• Title/Summary/Keyword: 학업수월성

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A model for enhancing the academic excellence of adult college students (성인대학생의 학업수월성 강화를 위한 모형)

  • Kim, Eun Young;Kim, Jin Sook
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.195-200
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    • 2019
  • The purpose of this study is to present a model for enhancing the academic excellence of adult college students. For this purpose, 408 adult college students attending 2-year and 4-year colleges in Busan, Daegu, and Gyeongbuk were surveyed and analyzed. The components of the model are curriculum, educational methods, evaluation of education, educational administration, educational environment, and institutional support and the results are as follows. First, the curriculum preferred by adult college students was to acquire diverse academic knowledge for a degree, to acquire knowledge and skills to develop skills for the workplace, and to acquire new information and knowledge regarding issues in society as a whole. Second, the professors' qualification among the educational methods preferred by adult college students was professional competence of the professors based on their theoretical and practical skills. The preferred teaching methods were lecture, discussion, action learning, and the project learning method in that order and video and PowerPoint were preferred as effective teaching mediums. Third, the preferred course for adult college students is operated on weekends, and three years was preferred to get a bachelor's degree. The possible hours of learning per day is 3~6 hours, indicating the necessity of e-learning, B-learning, and prior learning experience recognition systems. Fourth, the education evaluation method preferred by adult college students was a compromise method which is a mixture of absolute evaluation and relative evaluation, and it also showed the need for Pass or Non Pass evaluation method. Fifth, the internal factors of college selection preferred by adult college students were the acquisition of new knowledge and skills, and the external factors were desire to receive many opportunities related to employment and job improvement. The classroom, which provides an effective environment, was a fixed seat classroom and an indoor classroom environment was emphasized for desired educational environment. Sixth, institutional support preferred by adult college students was computer-related programs and learning club support services.

A Study on Course Preference according to Application of Web Identity in e-Learning (이러닝에서의 웹 아이덴티티 적용에 따른 과목 선호도 연구)

  • Hwang, Jung-Hye;Lee, Hyung-Ju
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.200-205
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    • 2007
  • 본 연구에서는 컴퓨터를 이용해 시간과 공간에 구애 받지 않고 교사와 학생, 학생과 학생이 쌍방향으로 대화할 수 있는 첨단의 교육환경인 이러닝의 콘텐츠에 대한 연구를 진행하였다. 이러닝에서의 콘텐츠 디자인은 교육의 효율성과 수월성의 측면에서 많은 연구가 필요하다. 본 연구에서는 이러닝에서 교육 콘텐츠의 제작에 있어 웹 아이덴티티 적용의 필요성과 그 개념 및 효율성에 대한 연구를 수행하였다. 이론 고찰을 통해 이러닝에서 웹 아이덴티티가 학습에 미치는 효율적 작용을 연구하였고, 실증적 조사연구를 통해, 이러닝에서의 웹 아이덴티티 구현과 과목 선호의 상관관계를 규명하였다. 조사 방법으로는 가설을 세우고 이를 검증하는 방식으로 이루어졌으며, 가설은 '웹 아이덴티티가 적용된 이러닝 콘텐츠는 과목 선호에 영향을 주어 학습동기유발 및 학업 성취에 긍정적인 영향을 준다'로 설정하였으며, 사이버대학교 재학생을 대상으로 웹을 통한 이러닝에서 학습 콘텐츠에 웹 아이덴티티 적용 유무에 따른 과목 선호를 조사하였다. 이 조사를 통해 이러닝 콘텐츠에서 웹 아이덴티티 구현이 과목 선호도에 긍정적인 영향을 준다는 것이 확인되었다.

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Development of Adventure-Game style Program for Figure Learning (도형 학습을 위한 어드벤처 게임형 학습 프로그램 개발)

  • Lee, Jae-Mu;Kim, Min-Hee
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.33-42
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    • 2006
  • This study is aimed to develop adventure-game style learning program for offering different levels curriculum in mathematics and figure areas in elementary schools. The 7th mathematics curriculum introduced different levels curriculum considering learners' ability, aptitude, requirement, interest so that it could improve learners' growth potential and educational efficiency. But in reality, it is quite difficult to increase educational efficiency by conducting individual learning classes according to students' ability due to the big differences among students' levels in addition to high population in each classroom. The purpose of this study is to offer different levels curriculum based on van Hiele theory and develop adventure-game style learning program to increase interests of the learners. This program can improve students' academic achievement by offering differentiated curriculums to learners who need advanced or supplementary learning materials. And it also enhances leaners' spatial-perceptual ability by offering various operating activities in figures learning.

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Development and Application of a Big Data Platform for Education Longitudinal Study Analysis (교육종단연구 분석을 위한 빅데이터 플랫폼 개발 및 적용)

  • Park, Jung;Cho, Wan-Sup
    • The Journal of Bigdata
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    • v.5 no.1
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    • pp.11-27
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    • 2020
  • In this paper, we developed a big data platform to store, process, and analyze effectively on such education longitudinal study data. And it was applied to the Seoul Education Longitudinal Study(SELS) to confirm its usefulness. The developed platform consists of data preprocessing unit and data analysis unit. The data preprocessing unit 1) masking, 2) converts each item into a factor 3) normalizes / creates dummy variables 4) data derivation, and 5) data warehousing. The data analysis unit consists of OLAP and data mining(DM). In the multidimensional analysis, OLAP is performed after selecting a measure and designing a schema. The DM process involves variable selection, research model selection, data modification, parameter tuning, model training, model evaluation, and interpretation of the results. The data warehouse created through the preprocessing process on this platform can be shared by various researchers, and the continuous accumulation of data sets makes further analysis easier for subsequent researchers. In addition, policy-makers can access the SELS data warehouse directly and analyze it online through multi-dimensional analysis, enabling scientific decision making. To prove the usefulness of the developed platform, SELS data was built on the platform and OLAP and DM were performed by selecting the mathematics academic achievement as a measure, and various factors affecting the measurements were analyzed using DM techniques. This enabled us to quickly and effectively derive implications for data-based education policies.

Application and Evaluation of Object-Oriented Educational Programming Language 'Dolittle' for Computer Science Education in Secondary Education (중등 컴퓨터과학교육을 위한 객체지향형 EPL '두리틀'의 적용 및 평가)

  • Kwon, Dae-Yong;Gil, Hye-Min;Yeum, Yong-Cheul;Yoo, Seoung-Wook;Kanemune, Susumu;Kuno, Yasushi;Lee, Won-Gyu
    • The Journal of Korean Association of Computer Education
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    • v.7 no.6
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    • pp.1-12
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    • 2004
  • Current computer education is difficult to educate basic concepts and principals of the computer science because the 7th curriculum of computer education is focused on the application of software. According to the ACM K-12 report about the computer science education model, current computer education is taking the wrong way and we should put the highly priority on the education of the fundamentals through programming languages for a better computer education oriented to the computer science. This paper introduces a new object-oriented educational programming language "Dolittle". The design principals of Dolittle are simple syntax of Korean, incremental programming, text based programming, aliasing of function, and object-oriented programming. Being applied to middle school classes, we can confirm that Dolittle is easy to learn, and gives rise to high interest and keeps interest through a course, and also is of great practical use in class for programming novice.

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