• Title/Summary/Keyword: student development

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What Quality Factors Affect to the e-Learning Performance (e-러닝 성과에 영향을 미치는 품질요인에 관한 연구)

  • Kim, Sung-Gyun;Sung, Hang-Nam;Jeong, Dae-Yul
    • The Journal of Information Systems
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    • v.16 no.1
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    • pp.201-230
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    • 2007
  • Recently, the growth of e-Learning systems and its related information technology has presented a unique challenge for both schools and industry. It would make an extremely phenomenal paradigm shift in the educational method and practice. Methods of assessing the quality of e-teaming services and contents are critical issue in both practice and research. Moreover, many researchers are interested in what qualify factors more affect to the Performance of e-Learning service. Nevertheless, service quality is a construct that is difficult to define and measure. e-Learning services are composed of many factors, and they are more complicated than the traditional education services because they we performed on the distance basis and the many platforms of IT infrastructure. The purposes of our research are to classify the e-Learning service dimension and identify their factors, to develop the measurement of the factors, and finally to test empirically their relationship between the service factors and e-Learning service performance. For the development of the service factors we considered SERVQUAL model and SERVPERF model which were developed in the service marketing area. The SERVQUAL model was more fitted to the e-Learning services than the latter. From that we derived several factors that fit to our research domain, ie, tangibles, access, reliability, credibility, security, responsiveness, assurance, empathy. We combined three factors of them(reliability, credibility, security) into a factor, system stability for the semantic simplicity, and divided responsiveness factor into system operator responsiveness and teacher responsiveness as the entity based dimension classification. In the e-Learning services research, Most researcher are mentioned the quality factors of contents, so we added to two contents quality factors, ie, contents production method and richness of contents itself. We examined the relationship between the service quality factors and e-Learning performance(student satisfaction and service reuse intention). As result three quality factors(contents production method, teacher responsiveness, empathy) significantly affected student satisfaction. To the other performance variable, ie, service reuse intention, the teacher related quality factors(such as teacher responsiveness, assurance, empathy) affected only. In conclusion, even in the on-line distance teaming, the teacher's role md earnestness is as important as ever.

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A Design of Instructional On-Line RPG for The Learning of Geometry in Mathematics (수학과 기하영역 학습을 위한 온라인 RPG 교수 게임의 설계)

  • Yoo, Seoung-Han;Lee, Jae-Inn
    • Journal of The Korean Association of Information Education
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    • v.5 no.3
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    • pp.321-328
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    • 2001
  • Generally, a Learning Games made based on Off-line. But Today, Web based learning has been used for many educational system by aid of the development of internet technique. If Off-line learning game serviced by On-line learning game, can provide learner with interesting and growing learner's study will. In this paper, I design the Mathematical of Elementary school Roll playing game for learning based on On-line. This is matched the point of On-line game with the point of Learning. A Learner's mathematical technic will be improve by The Mathematical On-line Roll playing game for Elementary school student. A student's ability of self directed learning and solving problem is expended too.

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Student Responses to Smart Device-Based Test on Competency Evaluation in Dental Education

  • Kim, Jooah;Kim, Soo-Yoon
    • Journal of Korean Dental Science
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    • v.12 no.2
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    • pp.58-65
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    • 2019
  • Purpose: This study was aimed to investigate the possibility of utilizing smart device-based test (SBT) for competency evaluation in dental education and to analyze the student responses on overall competency evaluation using SBT method, in comparison to ubiquitous-based test (UBT). Materials and Methods: Questionnaire surveys have been conducted at Yonsei University College of Dentistry from 2015 to 2018 to obtain students' feedback on the application of SBT to competency evaluation. In addition, in order to supplement the competency evaluation procedure, considerations were explored by comparing the expected and actual difficulty of each item when preparing items for competency evaluation with SBT. Result: According to the survey results, student responses between the initial two years (2015 and 2016) differed from those in next two years (2017 and 2018). Students in 2017 and 2018 had more positive responses on competency evaluation with SBT. To determine the test validity, criterion-referenced evaluation was adopted to compare the data in 2017 and 2018 and slight differences in test difficulty in 2018 between the expected and actual difficulty of items were found. Conclusion: The results indicated that SBT was more appropriate for competency evaluation than UBT, based on four-year period of competency evaluation. The SBT was not affected by either the file size or the number of test-takers. Interestingly, students were not sensitive to test version of competency evaluation (paper-based test and SBT). This study suggests that the quality of the test items should be measured by continuous monitoring of the expected and actual difficulty of items for determining test validity. More detailed results and discussions of the findings are given for the development of test procedure and further potential research directions in dental education.

Development and Application in STEAM Education Materials for Gifted Student (영재를 위한 융합교육(STEAM) 자료 개발 및 적용)

  • Tae, Jin-Mi
    • Journal of Gifted/Talented Education
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    • v.24 no.4
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    • pp.703-728
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    • 2014
  • This study academically examined about whether STEAM education is really needed, as part of the convergence-style gifted education for training a producer in creative knowledge, through the documentary and Delphi survey. Based on the results, it developed STEAM education materials available for being applied to the domestically gifted education field, and examined the field applicability of the developed program. As a result of surveying validity and class satisfaction, the STEAM education materials of having been developed through this study were indicated to be useful in the aspects of the appropriateness for teaching-material composition, the learning satisfaction, and the promotion in the convergence-based thinking ability. The currently domestic situation is in being short of fundamental discussion about necessity or direction of STEAM education for gifted student, compared to an effort for emphasizing and activating policy of convergence-based education focusing on STEAM. Hence, the outcome of this study, which was performed on the basis of basic research on STEAM education for the gifted student, has significance in the aspect as saying of expanding applicability of STEAM education as the gifted education program.

Experiencing Design Foundation in On-Line Education - By Using The Basic Graphic Tools - (디지털 학습 환경에서의 기초디자인 교육 - 기초디자인 훈련 도구(Basic Graphic Tools)의 개발을 중심으로 -)

  • Lee, Eun-Joo
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.255-264
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    • 2005
  • The development of personal computers and the Internet led to changes of instructor-student and student-student relationships in design education. New resources of design education with proper materials and tools have to be offered for teaching and learning. The purpose of this research is to develop Basic Graphic Tools(BGTs) on screen that help students to practice the design principles, and to evaluate the BGTs' usability to enhance the credibility of extra tools for online design learning. The BGTs has to be developed to minimize the gap between the online and traditional classroom settings and to maximize the diverse advantage of lecture content driven from technology. Students were given certain design requirements to explore BGTs and a learning guide/performance test after the lecture to evaluate the tools. The test was performed under the e-learning program serviced by C college. This research has presented some encouraging results and raises questions toward future work: how do BGTs impact the feasibility of an online design lecture.

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Qualitative Case Study on Computational Thinking Patterns of Programming Processes for the Tower of Hanoi Task (하노이 탑 프로그래밍 경험에서 나타나는 정보과학적 사고 패턴에 관한 질적 사례 연구)

  • Jang, Jeongsuk;Jun, Youngcook;Yoon, Jihyun
    • The Journal of Korean Association of Computer Education
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    • v.16 no.4
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    • pp.33-45
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    • 2013
  • This paper aims at exploring how a high school student is engaged with C computer programming language and explore deep aspects of programming experiences based on video recalled interview as part of portraiture. The single case was selected and several in-depth interviews and video recording were arranged after Oct 2011. The portrait of K reveals interesting strands of his computer programming experiences with his own thinking patterns and exploring ideas for more concrete ways of coding his thinking similar to scientific experiments; ie, design-development-implementation-debugging-revision. Overall, this case illustrates how the inner aspects of subjective programming experiences on the tower of Hanoi were integrated and unified within himself for inner growth. We discussed the student's inner faculties as part of the student's unity and suggested future research direction.

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A Study on Major Publishing and Learning Effects of College Student Authors (대학생 저자 전공서적 출판과 학습효과에 대한 연구)

  • Chang, Younghyun
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.3
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    • pp.1-6
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    • 2017
  • In the case of book writing and publishing written by students, it has been implemented in the category of very few students. Even if it is limited to the minimum case, the detailed analysis of the effects will show that the education and learning effects are infinite, the maximum positive effect based on diversity and the effect of education and learning that can be extended to the continuation of sustainable capacity building. In this paper, I attempted to publish basic and intermediate major books on two occasions for first and second grade ordinary students majoring in IT. In addition to the basic satisfaction of education and learning, the book publishing performance of college student authors is excellent in various fields such as expansion of business based business, enlargement of major identity due to upward satisfaction, maximization of various late effects, securing sustainable development tendency. In the future, we plan to suggest ways to induce the general application of learning effect by conducting research that can achieve the same effect for middle and low level students.

DEVELOPMENT OF GENERAL PHYSICS CAI PROGRAM FOR UNIVERSITY SCIENCE AND ENGINEERING STUDENT (이공계(理工系) 학생을 위한 일반물리학 CAI 프로그램의 개발)

  • Kim, Chang-Sik;Yoon, Sung-Ro;Cho, Young-Suk;Kim, Chul-Sung
    • Journal of The Korean Association For Science Education
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    • v.9 no.1
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    • pp.53-67
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    • 1989
  • General Physics CAI Program was developed for university science and engineering student. The program was restricted in the field of mechanics and was mainly aimed for individual tutorial. This project was supported by Government. Department of Education, physics attending their general physics classes in university. The program was written in BASIC and constructed by frame, 4 professors and 6 graduate students were involved in the project. Summary of this study is as follows. 1. The theory of CAI was illuminated from a new point of view to enhance usefullness of CAI. Also the structure of frame type CAI was studied. 2. The program was developed as follows 1) The program consisted of main program, pretest routine, tutorial routine, final test routine, and several other routines for program control. Whole program was written in BASIC. 2) 20 problems for pretest, 90 problems and subsequent hints and solutions for tutorial, 20 problems for final test were developed. 3) According to student's pretest result, tutorial course was routed through several different courses which contain different number of problems 4) The expected rate of achievment for final test was set to 75%. 5) Data of students response to problems including number of tries and time used were recorded for the purpose of achievment analisys 3. 22 students went through whole course and the results were as follows. 1) Pretest marks were widly distributed from 20 points to 100. It means that achievement of high school physics course were not enough. 2) Throughout tutorial course, students who had got higher mark in pretest answered correctly in the first trial at a higher rate of 78 %. Overall rate of correct answer in the second trial was distributed appropriatly. 3) Average mark of final test was 78.8 points, rather a higher rate of achievement than expected. This means that the program was constructed well.

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Development and Analysis of Effect for Problem Solving Model of Student-based (학생중심의 문제해결 모형 개발 및 효과 분석)

  • Jung, Chan Sik;Roh, Eun Hwan
    • Education of Primary School Mathematics
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    • v.17 no.1
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    • pp.57-75
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    • 2014
  • Problem Solving has been emphasized for recent decades, and many research case studies have been used to improve students' Problem Solving abilities. However, the gap of students' abilities can be easily shown after enrollment into school in spite of scholar's attempt to reduce students' level of differentiation. Besides, it is clear that teachers have been too readily assisting students' and not allowing them to acquire the process of Problem Solving, and this may be due to impatience. Therefore, students seem to show signs of the dependent tendency towards teachers and other materials. This tendency easily allows students' to depend on teaching resources without attempting any developmental mechanism of Problem Solving. The presupposition of this study is that every student must solve a problem without any assistance, and also this study is to provide new cognitive strategies for both teachers and students who want to solve their problems by themselves through the process of visible Problem Solving. After applying the student-based problem-solving model by this study, it was found to be effective. Therefore this will lead to the improvement of the Problem Solving and knowledge acquisition of students.

Meaning of Student Teaching Experiences in Daycare Centers for Toddler (영아반 보육실습 체험에 대한 의미)

  • Chun, Hye Jeong;Suh, Young Sook
    • Korean Journal of Childcare and Education
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    • v.6 no.1
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    • pp.177-199
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    • 2010
  • The purpose of this study was to provide a better understanding of prospective teachers' experiences during their toddler educaring practicum and what the meanings of their experiences are. A narrative study on practicum experiences was conducted with four junior students who major in early childhood education in A university in Seoul. The experiences of prospective teachers in daycare centers for toddler were diverse. Such diverse experiences allowed teachers to find the meaning of the relationship between teacher and toddler and to learn what being a teacher was like. And they showed positive changes in their attitude toward practicum and becoming toddler care and education teachers following improved understanding about the lives and development of toddlers and care-giving and teaching skills. The meaning of toddler educaring practicum was explained as building justification for existence and essential identity through continuous self-reflection, and experiencing happiness of caring and teaching toddlers. During the practice, they also learned that teachers in charge of toddlers should understand their lives, provide child friendly and stable environments, and be receptive and sensitively respond to them according to their needs and developmental levels. Student teachers realized that their role was to give loving care and to have sincere concern about the lives of toddlers.