• Title/Summary/Keyword: 학습자 수준

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The design and implementation of a Web-Based Item pool system for the level-learning (웹 기반 수준별 학습을 고려한 문제은행 시스템의 설계 및 구현)

  • Lee, Min-Kyoung;Kang, Soo-Yong
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10a
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    • pp.103-107
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    • 2006
  • 최근 정보화 시대에 발맞추어 나가기 위해서는 학습자의 문제해결력을 함양하기 위한 능력을 기를 수 있는 교육이 이루어져야 한다. 학습과정에서 학습자 스스로 지식을 조작하고 문제를 해결할 수 있는 학습자중심의 자기 주도적(self-directed) 학습이 강조되고 있다. 이러한 학습을 위하여 웹 기반에서의 문제은행 시스템을 이용하여 자기 주도적 학습과 수준별 학습 평가가 가능하도록 시스템을 설계 및 구현하였다. 본 연구에서 제안하는 시스템은 학습자가 스스로 필요한 문제를 출제하여 학습할 수 있으며, 문제출제 형식은 문제은행방식을 이용한 동적 출제방식을 사용하였다. 학습자가 학습 결과를 즉각적으로 확인하여 직접 피드백 할 수 있으며, 다시 풀어보기를 원하는 문제는 오답노트 기능을 통하여 복습할 수 있도록 하였다. 또한 모의고사를 통한 결과분석에 따라 개인별 심화 및 보충학습을 통해 완전학습 목표에 도달할 수 있도록 하였다. 평가 시 한 과목의 편중을 막기 위하여 비율을 설정해놓았으며, 학습통계에서 평균과 자신의 성적을 비교함으로써 철저하게 자신의 위치를 파악할 수 있도록 하였다.

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Design and Implementation of a Customized Courseware using Agents (에이전트를 이용한 맞춤형 코스웨어의 설계 및 구현)

  • Heo, Sun-Young;Kim, Eun-Gyung
    • The KIPS Transactions:PartA
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    • v.13A no.5 s.102
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    • pp.473-480
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    • 2006
  • Recently, remote education systems for web-based teaching-studying are rapidly increased. Also, a request for customized courseware suitable for individual learner's level and learning pattern is increasing. But, most remote education systems do not provide customized learning service fit for each learner's level and lots of learners easily lose their interest in studying. Therefore, a lot of researchers have tried to provide personalized customized learning service by analyzing leaner's level and learning pattern automatically with agents. In this paper, we designed and implemented a customized courseware for studying the computer application. There are four agents such as professor, assistant, student, and monitor agent in CCA and they cooperate with each other to provide learning contents suited to each learner's level.

A Study on Learning Sequence Control of Agent for Effective teaming (효율적인 학습을 위한 에이전트의 학습 순서 제어에 관한 연구)

  • 한금주;곽덕훈
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.880-883
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    • 2003
  • 본 연구에서는 효율적인 e-teaming 학습을 학습자에게 적합한 학습 환경의 학습 순서로 제공하기 위한 튜터(코치) 기능의 에이전트 시스템을 제안하고자 한다. 본 연구에서 제안하는 튜터 기능의 에이전트는 다양한 학습자 환경과 학습 수준에 따른 학습자의 학습파일과 선수 학습 자료를 데이터베이스로 저장하여 학습자에게 적합한 학습 순서의 제공을 목적으로 한다. 학습자와 에이전트의 지속적인 상호작용으로 효율적인 e-teaming 학습이 유지될 수 있도록 한다. 본 연구에서는 학습자의 선수(기초) 학습이나 학습 진행 상황, 결과 등의 정보를 저장하고 이를 이용하여 학습자에게 최적의 학습 순서를 제공할 수 있도록 튜터(코치) 기능의 에이전트와 협력 학습이 이루어질 수 있도록 한다. 그 방법의 하나로 학습자의 학습 진행 상황을 저장하고 학습자들의 학습 순서와 시스템에서 제안하는 학습 순서를 비교하여 학습자에게 보다 적합한 학습 순서(courseware)를 제안할 수 있도록 한다. 본 연구의 결과로 학습 순서를 제안하는 튜터 에이전트 시스템은 학습 시스템이 제안하는 학습 순서와 학습자가 학습하고자 하는 학습 순서를 학습자의 학습 진행에 따라 학습 순서를 재구성하고 평가 전에 학습자의 학습 순서 경로를 다시 한번 반복 학습하게 함으로써 학습자가 최대의 학습 효과를 얻을 수 있도록 하는 효과를 나타낼 수 있다.

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The Relations of Learning Effectiveness and the Level of Learner's Structure Perception of Transactional Distance in Online Learning Environment (온라인 학습에서 교류거리의 구조지각수준과 학습효과의 관계)

  • Kim, Jungkyum;Lee, Sungil
    • The Journal of Korean Association of Computer Education
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    • v.11 no.6
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    • pp.85-94
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    • 2008
  • This study is to find strategies to promote distance learning effectiveness in the online learning environment. The research showed that the level of learner's perception of the structure of transactional distance was not significantly different according to sex (p>.05). There was significant correlation between the level of learner's perception of the structure and academic satisfaction(p<.01). And, the level of learner's perception of the structure and learning durability appeared to have statistically significant correlation. However there was no significant difference(p>.05) between academic achievement. Among the three subordinate factors, the course interaction organization had the most influence on the learner's academic satisfaction and the learner's learning durability was influenced the most by the content organization.

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An Exploration of Interaction Factors and Analysis on Interaction-Level of Synchronous Online Education in University (대학 실시간 온라인 교육에서의 상호작용 요소 탐색과 수준 분석)

  • Han, Hyeong-Jong
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.14-25
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    • 2021
  • The purpose of this study is to explore what are the interactive factors of synchronous online education in university and identify the level of interaction. This study used mixed research method. As a result of the interaction level, it was recognized that face-to-face education could be more interactive than synchronous online education. Synchronous online education could have better interactive between instructor and learner, and among learners than asynchronous online education. Factors which influencing the interaction were as follows: small group activities and scaffolding, diversification of communication channels and integration of learner's question in learning content. Detrimental elements were distance felt between instructor and learners, low intimacy among learners, content-focused lecture, restrictions on non-verbal communication, unstable systems and misusing microphones. The necessary factors to promote interaction are planning interactive class activities, etc. Based on the results, it was to suggest what kinds of efforts are needed to make interaction more effective in terms of teaching and learning method & activity, tool & system, and environment.

An Analysis of Object-Oriented Programming Concept Understanding for Learners Depending on Customizing Learning Models (맞춤형 학습 유형에 따른 학습자들의 객체지향 프로그래밍 개념 이해도 분석)

  • Ahn, You-Jung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.04a
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    • pp.261-263
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    • 2010
  • 컴퓨터 프로그래밍 학습은 학습자들의 학습 수준 및 능력에 따라 맞춤형 학습으로 진행될 때 효과가 크다. 본 연구에서는 다양한 유형의 수준별 맞춤형 프로그래밍 학습팀에 소속된 학습자들이 객체지향 프로그래밍의 개념을 처음 배울 때, 맞춤형 학습 유형에 따라 학습내용에 대해 어느 정도의 이해도를 갖게 되었는지를 테스트를 통해 분석한다. 이를 통하여 객체지향 프로그래밍의 개념 이해를 높일 수 있는 맞춤형 학습 유형과 학습자 그룹을 찾는데 목표을 두고 있다.

The Effects of the Group Reward and Cooperative Skill Training on the Science Achievement and Learning Motivation of Elementary Students (집단보상과 협동기술 훈련이 초등학생의 과학성취도와 학습동기에 미치는 효과)

  • Park, Soo-Kyong
    • Journal of the Korean earth science society
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    • v.27 no.2
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    • pp.121-129
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    • 2006
  • The purpose of this study was to investigate the effects of the group reward and cooperative skill training on science achievement and learning motivation of elementary students. 3 classes of the 6th grade students were selected from an elementary school in Busan. Group I took traditional cooperative learning (TCL), group II took cooperative learning with competitive group reward (GR), and group III was trained in cooperative skill (CS) before cooperative learning. Students were taught about 'weather forecast' for thirteen periods and problem-based learning steps were applied in each class. The results from this study were as follows: First, there was an interactive effect between the treatment and achievement level in the science achievement test scores. In the case of high-level students the group reward was more effective than cooperative skill training on the science achievement; on the other hand, in the case of low-level students the cooperative skill training was more effective than the group reward on the science achievement. Second, there was no interactive effect between the treatment and achievement level in the motivation scores.

A Case Study on the Students' Characteristics toward Mathematics with Problem Posing Activities (문제 만들기 활동과 학습자의 정의적 특성에 관한 연구)

  • Park, Aram;Park, Younghee
    • Journal of Elementary Mathematics Education in Korea
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    • v.22 no.1
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    • pp.93-114
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    • 2018
  • The purpose of this study was to analyze mathematical the effects of problem posing activities on students' characteristics toward mathematics to encourage active learning. We will also examine various examples of the characteristics of the problems made by students with different mathematical characteristics. We chose one 6th grade group to conduct this research. From the results of this study, we obtained the following conclusions. First, problem posing activities are effective in improving students' mathematical interest and confidence, value recognition. Second, Students with different mathematical characteristics showed different results in problem posing activities. We confirmed the effectiveness of problem posing activities on students' positive characteristics of mathematics. In this regard, we were able to confirm examples of various problems that students made. In the future, we would like to propose generalization by conducting research on students of various school ages.

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Participatory Contents Management System Design for Self-Directed Learning (자기주도 학습을 위한 참여형 콘텐츠 관리 시스템 설계)

  • Kang, hye-kyung
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.201-202
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    • 2012
  • 본 논문은 강의에서 생산되는 다양한 콘텐츠들을 교육자, 학습자가 수준별로 다양하게 활용하고, 이를 통해 학습자가 자기 주도적 학습을 할 수 있도록 시스템을 설계 한다. 이를 위해 학습 콘텐츠를 객체 기반화하며, LCMS를 도입하여 참여형 콘텐츠 관리 시스템을 설계한다. 본 연구에서 개발되는 시스템은 교수자와 학습자가 교육과정 종료이후에도 계속 활용할 수 있으며, 새로운 학습자들이 계속 참여하여 풍부한 콘텐츠를 구축하며 상호교류 하여 소셜 학습 네트워크(Social Learning Network)를 구축할 수 있도록 한다. 이는 평생학습이라는 사회적 요구에도 부응할 수 있을 것이다.

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Design and Implementation of the Customized Contents Organization Engine (맞춤형 콘텐츠 구성 엔진의 설계 및 구현)

  • Heo, Sun-Young;Kim, Eun-Gyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.599-601
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    • 2009
  • In currently being adopted as a e-leaning standard, SCORM it is difficult to provide the customized contents to a learner by changing the learner's level at runtime, and to control selective studying. So, we designed and implemented the customized contents organization engine(CCOE) in order to complement SCORM's faults in this paper. The CCOE consists of a level evaluation module, a contents re-organization module and a question item selection module. A level evaluation module evaluates the learner's level based on a question item reaction theory. And a question item selection module selects some random items by each level or by considering the learner's level which is then provided to a studying before evaluation, a section evaluation, and a quiz. And then this module transmits the selected items to the contents reorganization module for providing the quiz. A contents re-organization module selects the customized contents based on the learner's level by searching the tagged difficulty to the content, and creates the sequence with the selected items and the transmitted items from the question item selection module. If proposed in this paper CCOE is applied, the higher effectiveness of learning is expected by providing the customized learning contents based on the re-evaluated learner's level by each section.

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