• Title/Summary/Keyword: 학습자 행태분석

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Learners' Perceptions on Integrating Reading and Writing in L2 College Composition Classes (제2언어 학습자들의 읽기-쓰기 통합에 대한 인식: 대학영작문반)

  • Kim, Sun-Young
    • Korean Journal of Cognitive Science
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    • v.18 no.3
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    • pp.255-284
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    • 2007
  • This study explored the ESL college learners' perceptions on integrating reading and writing in the context of the reading-to-write composition classroom. Using the panel survey (N=60) that repeatedly measured the same set of individuals at three different times during a semester, this study examined whether students' perceptions on reading-writing integrations were reshaped over the course of classroom practices. The survey instrument was developed to assess the perception scores from less integrative continua to more integrative continua on a 5-point Likert scale. A two-factor ANOVA with repeated measures was performed to evaluate mean differences across the perception groups and over the three treatment times. The results do not demonstrate a significant treatment effect, suggesting that L2 learners' integrative perceptions were stable over the course of the semester. The dynamics in the perception changes differed widely across the perception groups. This result provides insights into understanding students' reading-writing practices and thus into instructional practices applicable to the classrooms. The present study argues for 12 learners' perceptions on integrating reading and writing as a key construct to understand their literacy practices involved in the composing process.

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A Study of Undergraduate Students' Satisfaction and Dissatisfaction Factors with the Learning Media: Focusing on Tablet PCs and Digital Pens (대학생들의 학습 매체에 대한 만족 및 불만족 요인에 관한 연구: 태블릿PC와 디지털 펜을 중심으로)

  • Junyeong Lee
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.389-400
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    • 2023
  • Technological advancements in the field of information and communication have led to the advent and usage of various types of smart devices, which have significantly altered people's usage behaviors and environments. This change has also been applied to the learning environment, where various smart devices are appearing and the learning behavior of learners is changing accordingly. In this study, we investigate learners' perceptions of digital note-taking behaviors focusing on the recently emerged learning media, tablet PCs and digital pens. Drawing upon the expectancy-confirmation model, we conduct a study on the factors affecting the (dis)confirmation and (dis)satisfaction of undergraduate students with tablet PCs and digital pens by comparing their expectations with their actual use experiences. An open-ended survey was conducted among students at C University in Korea, and the responses were analyzed through qualitative content analysis to derive four factors of expectation-confirmation and satisfaction and three factors of expectation-disconfirmation and dissatisfaction. Based on these findings, we provide academic and educational implications.

Age classification of emergency callers based on behavioral speech utterance characteristics (발화행태 특징을 활용한 응급상황 신고자 연령분류)

  • Son, Guiyoung;Kwon, Soonil;Baik, Sungwook
    • The Journal of Korean Institute of Next Generation Computing
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    • v.13 no.6
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    • pp.96-105
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    • 2017
  • In this paper, we investigated the age classification from the speaker by analyzing the voice calls of the emergency center. We classified the adult and elderly from the call center calls using behavioral speech utterances and SVM(Support Vector Machine) which is a machine learning classifier. We selected two behavioral speech utterances through analysis of the call data from the emergency center: Silent Pause and Turn-taking latency. First, the criteria for age classification selected through analysis based on the behavioral speech utterances of the emergency call center and then it was significant(p <0.05) through statistical analysis. We analyzed 200 datasets (adult: 100, elderly: 100) by the 5 fold cross-validation using the SVM(Support Vector Machine) classifier. As a result, we achieved 70% accuracy using two behavioral speech utterances. It is higher accuracy than one behavioral speech utterance. These results can be suggested age classification as a new method which is used behavioral speech utterances and will be classified by combining acoustic information(MFCC) with new behavioral speech utterances of the real voice data in the further work. Furthermore, it will contribute to the development of the emergency situation judgment system related to the age classification.

The Impact of Performance Information Use and Decision Making on Organization Performance (성과정보 활용행태 및 의사결정 행태가 조직성과에 미치는 영향)

  • Cho, Munseok;Her, Dahye;Eom, Young Ho
    • Journal of Convergence for Information Technology
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    • v.10 no.4
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    • pp.55-64
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    • 2020
  • This research empirically explores the relationship between types of performance information use, decision making behaviors and performance of government organizations. We measured two types of using performance information, relevance of performance index, variety of performance information, and levels of manager intervention by surveying performance managers of each government ministry or agency and also measured performance by using performance reports. The results of fuzzy-set qualitative comparative analysis suggest that hard use and soft use have impact on performance by combining with characteristics of performance information and managers decision-making by intervening performance management processes.

Analysis of Learning and Fun Elements Inherent in Dance Game (댄스게임에 내재된 학습과 재미요소 분석)

  • Lee, Ji Seol
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.155-170
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    • 2015
  • This study aims to investigate the Learning and fun aspects of dance games by examining their instructive values. Dance Central 2 was analysed with a focus on its educational functions by observing dance moves. Therefore this study looked into the game's educational elements that create learning effects and fun elements that attract continuous and voluntary participation. Analysis was implemented based on the physical, cognitive, and emotional aspects for Learning elements and the aspects of graphics, sound, video, rewards, target-setting, difficulty levels, and control for fun elements. As a result, it was found that the practice and performance modes of Dance Central 2 have elements that can improve players dance skills. Of course, there may be difference in players' participation and effects depending on their goals and objectives. Consequently, the continuous use of the dance game supported by player's dance skills and commitment will improve learning.

Multi-Label Classification for Corporate Review Text: A Local Grammar Approach (머신러닝 기반의 기업 리뷰 다중 분류: 부분 문법 적용을 중심으로)

  • HyeYeon Baek;Young Kyun Chang
    • Information Systems Review
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    • v.25 no.3
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    • pp.27-41
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    • 2023
  • Unlike the previous works focusing on the state-of-the-art methodologies to improve the performance of machine learning models, this study improves the 'quality' of training data used in machine learning. We propose a method to enhance the quality of training data through the processing of 'local grammar,' frequently used in corpus analysis. We collected a vast amount of unstructured corporate review text data posted by employees working in the top 100 companies in Korea. After improving the data quality using the local grammar process, we confirmed that the classification model with local grammar outperformed the model without it in terms of classification performance. We defined five factors of work engagement as classification categories, and analyzed how the pattern of reviews changed before and after the COVID-19 pandemic. Through this study, we provide evidence that shows the value of the local grammar-based automatic identification and classification of employee experiences, and offer some clues for significant organizational cultural phenomena.

A Study on Children Edutainment Contents Development with Hand Gesture Recognition and Electronic Dice (전자주사위 및 손동작 인식을 활용한 아동용 에듀테인먼트 게임 콘텐츠 개발에 관한 연구)

  • Ok, Soo-Yol
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1348-1364
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    • 2011
  • As the existing edutainment contents for children are mostly comprised of educational tools which unilaterally induce educatees to passively respond to them, the content-creating methodologies in terms of which active and voluntary learning is made possible is urgently needed. In this paper, we present the implementation of the tangible 'electronic dice' interface as an interactive tool for behavior-based edutainment contents, and propose a methodology for developing edutainment contents for children by utilizing the recognition technique of hand movement based on depth-image information. Also proposed in the paper are an authoring and management tool of learning quizzes that allows educators to set up and manage their learning courseware, and a log analysis system of learning achievement for real-time monitoring of educational progress. The behavior-based tangible interface and edutainment contents that we propose provide the easy-to-operate interaction with a real object, which augments educatees' interest in learning, thus leading to their active and voluntary attitude toward learning. Furthermore, The authoring and management tool and log analysis system allow us to construct learning programs by children's achievement level and to monitor in real-time the learning development of children educatees by understanding the situation and behavior of their learning development from the analytic results obtained by observing the processes of educatees' solving problems for themselves, and utilizing them for evaluation materials for lesson plans.

Users and Librarians' Perceptions and Needs Analysis on the University Library Space (대학도서관 공간에 대한 이용자와 사서의 인식 및 수요 분석)

  • Jung, Youngmi
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.1
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    • pp.223-242
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    • 2020
  • Innovation in university library spaces is challenging to effectively support the education of the university's future learning and innovation capabilities, including creativity, critical thinking, communication and collaboration. The purpose of this study is to investigate the perception and need of library space from the perspective of users and librarians, and to suggest the direction of space innovation through this. For this study, we designed each questionnaire for users and librarians, and collected responses from 363 users and 186 librarians in the university library to analyze their needs and perceptions about their library space. The librarian's need for the space was analyzed by the size of the library and the demographic factors of the librarian. The user's need was analyzed by the user's attributes. In addition, we analyzed the differences between librarians and users for the need for space and space services. The results of this paper may be useful for reference when planning a new library or building a space based on user.

The Patterns and Directions of Technological Innovation in Windpower Industry (풍력산업 기술혁신 패턴과 전개방향)

  • Lee, Jonghoon;Kang, Youngsun
    • 한국신재생에너지학회:학술대회논문집
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    • 2010.11a
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    • pp.177.2-177.2
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    • 2010
  • 전세계 풍력발전 시장은 2009년말 160GW로 지난 5년간 연평균 36.1%로 성장하였으며, 2012년 310GW, 2020년에는 1,900GW에 이를 전망이다. 특히, 풍력산업은 조선, 중공업 등 우리나라가 강세에 있는 산업과 연관성이 높아 관련분야 대기업을 중심으로 시장진출이 활발히 진행되고 있는 추세이다. 본 연구는 지식경제부에서 지원하고 있는 신재생에너지기술개발사업 R&D지원실적을 토대로 풍력산업 및 기술혁신패턴을 분석하고, 이를 토대로 풍력산업 발전을 위한 기술혁신 지원전략을 연구하였다. 분석결과, 풍력시장이 급성장함에 따라 대기업을 중심으로 급진적 혁신 행태을 보였으며, 기술도입 및 선진기술의 모방이라는 전형적인 초기산업화 패턴을 보이고 있다. 이러한 기업전략은 기술혁신체제 관점에서 기술학습을 통한 기술축적이 부족하고, 부품소재 중심으로 공급사슬을 구성하는 중소 중견기업군이 취약하여 원가절감 등 시장 경쟁력에 장애요인으로 나타났다. 이를 개선하기 위해서는 첫째, 시스템 기업은 중소 중견기업을 중심으로 부품국산화 노력을 통한 경쟁력 있는 공급사슬 구현이 시급하다. 둘째, 정부는 부품소재 중심의 원천연구에 대한 지원을 확대하여야 하며 셋째, 경쟁력 있는 국가의 기술혁신체계 구현을 위해 정부 출연연구소 및 대학을 중심으로 기술축적을 위한 방안이 시급하다. 마지막으로 초기 풍력산업의 주요 수요자가 정부 및 공공기관인점을 감안할 때, 풍력시스템의 국산화 비율을 구매 조건의 핵심 평가요인으로 채택해야 할 것이다.

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Day-to-day dynamics model based on consistent travel time perception behavior (운전자의 일관성 있는 통행시간 인지 행태에 기반한 일별 동적 모형)

  • Yang, In-Chul;Chung, Youn-Shik
    • International Journal of Highway Engineering
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    • v.13 no.2
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    • pp.195-202
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    • 2011
  • This study develops a day-to-day dynamics modeling framework, incorporating a consistent drivers' travel time perception behavior and traffic information provision. Descriptive traffic information is updated and provided to the subscribers making a final decision on route choice. Nonsubscribers(not equipped any information devices) are assumed to obtain daily traffic information from their experience or friends or other public agencies. Drivers' route choice behavior is modeled based on boundedly-rational behavior rules. A microscopic traffic simulation model is adopted to evaluate the network system performance. Numerical experiments on a real world network have demonstrated the convergent property of the proposed model and the effectiveness of the consistent perception model.