• Title/Summary/Keyword: project based learning

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The Influences of Perceived Usefulness and Perceived Ease of Use on Learning Outcomes in Team Project-based Learning with Naver Band (네이버 밴드를 활용한 대학 팀 프로젝트 학습에서 지각된 유용성과 지각된 사용용이성이 학습성과에 미치는 영향)

  • Kim, Seyoung;Yoon, Seonghye
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.695-706
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    • 2016
  • The present study sought to shed light on specific designs and strategies by investigating the impact that team project-based learning approach using Naver Band had on learning outcomes specifically, on satisfaction and achievement. Variables of perceived usefulness and perceived ease of use were chosen as critical predictors of the learning outcomes. 70 undergraduate students were divided into 18 groups and instructed to work on a team project using Naver Band for 6 weeks. Data analysis was completed using descriptive statistic analysis, correlation analysis, hierarchical regression analysis. Also, descriptions of Band from team reflection journal were analyzed. The major results of the study are as follows: first, perceived usefulness was the significant predictor of satisfaction and achievement. Second, 5 functions were revealed as strengths about Band.

A Looping Population Learning Algorithm for the Makespan/Resource Trade-offs Project Scheduling

  • Fang, Ying-Chieh;Chyu, Chiuh-Cheng
    • Industrial Engineering and Management Systems
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    • v.8 no.3
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    • pp.171-180
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    • 2009
  • Population learning algorithm (PLA) is a population-based method that was inspired by the similarities to the phenomenon of social education process in which a diminishing number of individuals enter an increasing number of learning stages. The study aims to develop a framework that repeatedly applying the PLA to solve the discrete resource constrained project scheduling problem with two objectives: minimizing project makespan and renewable resource availability, which are two most common concerns of management when a project is being executed. The PLA looping framework will provide a number of near Pareto optimal schedules for the management to make a choice. Different improvement schemes and learning procedures are applied at different stages of the process. The process gradually becomes more and more sophisticated and time consuming as there are less and less individuals to be taught. An experiment with ProGen generated instances was conducted, and the results demonstrated that the looping framework using PLA outperforms those using genetic local search, particle swarm optimization with local search, scatter search, as well as biased sampling multi-pass algorithm, in terms of several performance measures of proximity. However, the diversity using spread metric does not reveal any significant difference between these five looping algorithms.

Project-based Learning and Learner Interaction by Web Convergency Communication Types (프로젝트기반 학습과 웹 융합 의사소통 유형별 학습자 상호작용)

  • Shin, Myeong-Hee;Choi, Do-Soon
    • Journal of the Korea Convergence Society
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    • v.10 no.2
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    • pp.35-40
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    • 2019
  • The purpose of this study was to investigate the effects of learners' academic achievement and learner interaction through project - based learning. In the case of interaction, we focused on the field of learning, that is, the learner's communication style in various technical environments. The subjects of this study were 80 learners who took a 3-hour elective English language learning course at a university in Korea. This study is to investigate the effect of learner interaction through KakaoTalk and LMS (Learning Management System). As a result of the study, it was found that there was a significant difference between learner interaction by project - based learning and communication type and kakao talk utilization group and LMS (Learning Management System) group. 1) The results of the kakao talk utilization group were significant in both the learner interaction and the learner's academic achievement according to the project - based learning and communication type. For current digital native learners, Kakao Talk is the result of the fact that it is the optimal environment for problem solving, communication, and uploading and sharing of educational activities.

Examining ways to support engineering students for choosing a project topic in interdisciplinary collaboration (공대 학생들의 프로젝트 주제 선정을 위한 초기 교수학습 지원 방안 탐구)

  • Byun, Moon-Kyoung;Cho, Moon-Heum
    • Journal of Engineering Education Research
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    • v.19 no.1
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    • pp.37-46
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    • 2016
  • The purposes of the study were to examine engineering students' concerns and problems while they were choosing a project topic in interdisciplinary collaboration and to suggest ways to support them in an early stage of collaboration phase. To answer the research questions, we conducted a case study with engineering participants in GCTI 2015, an interdisciplinary collaborative and creative group project. Multiple data sources including focus group interviews, online survey and researchers' observation notes were used to triangulate research findings. We found four main concerns of engineering students. These concerns include (1) lack of self-efficacy, (2) limited resources, (3) lack of shared, meaningful, and common goals, and (4) lack of content knowledge. Based on these concerns we proposed four supports in an early stage of the collaborative project. These supports includes (1) implementing an orientation program, (2) providing opportunities for social interactions, (3) providing expert feedback, and (4) providing consultation for team building.

The Study on Instructional Effect and Satisfaction of Project-based Learning (팀 기반 프로젝트 수업효과와 수업만족도에 관한 연구)

  • Shin, Yeon-Ha;Ryu, Ki-Sang
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.1-12
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    • 2020
  • The study is to analyze the value of satisfaction of instructional process to university students and to verify the relationship between the factors that how students make the team for class activity and instructional effect. According to this, the purpose of this study is to analyze the effect of lecture-based instruction and the project-based learning and verify the component factor of project-based learning so that this study can suggest various ways to participate in classes actively. For this study, the students participating in the classes from this researcher were selected and it was analyzed with quantitative and qualitative research. The qualitative research was in progress for 15 weeks class from September to December 2019 and the survey was done at the last day of 15 weeks class and project. Frequency, difference, correlation and regression analysis were conducted through SPSS 23.0 with 80 copies of the questionnaire. The result of this study, at first, the instructional effect and satisfaction of satisfaction on project-based learning is higher than teacher-centered instruction. Second, the team cohesion and team-work is giving a huge impact on instructional effect and satisfaction. At last, project-based leaning makes students participate in the class. Enjoy and satisfy in the course of class participation regardless of the result. Based on these findings, we are looking for the ways to use the project-based leaning and provide the objective data for the planning and production of class program to improve the effectiveness of the class. In addition, we discussed the implications and limitations of this study as well.

Analysis on University Lifelong Education System Support Project From the Perspective of Adult Empowerment Enhancement (성인 임파워먼트 증진 관점에서 본 대학의 평생교육체제 지원 분석)

  • Hwang, Jae-Yeon
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.245-252
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    • 2018
  • With the emergence of lifelong learning society and the decrease in school-age population, structural changes of universities are lead to an adult-friendly university system reform. Since 2008, university-based lifelong education activation projects, such as the lifelong learning-centered university cultivation project and the lifelong learning college project have been accelerated as a university lifelong education system support project that integrated both projects in 2015. This study analyzed the present status of university lifelong education system support project management, according to four analysis frameworks; adult-friendly curriculum, adult learner support system, evaluation of diverse learning performances, and empowerment of adult learners, based on adults' learning desire for higher education in a lifelong learning society. University lifelong education system reform suggests to aim at promotion of empowered adult learners, who give themselves positions and roles, through cultural adaptation and integration between generations.

The Effects of the STEAM Project-Based Learning on Students' Creative Problem Solving and Science Achievement in the Elementary Science Class (초등과학에서 융합인재교육 프로젝트 학습이 학생의 창의적 문제해결력 및 학업성취도에 미치는 효과)

  • Kim, Moon Gyeong;Choi, Sun Young
    • Journal of Science Education
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    • v.37 no.3
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    • pp.562-572
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    • 2013
  • The purpose of this study was to investigate the effects of a STEAM Project-Based Learning on the elementary students' creative problem solving, scientific achievement and class satisfaction in elementary science class. For this purpose, the STEAM based project learning for students was developed and applied. The subjects were fifth grade students at S elementary school in Incheon divided two groups : an experimental class comprising of 28 students and a comparative class of 27 students. The results of this study were as follows: First, the change in students' creative problem solving ability in the experimental group applying the STEAM Project-Based Learning has statistically meaningful difference (p<.01). Second, a scientific achievement in experimental group has statistically meaningful difference (p<.05). Third, students' satisfaction in the experimental group was 59.6% for this program. Therefore, the STEAM based project learning program applied to this study might be useful to improve the students' creative problem solving ability and achievement in science.

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Changes in attitudes and efficacy of AI learners according to the level of programming skill and project interest in AI project (AI 프로젝트 수업에서 프로그래밍 언어 활용 수준 및 프로젝트 흥미에 따른 AI에 대한 태도 및 효능감 변화)

  • Han, eongyun
    • Journal of The Korean Association of Information Education
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    • v.24 no.4
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    • pp.391-400
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    • 2020
  • While artificial intelligence (AI) is attracting attention as a core technology in the era of the 4th industrial revolution, needs for artificial intelligence education to cultivate AI literacy is emerging. In this regard, we developed and applied a project-based AI education program for elementary and middle school students, and analyzed its effects. Participants were assigned into teams with three members, and each team engaged in a project-based AI education program for two nights and three days. In the project, they selected an real-world problem they wanted and devised an AI-enabled artifact to solve it. The effectiveness of the program was investigated with the changes in attitude and efficacy of learners toward artificial intelligence. The results showed that the AI project learning positively changed both attitudes and efficacy toward artificial intelligence at a statistically significant level. This change was more pronounced as the level of perceived programming skills increased, and the level of interest in the project learning increased.

A Study on Design Education Method for Development of Self-Directed Learning Ability (자기주도학습 능력 개발을 위한 설계교육 방법에 관한 연구)

  • Han, Ji-Young;Lee, Min-Young;Jung, Bo-Ra
    • Journal of Engineering Education Research
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    • v.12 no.4
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    • pp.115-125
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    • 2009
  • The purpose of this study was to suggest efficient method for development of learner's self-directed learning ability through literature review on self-directed learning, component of self-directed learning, development of self-directed learning ability, design education steps adopting problem based learning and project based learning. This study was conducted through literature review on self-directed learning and development of self-directed learning, design education. Design education and project based learning process and problem based learning to extract the items that are common to bring out five steps, and differences in levels of learners based on self-learning led to Grow(1991) model to connect the lessons of 9 steps present the design education steps, that is, the learners ready for learning, the definition of problem and recognition of necessity, team building, related data collection, team learning about real problem with the teacher, select optimal solution, student-centered discussion, models and product creation, testing and evaluation, complement.

Analysis of Teaching and Learning Results in Capstone Design Courses (종합설계 교과목의 교수-학습 결과 분석)

  • Kim, Insook;Kim, Dongchoul
    • Journal of Engineering Education Research
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    • v.16 no.2
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    • pp.31-36
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    • 2013
  • This study analyzes results of current Capstone Design teaching and learning methods and makes suggestions based on its findings. To reach these conclusions, participants were 40 forth-year students in Capstone Design courses. In the results of t-test, the average of factors for the situated learning strategies were higher than those of the project based strategies. Also there were significant statistics in grades. Based on this study's findings, recommendations for effective teaching and learning strategies are made for the improvement of Capstone Design courses.