• Title/Summary/Keyword: Design based Learning

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An Empirical Study on Critical Success Factors in Implementing the Web-Based Distance Learning System : In Case of Public Organization. (사이버교육 효과의 영향요인에 관한 실증적 연구: 공공조직을 중심으로)

  • 정해용;김상훈
    • The Journal of Information Systems
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    • v.11 no.1
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    • pp.51-74
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    • 2002
  • The purpose of this study is to empirically investigate critical success factors for effective implementation of web-based distance learning system. First of all, four critical success factors are theoretically derived from reviewing previous research. They are: (1) learner-related factor including the variables such as teaming ability, learning attitude, and attending motivation, (2) environmental factor including the variables of physical and mental support for learners, (3) instructional design factor represented by one variable, the degree of appropriateness of learning contents, and (4) the factor concerning the level of self-directed learning readiness embracing the variables such as curiosity for learning, openness towards challenge of learning and affection for learning. Subsequently, the relationships between these four critical success factors and the degree of learning satisfaction are empirically investigated. The data for empirical analysis of the research are collected from 1,020 respondents who have already passed the web-based distance learning courses which have been implemented in Information and Communication Officials Training Institute. Out of 1,020 responded questionnaires, 875 data were available for statistical analyses. The main results of this study are as follows. Firstly, the most important factor for successful implementation of the web-based distance learning system is shown to be the instructional design factor, and in the next place, the self-directed learning readiness factor, the environmental factor and the learner-related one in sequence. Secondly, additional analysis of the variables included in the instructional design factor shows that availability of practical information and knowledge is the most influencing variable, and next, interesting composition of contents, reasonable learning amount, optimal level of instruction, and understandable explanation are significantly important in the descending order. Lastly, among learning motivators, strong intention of acquiring business knowledges and skills is found to be the most important satisfier in the web-based distance learning. The theoretical contribution of this study is to derive a comprehensive model of critical success factors for implementing the web-based distance learning system. And, the practical implication of this study is to propose efficient and effective guidelines for developing and operating the web-based distance learning system in the various kinds of organizations.

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Analysis of Teaching and Learning Results in Capstone Design Courses (종합설계 교과목의 교수-학습 결과 분석)

  • Kim, Insook;Kim, Dongchoul
    • Journal of Engineering Education Research
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    • v.16 no.2
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    • pp.31-36
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    • 2013
  • This study analyzes results of current Capstone Design teaching and learning methods and makes suggestions based on its findings. To reach these conclusions, participants were 40 forth-year students in Capstone Design courses. In the results of t-test, the average of factors for the situated learning strategies were higher than those of the project based strategies. Also there were significant statistics in grades. Based on this study's findings, recommendations for effective teaching and learning strategies are made for the improvement of Capstone Design courses.

Study of u-PBL Support System Core Value and Design Strategy based on Field Experience Learning (현장체험에 터한 u-PBL 교수지원시스템의 핵심가치 및 설계전략 연구)

  • Kim, Du-Guy;Park, Su-Hong
    • Journal of Fisheries and Marine Sciences Education
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    • v.24 no.2
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    • pp.180-202
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    • 2012
  • The purpose of this study was to extract an u-PBL support system core value and design strategy based upon field experience learning. To accomplish this the study, first of all, analyzed the core values, design strategy which was selected after needs analysis and literature review of theories and cases regarding the PBL, e-PBL, blended-PBL, Field experience learning based on ubiquitous environment, and learning model based on ubiquitous technology. This study identified the three core values as; systemic support for instructional activity, just in time support for instructional activity and support for interaction facilitation. As further research areas, it might be useful to develop u-PBL instructional support system based upon the model designed from this study. Also, research concerning the verification of the model based upon implementation of the program case might be necessary.

A Study on the Change of Learning Satisfaction and Comprehension of Team Project Instruction Using Creative Capstone Design (창의적 캡스톤 디자인을 활용한 팀 프로젝트수업 운영에 따른 학습만족도 및 이해도 변화에 관한 연구)

  • Kim, Changhee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.179-191
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    • 2017
  • The purpose of this study is to investigate the change of comprehension degree about learning satisfaction and capstone class by applying the subject which draws idea for team project task in college to creative capstone design program. The Capstone Design Program is designed to train fieldworkers with creative problem solving skills and is widely applied as a problem-solving course in team-based projects. In this paper, based on the case study of the 'fusion capstone design' operated in the first semester of 2015 ~ 2017, the capstone design course was established in the course of designing ideas for problem solving. The results of this study are as follows: First, the questionnaire about capstone design instruction process, instruction method, and learning achievement satisfaction were analyzed. As a result, understanding of capstone design was found to be higher than that of class before class, and satisfaction of performance course, method of teaching performance and learning outcome were obtained.

User Expectation Values for Smart Device based Education Service Design (스마트 디바이스 기반 교육서비스 디자인을 위한 사용자 기대 가치)

  • Choi, Hojeong;Yoon, Young Sun;Ryoo, Han Young
    • Design Convergence Study
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    • v.14 no.1
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    • pp.1-13
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    • 2015
  • The purpose of this paper is to find out what values users pursue from a smart device based education service. For this purpose, a survey was conducted using a questionnaire that was developed based on the results of literature review and user interviews. Thirteen user expectation values were developed from the results of the survey: individually customized learning, anytime anywhere learning, learning for career, learning through interaction, learning from diverse resources, learning through cooperation, learning through interchange, self-directed learning, learning within actual context, learning with feedback, learning in spare time, learning with motivation & compensation, and step-by-step learning. In addition, the results of the survey also showed that the user expectation values of women, high school students and people who responded that they knew the smart device based education service very well were higher than those of other users.

The Interface Design and Development of Learning Management System and Contents for Self-Directed Learning based on Interaction and Usability (상호작용성과 사용편이성에 기초한 자기주도 학습운영시스템과 학습컨텐츠의 인터페이스 설계 및 구현)

  • Baek, Soo-Hee
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.149-160
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    • 2005
  • The Purpose of this study is to embody self-directed learning management system and contents which are considered of learner's interactivity and usability in e-learning environment; It is based on self directed teaching and learning strategies. It divides type of interaction centering on the learners into four categories: (1) learner and instructor (2) learner and learner (3) learner and contents (4) learner and learning management system. The specific elements of learning management system is set up and embodied to present the interaction strategies according to the above-mentioned patterns, to improve the self-directed learning ability and to facilitate an online communication. The learning contents based on the self directed learning strategies, design the interface in due consideration of the learners' usability based on six strategies such as simple navigation, consistency, intuitive interface, linkage, user supports and immediate feedback. This research makes up for the weak points in the self-directed functions of learning management system and links up with learning contents, therefore it has a value to improve learner's interactivity and usability. It is expected that the research results can be helpful in quality improvement of e-learning environment.

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Seamless Mobile Learning: Possibilities and Challenges Arising from the Singapore Experience

  • SO, Hyo-Jeong;KIM, Insu;LOOI, Chee-Kit
    • Educational Technology International
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    • v.9 no.2
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    • pp.97-121
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    • 2008
  • The purposes of the present study are to describe the design of mobile learning scenarios based on learning sciences theories, and to discuss implications for the future research in this area. To move beyond mere speculations about the abundant possibilities of mobile learning and to make real impact in K-12 school settings, it is critical to conduct school-based research grounded on the learning sciences theories. Towards this end, this paper describes school-based mobile learning projects conducted by a research team at the Learning Sciences Lab in Singapore, and then discusses the possibilities and challenges of mobile learning to further inform future research. Specifically, this paper explores the affordances of mobile technology, such as portability, connectivity and context-sensitivity, to design seamless learning scenarios that bridge formal and informal learning experiences. The authors present a framework for re-conceptualizing different types of learning based on physical settings and intentionality, and then describe two seamless learning scenarios, namely 3Rs and Chinatown Trail, which were implemented in one primary school in Singapore. In conclusion, the authors discuss the affordances of seamless mobile learning for enhancing one's lived experiences to build a living ecological relationship between the person and the environment, and how mobile technology can play a critical role for enabling such lived experiences.

Design Concept of e-Learning System based on Cybernetics

  • Matsumoto, Tsutomu;Ohtsuka, Hirofumi;Shimada, Yasuyuki;Kawaji, Shigeyasu
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.2424-2429
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    • 2003
  • The importance of e-Learning, which supports to study anywhere and anytime, has been pointed out for improving education. There have been various research papers on e-Learning system for educations. Most of literatures have focused on guiding the student or measuring understanding their level etc. Design method of e-Learning system has not been discussed based on structure and analysis of the class. In this paper, scheme of the class is proposed by analyzing and structuring class, then design method of e-Learning system is discussed based on it.

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Knowledge-based learning for modeling concrete compressive strength using genetic programming

  • Tsai, Hsing-Chih;Liao, Min-Chih
    • Computers and Concrete
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    • v.23 no.4
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    • pp.255-265
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    • 2019
  • The potential of using genetic programming to predict engineering data has caught the attention of researchers in recent years. The present paper utilized weighted genetic programming (WGP), a derivative model of genetic programming (GP), to model the compressive strength of concrete. The calculation results of Abrams' laws, which are used as the design codes for calculating the compressive strength of concrete, were treated as the inputs for the genetic programming model. Therefore, knowledge of the Abrams' laws, which is not a factor of influence on common data-based learning approaches, was considered to be a potential factor affecting genetic programming models. Significant outcomes of this work include: 1) the employed design codes positively affected the prediction accuracy of modeling the compressive strength of concrete; 2) a new equation was suggested to replace the design code for predicting concrete strength; and 3) common data-based learning approaches were evolved into knowledge-based learning approaches using historical data and design codes.

A case study of problem-based learning (PBL) in classes (PBL을 활용한 <드레이핑> 교과 수업사례 및 학습효과 연구)

  • Kang, Yeo Sun
    • The Research Journal of the Costume Culture
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    • v.29 no.3
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    • pp.346-360
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    • 2021
  • Universities have recently introduced problem-based learning (PBL) to various subjects to enhance problem-solving skills (including self-directed learning and small-group learning) required in industry. The PBL module was applied to the personal production process in a draping class. A study was based on a questionnaire after conducting two PBL modules with a group of students. Each PBL module included 'design analysis', 'presentation of flat sketch and draping plan', 'discussion of the plan', 'evaluation of the draping result and correcting the problem', and 'final evaluation of the completed project'. Results showed that satisfaction with the PBL method and its activities was higher than satisfaction with existing teaching methods. In particular, among the various components, the 'design analysis' and 'the presentation step of flat sketch and draping plan' stages were more helpful to students compared to small-group discussion. Moreover, the effects of PBL were observed through student reflection essays, in which students suggested that PBL was very effective in enhancing problem-solving through self-directed and small-group learning. Despite the overall satisfaction with PBL, students expressed some minor difficulties associated with awkwardness with a novel learning method, lack of diverse perspectives among each group, and poor communication skills. Therefore, the study shows that PBL is highly likely to be useful to students when they are solving pattern drafting problems and making samples through self-directed learning and small-group learning.