• Title/Summary/Keyword: 평가 준거

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A Study on Generic Quality Model from Comparison between Korean and French Evaluation Criteria for e-Learning Quality Assurance of Media Convergence (한국과 프랑스의 IT융합 이러닝 품질인증 평가준거 비교와 일반화 모형 연구)

  • Han, Tea-In
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.55-64
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    • 2017
  • This study identified the important categories and items about evaluation criteria of e-learning quality assurance by comparing evaluation criteria between Korea and France case. For deriving the conclusion, this research analyzed the Korea quality assurance case which is consist of success or failure for evaluation of quality assurance, and built the generic quality model of e-learning evaluation criteria. A generic model about evaluation criteria, categories, and item of e-learning quality assurance, which should be reflected on French quality criteria, were developed based on statistical approach. This research suggests a evaluation criteria which can be applied to African and Asian countries, that are related to AUF, as well as Korea. The result of this study can be applied to all organizations around the world which prepare for e-learning quality assurance, and at the same time it will be a valuable resource for companies or institutions which want to be evaluated e-learning quality assurance.

A Development Study of Evaluation Criteria for Elemental School English Multimedia CD Title (초등학교용 영어 멀티미디어 CD 타이틀 평가 준거 개발 연구)

  • 장홍식
    • Proceedings of the Korea Multimedia Society Conference
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    • 1998.10a
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    • pp.303-308
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    • 1998
  • 본 연구의 목적은 현재 사용하고 있는 초등학교용 영어 멀티미디어 CD 타이틀의 평가 준거를 교육 공학 전문가, 교사들의 의견을 수렴하여 개발하는 것이다. 따라서, 초등학교용 영어 멀티미디어 CD 타이틀의 평가 준거를 도출하기 위해 초등학교용 영어 멀티미디어 CD 타이틀과 관련된 분야에서 활동하는 총 25인의 전문 인력을 대상으로 2차에 걸친 델파이 연구를 실시하였다. 프로그램의 적합성, 표현상의 적합성, 교육과정의 적합성, 교수-학습상의 4개 영역과 하위 16개 문항이 개발되었다. 이 연구를 통해서 제시될 평가 준거들은 초등학생에게 효과적인 학습 경험을 제공하고자 원하는 교사 및 프로그램 개발자에게 프로그램을 선정, 평가, 활용하는데 기초적인 시사점을 제공할 수 있다. 또한 초등학교용 멀티미디어 CD 타이틀을 제작하는 제작자들에게는 이전의 프로그램을 진단하고 평가하는데 도움을 주고 아프으로 제작될 프로그램의 제작에필요한 자료로도 활용될 수 있다는 의의를 가진다.

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The Development of the Process-oriented Evaluation Criteria for the Cyber Education Program of Human Resource Development (인재개발 사이버 교육 프로그램의 과정중심 평가준거 개발)

  • Lee, Kyu-Nyo;Choi, Won-Sik;Park, Ki-Moon
    • Journal of vocational education research
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    • v.29 no.3
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    • pp.157-185
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    • 2010
  • This study aims to develop a process-oriented evaluation criteria that can be applied during the collection, description, and the provision of information necessary to improving and sustaining the cyber education program for human resource development. The conclusion obtained in the study is as described below. First, the process-oriented evaluation criteria of cyber education program for human resource development was divided into 4 dimensions, 13 evaluation categories, 29 evaluation sub-categories, and 125 evaluation clauses. Secondly, the process-oriented evaluation criteria of cyber education program for human resource development was divided into 4 dimensions, 13 evaluation categories, 29 evaluation sub-categories, and 125 evaluation clauses through the Delphi research method. Thirdly, the contents validity ratio (CVR) of each clauses ranged between .31-1.00 and therefore can be said to be valid. Also, the Cronbach's credibility for the validity of the developed evaluation criteria scored .980.

Development of the Evaluation Criterion for Mathematically Gifted Students Creative Product in View of Mathematical History (수학사에 근거한 수학영재의 창의적 산출물 평가 준거 개발)

  • Kim Sun Hee
    • Journal for History of Mathematics
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    • v.18 no.2
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    • pp.75-94
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    • 2005
  • This study is intended to develop the criterion for evaluating the creative products that mathematically gifted students produce in their education program to enhance the development of creative productive ability. 1 distinguish the mathematical creativity with the creativity in the general domain, and make the production model of the creative mathematical product grounded on the mathematicians' work through the mathematical history. The model has the following components; the mathematical knowledge, the mathematical thinking and the mathematical inquiry skill, surrounding the resultive creative product. The students products are focused on one component of the model. Thus the criterion for the creative products is grounded on the each component of the model. According to it, teachers could evaluate the students'work, which got the validity and the reliability.

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The analysis of validity and Development of Evaluation Criteria for Cyber Teachers' Satisfaction Factors (사이버교사의 만족도 요인 평가 준거 개발 및 타당도 분석)

  • Kim, Ja-Mee;Kim, Yong;Kim, Jung-Hoon
    • Journal of The Korean Association of Information Education
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    • v.13 no.1
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    • pp.31-40
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    • 2009
  • In the Cyber Home Learning Service (CHLS) for primary and secondary level students, Cyber Teachers are in charge of providing learning assistance and guidance to students through various activities. Thus, improving the Cyber Teachers' satisfaction level could contribute to increased effectiveness of the CHLS. In this study, we developed the evaluation criteria to assess the satisfaction level of teachers participating in the CHLS, and analyzed factors influencing the satisfaction level. We verified the content validity of the evaluation criteria. We also analyzed the evaluation criteria model by conducting an item characteristic analysis and a goodness of fit test using the SPSS and AMOS. Finally, we developed 20 items from five factors based on the analysis results.

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Development of Evaluation Criteria on Digital Text-book (디지털 교과서의 평가 준거 개발)

  • Jeong, Young-Sik
    • The Journal of Korean Association of Computer Education
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    • v.11 no.3
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    • pp.13-20
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    • 2008
  • The Ministry of Education, Science and Technology has been developing the digital textbooks from 2007. But the evaluation criteria on the digital textbooks is not prepared, so it is difficult to develop excellent digital textbooks and to select superior ones. In this study, we researched into the concept, attributes and functions of the digital textbook in order to select the evaluation indicators, based on the literature reviews of digital textbooks, core evaluation measures and criteria were identified. And three methods were employed: a Delphi study, expert forums, and simulation tests. The results of these studies led the development of an evaluation criteria which consisted of four evaluation areas and 74 questions. The four evaluation areas consisted of content area, instrument design area, platform area and user area.

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Development of Evaluation Criteria For Game-style Courseware Based on HCI (HCI 이론을 적용한 게임형 학습 프로그램 평가 준거 개발)

  • Lee, Jeong-Hee;Lee, Jae-Mu
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.91-100
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    • 2007
  • The purpose of this study is to develope a criterion for evaluation on game-style courseware by the application of HCI theory. The HCI theory, which deals with principles or methods for developing systems people can use conveniently and pleasantly, has been applied to overall area of program development. And it also has been widely used to evaluate learning programs. However, there have been few studies on a game-style courseware evaluation on the basis of the HCI theory. Thus, it is necessary to apply the HCI theory to studies on the game-style courseware evaluation. This paper shows that evaluation criteria are developed on three viewpoint bases : usefulness, usability, and affect which are as elements in HCI. The evaluation criteria developed in this paper can be applied to a basis for evaluation on game-style coursewares.

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Basic research for development of evaluation criteria for invention education program (발명교육 프로그램 평가준거 개발을 위한 기초 연구)

  • Lim, Byeong-ung;Choi, Wan-Sik
    • 대한공업교육학회지
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    • v.45 no.2
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    • pp.86-107
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    • 2020
  • The purpose of this study is to increase the effectiveness and efficiency of invention education by presenting basic evaluation criteria that can be used when designing and preparing invention education programs in various educational institutions that operate invention education. The results of this study are as follows. First, the stage of the Invention Education Program was named '4P stage' as 4 stages of 'Planning, Preparation, Process, and Product'. Second, the areas of evaluation of the planning stage of the invention education program are 'goal setting, demand analysis' and curriculum design. The preparatory stage evaluation area is 'Developing an Invention Education Program, Securing Human Resources, Securing Physical Resources'. The evaluation area of the course level is 'program operation, program management, learner management'. The evaluation area of the calculation stage is 'education performance, achievement results, and education evaluation'. Invention education program evaluation criteria will play a role to enhance and manage the quality of invention education program. In addition, it is judged that this will be the basic data for developing evaluation criteria for the invention education program through the reconciliation process through reflux and the validation process of related experts at various invention education institutions.

Is it true?: A Meta-analysis on the Efficacy of CBCA in Detecting Truths (그 말은 진실일까?: CBCA의 진실 탐지 효용성에 대한 메타분석적 고찰)

  • Kim, Hye Jin;Lee, Sangmin;Hur, Taekyun;Choi, Seung-Hyuk
    • Korean Journal of Forensic Psychology
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    • v.12 no.2
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    • pp.121-149
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    • 2021
  • Statement Validity Analysis (SVA) is utilized in criminal investigations and the court to assess the credibility of given statements. During this procedure, the criteria for Criteria-Based Content Analysis (CBCA) are used to evaluate whether statements include the characteristics reflecting actual experiences about the event in question. Various studies had been conducted on the efficacy (classification rates) of CBCA criteria, yet the consistency of the findings was not investigated. In the current study, a meta-analysis was conducted with Korean CBCA studies reported from 2004 to 2020 (a total of fourteen studies). As a result, the total score of CBCA was found to successfully discriminate truth and fabrication. A significant positive (+) effect size was found with four criteria (3, 4, 10, and 12), all of which are classified as cognitive criteria. However, contrary to the underlying assumption for CBCA, criterion 18, classified as one of the motivational criteria, showed a significant negative (-) effect size. Meanwhile, moderator analyses were possible for eleven criteria (2~9, 12, 13, 15) and the results showed the significant effects of potential moderator variables such as the gender and status of the participants, study types and designs, number of raters, and publication status. The current results suggests that more careful attention is required to each criterion-especially the cognitive criteria-rather than the total CBCA score as well as the possible moderator effects in order to assess truthfulness of the statements. The implication, limitations, and suggestions for future studies were discussed.

Development of Evaluation Criteria and Analysis For Game-type Learning Program Based on HCI (HCI 이론에 기반한 게임형 학습 프로그램 평가 준거 개발 및 적용)

  • Lee, Jeong-Hee;Lee, Jae-Mu
    • Journal of The Korean Association of Information Education
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    • v.11 no.1
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    • pp.1-9
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    • 2007
  • The purpose of this study is to develope a criterion for evaluation on game-type learning programs by the application of HCI(Human Computer Interaction) theory. And to analyze game-type learning programs for elementary students on the criterion developed in this study. The HCI theory, which deals with principles or methods for developing systems people can use conveniently and pleasantly, has been applied to overall area of program development. And it also has been widely used to evaluate learning programs. However, there have been few studies on a game-type learning program evaluation on the basis of the HCI theory. This paper shows that evaluation criteria are developed on three viewpoint bases : usefulness, usability, and affect which are as elements in HCI. And analyzes the game-type learning programs from these three points of view. The evaluation criteria developed in this study can be applied to a basis for evaluation on game-type learning programs, and the analysis will be able to be a useful guide to game programers as well as its users.

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