• Title/Summary/Keyword: 학습자 만족도

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An analysis on the pilot test of web-based training for teachers' competency development (교원능력개발 원격연수 시범운영 분석)

  • Suh, Soon-Shik;Kim, Sung-Wan
    • Journal of The Korean Association of Information Education
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    • v.15 no.3
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    • pp.505-515
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    • 2011
  • Since MEST accredited web-based training institutes for teacher training in December 2000, although there have been growth quantitatively, due to the issues such as difficulty in securing time for training, in communications infrastructure, in interactions between instructors and learners, in fair online evaluation, in contents renewal, in management of learners, web-based training could not reach the potential we expected. This study was conducted to provide the directions for development of teachers' web-based training along with teacher evaluation for professional development. A survey and interview research was conducted to investigate and anaylze the satisfaction research and suggestions, levels of training system use of trainees who had participated in the pilot test of web-based training.

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Design and Drive Characteristics of BLDC Motor Control System for Tread Mill Application (Tread Mill 구동용 BLDC 전동기 제어시스템 설계 및 운전특성)

  • 안진우;이동희
    • The Transactions of the Korean Institute of Power Electronics
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    • v.8 no.3
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    • pp.239-246
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    • 2003
  • Brushless D.C. Motor is widely used for industrial application because of high efficiency and high power density. Especially, in home appliance, BLDCM is very useful due to high control performance and low acoustic noise. In this paper, BLDCM and its controller are designed and developed for tread mill application. With the restricted stator structure, permanent magnet rotor is designed for manufacturing and cost effectiveness using CAD and FEM analysis. A ferrite magnetic material is used as a rotor magnet for the cost and temperature advantages. For a stable operation of tread mill, over current and temperature can be detected and protected. The designed BLDCM and its controller was verified by the experimental results.

A Study on Developing the Model of Learner Satisfaction in Synchronous Online Entrepreneurship Education (동기식 온라인창업교육의 학습자만족 모델 개발)

  • Byun, Young Jo;Lee, Sang Han;Kim, Jaeyoung
    • Knowledge Management Research
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    • v.21 no.2
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    • pp.119-135
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    • 2020
  • Owing to pandemic (COVID-19), the traditional face-to-face education method has been changed to the non-face-to-face real-time online education methods. Using a real time-based video conference system, synchronous education can be adopted by face-to-face class easily. Specially, it is very important to minimize the difference in learning effects between face-to-face and non-face-to-face in Entrepreneurship education. In this study, in order to derive the factors that affect the satisfaction of learners in synchronous online education, authors collected data from learners taking a synchronous entrepreneurship course. Through previous research, learned the reality of education and the composition of lessons. Spatiotemporal effectiveness, mentor ability, and educational environment influence learning satisfaction. PLS-SEM results revealed that it was confirmed that only spatiotemporal effects affect learner satisfaction. However, the education environment (fluent operation and convenience of function use of real-time based online conference system) effect teaching presence, class structure, and spatiotemporal effects. Through this research, we hope to provide theoretical and practical support for developing effective teacher activities, proper lesson structure, convenient function of the conference system, and learner-centered online learning environment when developing synchronous online classes.

A Study on the Development of VR Games for Experiencing Presbyopia and the Effect Analysis of their Experiences (노안 체험용 VR게임 개발과 체험 효과 분석)

  • Kim, KyungSik;Lee, YoonJung
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.123-134
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    • 2019
  • This study has the purpose of experiencing the presbyopia indirectly through VR games to understand the inconvenience caused by presbyopia to old people and experiencing also common eye diseases(cataract, glaucoma) to accomplish awareness of the eye health. Using VIVE, 3 mini VR games have been developed. Their effects have been analyzed by comparing states of before and after the experiments. By experiencing the developed VR games, most participants have understood sufficiently the symptoms and inconveniences of presbyopia as well as related diseases, especially high on glaucoma. The relative high scores of usabilities of the games on learning of manipulation, satisfiability, pressure and speed showed good possibility to be developed for better serious games.

An Exploratory Study on the Success Factors of Silicon Valley Platform Business Ecosystem: Focusing on IPA Analysis and Qualitative Analysis (실리콘밸리 플랫폼 기업생태계의 성공요인에 관한 탐색적 연구: IPA 분석과 질적 분석을 중심으로)

  • Yeonsung, Jung;Seong Ho, Lee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.1
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    • pp.203-223
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    • 2023
  • Recently, the platform industry is rapidly growing in the global market, and competition is intensifying at the same time. Therefore, in order for domestic platform companies to have global competitiveness in the platform market, it is necessary to study the platform business ecosystem and success factors. However, most of the recent platform-related studies have been theoretical studies on the characteristics of platform business status analysis, platform economy, and indirect network externalities of platforms. Therefore, this study comprehensively analyzed the success factors of Silicon Valley's business ecosystem proposed in previous studies, and at the same time analyzed the success factors extracted from stakeholders in the actual Silicon Valley platform business ecosystem. And based on these factors, an IPA analysis was conducted as a way to propose a success plan to stakeholders in the platform business ecosystem. As a result of the analysis, among the success factors collected through previous studies, manpower, capital, and challenge culture were identified as factors that are relatively well maintained in both importance and satisfaction in Silicon Valley. In the end, it can be seen that the creation of an environment and culture in which Silicon Valley can use it to challenge itself based on excellent human resources and abundant capital contributes the most to the success of Silicon Valley's platform business. On the other hand, although it is of high importance to Silicon Valley's platform corporate ecosystem, the factors that show relatively low satisfaction among stakeholders are 'learning and benchmarking among active companies' and 'strong ties and cooperation between members', and it is analyzed that interest and effort are needed to strengthen these factors in the future. Finally, the systems and policies necessary for market autonomous competition, 'business support service industry', 'name value', and 'spin-off start-up' were important factors in literature research, but the importance and satisfaction of these factors were lowered due to changes in the times and environment. This study has academic implications in that it comprehensively analyzes the success factors of Silicon Valley's business ecosystem proposed in previous studies, and at the same time analyzes the success factors extracted from stakeholders in the actual Silicon Valley platform business ecosystem. In addition, there is another academic implications that importance and satisfaction were simultaneously examined through IPA analysis based on these various extracted factors. As for academic implications, it is meaningful in that it contributed to the formation of the domestic platform ecosystem by providing the government and companies with concrete information on the success factors of the platform business ecosystem and the theoretical grounds for the growth of domestic platform businesses.

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An cows using BSC founder for a study on the management and business consulting (BSC를 이용한 소상공인 창업자를 위한 자영업컨설팅 경영성과에 관한 연구)

  • An, Seong Hui;Jo, Yoon Ah;Jo, In Seog
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.3
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    • pp.39-49
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    • 2015
  • Thus this study looked into existing literature focusing on generalities, and after literature studies, hypothesis was set up to solve the problems in the study. According to literature examination, self employed consulting was found to be comprised of four areas: awareness, reliability, satisfaction, and utilization, while consulting could be divided into four customer perspectives: customer, financial, internal processing, and learning and growth. An empirical study was conducted to verify the causal relationship between these causes, and we describe the findings of the study on the business management performance pursuant to self employed business consulting as follows: In this study, we examine an overall business management performance measurement by adopting the four variables of self employed business consulting, and enhance the chance of success by having systematic access to business establishment. In conclusion, in order to increase the success rate of the small business start-up, it is important to choose such items that fit the founder's experience and the characteristics of the business zone, and a successful founding of a business will be accomplished only when sufficient funding is combined with successful running, therefore, most importantly, striking a balance between the factors should start with the founder as the center, and there must be professional business knowledge and technical assistance by the business start-up support agency.

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Development and Evaluation of Home Economics Teaching·Learning process plan for the practice of Caring and Sharing - Focusing on 'Happy Family Life and Culture Led by Family' Unit of High School Technology and Home Economics - (배려와 나눔 실천을 위한 가정과 교수·학습 과정안 개발과 평가 - 고등학교 기술·가정 '가족이 여는 행복한 가정생활 문화' 단원을 중심으로 -)

  • Baek, MinKyung;Cho, JaeSoon
    • Journal of Korean Home Economics Education Association
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    • v.27 no.4
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    • pp.19-35
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    • 2015
  • The purpose of this study was to develop and evaluate a teaching learning process plan for the practice of caring and sharing to improve character of highschool students through Home Economics subject. The teaching learning process plan consisting of 13-session lessons has been developed and implemented according to the ADDIE model for the unit of 'Happy Family Life and Culture led by Family'. The unit was divided into two themes: Theme I caring through sharing and Theme II caring through practice. Six practice elements of caring and sharing such as communication, gratitude, courage, love, empathy, and environment drawn from Theme I are applied to Theme II. Various activities and teaching materials as well as questionnaire were developed. The plan was applied to 8 classes, 287 freshmen of S highschool in Jeonju-si from March to May, 2014. Three factors were drawn from 35 character-related items: self-perception, perception of caring and sharing, and practice of caring and sharing. These factors were related to respondents' satisfaction with family relationships and school life. Two factors except self-perception improved through 13 lessons. Students evaluated that the whole caring and sharing practice lessons of Theme I and II gave them the chance to realize a actual practice in everyday life was important even with small efforts such as cooking for special family. Also students commented that the praising workbook was impressive. All 23 items of evaluation gained from over 3.5 to 4.2 on 5-point scale. It can be concluded that the teaching learning process plan for the practice of caring and sharing for the unit of 'Happy Family Life and Culture led by Family' would improve character of highschool students through the Home Economics subject.

Development and application of a Teaching and Learning Plan and Practical Performance Assessment Tools to Promote Communication Between Teenagers Children and Their Parents: focusing on conversation analysis of real conversation in UCC video projects (청소년 자녀와 부모간 의사소통 개선을 위한 교수학습 과정안과 실제 상황적 수행평가 개발 및 적용 - 부모자녀의 실제대화 UCC동영상을 활용한 대화분석을 토대로 -)

  • You, Hye-Jung;Cho, Byung-Eun
    • Journal of Korean Home Economics Education Association
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    • v.23 no.3
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    • pp.139-160
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    • 2011
  • The purpose of this study is twofold: (i) to develop a teaching and learning plan and practical performance assessment tools for the improvement of teenager-parent communication and relationships as well as explore their effects on the communication in the everyday family life; and (ii) to find the underlying problems of teenager- parent communication through conversation analysis and to provide a improved dialogue model. We provided the experimental group with a performance task of communication training between teenagers and their parents in the real family situation while the control group practiced communication skills in a learning situation. However for both classes, before and after performance tasks were equally provided. The experimental group exhibited a longer conversation time with their parents, better communication skills, and higher degrees of relational satisfaction than the control group. Conversation analysis revealed that the experimental group reduced the use of blocking techniques in the teenager-parent conversations more than the control group, and all so raised the frequency of functional communications more than the control group. In both areas of communication in the experimental group was significantly improved, Most notably, a problem-solving case through no-lose conflict resolution methods was effective, succeeding by 70% in the e experimental group and 43.3% in the control group. Parents use blocking techniques like admonition, lecturing, blaming. sarcastic remarking, ordering and so forth, while teenagers use dispute, avoidance, blaming, and teasing in this order. The communication problems during the conversation process, teenagers' evasive and rebellious way of speaking instigates adverse communication responses from parents, so their conversation tends to unfold as ambiguous evasion opposed to: inquiring or evasion by short answers vs. ordering-preaching, or disputing vs. criticizing-making sarcastic, disputing vs. disputing-teaching, and criticizing vs. criticizing.

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A Study on the Effects of Creative STEAM System Given by Center of Gravity Experiment (창의적 융합교육을 위한 무게중심 프로그램 개발과 적용사례 연구)

  • Kim, Su Geum;Ryu, Shi Kyu;Kim, Sun Bae
    • Journal of Educational Research in Mathematics
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    • v.24 no.3
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    • pp.333-357
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    • 2014
  • This study resulted from a study regarding creative STEAM System based upon an experiment with the center of gravity. The results of the study are constructed by a fusion of mathematics and physics, showing that they are the same as mathematical calculations. Also, students can find that center of gravity of an object is in equilibrium on a metal rod when the center of gravity exactly is placed on the rod. The fact that an experimental results are correspond to calculations can maximize the effectiveness of teaching. And also this study has the following effectiveness. First, the exact construction and calculations arouses good competition among students. Second, this experiment can give students a motivation for study and increase their thinking in classes because the theoretical background of center of gravity experiment is basically attributed to math and science classes in school. This study includes three different types of center-of-gravity experiments. One is a simple type of experiment in which center of gravity exists inside of an object. Another is a complicated one in which the center of gravity is also inside of an object. However, the third type is an experiment in where the center of gravity is outside of an object. Therefore, it gives students an opportunity to discuss how to confirm equilibrium on a metal rod when the object has its center of gravity outside. Having discussions in class will allow students to have a critical way of thinking. In addition, searching for a way to solve a problem will increase creativity of students as well. And the last type is finding the center of gravity of a big acrylic panel where multiple objects are on the panel. According to the survey and interview conducted by students who participated in this program, teaching based on creative STEAM system helps students to get a better understanding and more fast acquisition of knowledge. We can expect that a well-planned creative STEAM system through a continuous study will be both effective and efficient in educating critical and creative students.

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The effects of a simulation-based learning method utilizing the task of making video in raspiratory patients care (호흡기환자 시뮬레이션 교육에서의 동영상 제작 과제 활용 효과)

  • Cho, Hye-Young;Kang, Kyoung-Ah
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.1
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    • pp.148-156
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    • 2017
  • This study was conducted to examine the effects of a simulation-based learning method that utilizes the task of making a video for respiratory patients care. A quasi-experimental non-equivalent control group pre-post test design was used. A total of 56 students-28 students in the experimental group and 28 students in the control group were included. The experimental group received the 2 education sessions with 120 minutes in each session. It was implemented in November, 2014. Data were analyzed with paired t-test and unpaired t-test using SPSS/Win 18.0. The experimental group who had the simulation-based learning method utilizing the task of making video. It showed significantly higher learning satisfaction (p=.008 p<.001), and self-efficacy (p=.010) compared with the control group who had a traditional simulation education. Through this study, The educational effects of video-making task are the stimulation of interest in learners, improvement of self-led learning and communication skills. Therefore, a simulation-based learning method utilizing the task of making a video was an effective teaching method for the growth of professional competency for students involved in health related fields.