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Effects of Self-Directed Learning Readiness on Academic Performance and Perceived Usefulness for Each Element of Flipped Learning

  • KIM, Minjeong;CHOI, Dongyeon
    • Educational Technology International
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    • v.19 no.1
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    • pp.123-151
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    • 2018
  • This study aims to examine the effects of self-directed learning readiness (SDLR) on academic performance and the perceived usefulness for each elements of flipped learning. Based on their SDLR scores, 69 students were assigned to a high SDLR group and a low SDLR group. Academic performance was measured by the completion rate of a pre-class online learning and the final exam score, and perceived usefulness for each element of flipped learning was measured by a survey designed by the researcher. For academic performance, the high SDLR group showed a significantly higher completion rate than the low SDLR group, but no significant difference was observed in their final exam scores. Students in the high SDLR group perceived in-class student-centered activities as more useful than those in the low SDLR group. Additional qualitative analyses indicated that students needed more support from instructors and well-prepared peers. Finally, this study suggested that more examination on the various learning characteristics that may influence the effectiveness of flipped learning should be done.

Development of Problem-Based Learning in an English-Mediated College Science Course: Design-Based Research on Four Semesters Instruction

  • LAHAYE, Rob;LEE, Sang-eun
    • Educational Technology International
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    • v.19 no.2
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    • pp.229-254
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    • 2018
  • Universities in Korea have driven universities' new attempts to adopt more learner-centered and active learning in English. Problem-based Learning (PBL) is one of the well-known constructive teaching and learning methodologies in higher education. Our research goal was to design and develop the optimal PBL practices for a college physics course taught in English to promote learning and course satisfaction. For four semesters, we have tried and adjusted PBL components, and looked at the trend of the exam scores and group work achievement in each semester. We found that the number of problems and the duration of problem solving are the critical factors that influence the effect of PBL in a college physics course taught in English by going through iterative implementation. The iterative process of applying, designing, and constructing PBL to physics classes was meaningful not only in that we have found the optimal PBL model for learning a college physics course, but also in that we have been reflecting on the continuous interaction with learners during the course.

Prototyping Training Program in Immersive Virtual Learning Environment with Head Mounted Displays and Touchless Interfaces for Hearing-Impaired Learners

  • HAN, Insook;RYU, Jeeheon;KIM, Minjeong
    • Educational Technology International
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    • v.18 no.1
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    • pp.49-71
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    • 2017
  • The purpose of the study was to identify key design features of virtual reality with head-mounted displays (HMD) and touchless interface for the hearing-impaired and hard-of-hearing learners. The virtual reality based training program was aimed to help hearing-impaired learners in machine operating learning, which requires spatial understanding to operate. We developed an immersive virtual learning environment prototype with an HMD (Oculus Rift) and a touchless natural user interface (Leap Motion) to identify the key design features required to enhance virtual reality for the hearing-impaired and hard-of-hearing learners. Two usability tests of the prototype were conducted, which revealed that several features in the system need revision and that the technology presents an enormous potential to help hearing-impaired learners by providing realistic and immersive learning experiences. After the usability tests of hearing-impaired students' exploring the 3D virtual space, interviews were conducted, which also established that further revision of the system is needed, which would take into account the learners' physical as well as cognitive characteristics.

Exploring the Relationships Between Emotions and State Motivation in a Video-based Learning Environment

  • YU, Jihyun;SHIN, Yunmi;KIM, Dasom;JO, Il-Hyun
    • Educational Technology International
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    • v.18 no.2
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    • pp.101-129
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    • 2017
  • This study attempted to collect learners' emotion and state motivation, analyze their inner states, and measure state motivation using a non-self-reported survey. Emotions were measured by learning segment in detailed learning situations, and they were used to indicate total state motivation with prediction power. Emotion was also used to explain state motivation by learning segment. The purpose of this study was to overcome the limitations of video-based learning environments by verifying whether the emotions measured during individual learning segments can be used to indicate the learner's state motivation. Sixty-eight students participated in a 90-minute to measure their emotions and state motivation, and emotions showed a statistically significant relationship between total state motivation and motivation by learning segment. Although this result is not clear because this was an exploratory study, it is meaningful that this study showed the possibility that emotions during different learning segments can indicate state motivation.

Interaction of Learning Motivation with Dashboard Intervention and Its Effect on Learning Achievement

  • Kim, Jeonghyun;Park, Yeonjeong;Huh, Dami;Jo, Il-Hyun
    • Educational Technology International
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    • v.18 no.2
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    • pp.73-99
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    • 2017
  • The learning analytics dashboard (LAD) is a supporting tool for teaching and learning in its personalized, automatic, and visual aspects. While several studies have focused on the effect of using dashboard on learning achievement, there is a research gap concerning the impacts of learners' characteristics on it. Accordingly, this study attempted to verify the differences in learning achievement depending on learning motivation level (high vs. low) and dashboard intervention (use vs. non-use). The final participants were 231 university students enrolled in a basic statistics course. As a research design, a 2 × 2 factorial design was employed. The results showed that learning achievement varied with dashboard intervention and the interaction effect was significant between learning motivation and dashboard intervention. The results imply that the impact of LAD may vary depending on learner characteristics. Consequently, this study suggests that the dashboard interventions should be offered after careful consideration of individual students' differences, particularly their learning motivation.

An Exploratory Study of the Experience and Practice of Participating in Paper Circuit Computing Learning: Based on Community of Practice Theory

  • JANG, JeeEun;KANG, Myunghee;YOON, Seonghye;KANG, Minjeng;CHUNG, Warren
    • Educational Technology International
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    • v.18 no.2
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    • pp.131-157
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    • 2017
  • The purposes of the study were to investigate the participation of artists in paper circuit computing learning and to conduct an in-depth study on the formation and development of practical knowledge. To do this, we selected as research participants six artists who participated in the learning program of an art museum, and used various methods such as pre-open questionnaires, participation observation, and individual interviews to collect data. The collected data were analyzed based on community of practice theory. Results showed that the artists participated in the learning based on a desire to use new technology or find a new work production method for interacting with their audiences. In addition, the artists actively formed practical knowledge in the curriculum and tried to apply paper circuit computing to their works. To continuously develop the research, participants formed a study group or set up a practical goal through planned exhibitions. The results of this study can provide implications for practical approaches to, and utilization of, paper circuit computing.

Simulation Game-Based Learning for Middle School Students' Academic Emotions and Learning Achievement

  • JUNG, Yunha;LIM, Kyu Yon
    • Educational Technology International
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    • v.17 no.2
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    • pp.151-174
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    • 2016
  • This study examined the effects of simulation game-based learning on academic emotions (positive, negative) and achievement (factual, conceptual, procedural knowledge acquisition). Sixty-three students from a high school located in South Korea were chosen for the study. The students were assigned to either an experimental group for simulation game-based learning or a comparison group for instructor-led lectures. The results demonstrated that there was a significant difference between the comparison and experimental groups in both positive and negative academic emotions. However, there was no significant difference in factual, conceptual and procedural knowledge acquisition. The results indicate that simulation game-based learning generates more positive emotions than instructor-led lectures.

A Research Review on Major Variables in PBL Designs of Engineering Courses

  • JIN, Sung-Hee;KIM, Tae-Hyun
    • Educational Technology International
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    • v.14 no.2
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    • pp.137-166
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    • 2013
  • Problem-based learning (PBL) in engineering education has been implemented in various ways. The wide range of PBL methods sometimes creates difficulties in implementing PBL. The purpose of this study was to identify the major variables that a teacher considers in PBL designs for an engineering course and suggest specific PBL methods according to the PBL design variables. This study was conducted using a review research method involving 21 studies from a range of engineering education fields. The results showed that the major variables that engineering professors need to consider when applying PBL are the authenticity of the PBL problem and the method of providing knowledge or information that the learners must know to solve the given problem. Based on the two variables identified, the following four types of PBL methods for engineering education are suggested: 1) lecture-based problem, 2) guided problem-based learning, 3) problem-based learning and 4) co-op problem-based learning.

How do learners discover the topic in team project-based learning?: Analysis of Learners' Creative Activity in the process of selecting the topic

  • Kim, Hyekyung;Kim, Insu
    • Educational Technology International
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    • v.14 no.2
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    • pp.167-187
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    • 2013
  • Team project learning is a type of Project-Based Learning, which is an effective learning method for developing collaborative competency and interpersonal communication skills, as well as for developing cognitive competency such as critical thinking, creative thinking, and analytical skills. This research, conducted to analyze learning activities, focuses on students' creative thinking and activities in TPBL(Team Project-Based Learning). A qualitative approach including a reflective journal based on the 6 stages of TPBL, was adopted for this purpose. In this study, 69 reflective journals on the three stages (developing a theme, researching, theme-making) of 23 undergraduate students were categorized on the basis of three criteria: divergent thinking factors, convergent thinking factors and affective factors. The results show that the participants' journals demonstrated twenty-eight activities from nine cognitive factors and nine activities from three affective factors were derived from reflect journal. This finding indicates that more appropriate instructional strategies are needed for students to enhance their creative thinking skills and activities

Analysis of Learning Experience on Team-based Technology Design Project of Non-Engineering Students

  • KIM, Insu
    • Educational Technology International
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    • v.15 no.2
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    • pp.201-215
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    • 2014
  • The design project of a technology product provides an opportunity for students to experience the inter-connectedness of academic information and ill-defined real-world problems. This study focuses on non-engineering students' activity and perception through the assistive technology design project. For this purpose, participants engaged in a team-based technology design project. Then, a qualitative research approach was adopted, which included reflective journals with 24 undergraduate students majored in Adaptive Physical Education. The analysis identified six factors (knowledge value, social value, reality value, accomplishment value, perspective value, benefit value) of perception and five stages (topic selection, function suggestion, visualization, presentation preparation, and presentation) of activity.