• Title/Summary/Keyword: use for learning

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Reflection and Learning The importance of interaction between teacher and student at reflective practicum (사고의 반영과 학습의 문헌고찰 - 교수와 학생의 상호작용 측면에서 본 사고반영 중심의 실습)

  • Shin, Kyung-Rim
    • The Korean Nurse
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    • v.31 no.5
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    • pp.65-71
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    • 1992
  • In nursing, a practice discipline, it has been argued whether the mastery of clinical competence depends on types of learning styles, learning experience, and the use of specialized skills. All these problems are not limited to nursing education. Later educators identified the importance of reflective learning which is a vital element in any form of learning and that teachers and students need to consider how they can incorporate some forms of reflection in the courses. The purpose of this study is to review educational articles for understanding better what reflection in learning is, to identify the theme which is of important relevance to professional practice, from the book, Educating the reflective practitioner, and to discuss the theme within nursing education. Reflection in learning was defined by Dewey(1933) as the process which is involved the perception of relationships and connections between the parts of an experience. This experience is passed on when two people becoming involved with each other in a conversation. schon(1987) emphasized that learning conversation, which is a part of the interaction of student and teacher, is an important factor of the process of reflection-om-actopm. In clinical nursing education, good relationships between teacher and student, faculty's role, interpersonal skills are critical in learning conversation. Then Practing nurses who accept the need to choose nursing actionss on the basis of reflection, who accepet the necessity for understanding and being able to communicate the reasons for action are a powerfful force for the development of nursing into an increasingly more effective profession for the benefit of patients.

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A Study on Use of Archival Information for Resource-based Learning (자원기반학습을 위한 기록정보의 활용방안에 관한 연구)

  • Han, Hyun-Jin;Lee, Soo-Sang
    • Journal of Korean Society of Archives and Records Management
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    • v.8 no.1
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    • pp.143-165
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    • 2008
  • This study is concerned with educational services provided for archives with a focus on programs for teachers and students in the classroom. The purpose of this study is to develop the archival-resource based learning model. And the other purpose is to find out the influence of the archival-resource based learning. The researcher and teachers designed two lessen plans for archival-resource based learning and general learning. To compare with the archival-resource based learning and the general learning, the researcher divided into two comparison classes of 6th graders of two elementary schools. Statistical analysis was conducted by analysis of covariance using SPSS WIN 12.0 for t-test.

Case Study and Development of Quest-Based Learning Using QR Code (QR코드를 활용한 퀘스트 기반학습 개발 및 적용사례 연구)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.79-88
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    • 2011
  • The purpose of this study is to confirm meaning for quest-based learning designed as one of learning methods with new media, which the contents were made of QR code based on smart-phone. For this purpose, this study conducted 8 times of class during one month with 32 elementary third graders. And analysis for the result of this study was carried out MANOVA focus on four sub-factor of motivation. The results showed positive effect for quest-based learning in attention and confidence factor on motivation. Quest-based learning of gaming version as a learning method using various media can use a learning method for facilitation of learner participation, supporting of learning by doing.

Functional Requirements to Increase Acceptance of M-Learning Applications among University Students in the Kingdom of Saudi Arabia (KSA)

  • Badwelan, Alaa;Bahaddad, Adel A.
    • International Journal of Computer Science & Network Security
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    • v.21 no.2
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    • pp.21-39
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    • 2021
  • The acceptance of smartphone applications in the learning field is one of the most significant challenges for higher education institutions in Saudi Arabia. These institutions serve large and varied sectors of society and have a tremendous impact on the knowledge gained by student segments at various ages. M-learning is of great importance because it provides access to learning through a wide range of mobile networks and allows students to learn at any time and in any place. There is a lack of quality requirements for M-learning applications in Saudi societies partly because of mandates for high levels of privacy and gender segregation in education (Garg, 2013; Sarrab et al., 2014). According to the Saudi Arabian education ministry policy, gender segregation in education reflects the country's religious and traditional values (Ministry of Education, 2013, No. 155). The opportunity of many applications would help the Saudi target audience more easily accept M-learning applications and expand their knowledge while maintaining government policy related to religious values and gender segregation in the educational environment. In addition, students can share information through the online framework without breaking religious restrictions. This study uses a quantitative perspective to focus on defining the technical aspects and learning requirements for distributing knowledge among students within the digital environment. Additionally, the framework of the unified theory of acceptance and use of technology (UTAUT) is used to modify new constructs, called application quality requirements, that consist of quality requirements for systems, information, and interfaces.

Design and Implementation of ELAS in AI education (Experiential K-12 AI education Learning Assessment System)

  • Moon, Seok-Jae;Lee, Kibbm
    • International Journal of Advanced Culture Technology
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    • v.10 no.2
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    • pp.62-68
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    • 2022
  • Evaluation as learning is important for the learner competency test, and the applicable method is studied. Assessment is the role of diagnosing the current learner's status and facilitating learning through appropriate feedback. The system is insufficient to enable process-oriented evaluation in small educational institute. Focusing on becoming familiar with the AI through experience can end up simply learning how to use the tools or just playing with them rather than achieving ultimate goals of AI education. In a previous study, the experience way of AI education with PLAY model was proposed, but the assessment stage is insufficient. In this paper, we propose ELAS (Experiential K-12 AI education Learning Assessment System) for small educational institute. In order to apply the Assessment factor in in this system, the AI-factor is selected by researching the goals of the current SW education and AI education. The proposed system consists of 4 modules as Assessment-factor agent, Self-assessment agent, Question-bank agent and Assessment -analysis agent. Self-assessment learning is a powerful mechanism for improving learning for students. ELAS is extended with the experiential way of AI education model of previous study, and the teacher designs the assessment through the ELAS system. ELAS enables teachers of small institutes to automate analysis and manage data accumulation following their learning purpose. With this, it is possible to adjust the learning difficulty in curriculum design to make better for your purpose.

The Impact of Achievement Motivation on Academic Achievement and Satisfaction of Adult Learners in an e-Learning Environment

  • HA, Young-Ja;CHUNG, Se-Jin
    • Educational Technology International
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    • v.7 no.1
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    • pp.59-79
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    • 2006
  • The purpose of this study is to measure the impact of motivation on academic achievement and satisfaction of adult learners in an e-Learning environment, and to come up with strategies to improve the effectiveness of e-Learning for adult learners. In order to find answer, devices were developed, tested for validity and reliability, and use for testing variables for 289 adult learners. To measure the impact of achievement motivation on learning in job training, a multiple regression analysis was performed. The analysis results show that achievement motivation has an impact on academic achievement with significance level .001, but does not have an impact on a learner's satisfaction. Further analyses on the subcategories of achievement motivation show that individual-oriented motivation affects achievement with significance level of .001, while social-oriented motivation does not. From this finding, some strategies to boost individual-oriented motivation are suggested to enhance effectiveness of job training in e-Learning environment. Further strategies to boost individual-oriented motivation should be developed by studying various aspects of e-Learning such as learning environments, learning culture, learning modes and methods, and evaluation.

Learning soccer robot using genetic programming

  • Wang, Xiaoshu;Sugisaka, Masanori
    • 제어로봇시스템학회:학술대회논문집
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    • 1999.10a
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    • pp.292-297
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    • 1999
  • Evolving in artificial agent is an extremely difficult problem, but on the other hand, a challenging task. At present the studies mainly centered on single agent learning problem. In our case, we use simulated soccer to investigate multi-agent cooperative learning. Consider the fundamental differences in learning mechanism, existing reinforcement learning algorithms can be roughly classified into two types-that based on evaluation functions and that of searching policy space directly. Genetic Programming developed from Genetic Algorithms is one of the most well known approaches belonging to the latter. In this paper, we give detailed algorithm description as well as data construction that are necessary for learning single agent strategies at first. In following step moreover, we will extend developed methods into multiple robot domains. game. We investigate and contrast two different methods-simple team learning and sub-group loaming and conclude the paper with some experimental results.

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A Study on the LCMS Model for u-Learning (u-Learning을 위한 LCMS 시스템 연구)

  • Woo, Young-Hwan;Chung, Jin-Wook;Kim, Seok-Soo
    • Convergence Security Journal
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    • v.5 no.2
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    • pp.37-42
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    • 2005
  • Development of Information Technology and knowledge information society transfer brought huge change of education training field. According as Ubiquitous society approaches, e-Learning will be evolving by u-Learning. This presages in other form with present that professor-learner environment may change. This study proposes and embodied administration method of various studying contents by development of Learning environment, And through operation platform analysis, proposed LMS that can do practical use of contents efficiently.

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Design and Implementation of an Integrated Browser to Support Internet-Based Collaborative Learning (인터넷기반 협동학습을 위한 통합브라우저의 설계 및 구현)

  • Song, Tae-Ok;Ahn, Sung-Hoon;Kim, Tae-Young
    • The Journal of Korean Association of Computer Education
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    • v.3 no.1
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    • pp.23-30
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    • 2000
  • The educational effect and practical use of collaborative learning produced in virtual learning communities are being discussed actively in these days. A higher-level interactive tool is essential for successful Internet-based collaborative learning through the network. In this paper, we designed and implemented an integrated browser which has the integrated learning environment to support collaborative learning, and thus the user interface of the network client(News, FTP, HTTP, SMTP, voice text chatting Clients) is improved. Therefore, the educational effect of Internet-based collaborative learning is get closer to that of face-to-face learning.

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Learning French Intonation with a Base of the Visualization of Melody (억양의 시각화를 통한 프랑스어의 억양학습)

  • Lee, Jung-Won
    • Speech Sciences
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    • v.10 no.4
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    • pp.63-71
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    • 2003
  • This study aims to experiment on learning French intonation, based on the visualization of melody, which was employed in the early sixties to reeducate those with communication disorders. The visualization of melody in this paper, however, was used to the foreign language learning and produced successful results in many ways, especially in learning foreign intonation. In this paper, we used the PitchWorks to visualize some French intonation samples and experiment on learning intonation based on the bitmap picture projected on a screen. The students could see the melody curve while listening to the sentences. We could observe great achievement on the part of the students in learning intonations, as verified by the result of this experiment. The students were much more motivated in learning and showed greater improvement in recognizing intonation contour than just learning by hearing. But lack of animation in the bitmap file could make the experiment nothing but a boring pattern practices. It would be better if we can use a sound analyser, as like for instance a PitchWorks, which is designed to analyse the pitch, since the students can actually see their own fluctuating intonation visualized on the screen.

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