• Title/Summary/Keyword: 학습참여도

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Effects of Collaborative Learning in a Virtual Environment on Students' Academic Achievement and Satisfaction (가상 학습 공간에서의 협력 학습이 학업 성취도 및 만족도에 미치는 영향)

  • Kim, Mi Hwa
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.1-8
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    • 2021
  • This experimental study was to examine the impact of collaborative learning in a virtual environment on students' learning outcomes and satisfaction. The collaborative virtual learning environment was created for a Korean history class for high school students. A total of 119 participants were recruited and were randomly assigned to either "collaborative group" or an "individual group." Students' academic achievements and satisfaction were collected as measurement tools to examine the effect of collaborative learning in the virtual learning environment and collected data were tested by independent sample t. The results showed that participation in collaborative groups had a significant positive effect on academic achievement and satisfaction than individual groups.

A Study of the Participation Level of the Students of the Advanced Course for Bachelor of Dental Hygiene (치위생학 전공심화과정 학습자의 학습참여에 관한 연구)

  • Yu, Ji-Su;Bae, Cheon-Ung
    • Journal of dental hygiene science
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    • v.12 no.3
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    • pp.295-301
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    • 2012
  • This study targeted students of advanced course for bachelor of dental hygiene at 15 universities, which are operating advanced course for bachelor of dental hygiene. This study was performed by questionnaire survey targeting students of advanced course for bachelor of dental hygiene. To analyze relationship between variables, the correlation was carried out. To verify influence of each variable upon participation level, multiple regression analysis was carried out. As a result of this study, the participation motive, expectation for educational institution, and educational satisfaction of students advanced course for bachelor of dental hygiene were found to have influence upon participation level. Based on the result, it is important to understand the participation motive of the students and to offer satisfaction environment and administrative support for enhancing the expectation for education for educational institution. Especially, given striving to enhance the satisfaction with teaching and the satisfaction with effect on advanced major courses, the university needs to make efforts to increase stature as higher education institution through advanced course for bachelor of dental hygiene.

Analysis of the Structural Relationship among Factors Related to the Effects of Flipped Learning (플립러닝의 학습효과 관련 요인 간의 구조적 관계 분석)

  • Lee, Hee-Suk;Kang, Shin-Cheon;Kim, Chang-Suk
    • The Journal of Korean Association of Computer Education
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    • v.19 no.1
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    • pp.87-100
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    • 2016
  • This study has examined the structural relationship among factors related to the effects of flipped learning using the structural equation modeling. Two hundred thirty-six middle school and high school students were participated in this study. This study's results are as follows. First, looking through how much the flipped learning variables affect achievement, motivation affects achievement the most, and then interaction, participation come next. Second, looking through how much the flipped learning variables affect personality, interaction affect personality the most, and then teaching attitudes come next. Third, as a result of verifying the research model, the hypothetical model indicating relationship among motivation, participation, teaching attitudes, interaction and achievement, personality is valid.

Development and Application of an Informal Elementary Science Education Program Emphasizing 'Participation and Action' ('참여와 실천' 차원을 강조한 비형식 초등 과학교육 프로그램의 개발 및 적용)

  • Kim, Hyunguk;Shin, Chaeyeon;Park, Jiwon;Song, Jinwoong
    • Journal of Korean Elementary Science Education
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    • v.43 no.2
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    • pp.337-352
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    • 2024
  • This study develops an informal science education program based on a creative design for the promotion of participation and action and explores the validity and effectiveness of the program. The program consists of three mini-projects, namely, The Martian: Surviving from the Mars, So Good to Have Seonjeongneung, and Designing a Sunshine Restaurant, with distinct topics focusing on the localization and contextualization of the region in which the program was implemented to encourage students' participation and action. The researchers selected three topics for each mini-project through discussions and revisions. The program is designed for 42 lessons across the three mini-projects and offers a presentation session in which students present their learnings from the program, constructed to facilitate personal contextualization. Participants included 15 elementary school students from Grades 5 and 6 who took surveys before and after the program. The pre-post surveys comprised two dimensions, 'Participation and Action' and 'Positive Experience about Science,' to examine the effectiveness of the program. At the end of the survey, we added a self-descriptive question that allows students to freely write down their feelings and thoughts. We checked the students' thoughts. The effectiveness of the program was illustrated by the largest increase in the "safe society" category, whereas there was little increase in other categories under the 'participation and Action' dimension in the Korean Science Education Standards. 'Science-related Self-concept' exhibited the largest increase, whereas the other categories displayed little increase from the 'Positive Experience about Science' dimension category.

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.

Authoring Tool of Courseware based on Crossword Puzzle Game for Vocabulary Learning (크로스워드 퍼즐게임을 기반으로 하는 어휘학습 코스웨어 저작도구)

  • Park, Su-Ja;Jung, SoonYoung
    • The Journal of Korean Association of Computer Education
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    • v.6 no.2
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    • pp.157-164
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    • 2003
  • To enhance the effect of learning in vocabulary learning, it is important first of all for learner to take active learning and be interested in learning, not cramming education. Due to this background, the instructor sometimes takes advantage of the game concepts in producing the courseware for vocabulary learning. But because of overwhelming overload in making the game-based courseware, it have been not made practical application to vocabulary learning. In this research, we study on the strategy for making practical application of the game concept to producing the courseware for vocabulary learning. And, based on the strategy, we design and implement the authoring tool of courseware for vocabulary learning based on crossword puzzle game. This tool enables instructor to produce the courseware based on crossword puzzle game easily and quickly and to make efficiently the courseware for vocabulary learning with level.

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Exploring the Motivational Factors Influencing on Learner Participation of Adult Learners in e-Learning (성인학습자의 이러닝 학습참여에 대한 학습동기 요인 연구)

  • JungHyun Park;Ji Su Park;Jin Gon Shon
    • KIPS Transactions on Software and Data Engineering
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    • v.13 no.1
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    • pp.28-34
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    • 2024
  • Since e-learning is conducted based on the learner's autonomy, motivation to continuously participate is crucial for success in e-learning. As the number of adult learners participating in lifelong education increases, it is necessary to study learner participation and the motivating factors. Drawing upon the Expectancy-Value Theory and Self-Regulated Learning Theory, this study analyzed the influence of motivational factors (value, costs, cognitive regulation, and scheduling) on learner participation. An e-learning program was implemented on MoodleCloud, and learners completed a survey before going through the program. Regression analysis was conducted using the survey response data along with the participation score, calculated using the log data. The results of the analysis demonstrated that value and scheduling significantly influenced learner participation, with gender differences found in value. This means that as adult learners perceive higher value in the e-learning program and possess better scheduling skills, they are more likely to participate. These findings can be utilized in developing teaching and learning strategies for both learners and instructors, ultimately helping to prevent dropout in e-learning.

Empirical Analysis on the Impact of Workplace Learning on Human Resource Performance of Construction Engineer (건설기술인력의 일터학습 참여가 인적자원성과에 미치는 영향에 대한 실증분석)

  • Shim, Yongbo;Chang, Chul-Ki
    • Korean Journal of Construction Engineering and Management
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    • v.20 no.5
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    • pp.31-41
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    • 2019
  • The purpose of this study is to investigate the participation of vocational training program of construction engineers and the impact of workplace learning (formal learning and informal learning) on human resource performances of construction engineers. The data of 306 construction engineers were extracted from 10,069 workers in various industries those were collected by 6th human resource company panel survey done by Korea Research Institute of Vocational Education & Training. This study found that, compared with workers in other industries, participation rate of construction engineers in workplace learning (formal learning, informal learning) was relatively low, and especially the participation rate of informal learning was significantly low. Regression analysis showed that participation in formal learning did not affect positive job performance and job satisfaction. On the other hand, informal learning has a positive effect on job capability, job satisfaction, and organizational commitment.

A Study on the Activation Plan for the Participation in Citizen Participation Education by Types of Lifelong Education Participation : Focusing on Chungcheongnam-do (평생교육 참여유형별 시민참여교육 참여 활성화 방안에 관한 연구: 충청남도를 중심으로)

  • Jeong, Jae-Hun;Lim, Se-Young;Kang, Hyun-Jung
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.331-340
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    • 2018
  • This study used data from '2016 Chungnam Citizens' Lifelong Education Needs Survey'. This analyzed the basic situation of Citizen Participation Education. It also typifies the interest and participation intention of lifelong education by region, and compared the interest and participation intention of Citizen Participation Education. Through this, we intend to provide concrete basic data for activating the Citizen Participation Education in Chungnam. We analyzed data of 4,108 people in 2016 lifelong education needs survey. This was named enjoy learning type, bias earning type, and elderly learning type. Second, the enjoy learning type group is a group that enjoys participating throughout lifelong education area. bias earning type group is a group that perceives that lifelong education is limited to vocational ability education, culture art education, and liberal arts education. These are groups that are interested and participating only in three areas. The elderly learning type group is a group that shows typical characteristics of the elderly learners and is a group that is concentrated on participation in culture arts education. Third, enjoy learning type group is the second most experienced participant. They are the group with the highest participation interest and participation intention. bias earning type group is the group with the highest participation experience. They are also the second highest group of participating interests and willingness to participate. elderly learning type group is the group with lowest participation experience, participation interest, and participation intention. Finally, we suggest the ways to revitalize Citizen Participation Education in lifelong education.

A Study on Performance Assessment Method for u-learning (U-learning에서 수행평가 모형 연구)

  • Lho, Young-Uhg;Kim, Jung-Won;Jung, Deok-Gil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.454-457
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    • 2008
  • 교육에서 평가는 교육의 효과를 분석하고 개선하기 위해서는 학생, 교사, 교육 환경에 대한 평가가 이루어져야 한다. 학생에 대한 평가는 학습 과정에서 학생의 참여 행위가 평가되어야 한다. 기존의 교육 방법에서는 학생의 참여도에 대한 공정한 정보를 취득하기가 어려웠다. 그러나 u-learning에서는 이러한 정보들을 그전의 교육 방법에 비해 쉽게 공정한 참여도 정보를 얻을 수 있기 때문에 평가도 공정하게 할 수 있는 환경이 갖추었다 할 수 있다. 본 연구에서는 u-learning 환경에서의 학습자들의 학습 행위에 대한 평가를 하는 방법을 u-learning 시스템 모델과 함께 제안한다.

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