The purpose of this study was to identify differences in learning patterns according to content complexity in video-based learning environments and to derive variables that have an important effect on learning achievement within particular learning contexts. To achieve our aims, we observed and collected data on learners' cognitive processes through perceived affordances, using behavioral logs and eye movements as specific indicators. These two types of reaction data were collected from 67 male and female university students who watched two learning videos classified according to their task complexity through the video learning player. The results showed that when the content complexity level was low, learners tended to navigate using other learners' digital logs, but when it was high, students tended to control the learning process and directly generate their own logs. In addition, using derived prediction models according to the degree of content complexity level, we identified the important variables influencing learning achievement in the low content complexity group as those related to video playback and annotation. In comparison, in the high content complexity group, the important variables were related to active navigation of the learning video. This study tried not only to apply the novel variables in the field of educational technology, but also attempt to provide qualitative observations on the learning process based on a quantitative approach.
This study was planned to investigate the relationship between development levels of learning organization and organization effectiveness in Hospital. Data were collected from 285 respondents who have participated in 'Learning Organization Project'(response rate =$50.5\%$). Structured questionnaire were applied by self administrated survey for two weeks since 2003 May. Main results were as follows; In the result of factor analysis, four factor were created and almost questionnaire items were classified into as same categories as theoretical concepts. Cronbach's a coefficient also showed over 0.7 in all categories. This result means that measurement tool to evaluate the development level of learning organization is valid and reliable. In the comparison of the development level of learning organization by participants' specialties, managerial workers perceived the lowest construction level, while medical technicians evaluated it as the highest level. In regression analysis, the perception levels of work environment, task and human aspect showed positive relationship with job competency significantly. For job satisfaction, levels of task and human aspects had positive relationship significantly. In addition, for organizational commitement, levels of organization and human aspect were positive predictors. Finally, for the satisfaction about experience of learning organization project, levels of environment, task and hmm aspects were related positively. We concluded from these result that the positive relationship between construction levels of learning organization and organization effectiveness was extended to hospital, besides industrial fields. We recommend the introduction and facilitation of learning organization project in various settings to improve the competency of knowledge management in individual and organizational levels.
Journal of the Korea Society of Computer and Information
/
v.15
no.8
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pp.51-58
/
2010
Programming education needs learning which is adjusted individual learners' level of their learning abilities. Recommendation system is one way of implementing personalized service. In this research, we propose recommendation method which learning items are recommended for individual learners' learning in web-based programming education environment by. Our proposed system for leveled programming education provides appropriate programming problems for a certain learner in his learning level and learning scope employing collaborative filtering method using learners' profile of their level and correlation profile between learning topics. As a result, it resolves a problem that providing appropriate programming problems in learner's level, and we get a result that improving leaner's programming ability. Furthermore, when we compared our proposed method and original collaborative filtering method, our proposed method provides the ways to solve the scalability which is one of the limitations in recommendation systems by improving recommendation performance and reducing analysis time.
The purpose of this study is to explore the effects of self-directed field learning practices on student’s academic achievement and self-directed learning characteristics regarding the level of learning ability. To conduct this study, 196 students of high school students in Busan were chosen and parted into either the experimental group (98 students) or control group (98 students). Each group is classified into three categories: high level (24 students), middle level (50 students), and low level (24 students) according to the level of learning ability by the academic achievement pre-test. The areas chosen for experimenting this study range from Dusong peninsula, Molundae in Saha-gu, Songdo in Seo-gu, Pusan. Then the inquiry-model of self-directed field learning which focuses on learner-centered activity was designed based on theories concerning field learning and self-directed learning, and was applied to the experimental group. In conclusion, this teaching method using self-directed field learning is expected to improve academic achievement in science subject and increase students’ self-directed learning characteristics regardless of the students' level of academic achievement.
This study intended to find out an efficient teaching-learning method by identifying the effect of achievement goal directivity and self-regulated learning strategy on the level of learning achievement in class. This study analyzed the relationship between the achievement goal directivity and the average and standard deviation of self-regulated learning strategy as well as the relationship between the achievement goal directivity and the learning achievement of self-regulated learning strategy and also analyzed the effect of achievement goal directivity and self-regulated learning strategy on the level of learning achievement, based on the result of survey targeting 133 university students attending the Department of Social Welfare. The findings show that the higher the tendency of achievement goal directivity and self-regulated learning ability, the higher the academic performance, which means that it is necessary to resolve any anxiety through motivation control training and mentoring learning for academic achievement of students and inducing their proactive participation in class.
The Journal of Korean Association of Computer Education
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v.22
no.1
/
pp.31-46
/
2019
The purpose of this study is to analyze the self-directed learning types of software education learners and to characterize them according to each type. To do this, 429 middle school students participating in online software education at K university were surveyed and a latent class analysis to analyze self-directed learning types was conducted. As a result, the self-directed learning types of the software education learners were classified into 'highest level of self-directed learning type (class 1)', 'self learning style recognition type (class 2)', 'self learning style preference type (class 3)', and 'lack of self-directed learning type(class 4)'. Also, the level of software learning achievement according to self-directed learning type of software education learners was found to be the highest at 'highest level of self-directed learning type (class 1)' and lowest at 'self learning style preference type (class 3)'. Based on these results, we suggested the strategic implications for software education.
This study explored the learning environment for promoting conceptual understanding, immersion, and situational interest in small group learning using augmented reality, according to the level of students' self-regulation. 95 ninth-grade students from a coed high school in Seoul participated in this study. Students were divided into a group of four and each group was randomly assigned to three learning environments that provide one marker and one smart device(1-1), two markers and two smart devices(2-2), and four markers and four smart devices(4-4) for a group. Small group learning using augmented reality was conducted for two class periods about the chemical bonding concept from the Integrated Science subject. Two-way ANOVA results revealed that students in the 4-4 learning environment scored significantly higher than those in the 1-1 or 2-2 learning environment in a conception test. Changes in the learning environment have affected students with a low level of self-regulation. In an immersion test, students in the 4-4 learning environment scored significantly higher than those in the 1-1 learning environment, and changes in the learning environment have affected students with a high level of self-regulation. As a result of situational interest test, students in the 4-4 and 2-2 learning environments scored significantly higher than those in the 1-1 learning environment, and changes in the learning environment have affected students with a low and a high level of self-regulation. Based on the results, the educational implications of the learning environment for promoting conceptual understanding, immersion, and situational interest in small group learning using augmented reality are discussed.
The purpose of this study is to explore the effect of cognitive Presence on Flow according to the level of interest among the most important factors that have an effect on academic achievement. This study targeted 162 people who took the teaching course of B University. For the study, data were collected through a survey on the level of interest, cognitive Presence, and Flow. In order to verify how cognitive presence affects flow according to the level of interest, multiple regression analysis was performed by dividing the collected data into low and high groups based on the average of the level of interest. As a result, the level of learning management of cognitive presence was .071 in the high level of interest, and the level of learning management was .143 in the low group of interest level. As a result of this, the effect of the level of learning management of cognitive presence on flow according to the level of interest was confirmed. Through the results of this study, a instructional design strategy that can be flow was suggested through supporting cognitive presence according to the level of interest.
The purpose of this research is to promote the academic achievement motivation and improve problem solving ability in Mathematics. In addition I hope to explore a new teaching method and facilitate students interest in mathmatics. If the teachers utilize an Internet Web Page and exchang information, the interaction activities will allow them to collect and analyse a variety of data. As this teaching method assists students motivation to get the effects of self-regulated learning strategies of students using the internet and their academic achievements and learning attitudes can be explored. The information will be gathered after the students participate in classes which were taught through the Edunet Homepage and the Department of Mathematics Homepage of KongJu National University. The Internet pages focused on the "Function" chapter of the first grade text for students attending middle school. The students were divided into two groups, experimental and comparative. Each group is composed of three levels, high, middle, and low. In the post experimental phase, two tests were administered which measured achievement ability and the learning attitude of the students. The results of the tests were then compared and analyzed. The results were as follows: First, the study demonstrated that self-regulated Learning Starategies towards Academic Achievements and Learning Attitudes were more effective than traditional teaching methods. These methods were significantly effective in the middle level and low level groups. The study demonstrated little to no improvement in the high level groups
The purpose of this research was to explore the influence of a mother's motivational beliefs in the context of the child education and parent-teacher relationship and the impact that it has on the learning related skills of young children. The participants in this study consisted of 243 mothers of 4~5 years old children and 20 teachers in 5 child education centers located in Seoul, Korea. The data was analyzed by means of using statistical method such as mean, standard deviation, t-test, Pearson correlation, and stepwise regression. The major findings of this study were as follows: First, there were significant differences between parent-teacher relationship and learning related skills of young children according to the children's sex and maternal educational level. Second, children's sex, maternal educational level, and the parent-teacher relationship were significantly related with the learning related skills of young children. Last, mother's motivational beliefs in the context of child education and the parent-teacher relationship directly influenced the learning related skills of young children. The results of this study suggest that positive parent-teacher relationships are important for developing the learning related skills of young children and this in turn can predict the level of children's adjustment and success in school.
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