• Title/Summary/Keyword: 지속학습

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The Impact of Digital Medium Quality on Learning Satisfaction, Sustainable Use Intention: Application Scheme of OSMU based on the Korean Classical Literature in grandculture.net (디지털 매체품질이 학습만족과 지속이용의도에 미치는 영향 : 고전문학의 원소스 멀티유즈(OSMU) 활성화를 위해 향토문화전자대전 사이트를 중심으로)

  • Hyun, Young-Ran;Chung, So-Yeon
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.1-10
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    • 2016
  • This paper focus on the digital media quality of one source multi-use for the vitalization of Korean classical literature. This paper examines the structural relationship between the quality of digital media and learning satisfaction/sustainable use intention through digital media. For this we used the case of The 'Encyclopedia of Korean Local Culture(www.grandculture.net)'. Thus we conducted a survey of 418 high school students attending a classical literature class which used the local culture DB. The result of this study demonstrates that quality of media content and media service quality affect the learning satisfaction even if media system quality does not affect the learning satisfaction. Learning satisfaction affect strongly. The result of multi regression showed that system quality increased the learning satisfaction in the high group, but system quality did not effect the learning satisfaction in the low group. These results indicate that if system quality is enhanced, learning satisfaction will be slightly increased, and if quality of contents and services is enhanced, learning satisfaction will be strongly increased.

Effect of User Experience of Smart Learning App on Intention to Continuous Use (스마트러닝 학습앱의 사용자경험이 지속사용의도에 미치는 영향)

  • Park, Joong-Hee;Han, Kwang-Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.416-434
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    • 2022
  • This study, for learners using online and offline tools, understood the structural relationship of user experience of smart learning app on continuous use intention through the technology acceptance model, and classified the learning type characteristics. In addition, based on the experience of using the smart learning app, we explored ways to improve the design of the user experience design for learning tools and contents. For this purpose, the usage perception of 84 middle and high school students of the developed smart learning learning app was investigated after using it for 2 months, and the data were analyzed using the PLS structural equation technique. The main results of this study are as follows. First, system and content user experience had a significant effect on perceived usability and perceived ease of use, and the effect on continued use intention through attitude was significant. Second, there was a significant difference in the effect of system user experience on perceived usefulness in multi-group comparative analysis and gender group. In the preferred learning group, it was the path from perceived ease of use and perceived usefulness to attitude and intention to continue using that showed a significant path difference. Third, as a result of classifying the most commonly used learning types by the multidimensional scale method, the types separated into low dimensions were found to be four types: offline sync type, online sync type, ubiquitous learning type, and self-direct learning type.

A Study on the Adoption of Characteristics of Educational Game for Edutainment Contents Development - through a Case Study of English Vocabulary Learning Came for Children (에듀테인먼트 컨텐츠 개발을 위한 게임 요인 적용에 관한 연구 - 어린이용 영어 단어 학습 게임 컨텐츠 개발을 중심으로)

  • 박수정;김현정
    • Archives of design research
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    • v.16 no.2
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    • pp.271-280
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    • 2003
  • In digital age, multimedia technology has changed the learning method as a learner-directed way. CD-rom and internet that are major two multimedia learning way, has aimed at edutainment which combine education and entertainment. However, existing educational contents can only induce temporary learning motivation, and are in short of entertaining factors enough to induce continuous and ingenuous learning motivation. Therefore, in order to be used by users efficiently, educational software have to adapt characteristics of educational game more actively. In this paper, adoption method of characteristics of educational game in learning contents is sought and the specific example of adoption is demonstrated by a case study of developing vocabulary learning educational game.

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Design and Implementation of Web-based Presentation Learning Support System to Improve Interactions between Peers (동료학습자간 상호작용 증진을 위한 웹 기반 발표학습지원 시스템 설계 및 구현)

  • Lee, Jae-Woon;Park, Jung-Ho;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.10 no.6
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    • pp.51-59
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    • 2007
  • According to developments in info-communication, the recent educational paradigm asks not for a passive transmitter but an active constructor who can solve a variety of complicated problems in real situations. Such a change asks for an educational setting which includes sharing ideas and information rather than simply possessing them. Learning through presentation has many problems including few presentation opportunities as well as the reuse of presentation data. This study suggests such strategies as promoting interactions through presentations and the practical use of these strategies in class. For this, the role of the presentation data provider and learner, and strategies to implement the step by step learning support system have been suggested. Using presentations, as described in this study, allow for communication with students outside the original class time and location. The degree of learning students experience through presentations is expected to be high.

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A Study on Korean Language Education for Korean Learners Using Mobile Based on Korean Wave (모바일을 활용한 한류 기반 한국어 학습자 대상 한국어 교육 연구)

  • Woo, Wonmook
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.120-131
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    • 2017
  • The popularity of the Korean Wave have attracted global interst and attention in Korean and Korean culture internationally, but this has not led to the formation of true Korean learners. The reason for this is that Korean learners based on Korean Wave has different characteristics from other Korean learners. Therefore, it is necessary to study different learning methods in order to increase learning effects. In this study, we focused on the effect of mobile devices as learning tools and examined the characteristics of mobile devices and found that mobile devices could positively influence Korean language learners. As a result, various features of mobile devices can positively affect the learning characteristics of Korean learners based on the Korean Wave, so that it can be expected to enhance their learning effects and enable them to constantly learn Korean language.

The Effects of Entrepreneurship, Reward Satisfaction, Continuous Learning, and Employability on the Will to Start a Business: Focusing on the Mediating Effects of Innovative Behavior (재직자의 기업가적 지향성, 보상만족, 지속학습, 고용가능성이 창업의지에 미치는 영향: 혁신행동 매개효과 중심으로)

  • Lim, Jae Sung;Yang, Dong Woo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.1
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    • pp.89-106
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    • 2022
  • Recently, in Korea, the number of unemployed people who have lost their jobs involuntarily due to closure of workplaces, layoffs, and poor management stood at 788,000 in October 21, an increase of 44,000 from last August (Statistics Office, 2021). The average retiring age of workers is 49.7, so regardless of their intention, they often end up retiring early unavoidably. Meanwhile, it has been found that eight out of ten workers have startup intention; therefore, now their startup is regarded to be essential, not selective. The purpose of this study is to investigate if workers' entrepreneurial orientation, continuous learning, satisfaction with remuneration, and employment prospect are correlated with entrepreneurial intention and examine if innovative behavior mediates the relations. To sum up the results, first, innovativeness and risk sensitivity in entrepreneurship are found to have positive effects on workers' entrepreneurial intention. Restless challenges and innovative thinking at work are crucial variables to enhance entrepreneurial intention. Second, satisfaction with remuneration influences entrepreneurial intention positive effects, and continuous learning and employment prospect, too, have positive effects on entrepreneurial intention. As employment instability is increasing at work due to the rapidly changing corporate environment, Considering whether the current organization will strive for survival or prepare to start a business for sustainable economic activity, it is judged that there is a willingness to start a business for better compensation even if the satisfaction of compensation is high. In addition, it was confirmed that the possibility of employability with the career desired by the organization as well as the securing of practical competency and expertise through continuous learning are important variables in increasing the will to start a business. Third, relations between entrepreneurial orientation, satisfaction with remuneration, continuous learning, employment prospect, and entrepreneurial intention are found to be mediated by innovative behavior; however, its mediative effect in relations between innovativeness, risk sensitivity, and entrepreneurial intention in entrepreneurship is dismissed. Innovative behavior at work are found to be major variables to elevate entrepreneurial intention in relations between continuous learning, employment prospect, and satisfaction with remuneration.

Design and Implementation of Intelligent Tutoring Systems for Problem Based Learning (문제중심학습을 위한 지능형 교수 시스템 설계 및 구현)

  • Jeong, Un-Sun;Choi, Yong-Suk
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.808-810
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    • 2005
  • 문제중심학습은 학습자 스스로의 통제에 의한 학습자 중심의 자기주도적 학습이 특징이므로 학습자의 적극적인 참여를 유도하기 위하여 학습과점에 적절한 전략이 필요하다. 본 논문의 학습내용은 논리식 간략화이며, 학습자의 적극적인 참여 유도를 위하여 논리식 간략화 과정과 결과에 대한 즉각적인 피드백을 제공하는 지능형교수시스템(Intelligent Tutoring Systems)을 구현한다. 피드백에 관련된 알고리즘을 지능적으로 제공하기 위하여 논리식 간략화 알고리즘은 Tabulation Method를 이용한다. 본 논문의 지능형교수시스템(ITS)을 학습에 적용하면 논리식의 간략화 과정식과 결과 식에 대한 정오 판정은 물론 학습 활동에 맞아 떨어지는 즉각적인 피드백이 제공되므로 학습자 스스로 학습내용에 대한 인지도를 확인할 수 있다. 또한 학습 활동에 꼭 필요한 피드백을 제공하므로 학습에 대한 흥미를 유발시키고 지속화하여 적극적이 학습참여와 완전학습이 가능하다.

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On Some Characteristics of Instructional Materials for Learner-Centered Mathematics Instruction (학습자 중심 수학 수업을 위한 수업자료의 몇 가지 특징)

  • Kim, Jinho
    • Education of Primary School Mathematics
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    • v.15 no.3
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    • pp.189-199
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    • 2012
  • In reality, learner-centered instruction's real worth has not been exposed when implementing instructions using elementary mathematics textbooks developed for the execution of learner-centered instruction, since the 7th national curriculum were revised in 1997. Therefore, some characteristics have been looked into appropriate for fulfill it. It would be expected that instructional materials are developed which is reflected on the characteristics in revising next national curriculum and developing elementary mathematics textbook.

Regularization Strength Control for Continuous Learning based on Attention Transfer (어텐션 기반의 지속학습에서 정규화값 제어 방법)

  • Kang, Seok-Hoon;Park, Seong-Hyeon
    • Journal of IKEEE
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    • v.26 no.1
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    • pp.19-26
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    • 2022
  • In this paper, we propose an algorithm that applies a different variable lambda to each loss value to solve the performance degradation caused by domain differences in LwF, and show that the retention of past knowledge is improved. The lambda value could be variably adjusted so that the current task to be learned could be well learned, by the variable lambda method of this paper. As a result of learning by this paper, the data accuracy improved by an average of 5% regardless of the scenario. And in particular, the performance of maintaining past knowledge, the goal of this paper, was improved by up to 70%, and the accuracy of past learning data increased by an average of 22% compared to the existing LwF.

Urban Flood Prediction using LSTM and SOM (LSTM과 SOM을 적용한 도시지역 침수예측)

  • Lee, Yeonsu;Yu, Jae-Hwan;Kim, Byunghyun;Han, Kun-Yeun
    • Proceedings of the Korea Water Resources Association Conference
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    • 2021.06a
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    • pp.325-325
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    • 2021
  • 딥러닝을 이용한 침수해석은 강우자료와 그에 대한 1차원 EPA-SWMM 결과인 총월류량을 인공신경망에 학습시키고, 학습시킨 인공신경망을 테스트하기 위해 또다른 강우자료를 인공신경망으로 예측해서, 이것이 해석결과를 얼마나 잘 나타내는지 확인하고, 인공신경망이 모의한 총월류량을 잘 나타낸다면 인공신경망을 잘 학습시킨 것으로 판단하여 새로운 강우가 발생했을 때 새로운 강우자료에 대해 매번 새로 1차원, 2차원해석을 하는 것을 대신하여 인공신경망만으로 총월류량을 예측할 수 있게 되는 것이다. 강우자료를 입력자료로 사용하게 되는데, 강우량만으로는 그 강우의 특성을 전부 나타낸다고 할 수 없기 때문에 지속기간과 총강우량, 왜도(skewness), 표준편차를 추가적인 입력자료로 사용한다. 1차원, 2차원 해석결과인 총월류량은 입력자료에 대한 타깃자료가 되어, 인공신경망을 테스트하거나 실제로 이용할 때 비슷한 지속기간과 총강우량, 왜도, 표준편차를 가진 강우가 발생했을 때 타깃자료를 이용해 총월류량을 예측하는 것이다. 인공신경망이 얼마나 잘 학습되었는지 확인하기 위해서 침수지도를 작성해볼 필요가 있다. 1차원, 2차원 모의해석으로 나온 총월류량과, 인공신경망을 이용해 예측한 총월류량을 이용해 각각 침수지도를 작성하여 시각적 자료로 변환하여 비교하고, 침수지도가 일치한다면 인공신경망이 잘 학습되었다고 판단할 수 있고, 새로운 강우가 발생하면 학습시킨 인공신경망을 통해 1차원, 2차원 모의해석을 하지 않고도 총월류량을 예측할 수 있다.

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