• 제목/요약/키워드: Empirical Learning

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The Balancing Act of Action and Learning: A Systematic Review of the Action Learning Literature

  • CHO, Yonjoo
    • Educational Technology International
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    • 제9권1호
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    • pp.1-23
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    • 2008
  • Despite considerable commitment to the application of action learning as an organization development intervention, no identified systematic investigation of action learning practices has been reported. Based on a systematic literature review, the purpose of this paper is to identify whether researchers strike a balance between action and learning in their studies of action learning. Research findings in this study included: (1) only 32 empirical studies were found from the electronic database search; (2) based on the hypothesized continuum of Revans' original proposition of balancing action and learning, the author categorized 32 studies into three groups: action-oriented, learning-oriented, and balanced action learning; (3) there were only nine studies on balanced action learning among 32 empirical studies, whose insights included an effective use of project teams, applications of action learning for organization development, and key success factors such as time, reflection, and management support; (4) case study was among the most frequently used research method and only six quality studies met key methodological traits; and (5) therefore, more rigorous empirical research employing quantitative methods as well as case studies is needed to determine whether researchers strike a balance between action and learning in studies on action learning.

Flow and Learning Emotions in Computer Education: An Empirical Survey

  • Wang, Chih-Chien;Wang, Kai-Li;Chen, Chien-Chang;Yang, Yann-Jy
    • Journal of Information Technology Applications and Management
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    • 제21권3호
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    • pp.53-64
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    • 2014
  • It is important to keep learners' feeling positive during learning to enhance learning performance. According to flow theory,challenge-skill balance is a precondition for flow experience: Learners feel anxiety when the challenge of learning is higher than their ability, feel boredom when the challenge of learning is lower than learners' ability, and engage in flow status when the challenge of learning matches the learners' ability. However, the current empirical study reveals that emotions related to enjoyment may appear when the learners' skill is equal to or higher than the learning challenge. Nevertheless, boredom emotion may appear when learners perceive the courses are difficult but unimportant. These empirical survey results revealed the necessary of rethinking the appearance of boredom and enjoyment emotions in computer education.

Short-term Wind Power Prediction Based on Empirical Mode Decomposition and Improved Extreme Learning Machine

  • Tian, Zhongda;Ren, Yi;Wang, Gang
    • Journal of Electrical Engineering and Technology
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    • 제13권5호
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    • pp.1841-1851
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    • 2018
  • For the safe and stable operation of the power system, accurate wind power prediction is of great significance. A wind power prediction method based on empirical mode decomposition and improved extreme learning machine is proposed in this paper. Firstly, wind power time series is decomposed into several components with different frequency by empirical mode decomposition, which can reduce the non-stationary of time series. The components after decomposing remove the long correlation and promote the different local characteristics of original wind power time series. Secondly, an improved extreme learning machine prediction model is introduced to overcome the sample data updating disadvantages of standard extreme learning machine. Different improved extreme learning machine prediction model of each component is established. Finally, the prediction value of each component is superimposed to obtain the final result. Compared with other prediction models, the simulation results demonstrate that the proposed prediction method has better prediction accuracy for wind power.

진화 적응성을 이용한 신경망의 학습률 선택 (Off-line Selection of Learning Rate for Back-Propagation Neural Ntwork using Evolutionary Adaptation)

  • 김흥범;정성훈;김탁곤;박규호
    • 한국지능시스템학회논문지
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    • 제6권2호
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    • pp.52-56
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    • 1996
  • 신경망을 학습하는데 있어서, 망의 학습속도는 학습율에 의해 크게 좌우된다. 그러나 대부분의 정적인 학습율 선택 방법들은 몇몇 결정적인 방법들을 제외하곤 경험적인 방식에 의존해 왔다. 경험적인 방식을 사용하여 좋은 학습율을 찾아내는 것은 배우 지류하고 어려운 일이다. 또한 결정적인 방법들은 학습율의 질을 보장하지는 못한다. 본 논문에서 우리는 새로운 학습율 선택 방법을 제안한다. 우리의 방법은 진화 프로그래밍기법을 사용하여 통계적인 방식으로 접근함으로써 좋은 학습율을 찾을 수 있다. 모의 실험을 통하여 우리의 방식이 경험적인 방식들이나 결정적인 방식보다 우수함을 보였다.

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Analysis of the Impact of Students' Perception of Course Quality on Online Learning Satisfaction

  • XIE, Qiang;LI, Ting;LEE, Jiyon
    • Educational Technology International
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    • 제22권2호
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    • pp.255-283
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    • 2021
  • In the early 2020, COVID-19 changed the traditional way of teaching and learning. This paper aimed to explore the impact of college students' perception of course quality on their online learning satisfaction. A total of 4,812 valid samples were extracted, and the difference analysis and hierarchical regression analysis were used to make an empirical analysis of college students' online learning satisfaction. The research results were as follows. Firstly, there was no difference in online learning satisfaction among students by gender and grade. Secondly, learning assessment, course materials, course activities and learner interaction, and course production had a significant positive impact on online learning satisfaction. Course overview and course objectives had an insignificant correlation with online learning satisfaction. Thirdly, the total effect of online learning satisfaction was as follows. Course production had the greatest effect, followed by course activities and student-student interactions, followed by course materials. It was the learning evaluation that showed the least effect. This study can provide empirical reference for college teachers on how to continuously improve online teaching and increase students' satisfaction with online learning.

e러닝 성공 평가에 관한 연구 (An Empirical Study on the Measurement of e-Learning Success)

  • 손맥;조은영;김희웅
    • 지식경영연구
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    • 제15권2호
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    • pp.67-88
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    • 2014
  • This study aims to investigate on measuring the success of e-Learning. For this purpose, we proposed a research model that consists of e-Learning contents quality, e-Learning system quality, e-Lecturing quality, sense of e-Learning community factors as independent factors and e-Learning and e-Learning satisfaction as mediators and tested it empirically based on the structural equation model. The empirical results showed that e-Learning contents quality, e-Learning system quality, sense of e-Learning community factors directly lead to e-Learning. The study also found that e-Learning contents quality, e-Lecturing quality, sense of e-Learning community factors bring about higher e-Learning satisfaction and that e-Learning satisfaction has a positive impact on e-Learning. Furthermore, the research discovered that both e-Learning and e-Learning satisfaction have a significant relationship with e-Learning net benefits. This research renders its theoretical contribution to analyzing a positive influence of sense of e-Learning community, a newly suggested variable added to the existing IS success model in this study, on e-Learning. From a practical view, the findings of this study can lead to improving the quality of e-Learning in today's era where the growth of e-Learning industry is quite noticeable.

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한국기업의 기술학습과정 유형의 도출에 관한 탐색적 연구: 통합적 관점의 조직학습이론을 중심으로 (An Exploratory Study on the Taxonomy of Technological Learning Processes in Korean Firms: Focused on the Integrative Organizational Learning Theory)

  • 봉선학
    • 기술혁신학회지
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    • 제9권1호
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    • pp.149-174
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    • 2006
  • 기술학습에 대한 개념 연구 및 실증연구가 증가하고 있음에도 불구하고 기업의 구체적인 기술학습과정을 파악하고자 하는 연구는 부족한 실정이다. 본 연구는 기업의 구체적인 기술 지식 학습과정을 분석하기 위하여, 통합적 관점의 기술학습이론에 근거하여 한국의 대표적인 기업이 수행한 13개 기술개발과제에 대한 탐색적 사례연구를 통해 기업의 기술학습과정을 조사하였다. 13개 기술개발과제의 기술학습과정에 대한 사례연구 결과, 두 가지 기술학습과정 유형을 도출할 수 있었다. 첫 번째 기술학습과정 유형은 인지학습과 행동학습의 순서에 따라 네 가지 기술학습과정으로 나누어졌다. 이 기술학습과정 유형은 기술능력 수준에 따라 구분될 수 있었다. 두 번째 기술학습과정 유형은 인지학습과 행동학습의 상대적 난이도에 따라 두 가지 기술학습과정으로 나누어졌다. 이 기술학습과정 유형은 기술의 특성에 따라 구분될 수 있었다. 마지막으로 기술학습을 위한 경영적 함의와 결론, 연구의 한계를 제시하였다.

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기업 E-Learning 교육효과에 영향을 미치는 요인에 관한 연구 : P사의 E-Learning 서비스 사례를 중심으로 (An Empirical Study on Factors Influencing the Learning Effects of E-Learning : The Case of E-Learning Service of 'P' Company)

  • 최혁라
    • 한국전자거래학회지
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    • 제10권2호
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    • pp.59-88
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    • 2005
  • 정보통신기술의 발달과 정보화사회라는 환경변화에 대응하여 웹을 이용한 온라인 교육이 기업교육의 새로운 방향으로 대두되고 있는 상황에서 본 연구는 서비스품질 이론과 심리학에서의 공동체의식 이론, 웹기반 원격교육의 효과요인에 관한 선행연구를 중심으로 기업의 e-Learning 교육효과에 영향을 미치는 요인들을 추출하고 e-Learning 서비스를 제공하는 기업의 사례를 중심으로 실증적 연구를 통해 관련 요인들간의 영향관계를 밝히고자 하였다. 연구결과 서비스 품질의 개인화. 학습공동체 특성인 감정적 유대감과 영향력 그리고 학습자 특성인 학습동기, 지각된 유용성, 지각된 사용용이성 등이 e-Learning 교육효과에 유의한 영향을 미치는 것으로 나타났으며, 학습공동체 특성인 욕구의 통합과 충족은 e-Learning 교육효과에 부분적인 영향을 미치는 것으로 나타났다.

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메타버스 특성요인과 학습 몰입 및 학습 만족도 간의 구조적 관계 분석 : 게더타운을 대상으로 (Analysis of Structural Relationships Among Metaverse Characteristic Factors, Learning Immersion, and Learning Satisfaction: With Gather Town)

  • 김나랑
    • 한국정보시스템학회지:정보시스템연구
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    • 제31권1호
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    • pp.219-238
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    • 2022
  • Purpose The purpose of this study is to investigate the structural relationships between interest, interaction level, presence, which are the characteristics of metaverse, learning immersion, and learning satisfaction, which are learning factors. Design/methodology/approach A questionnaire survey technique was used to achieve the purpose of the study. A questionnaire survey was conducted from November 22 to December 5, 2021, with students with experience in non-face-to-face classes using Gather Town and a total of 114 copies of the questionnaire excluding those with insincere answers were used for empirical analysis. SPSS Win ver.23.0 was used for basic statistical analysis, and AMOS 22.0 was used for the establishment and analysis of a structural equation model. Findings According to the study findings, interest and interaction levels had effects on learning immersion and learning presence, self-efficacy on learning presence, and learning immersion and learning presence on learning satisfaction. This study is meaningful in that it conducted an empirical study to find variables for improving learning immersion by conducting classes based on metaverse. Based on the findings of this study, it was found that interest and interaction, which are the biggest characteristics of metaverse, sustain learning participation and immersion and increase presence thereby enhancing learning satisfaction so that the possibilities of metaverse as a next generation education platform passing the limit of existing real time video platforms can be peeped.

학습조직, 제안활동, 6시그마 성과 간 연관관계에 관한 실증 연구 (An Empirical Study on Associations among Learning Organization, Suggestion Activities, and Six Sigma Performance)

  • 유지수;김주영;김혜정
    • 품질경영학회지
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    • 제37권3호
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    • pp.54-64
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    • 2009
  • This study conducts an empirical analysis of how the suggestion activity, most widely used in quality control activities, interacts with the dimensions of learning organizations. The study also attempts to analyze the results of Six Sigma based on sub-dimensions of learning organizations, which are infrastructure, culture and system. In order for learning and innovation to take place in implementing a Six Sigma program, the organizational infrastructure and culture are created and sustained and then, a learning organization system would become effective. In this study, a empirical model is used to demonstrate such an association. The sample consists of 134 organizations who have implemented a Six Sigma program for more than three years. Using the version 16.0 of AMOS for structural equation modeling, the study estimates the structural equation model that has a Six Sigma organization's infrastructure, culture and system as independent constructs, the suggestion system as a mediator, and the performance of Six Sigma projects as a dependent construct.