• 제목/요약/키워드: personal learning experience

검색결과 127건 처리시간 0.019초

천연염색 체험학습의 현황과 체험자의 특성에 관한 기초연구 (Basic Research about Natural Dyeing Experience Program Conditions and Participants' Characteristics)

  • 김지연
    • 한국의류산업학회지
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    • 제11권2호
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    • pp.350-358
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    • 2009
  • This research has a purpose to examine the actual conditions of natural dyeing program as a personal learning experience, participants' characteristics and common people's interest on natural dyeing nowadays. To examine the actual conditions of natural dyeing center and programs, many web sites and newspapers dealing with natural dyeing were used as main resources. As common people's interest on natural dyeing increased, there were a lot of natural dyeing centers in around country. To examine the interest on natural dyeing and the participants' characteristics of natural dyeing program, the data was obtained from a convenient survey of 326 respondents over 15 years old during 15th, May~30th, July in 2006. Almost 40% of respondents were interested in natural dyeing, but only 19% of respondents had ever participated in natural dyeing experience program. The participants' characteristics such as motivation, participating time, dyeing sources and materials, etc. were examined. Almost 65% of respondents were satisfied with natural dyeing experience. As long as people have interest on natural dyeing, Industrialization of natural dyeing will be advanced.

천연염색 체험학습에 대한 태도 - 보성 천연염색 체험학습을 중심으로 - (A Study about Characteristics of Participants of Natural Dyeing Experience Program - Focused on the Natural Dyeing and Craft Center in Bosung -)

  • 김지연
    • 복식문화연구
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    • 제17권1호
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    • pp.55-67
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    • 2009
  • The purposes of this study are to examine the conditions of natural dyeing experience program as a personal learning experience and consumer's interest and the participants characteristics of natural dyeing program so as to collect the practical data about natural dyeing program. To examine the interest and the participants characteristics of natural dyeing program, the data was obtained from a convenient survey of 326 citizens and tourists over 15 years old from Gwangju-city and Bosung in Chonnam during May 15${\sim}$July 30 in 2006. It was analyzed by frequency and t-test using SPSS 10.0. The results of the survey were: 1) The 40% of respondents are interested in natural dyeing. 2) Only 19% of respondents have ever participated in natural dyeing experience program. 3) The participants characteristics such as motivation and time of participation, item and source of natural dyeing according to natural dyeing program were various. 4) 65% of respondents were satisfied with natural dyeing experience. As the number of participants of natural dyeing increases, consumer awareness about natural dyeing will increase and finally industrialization of natural dyeing may be advanced.

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가상현실 기반 건설안전교육에서 개인특성이 학습성과에 미치는 영향 - 머신러닝과 SHAP을 활용하여 - (Impact of personal characteristics on learning performance in virtual reality-based construction safety training - Using machine learning and SHAP -)

  • 최다정;구충완
    • 한국건설관리학회논문집
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    • 제24권6호
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    • pp.3-11
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    • 2023
  • 건설산업의 높은 재해율을 줄이고자, VR 기반 건설안전교육의 도입이 장려되고 있다. 그러나 학습자의 특성을 고려하지 않은 교육방식으로 인해, 학습자의 개인특성에 맞는 효과적인 교육을 수행하지 못하는 한계가 있다. 본 연구에서는, VR 기반 건설안전교육에서 학습성과에 영향을 미치는 개인특성을 분석하는 것으로 목표로 하였고, 이를 위해 머신러닝과 SHAP 기법을 활용하였다. SHAP 분석 결과, 연령이 학습성과에 가장 많은 영향을 미치는 것으로 나타났고, 경력이 가장 작은 영향을 미치는 것으로 나타났다. 또한, 연령은 학습성과와 음(-)의 상관관계를 보이고 있어, VR 기반 건설안전교육의 도입은 낮은 연령에게 더 효과적일 수 있는 것으로 나타났다. 반면, 학력, 자격, 경력은 양(+)의 상관관계를 보였다. 학력이 낮은 학습자에게 더욱 이해하기 쉬운 컨텐츠를 제공함으로써, 학습성과를 향상시킬 필요가 있다. 또한, 자격과 경력이 낮은 학습자의 특성은 학습성과에 영향을 거의 미치지 않으므로, 그 이외의 학습자 특성에 집중함으로써, 학습자 맞춤형 교육 컨텐츠를 제공할 수 있을 것으로 기대된다. 본 연구를 통해, 여러 개인특성이 학습성과에 서로 다른 영향을 미칠 수 있음을 확인했고, 이러한 결과를 활용함으로써, 건설근로자의 개인특성을 고려한 효과적인 안전교육의 기회를 제공할 수 있을 것으로 기대된다.

A Study on the Relationship Between Teaching Style and Teaching Experiences of Professors in Higher Institutions

  • LEE, Jeong Gi
    • Educational Technology International
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    • 제6권2호
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    • pp.113-130
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    • 2005
  • The purpose of this study was to determine the teaching styles of professors who teach adult students in selected higher institutions. It also identified whether professors' teaching styles were teacher-centered or learner-centered and examined the relationship between instructors' teaching styles and such instructor demographic variables as gender, years of teaching experience, and taught level of courses. This study used The Principles of Adult Learning Scale(PALS) (Conti,1983) to measure instructional preferences. Demographic characteristics were collected through a personal data inventory. The analysis of variance (ANOVA) and multivariate analysis of variance (MANOVA) tests were used to analyze the data. The data were examined for significance at the .05 level of confidence by means of analysis of variance. The dependent variables in this study were teaching styles of full-time professor, as represented by the seven subscores from the standardized instrument on the PALS. The seven subscores were: (1) learner-centered activities, (2) personalizing instruction, (3) relating to experience, (4) assessing student needs, (5) climate building, (6) participation in the learning process, and (7) flexibility for personal development. The study established that there was a significant difference in mean scores on the PALS between participants when examined by the number of years of teaching experiences.

초등 실과 웹 (Web)코스웨어 개발 및 적용 연구 - 6학년 실과 '동물 기르기' 단원 - (Development and Implementation of a Web Courseware for the Unit 'Raising Animals' in Elementary School 6th Grade Practical Arts)

  • 임채강;이미자
    • 컴퓨터교육학회논문지
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    • 제6권3호
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    • pp.151-162
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    • 2003
  • 21세기 정보시대에는 학생들이 자유로운 정보 탐색이나 수집과 같은 활동을 통하여 자신의 학습 활동을 진행시켜 나갈 수 있는 능력을 길러주는 교육이 필요하다. 이러한 자기 주도적 학습 능력을 갖는 인재를 양 성하기 위한 방법의 하나로 웹은 다양한 형태의 자료를 학습자 주도적으로 검색할 수 있고 상호작용을 촉진시킬 수 있는 많은 장점을 가지고 있다. 한편, 실과 교육의 특성상 가장 효과적인 교수 방법은 직접 체험 학습을 하는 것이나 비용, 환경 여건, 안전도, 시간을 고려해 볼 때 항상 직접 체험학습 환경을 제공해 주기는 어렵다. 이러한 제한점이 많은 실과 단원에 대하여 직접 체험 환경과 가깝고 자가 주도적 학습을 지원하는 형태의 웹 코스웨어를 개발하여 이러한 제한점을 보완한다면 실과교육의 학습 효과를 높일 수 있을 것이다. 따라서 본 연구는 시간 장소 공간의 제약으로 많은 어려움이 있는 7차 교육과정 초등학교 실과 6학 년 '동물 기르기' 단원 중심으로 웹 코스웨어를 설계 개발하고 수업에 간단히 적용해보았다. 프로그램 적용 및 평가에 대한 심도 있는 연구는 후속연구에서 진행하기로 한다.

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A Study on the Daily Life Experience of Medical Students using the Experience Sampling Method

  • Yoo, Hyo Hyun;Jun, Soo-Koung;Kim, Seong Yong;Park, Kwi Hwa
    • International Journal of Contents
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    • 제13권4호
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    • pp.16-22
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    • 2017
  • The purpose of this study was to investigate the daily life experiences of medical students and to explore gender differences in these experiences using the Experience Sampling Method (ESM) as the method. The instrument, the Experience Sampling Form (ESF), consisted of questions on the external and internal experiences of the respondents. Data were collected from 2,035 ESFs by 91 students (male=52, female=39) at three medical schools for one week. The data was analyzed using the statistical tests of the t-test and ${\chi}^2$ test. Activity places were significantly different by gender (${\chi}^2=16.576$, p=.001). Males spent more time in learning places such as schools, libraries, etc., whereas females spent their time in personal places, including their homes, dormitories, etc. Males undertook more learning activities than did females, and females undertook more social/leisure activities and basic life activities than did male students (${\chi}^2=18.753$, p=.001). They were in a learning place and performing learning activities. There were significant perceptual differences between males and females about their flow levels, competency levels, and difficulty levels, based on the activity type. These results can help us to understand the daily lives of medical students and can be useful in developing counseling programs and educational activities for students.

3D프린팅을 활용한 스토리 기반 성장형 콘텐츠 개발 (Development of story-based growth type content using 3D printing)

  • 이영천
    • 문화기술의 융합
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    • 제4권1호
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    • pp.27-32
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    • 2018
  • 최근 AR 기반 스토리텔링을 위한 체험학습 콘텐츠가 많이 개발되고 있는 추세이다. 본 논문에서는 3D프린터를 활용하여 체험학습의 흥미와 재미를 더할 수 있는 스토리기반의 성장형 콘텐츠를 개발하고자 한다. 3D프린터를 활용하여 출력한 캐릭터는 개인 기념품으로 소장함으로써 그 가치를 상승시킬 수 있고, 성장형 콘텐츠를 통해 지역문화와 역사 그리고 관광 생태 체험을 함으로써 이해와 재미를 증진시킬 수 있어 교육 효과를 향상시킬 수 있다. 본 연구의 목적은 체험학습 할 지역의 문화와 생태에 대해 오브젝트 스마트 디바이스에서 가상으로 생성시켜 성장과정을 거친 후 3D 프린터를 활용하여 결과물을 개인 기념품으로 출력함으로써 교육 효과를 높일 수 있는 체험 학습용 콘텐츠 애플리케이션을 개발하는 것이다. 개발된 체험 학습용 콘텐츠 어플리케이션은 학생 및 관광객을 대상으로 관광 정보 제공 및 학습용 콘텐츠로 활용 할 수 있으며, 3D프린팅 기술을 통해 다양한 콘텐츠 개발을 하기 위한 새로운 원동력이 될 수 있다.

쿠레레(Currere) 방법을 활용한 한국의 실생활문화 교육방안 (Teaching Korean Living through the Method of Currere)

  • 정호진;박성실
    • 비교문화연구
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    • 제19권
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    • pp.339-358
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    • 2010
  • This paper aims to propose teaching plans based on individual learner's experience and from a cross-cultural viewpoint by applying Currere as a method of Korean life-culture education. Current Korean culture education programs are not systematic, and are being executed without differentiation from language education. Thus, this study proposes Korean life-culture teaching plans based on the method of Currere. We suggested Currere teaching-learning stages and strategies for Korean language learners by adapting Pinar's and Jeong Seong-a's method of Currere. The Currere teaching-learning stages consisted of introduction, regression, progression, theme analysis, data analysis, group discussion, and integration. Although the method of Currere is implemented through autobiographic writing, this study added the strategies of 'personal experience telling' and 'schema utilization and background knowledge provision'. In order to enhance the applicability of Currere to Korean life-culture education, we suggested teaching plans for the theme of "How to dispose rubbish" as an example. We suggested detailed teaching plans that teachers can apply in the actual classroom. We expect that these teaching plans may be applied to actual classes so that Korean culture education may not be limited to the acquisition of knowledge, but be linked to their real life.

Telepresence in Video Game Streaming: Understanding Viewers' Perception of Personal Internet Broadcasting

  • Kyubin Cho;Choong C. Lee;Haejung Yun
    • Asia pacific journal of information systems
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    • 제32권3호
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    • pp.684-705
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    • 2022
  • A new trend has been emerging in recent years, with video game live streaming becoming a meeting ground for gamers, as well as a marketing strategy for game developers. In line with this trend, the emergence of the "Let's Play" culture has significantly changed the manner in which people enjoyed video games. In order to academically explore this new experience, this study seeks to answer the following research questions: (1) Does engaging in video game streaming offer the same feeling as playing the game? (2) If so, what are the factors that affect the feeling of telepresence from viewers' perspective? and (3) How does the feeling of telepresence affect viewers' learning experience of the streamed game? We generated and empirically tested a comprehensive research model based on the telepresence and consumer learning theories. The research findings revealed that the authenticity and pleasantness of the streamer and the interaction of viewers positively affect telepresence, which in turn is positively associated with the gained knowledge and a positive attitude toward the streamed game. Based on the research findings, various practical implications are discussed for game developers as well as platform providers.

개인 변인에 따른 초등교사의 초등과학수업 실행전문성 분석 (Analysis of Elementary Teachers' Professional Performance about Science Teaching Practice according to Their Personal Variables)

  • 여상인;성승민
    • 한국초등과학교육학회지:초등과학교육
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    • 제32권4호
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    • pp.535-544
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    • 2013
  • The purpose of this study is to analyze the elementary teachers' professional performance about science teaching practice according to their personal variables. For this study, professional performance test was modified based on Woo's 'framework for progression and learning in the professional development of elementary teachers' science teaching practice', which included 6 elements such as 'lesson plans', 'creating the learning environment', 'inquiry', 'conceptual understanding', 'practical application', and 'assessment'. And then it conducted to 79 elementary teachers. The collected data were analyzed by the statistical package SPSS. The results of this study were as follows: There was statistically significant difference in the sub-domains of professional performance according to teachers' career, experience of training program, deciding method of exclusive subject. But there was almost no significant difference in other personal variables, such as gender, major, etc. Findings suggest that there are needs of further study about interaction effects of personal variables affecting teachers' professional performance of science teaching practice in detail.