• Title/Summary/Keyword: 학업성과

Search Result 263, Processing Time 0.024 seconds

A Comparative Study on Mathematics Education Between Korea and Shanghai Based on the Results of PISA 2009 (PISA 2009 결과를 중심으로 한 우리나라와 상하이의 수학교육 현황 비교 분석)

  • Rim, Haemee;Jeon, YoungJu
    • Journal of the Korean School Mathematics Society
    • /
    • v.16 no.4
    • /
    • pp.863-882
    • /
    • 2013
  • Shanghai has been reported as the highest performing countries(economies) in PISA 2009 and PISA 2012. In this reason, we reviewed literatures related to educational system of Shanghai focusing on the mathematics education. Additionally, we analysed the results of PISA 2009 of mathematics domain between Korea and Shanghai to compare some differences between two countries. As a result, we discovered the followings: 1) Comparing with Shanghai students, Korea students attained low performance in every sub-categories of mathematics abilities indicated in the PISA framework. 2) In PISA 2009 Framework, Korea students produced low achievement than Shanghai students in sub-categories of "reflection". 3) In PISA 2012 Framework. Korea students attained low performance than Shanghai students in sub-categories of "formulating". Consequently, it gave us insight into the idea that school mathematics in Korea should use authentic context to help students improve their competencies "reflection" and "formulating".

  • PDF

A Study on the Impact of an Academic Library on its Users (대학도서관이 이해관계자에게 미치는 영향력에 관한 연구)

  • Pyo, Soon-Hee;Kim, Min-Jung;Kim, Hyun-Soo;An, Hye-Yeon
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.45 no.3
    • /
    • pp.163-186
    • /
    • 2011
  • University library evaluations have previously put emphasis on how many collections a library has, what kinds of services it offers, and how satisfied its users are with the services. But these evaluations are not enough to show how much impact university libraries have on their stakeholders and how they can contribute to the mission and purpose of the parent organization. This study is a starting point of discussion for the impact and value measurement of university libraries. The aim is to identify a university library's impact in terms of various stakeholders and accordingly determine its measuring element. The impact of a university library on students can be measured by the students' study, success and accomplishments. The impact on professors can be measured through the success of their teaching and research productivity. Finally, the impact on a university can be realized by understanding how a library affects university's reputation and success.

Teacher's acceptance of digital games and related factors (학교 장면에서 디지털 게임 이용에 대한 교사의 수용도와 이에 영향을 미치는 요인)

  • Kim, Jee Yeon;Doh, Young Yim
    • Journal of Korea Game Society
    • /
    • v.17 no.2
    • /
    • pp.123-134
    • /
    • 2017
  • The purpose of this study is to investigate how teachers' acceptance of digital games is constructed in the school context and what factors influence teachers' acceptance. To do this, we conducted a survey on teachers, school counselors, and professional counselors in August 2016. A total of 250 data were analyzed. As a result, it was confirmed that the teachers' acceptance of digital game is composed of 5 factors - need for supervision, willingness to use, concern & monitoring, acceptance as alternative activities, acceptance efficacy. As a result of multi-variate multiple regression analysis, it was found that the teacher's age, the 2 factors of digital media literacy, the teacher's attitude toward student's digital game usage, and teacher's evaluation of the impact of digital games on school achievement have different effects on the 5 factors of teachers' acceptance. This study is meaningful to identify how teachers' acceptance of digital games is constructed and to explore the main factors affecting teachers' acceptance of digital games.

The Effects of Achievement Goal Orientation of Gifted and General Students on their Academic Burnout and School Happiness (영재학생과 일반학생의 성취목표지향성과 학업소진이 학교행복감에 미치는 영향)

  • Song, Young-Myung;Jung, Sung-Soo
    • Journal of Fisheries and Marine Sciences Education
    • /
    • v.25 no.1
    • /
    • pp.152-166
    • /
    • 2013
  • The main purpose of this study is to see the differences of the achievement goal orientation, academic burnout, and school happiness between gifted and general students, and also to explore the effects on school happiness of their achievement goal orientation and academic burnout. To resolve the above research questions, this study used questionnaire method to 256 1st grade middle school students and 84 gifted students enrolled in Daegu metropolitan city. All data were analyzed by SPSS WIN 19.0 program. The results of this study are as follows. First, mastery goal, performance-approach goal and performance-avoidance goal of the gifted students were higher than the general students'. Second, all sub-variables of academic burnout except hostility and total score of academic burnout of the gifted students were lower than the general students. On the other hand, all sub-variables of school happiness except relationship with friends and emotional stability and total score school happiness of the gifted students were higher than the general students. Third, this study revealed that the achievement goal and academic burnout explain considerable amount of students' school happiness. In other words, the disfavor and skeptical attitude of general students for the study hinder school happiness. Lastly, this study suggest that some program or consulting need to be administerd to change the affective attitude of students into positively. And also variety of counselling program or some instructions dealing with stress for gifted students since the exhaustion of gifted students affects considerably their school happiness.

The Development and Its Application of the Mobile Learning Support Device for the Inquiry Learning (모바일 탐구학습 지원도구의 개발과 적용)

  • You, Sang-Mi;Shin, Seung-Young;Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
    • /
    • v.12 no.5
    • /
    • pp.35-47
    • /
    • 2009
  • Just as noted in some studies related to U-learning based on the ubiquitous technology, it is required to reflect both factors of the environments and contexts of learners on the teaching and learning strategy. For this, the current paper suggests an inquiry learning method and a mobile learning support device for the inquiry learning. Since the inquiry learning is operating on the basis of the contents that learners themselves experience in the fields, it naturally leads them to position in the learning environments and contexts. In this study some curricula are adopted and transformed for the inquiry learning, and the developed mobile device for the learning has a guide function, so that learners might follow the inquiry learning process. In addition, it is possible to reuse the acquired learning data by storing them on a remote learning sever, which may support the inquiry learning of students. These system and device are applied in the teaching sites of schools and, consequently, it is found that in regard with the learning interest and academic performance of students there is an advanced result, being statistically significant.

  • PDF

The three-year comparative study of effects of STEAM education programs based on physical computing (3년간의 피지컬 컴퓨팅 기반의 STEAM 프로그램의 효과 비교 연구)

  • kim, Sughee;Lee, Chulhyun
    • The Journal of Korean Association of Computer Education
    • /
    • v.19 no.1
    • /
    • pp.11-18
    • /
    • 2016
  • STEAM education introduced full-scale since 2011, it was reflected in the 2009 modified science curriculum. Partially it was decided not by result of study, but by the government policy. So practical study was needed for steam education. The researchers have studied effect of steam education based on physical computing from 2012 to 2014 on fourth grader. To study of effects of steam education, the researcher administer pre-to-post of science attitude test, science achievement test, logical ability test, psychological test for youth, satisfaction level test for school curriculum. The result shows that science attitude, logical ability, and satisfaction level for school curriculum of steam treatment group were enhanced. We conclude that steam education solve the proposed problem which low motivation and interest for science in comparison with science achievement.

The Face Authentication Mechanism of Learner for the Efficient E-Learning (효율적인 이러닝을 위한 학습자 얼굴 인증 기술)

  • Jang, Eun-Gyeom;Kim, Gyoung-Bae
    • Journal of the Korea Society of Computer and Information
    • /
    • v.15 no.5
    • /
    • pp.67-74
    • /
    • 2010
  • E-learning technology which effectively supports the learning methodologies between students and professors and which provides location and time benefits to students is being researched now a days. However, E-learning classes produce bad effects comparing with offline classes in learning procedures including scholastic achievements. Bad effects of E-learning system could be proxy attendance, lack of concentration, and bad attitude of students. These environmental problems must be solved first to achieve the advantages of E-learning technology. To get rid of these problems, in this paper, we proposed a mechanism which provides effective learning progress by using face authentication method. This mechanism supervise the student by using real time face recognition which prevents proxy attendance, illegal activities, and student's absences.

A study on the expansion of educational environment and students' competence through smart learning in the tertiary mathematics education (고등 수학교육에서 스마트러닝을 통한 교육환경 및 학습자 역량의 확장)

  • Hong, Ye-Yoon;Im, Yeon-Wook
    • Journal of Digital Convergence
    • /
    • v.16 no.7
    • /
    • pp.213-222
    • /
    • 2018
  • The purpose of the study is to promote the expansion of educational environment and students' competence through the application of smart learning. In G University in 2017, 118 freshmen in the department of Chemical-bio engineering who were taking Calculus I class were divided into 2 groups of experimental and control group. The study analyzed the effect of the various learning experience using educational technology and the interaction in the class through SNS on students' visual understanding and academic achievement. The result shows that the students' academic achievement and satisfaction in the experimental group were higher than those in the control group. This verifies the potential of smart learning in the field of mathematics in the tertiary level and suggests strategies for high quality smart learning.

Effect of a Smartphone Addition on Stress and Resilience in University Students (대학생의 스트레스와 회복탄력성이 스마트폰 중독에 미치는 영향)

  • Kim, Hye Ja;Sim, Mi Jung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.4 no.1
    • /
    • pp.41-50
    • /
    • 2018
  • This study investigates the relationships between smartphone addiction, stress and resilience in university students. A total of 241 students attending a four-year university in South Jeolla Province participated in this research. Data was collected from July 6 until August 31, 2017. The results of this study showed a positive correlation between smartphone addiction and stress (r=.37, p<.001), as well as a negative correlation between smartphone addiction and resilience (r=-.32, p<.001) and a negative correlation between smartphone addiction and the ability of interpersonal relations (r=.-21, p=.001). The variables for smartphone addiction where "academic problems" (${\beta}=.15$, p=.047) and "the ability of interpersonal relations" (${\beta}=-.21$, p=.007), with a coefficient of determination ($R^2$) of 22.1%. Therefore, there is a need to develop a systematic approach to prevent smartphone addiction in university students.

E-Learning Satisfaction - Is It Different from Learning Satisfaction (사이버대학 재학생 학습 만족도 향상을 위한 연구)

  • Lee, Sung-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.9 no.6
    • /
    • pp.1830-1837
    • /
    • 2008
  • The growth of an information and knowledge based society has changed the base of education from institution-based to a learner-based system. This indicates that the educational purpose and individual characters of the learners are the primary factors for the educational success. In the information and knowledge based society, the Cyber University is a representative example of the new educational paradigm with its online communities, multi-media based education and communication among the learners. The sample of study was 1620 students of a leading cyber university in Seoul, Korea. One of the results in this study showed that satisfaction levels of learning and education do not have significant relationship with age or employment. Rather the lowering level of satisfaction after sufficient adaptation period of cyber education was raised as rising problem.