• Title/Summary/Keyword: 학습자-학습자 상호작용

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Learner's perception and Learning Satisfaction on e-learning in the University Blended Learning Environment (블렌디드 러닝(Blended Learning) 환경에서 e-learning에 대한 학습자의 지각정도와 학습만족도 -S 대학 보건교육학 강좌를 중심으로-)

  • Han, Ji-Young;Lee, Eun-Hwa
    • The Journal of Korean Association of Computer Education
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    • v.13 no.6
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    • pp.69-77
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    • 2010
  • This purpose of this study is to investigate the learner's perception and learning satisfaction on e-learning in the university blended learning environment. The participants in this study were signed up for Health Education. Collected data were analyzed by using the SPSS program. The results are as follows. The average of learner's perception and learning satisfaction on e-learning was higher than the middle. the most of learners recognized that e-learning is efficient to cultivate computer usage ability. Relation between learner's perception and learning satisfaction on e-learning showed a positive correlation. Learning satisfaction could be influenced by learner's perception on e-learning. Considering all these results, the blended learning which mixs face-to-face learning and e-learning is meaningful.

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A Study on the Data Analysis of the Written Comments in Lecture Evaluation (데이터분석을 이용한 서술형 강의평가 연구)

  • Choi, Jung-Woong;An, Dong-Kyu
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.101-106
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    • 2016
  • A number of non-structured data associated with lectures in the field of university education have been generated and it is an important consideration of the students's written comments lecture evaluation. The purpose of this study is to find student interaction factors associated with the student evaluation of teaching at universities, and to provide some insights into improving the student evaluation program based on the results. So, this study consists of three steps that create interaction score, collect student's written comments satisfaction, and analyze an individual professor score. There are a number of limitations to this study. The limitation is that the study was conducted on a narrow sample of the overall student population.

An Authoring Strategy of Educational Contents using Component Technology and Concept-Based Branch Method (컴포넌트 기술과 개념단위 분기방법을 이용한 교육을 콘텐츠의 저작지침)

  • 오용선;신운섭
    • The Journal of the Korea Contents Association
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    • v.3 no.1
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    • pp.1-8
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    • 2003
  • In this paper, we propose a novel model and effective authoring strategy of educational contents which improve the drilling effects in the cyber education through Internet. Especially we offer an authoring process of digital contents of engineering departs using JAVA component library technology and concept-based branch method, making the element of the library as unit-contents separated in accordance with their characteristics arid then accessing them at arbitrary instant in the replaying time. In proportion to the proposed model and strategy, the resultant contents shows advanced adaptabilities and interactions so that the contents can be user-oriented considerations. Combining and realizing the proposed authoring strategy for constitution of digital contents, we can get a more efficient scenario of making and drilling especially in the area of engineering or language courses.

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Design and Implementation of A Self-made learning Courseware for Learning data structure (자료구조 학습을 위한 자기 주도적 코스웨어 설계 및 구현)

  • 민경혜
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.04b
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    • pp.661-663
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    • 2004
  • 본 연구는 웹상에서 학습자들에게 동영상(Flash Animation)학습과 심화학습(Feedback Learning)을 통하여 흥미롭고 자기 주도적으로 학습을 할 수 있도록 하여 홍미를 유발시키고 학습효과를 놓이고자 한다. 전체적으로 자료구조에 대한 기초적이고 전반적인 이론 학습 및 알고리즘 수행과정 실습을 할 수 있도록 하였으며 이해하기 힘든 학습내용을 단순한 텍스트 위주의 설명식 수업에서 탈피하여 자바스크립트 및 플래시 액션 기능을 활용한 코스웨어 상에서의 학습자 상호작용에 기반한 환경을 제공하였다 각 단위별로 기본 학습 밀 동영상 학습, 심화학습, 형성평가로 이루어져 있으며 , 학습화면 구성을 윈도우 운영체제 기본 환경과 유사하게 설정하여 학습에 흥미를 돋우고자 하였다.

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The Effect of Logistics Education Using Metaverse on Learning Participation and Learning Satisfaction (메타버스 활용 물류 교육이 학습 참여와 학습 만족에 미치는 영향)

  • Cho, Sang-Lee;Shin, Hak-Sung
    • Journal of Korea Port Economic Association
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    • v.39 no.3
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    • pp.61-73
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    • 2023
  • When conducting metaverse-based logistics education, educational, entertainment, and sense of reality were presented as preceding factors as factors that content should have, and the effect on learner satisfaction by mediating learner participation was verified. The results and implications are as follows. First, educational, entertainment, and presence were found to be important factors that can improve learners' participation. Since it is a content provided as part of university education, it can be expected that the educational value will be the highest, but entertainment has been identified as the most influential variable. Therefore, in order for metaverse-based logistics education to induce learners' participation, it is necessary to plan contents that students can enjoy and enjoy. Second, it was found that learner participation has a positive effect on learning satisfaction. Although it is a virtual world, if it is real and you can interact with other learners, you will be satisfied with your learning. Therefore, it is necessary to develop contents that can induce learners' participation in order to continuously provide learning satisfaction when providing metaverse-based logistics education.

The Effects of Cooperative and Individualistic Learning Strategies by the Level of Achievement (학습자의 성취 수준에 따른 협동학습과 개별학습의 효과)

  • Lim, Hee-Jun;Choi, Kyoung-Sook;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.19 no.1
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    • pp.137-145
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    • 1999
  • This study investigated the influences of the cooperative and the individualistic learning strategies on the academic achievement and the attitudes toward science instruction and science by the level of achievement. These two learning strategies endowed students with the responsibility of learning and emphasized student-centered learning which included higher order thinking activities. Cooperative learning group students studied the tasks through small group discussion, and individualistic learning group students solved the same ones individually. In the traditional group. teacher-centered expository lesson was used. The subjects of this study were 7th graders of coed middle school, and were taught about separation of mixture for 10 class periods. Two-way ANCOVA results revealed that the test scores of academic achievement for cooperative learning group were significantly higher than those of individualistic and traditional learning groups. The attitudes toward science instruction and science were also more positive in cooperative learning group than the others. No interactions between the treatment and the level of previous achievement indicated that the cooperative learning strategy was effective regardless of the level of achievement.

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Development of an online robot programming education system based on Web 2.0 (웹2.0 기반의 온라인 로봇 프로그래밍 교육시스템 개발)

  • Sung, Young-Hoon;Ha, Seok-Wun
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.13-23
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    • 2010
  • In recent creativity becomes a new request in the knowledge and information age. Robot programming education is an effective teaching method for improvement of creativity. Existing robot programming tools includes text-based or GUI-based development environment. Most of programming tools provide a simple tutorial system without interactive activity for beginners. In this paper, we propose an online robot programming education system based on web2.0, which embedded collaborative code creating tool, interactive tutorial chat and video conference tool to support collaborative code creating via web 2.0. Knowledge sharing tool allows users to share their collaborative source code. Besides, it makes users gained the experience and knowledge of program designing efficiently.

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A Comparison of Learning Effects of Untact and Face-to-Face Classes Based on Team Project (팀 프로젝트 기반 언택트 수업과 대면 수업 방식의 학습 효과 비교)

  • Ahn, You Jung;Kim, Ji Sim;Kim, Kyong Ah
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.85-87
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    • 2021
  • 컴퓨터 전공자들의 프로그래밍 개발 중심의 팀 프로젝트 수업은 프로그래밍 개발 능력과 팀원들 간의 협업 능력을 키울 수 있는 수업으로서, 기존에는 대면수업을 통해 교수자와 학습자간 그리고 팀을 이룬 학습자들 간에 긴밀한 상호작용으로 진행되어왔다. 그러나 2020년 COVID-19의 확산으로 대부분의 대학 수업들이 비대면 방식으로 진행됨에 따라 팀 프로젝트 수업 역시 비 대면으로 운영되어야 했으며 팀 활동을 위해 다양한 온라인 커뮤니케이션 방법이 모색되어야 했다. 본 연구에서는 팀 프로젝트 수업을 기존의 대면 수업으로 운영하였을 경우와 비대면 방식으로 운영하였을 때 학습자들이 느끼는 학습 효과에 대해 비교해보고자 한다. 대면 수업과 비대면 수업에 참여했던 학습자들을 대상으로 설문을 실시하여 팀 프로젝트 수업을 통한 학습 이해도, 수업 흥미도, 학습자간의 소통의 원활성, 수업 참여의 적극성 그리고 전체적인 수업 만족도에 대한 설문 결과를 비교 분석하였다. 향후 포스트 코로나 시대에는 대면과 비대면의 하이브리드 커뮤니케이션 방식이 대세를 이룰 것으로 예측되고 있는 만큼 대학 수업 방식에도 변화가 필요할 것이며 본 연구는 이를 위한 기초 연구로 활용될 수 있다.

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A Study On Effectiveness of Digital Inking in the Collaboration Learning with Digital Textbook (디지털교과서를 활용한 협력적 학습상황에서 디지털 잉크의 효과성 연구)

  • Yun, Min-Sik;Sohn, Won-Sung
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.95-99
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    • 2010
  • 학습자는 교수 학습 상황에서 대부분 배운 내용을 잉킹을 통해 정리한다. 교수자와 학습자 사이에서 잉킹을 통한 상호작용은 매우 중요하며 이와 관련된 다양한 연구가 진행되고 있다. 디지털교과서가 점점 보급되고 있는 상황에서 서책형교과서와 디지털교과서가 공존하는 현재의 과도기적인 교육환경은 일반적인 잉킹과 디지털 잉킹이 공유하고 있다. 이에 디지털 교과서를 활용한 협력적인 학습상황에서 과제를 제시한 후, 일반적인 잉킹과 디지털 잉킹을 학생들에게 그룹별로 각각 적용하도록 환경을 구성하였다. 본 논문에서는 일반적인 잉킹환경과 디지털 잉킹환경이라는 두가지 잉킹 방식을 적용한 후에 학생의 태도 및 판단, 문제 해결의 정확성, 학생의 선호도에 어떤 영향을 미치는지 분석하였다.

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Case Study on Application of Social Learning in Workforce Education (소셜러닝을 적용한 직업교육 성과분석 사례연구)

  • Lee, Sookyoung;Park, Yeonjeong
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.523-534
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    • 2015
  • Social learning is a form to support learners' active engagement and participation in learning with other learners and instructors by using social media. The concept of social learning should be considered beyond the simple use of social media for learning or education. This study aims to apply the understanding of social learning based on the theoretical background of social theories of learning in designing and developing a program for workforce education. As a pilot test, the newly developed social learning program was implemented to 302 employees with the title of 'Innovative Display Strategy for POP". 138 employees successfully completed the social learning course that focuses on delivering contents in time-line based platform, supporting interactions among students, and working effectively through small smart devices in their workplace. The results were derived from three kinds of data-source: learner's log data, their final evaluation score, and the survey to measure the satisfaction about social learning. Finally the implications for social learning were discussed in terms of the program revision and directions for future application.