Considering this tendency, it is expected that the lifelong education participation rate of the elder in Seoul will be raised. So, systematic improvements will be needed for this. First, it is required to recognize the existence of Educational and Cultural Industry and work hard to make it public so it could be invigorated and utilized by people usefully at the same time. Second, Japanese language training that mostly 55-year-old or more than 60-year-old people receive at the welfare center needs to be systematized for preparations on proper studying environment which provides the older with appropriate education method and content as well. Third, stable and systematic operation should be available through the link with experts in the field of Japanese language education and elderly education. Fourth, education program development is needed, which is able to satisfy one's desires for learning. Hence, targeting Japanese learners at each welfare center, we need to know the estimation of satisfaction degree and consciousness on learning Japanese. Finally, it has not been studied sufficiently regarding the instructors on teaching Japanese language in this paper, but it has been reported that most of social welfare centers, where Japanese language lectures are provided, are run by volunteers who can teach Japanese. Thus, the study on actual condition for Japanese language instructors will be conducted as well later on.

Exploring perception and experience of non-majors about SW education using CQR (SW교육에 대한 대학 비전공자의 인식과 경험 탐색: CQR을 중심으로)

  • Oh, Bora;Lee, Jeongeun;Lee, Jeongmin
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.395-413
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    • 2019
  • The purpose of this study is to explore non-major students' perception and experiences in college software education. For this, we analyzed the reflection journals of 36 non-major students in D University based on the Consensual Qualitative Research(CQR). As a result, there was not general core concept to all students nor a typical core concept that appeared to more than 50% students. However, various variable core concepts could be derived. Overall, 57 variable concepts were derived from experience in SW education and 7 variable concepts for perception of SW education. Based on this result, we found many of non-major students feel difficulty from unfamiliarity to SW education. Also, many students have satisfaction in their perception to SW education about personalized learning that their professor provided in the class. Lastly, we conclude that a methodology for SW education needs to have a careful operation strategy and interactive design. Although this study has not been able to elucidate general core concepts that appear to all learners, it has significant implication in terms of providing various implicit core concepts and suggestions for effective software education for non-major students.

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

The Effect of SW education based on Physical Computing on the Computational Thinking ability of elementary school students (피지컬 컴퓨팅 기반 소프트웨어 교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Lee, Jaeho;Kim, SunHyang
    • Journal of Creative Information Culture
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    • v.7 no.4
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    • pp.243-255
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    • 2021
  • The purpose of this study is to investigate the effect of software education based on physical computing on the CT ability of elementary school students. To this end, previous studies related to physical computing software education and software education in the 2015 revised curriculum were analyzed. In addition, COBL was selected among many physical computing tools on the market in consideration of the level and characteristics of learners in the school to conduct the study, and 'Professor Lee Jae-ho's AI Maker Coding with COBL' was used as the textbook. This study was conducted for 10 sessions on 135 students in 6 classes in 6th grade of H Elementary School located in Pyeongtaek, Gyeong gi-do. The results of this study are as follows. First, it was confirmed that physical computing software education linked to real life was effective in improving the CT ability of elementary school students. Second, the change in competency of CT ability by sector improved evenly from 8 to 30 points in the pre-score and post-score of computing thinking ability. Third, in this study, it was confirmed that 87% of students were very positive as a result of a survey of satisfaction with classes after real-life physical computing software education. We hope that follow-up studies will help select various regions across cities and rural areas, and prove that real-life physical computing software education for various learner members, including large and small schools, will help elementary school students improve their CT ability.

Subject Development of Fashion Model utilizing Capstone Design (캡스톤 디자인을 활용한 패션 모델의 교과목 개발)

  • Park, Keun-Jung;Kim, Jang-Hyeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.5
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    • pp.108-117
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    • 2021
  • The educational approach using Capstone Design is gradually expanding with the change in social and educational paradigms. Course development utilizing the Capstone Design in models in the department of fashion can create a positive effect in that it enhances the practical capabilities of the fashion model and expands the perspective of various fields related to fashion shows. This study proved the educational efficacy by applying the Capstone Design to the model work presentation course and investigating the implications of the design from the instructor's perspective. The research methods used to guide this course utilizing the Capstone Design were theatrical research and model development research. This study showed that learners' satisfaction for this course combined with Capstone Design was very high, and students were very satisfied with the progress of the class. The instructor's point of view in progressing this course showed the need for education from an in-depth and convergence perspective related to fashion, improvement of temporal and spatial utilization of space, concerns about establishing connections with experts and various industries, and expanding the scope of education through continuous exchanges and cooperation with industry.

An Evaluation of Learning Community by using CIPP model: Focused on the case of a tutoring program in the university (CIPP모형을 활용한 학습공동체 평가: 대학 튜터링 프로그램 사례를 중심으로)

  • Kim, Mijin;Lee, Jung-A
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.5
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    • pp.369-379
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    • 2017
  • The purpose of this study was to improve an university tutoring program qualitatively, evaluating and analyzing the case of tutoring program that students attended in order to strengthen their learning competences through CIPP(Context-Input-Process-Product). To do this, a tutoring survey with satisfaction survey was carried out for 90 students who participated in the final reporting meeting among those who joined the tutoring program at the second semester of 2016 year at the B university. In addition, a tutor interim checking workshop was held for the 49 tutors and qualitative analyses were carried out on the reflection papers submitted by students who were involved in the tutoring program. Tutoring program assessments were carried out in terms of several steps and their view points. They were the necessity of tutoring program for the context evaluation, the appropriacy of human-material resources and program planning for the input evaluation, the teaching and learning activity for the process evaluation and the influence, effectiveness, sustainability, transferability for the product evaluation. Survey results showed that the average scores were presented 4.05 for the context evaluation, 3.88 for the input evaluation, 4.08 for the process evaluation and 3.92 for the product evaluation respectively. Similar analysis results were represented from the tutor workshops and the reflection paper analysis results. Learners were satisfied with all the evaluation items, scoring more than the average level. However, it was necessary for the evaluation items that were rated low range to improve the program through detail modification plans.