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The Influence of Learning Commitment and Interest by Repetitive Education Activities of Adult Learners on Satisfaction in Online Learning Using Flip Learning Pedagogy

플립러닝을 활용한 온라인 학습에서 중·장년층 학습자의 반복학습에 따른 학습몰입과 흥미가 학습만족도에 미치는 영향

  • Kang, Tae-Gu (Dept. of IT Business Administration, Konyang Cyber University) ;
  • Lim, Gu-Won (Dept. Elderly Welfare, Konyang Cyber University)
  • 강태구 (건양사이버대학교 IT비즈니스학과) ;
  • 임구원 (건양사이버대학교 노인복지학과)
  • Received : 2021.05.13
  • Accepted : 2021.06.20
  • Published : 2021.06.30

Abstract

In the era of the 4th industrial revolution, the age of artificial intelligence, the development of ICT technology is having various effects on the online and offline educational environment. The universal access of online education changes the educational paradigm and converts it to a learner-centered service. At the time when a new educational environment is required to change, interest in flip learning is increasing. Even adult learner's online learning needs is also shown very high. The purpose of this study was to investigate how repetitive learning activities through flip learning for middle-aged online learners of K-Cyber University has a relationship and structural relationship between the effects of learning immersion and learning interest on learning satisfaction. Through this study, there is significance in research to suggest direction for learning satisfaction based on flip learning. For further studies, if a model of analysis of various factors that can be measured is specified and applied, it can be used as a research background that can maximize learning satisfaction based on flip learning.

4차 산업혁명 '인공지능 시대'를 맞이하여 ICT 기술의 발전은 온·오프라인 교육환경에 다양한 영향을 미치고 있다. 온라인 교육의 대중화는 교육 패러다임을 변화시켜 학습자 중심의 서비스로 전환하여 새로운 교육 환경의 변화가 요구되는 시점에서 플립러닝에 대한 관심이 높아지고 있다. 특히 성인학습자의 경우 생애 전반에 걸쳐 보다 다양한 학습과정의 온라인 학습 수요가 강하게 대두되고 있다. 본 연구는 K사이버대학교의 중·장년층 온라인 학습자를 대상으로 플립러닝을 활용한 반복학습이 학습 몰입과 학습 흥미가 학습 만족도에 미치는 영향의 관계검증과 구조관계에 어떻게 되는지 규명하고자 하였다. 이를 통해 플립러닝을 근간으로 한 학습 만족도를 위한 방향성 제시를 위한 연구에 의의가 있다. 향후 연구에서는 측정할 수 있는 다양한 요인 분석의 모델을 구체화하여 적용한다면 플립러닝을 근간으로 한 학습만족도를 더욱 극대화할 수 있는 연구에 활용될 수 있을 것이다.

Keywords

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