• Title/Summary/Keyword: 교육 학습 요소

Search Result 1,798, Processing Time 0.024 seconds

Moderating Effect of Learning styles on the relationship of quality and satisfaction in the context of Business Simulation Game (시뮬레이션활용 경영 교육의 품질요인과 성과에 대한 학습유형의 조절효과)

  • Ahn, Tony Donghui
    • Journal of Service Research and Studies
    • /
    • v.7 no.4
    • /
    • pp.151-164
    • /
    • 2017
  • This study aims to explore the effect of quality factors and learning styles on users' satisfaction in the use of business simulation tools in business education. For this purpose, statistical methods such as reliability test, factor analysis, ANOVA, regression analysis were carried out using the survey data from university students. The quality factors of education using simulation were classified into contents, education environment, interpersonal activities, and instructor support while learning styles were classified into proactive, self-directed, environmental-dependent, and passive styles. The results showed that each quality factors of education using business simulation had a strong positive effect on user satisfaction. Proactive and environment-dependent group had higher satisfaction than other groups. Learning styles had moderating effects on the quality-satisfaction relationship, and the direction and degree varied depending on the quality factors and learning styles. Theoretical and practical implications were drawn from these findings.

자리바꾸기 문제를 활용한 수학적 창의성의 발현 과정 연구

  • Kim, Bu-Yun;Lee, Ji-Seong
    • Communications of Mathematical Education
    • /
    • v.19 no.2 s.22
    • /
    • pp.327-344
    • /
    • 2005
  • 솔리테르(solitaire) 중 간단한 게임인 자리바꾸기 문제에 대해 학습자로 하여금 다양한 해결방법을 산출 하도록 한 후, 그 과정에서 학생들의 수학적 창의성의 발현 과정을 추적해 본다. 제시한 문제 해결 과제에 대한 학습자들의 반응과 해답을 분석함으로써 수학적 창의성에서의 인지적 구성요소인 확산성, 유창성, 논리성, 유연성, 독창성과 정의적 구성요소에 해당하는 적극성, 독자성, 집중성, 정밀성 등이 어떻게 나타나고 있는가를 살펴본다. 또한 그렇게 함으로써 각 구성요소의 의미와 특성을 규명하고자 하며, 나아가 이들 구성요소를 판별할 수 있는 방안에 대한 기초 자료를 제공하고자 한다.

  • PDF

The Educational Effects of Peer Agent System to Improve Problem-Solving Ability (문제해결력 향상을 위한 동료 에이전트 시스템의 교육적 효과)

  • Han, Keun-Woo
    • The Journal of Korean Association of Computer Education
    • /
    • v.12 no.4
    • /
    • pp.1-11
    • /
    • 2009
  • There are several studies in order to learn about programming language. This paper develops a peer agent system based on teaching and learning strategies in order to improve problem-solving ability. Problem-solving ability involves three components - content understanding, domain-dependent problem-solving strategies, and self-regulation. This paper shows the teaching and learning strategies about components of problem-solving for learning to program and the peer agent system uses the teaching and learning strategies. This study intents to analyze the educational effects of the peer agent system. The results show that the system has superior effects on problem-solving ability compared to traditional programming courses or pair programming courses. It means that the peer agent system is the effective educational system in improving student's problem-solving ability.

  • PDF

Effects of Entrepreneurship Education on Entrepreneurial Intention of Undergraduate (대학의 창업교육이 학생들의 창업의지에 미치는 영향)

  • Park, Kwang-O
    • Management & Information Systems Review
    • /
    • v.33 no.5
    • /
    • pp.233-247
    • /
    • 2014
  • The purpose of this study was to analyze the influence of teaching style on entrepreneurial intention of undergraduate. And this study was to analyze the influence of teaching style on study attitude of undergraduate. Additionally, this study was to analyze the influence of teaching style on self-esteem of undergraduate. The results of this study can be summarized as follows. Firstly, entrepreneurial intention of undergraduate showed a statistically significant difference based on teaching style. Secondly, study attitude of undergraduate showed a statistically significant difference based on teaching style. Lastly, Secondly, self-esteem of undergraduate showed a statistically significant difference based on teaching style.

  • PDF

Development of Face-To-Face Learning Supply System for Cyber Education (사이버 교육을 지향한 대면학습 지원 시스템 개발)

  • 홍성준;양천석
    • Proceedings of the Korea Society for Industrial Systems Conference
    • /
    • 2002.06a
    • /
    • pp.229-238
    • /
    • 2002
  • 본 연구는 기존의 대면학습체계에서 가상교육체제로 변화되고 있는 새로운 교육 패러다임에 대해 교수자와 학습자가 점진적으로 교육환경 변화에 적응할 수 있도록 유도하기 위한 대안적인 방안으로써 인터넷을 기반 대면학습 지원 시스템 제안 한다. 가상교육체제는 고도의 정보 인프라와 학습자 및 교수자 모두에게 일정수준 이상의 정보기술이 요구되고, 실험실습, 실기교육 등과 같은 참여교육에 제한이 따르며, 교육체제에서 기본적으로 수반되는 비정형적 교수-학습 활동들을 수용하는데 교육컨텐츠 및 운영 시스템에 대한 정교한 설계 및 준비가 요구된다. 따라서 본 연구는 가상교육체제의 문제점과 기존 면대면 학습체제의 보완을 위한 방안으로써 교육체제에서 수반되는 비정형적 교수-학습 활동 요소들을 정보시스템에서 운영이 가능한 정형화 프로그린 및 프로세스로 전환하여 대처할 수 있는 방안을 제시하였다. 또한 본 연구에서 제안한 대면학습 지원시스템은 교수 및 학습 활동에 요구되는 전반적인 자료들을 교수-학습 지원 프로그램 및 프로세스에서 체계적으로 관리 및 운영할 수 있도록 모듈화 하는 방안을 제시하였다.

  • PDF

Analysis of Learning Motivation Induction Effects for Depressed Students in Elementary Figure Domain Mathematics Courses using the Dolittle Education Programming Language (두리틀 EPL을 이용한 수학 도형 영역 학습 부진학생의 학습동기 유발 효과분석)

  • Park, Sang-Seon;Hur, Kyeong
    • 한국정보교육학회:학술대회논문집
    • /
    • 2009.08a
    • /
    • pp.93-98
    • /
    • 2009
  • 본 논문은 두리틀을 이용한 프로그래밍 언어 수업을 수학 교과 수업과 연계 적용하여, 수학 도형 영역에 학습부진 요소를 가지고 있는 기초학습 부진학생과 교과학습 부진학생의 학업 성취도와 학습 동기 유발에 있어 두리틀을 이용한 프로그래밍 언어 수업의 효과를 분석한다. 이를 통해서 두리틀 프로그래밍 교육이 수학과 수업과 연계한 재량 활동 교육 내용으로 적합한 교육 내용임을 검증한다.

  • PDF

Design of Computational Thinking Instruction Based on ARCS Model in Liberal Arts Education (교양교육에서 ARCS 모형 기반의 컴퓨팅 사고력 수업 설계)

  • Jun, Soo-jin;Shin, Chwa-Cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2019.05a
    • /
    • pp.90-93
    • /
    • 2019
  • Recently, as SW education has been emphasized in college, interest in Computing Thinking (CT) class at the liberal level has increased. In order to effectively educate students, various methods of teaching and learning are required to reduce the burden on CT education and motivation of students. The purpose of this study is to design teaching and learning using ARCS model to improve learners' learning motivation and learning achievement in CT course as liberal arts education. In this study, the learning elements of CT were selected based on previous research on the characteristics of education in the liberal arts education of the university and analysis of the CT content. In addition, Keller 's ARCS learning motive model was selected to match the instructional tactics according to the motivational factors of Attention, Relevance, Confidence, and Satisfaction. In order to effectively teach these CT contents, detailed strategies based on the ARCS model were designed and presented weekly.

  • PDF

Case Study for Increasing the Learning Effect In Cyber Lecture (사이버 강좌에서 학습 효과를 높이기 위한 사례 연구)

  • Um, Jong-Seok;Cho, Sae-Hong
    • Journal of Korea Multimedia Society
    • /
    • v.16 no.10
    • /
    • pp.1230-1237
    • /
    • 2013
  • Cyber lectures were expected to replace the traditional classroom lecture, yet they were criticized due to the inefficiency. With educational technology supplemented, cyber lectures have improved their efficiency through the coherence of superior planning ability and improvement in computer and network technology. This paper's purpose is to understand the factors that improve educational efficiency of cyber lectures. Cyber lecture for IT subject for software practice is created to test the educational efficiency as lecture on theories will not distinctively show the lecture efficiency. The survey was conducted to students and statistical analysis was done on collected data to analyze the factors that influence educational efficiency of created lecture.

A Study on Pedagogical Elements of Serious Game (기능성 게임의 교육학 요소에 관한 연구)

  • Ha, Soo-Cheol
    • Journal of Digital Contents Society
    • /
    • v.18 no.8
    • /
    • pp.1677-1684
    • /
    • 2017
  • In this paper, we tried to combine the findings obtained from pedagogical analysis of serious game, which is a study of Soo-Cheol Ha [2, 3], and learning theories such as behaviorism, cognitivism, constructivism, situated learning, and other theories. Based on the previous research, we propose pedagogical elements of serious games based on theories and researches from models and other studies using learning theory. The suggested elements were applied on GSS(Global Startup Simulation), which is a serious game, and the results were confirmed through questionnaire evaluation of learners who are learning through it.

A Study on the Understanding and Solving Tasks of AI Convergence Education (AI 융합교육의 이해와 해결 과제에 대한 고찰)

  • Sook-Young Choi
    • Journal of Industrial Convergence
    • /
    • v.21 no.1
    • /
    • pp.147-157
    • /
    • 2023
  • In this study, we approached from the perspective of AI convergence education in elementary, middle and high schools to understand AI convergence education. We examined what capabilities AI convergence education ultimately seeks to pursue, and analyzed various examples of AI convergence education in three dimensions: core curriculum, convergence model, AI learning elements and learning activities. In addition, factors to be considered in order for AI convergence education to be actively carried out include the cultivation of AI convergence education capabilities of teachers, the development and dissemination of AI teaching and learning methods and teaching and learning models, and evaluation methods for AI convergence education.