• 제목/요약/키워드: Experience-Based Learning

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스마트 기기를 활용한 온라인 토론학습에서 모달리티가 학습자의 상호작용경험에 미치는 영향 (Effects of Modality and Smart Device on Learner's Interaction Experience in Online Learning)

  • 박세영;신동희;김태양;신재은
    • 한국콘텐츠학회논문지
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    • 제15권2호
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    • pp.507-519
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    • 2015
  • 본 연구에서는 스마트폰, 태블릿 PC를 활용한 스마트러닝 환경에서 기기의 유형 및 모달리티(modality)가 학습자의 주관적인 상호작용경험에 미치는 영향을 실험연구를 통해 검증하였다. 분석 결과, 모달리티는 사회적 실재감 및 학습자의 상호작용경험(상호작용경험 평가, 다른 학습자에 대한 태도)에 유의미하게 긍정적인 영향을 미치는 것으로 나타났다. 스마트 기기 유형의 경우 사회적 실재감 및 학습자의 상호작용경험에 직접적으로 미치는 영향은 없었으나, 모달리티가 사회적 실재감 및 학습자의 상호작용경험에 영향을 미칠 때 조절변인으로서 상호작용효과를 가지는 것으로 나타났다. 이러한 연구 결과는 다양한 기기를 활용한 스마트러닝 환경에서 사회적 실재감 및 학습자 간 상호작용을 증진시킬 수 있는 학습 환경의 설계 원리를 제시한다는 측면에서 시사점을 가진다.

방과 후 농촌체험프로그램에 대한 대구시 학부모 선호 및 지불의사금액 추정 (A Study on Parents' Preference and estimate Parents' Willingness to Pay for After-school Rural Experience Program in Daegu City)

  • 권중섭;임청룡;장우환
    • 농촌계획
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    • 제19권2호
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    • pp.163-172
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    • 2013
  • The purpose of this study is to survey on parents' preference and estimate parents' Willingness to pay(WTP) for after-school rural experience program in daegu city by choice experiment(CE). The results of this study are as follows; First, we divided after-school rural experience program into three types, namely: nature seeing, play exercise and learning experience. Second, the study has shown that parents prefer learning experience among those after-school rural experience programs. Among attributes which form a experience program, instructor certificates, consuming time and expense for participant are statistically effecting significant impact. Third, the result of estimation on willingness to pay for development of after-school rural experience program is as follow. The willingness to pay for learning experience is 6,337won, willingness to pay for instructor certificates is 14,102won and it for consuming time is 2,926won. Therefore, composition centering learning experience is better and instructor who has expert certificate is required. It is much better to compose that the consuming time is longer and the expense for experience is lower. But there is limitation because this survey was conducted based on an assumption, so it could read over estimation problem. The result of this study may provide useful information to develop after-school rural experience program using rural resources and to improve rural tourism policy.

e-러닝에서 학습자의 사전동기와 수강관련 요인이 강의평가에 미치는 영향에 관한 연구 (A Study on the Effect of Students' Pre-motivation and Class Related Factors on Class Evaluation in e-Learning)

  • 황인수
    • Journal of Information Technology Applications and Management
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    • 제15권2호
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    • pp.33-49
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    • 2008
  • The purpose of this study is to find student factors associated with the students' evaluation of university teaching, and to provide a meaningful reference to policy-making of teaching evaluation. Based on the surveyed questionnaires from 232 students who participated in e-learning course. in combination with applying descriptive statistics, this study analyzes (1) the influences of students' pre-motivation level of student based-on ARCS theory on class satisfaction, (2) the influences of students' grade, attendance, and class involvement on class satisfaction, and (3) the influences of e-learning experience on students' pre-motivation level and class satisfaction. Result of this study shows that: (1) students' pre-motivation level including Attention(A), Relevance(R), Confidence(C), and Satisfaction(S) is positively correlated to students' evaluation for teaching, (2) students' grade, attendance. and class involvement are positively correlated to students' evaluation for teaching, and (3) students' e-learning experience is not related with students' pre-motivation level, whereas it is related with class satisfaction.

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Active learning 기반 운전자 행동 모방 학습 기법 연구 (A Study on a Driving Behavior Imitation Learning Method Based on Active Learning)

  • 황카이스;문명운;박지선;성연식;조경은
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2019년도 춘계학술발표대회
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    • pp.485-486
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    • 2019
  • Simulated driving behavior is an important aspect of realistic simulation systems. To simulate natural driving behavior, this paper proposes an imitation learning method based on active learning that combines demonstration and experience. Driving demonstrations are collected from human drivers in a driving simulator. A driving behavior policy is learned from these demonstrations. The driving demonstration dataset is augmented with new demonstrations that the original demonstrations did not contain, in the form of behaviors from another driving behavior policy learned from experience. The final driving behavior policy is learned from an augmented demonstration dataset.

Deep Reinforcement Learning based Tourism Experience Path Finding

  • Kyung-Hee Park;Juntae Kim
    • Journal of Platform Technology
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    • 제11권6호
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    • pp.21-27
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    • 2023
  • In this paper, we introduce a reinforcement learning-based algorithm for personalized tourist path recommendations. The algorithm employs a reinforcement learning agent to explore tourist regions and identify optimal paths that are expected to enhance tourism experiences. The concept of tourism experience is defined through points of interest (POI) located along tourist paths within the tourist area. These metrics are quantified through aggregated evaluation scores derived from reviews submitted by past visitors. In the experimental setup, the foundational learning model used to find tour paths is the Deep Q-Network (DQN). Despite the limited availability of historical tourist behavior data, the agent adeptly learns travel paths by incorporating preference scores of tourist POIs and spatial information of the travel area.

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컴퓨터 이러닝에서 학습만족도와 자기주도성, 플로우(Flow)경험 간의 관계 (Relationships among Learner's Satisfaction, Self-Directedness and Flow Experience in Computer e-Learning)

  • 장필식
    • 한국컴퓨터정보학회논문지
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    • 제17권2호
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    • pp.69-76
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    • 2012
  • 본 연구의 목적은 웹상에서 이루어지는 컴퓨터 교과목 이러닝에서, 학습자의 학습만족도와 자기주도성, 플로우(flow) 경험의 연관관계를 파악하고, 경로분석을 활용하여 이들 요인간의 인과관계를 분석, 규명하는 것이다. 이를 위해 기존 이론 연구들을 바탕으로 학습만족도를 종속변인으로 하고 자기주도성과 플로우 경험을 독립, 매개변인으로 하는 구조모형을 기초로 하여, 각 요인의 하위 구성요인 간의 인과관계를 분석하였다. 총 193명 학생의 데이터가 분석에 이용되었으며, 주요 결과를 요약하면 다음과 같다. : 1. 학습자의 자기주도성은 플로우 경험을 매개변인으로 하여 학습만족도에 간접적으로 유의한(p<.01) 영향을 미치는 것으로 나타났으며, 플로우 경험은 학습만족도에 직접적으로 유의한(p<.01) 영향을 미치는 것으로 나타났다; 2. 자기주도성의 7개 하위 구성요인 중 '독창적 접근', '학습에 대한 사랑', '학습자적 신념' 등이 플로우 경험을 매개로 하여 학습만족도에 양(+)의 방향으로 간접적으로 유의한(p<.01) 영향을 미치는 것으로 나타났으며, 플로우 경험의 9개 하위 구성요인 중 '명확한 목표' 요인이 학습만족도에 양의 방향으로 직접적으로 유의한(p<.01) 영향을 미치는 것으로 파악되었다.

간호학생에게 적용한 문제중심학습(Problem-Based Learning)의 효과 (Effects of Problem-Based Learning of Nursing Student)

  • 손영주;송영아;최은영
    • 기본간호학회지
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    • 제17권1호
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    • pp.82-89
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    • 2010
  • Purpose: The purpose of this study was to compare nursing students before using problem-based learning and after the experience in: class satisfaction, tendency to critical thinking, learning attitude and motivation. Method: The data were collected on March 20 and June 5, 2008. The PBL study was given for 15 weeks from March through June involving 216 junior nursing students. To test effects of PBL, a one group pretest-posttest design was used. Statistical analysis was performed with SPSS 13.0. Paired t-test, $x^2$-test, and Pearson correlation coefficient were performed. Results: The results are summarized as follows: Following PBL, the students scored significantly higher on the class satisfaction (t=-3.321, p= .001), tendency to critical thinking (t=-2.218, p= .034), learning attitude (t=-2.910, p= .004) and motivation (t=-4.407, p<.001). The Pearson correlation coefficients among the three variables were significantly positive. Conclusion: This study contributes to our understanding of outcomes from the PBL approach. The students undertaking PBL showed that they developed a more positive attitude with their educational experience. Also, students' tendency to think critically improved through the use of the PBL approach.

K-MOOC 참여자의 학습효과 분석 연구 (A Study on the Learning Effectiveness Analysis of K-MOOC Learners)

  • 박혜진;권영애
    • 디지털산업정보학회논문지
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    • 제18권3호
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    • pp.43-53
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    • 2022
  • This study analyzed the learning effect on K-MOOC. It was confirmed how the ease and interaction of K-MOOC affects learning satisfaction and Learning Persistence. The results of the study are as follows. First, it was found that the interaction and ease of K-MOOC learners had a positive effect on learning satisfaction. Second, it was found that the ease and interaction of K-MOOC learners had a positive effect on the Learning Persistence. Third, the satisfaction and willingness of learners with prior course experience of K-MOOC learners were high, and there was a significant difference according to the course experience. This study is meaningful in that the effect of actual learning activities was verified for K-MOOC learners. Based on the results of this study, it is necessary to conduct a comparative study on the K-MOOC activation plan and the case of using K-MOOC at each university.

학부과정 약물치료학 수업에 문제중심학습의 도입 (Problem-based Learning Experience in Undergraduate Pharmacotherapy Course)

  • 민보경
    • 한국임상약학회지
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    • 제23권4호
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    • pp.291-299
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    • 2013
  • Purpose: Problem-based learning (PBL) has been adopted to foster active and self-directed learning and enhance critical thinking and problem-solving skills in many health-care academic disciplines in Korea. Interest in PBL has rapidly grown with a 6 year pharmacy degree program in Korea. The objective of this study was to evaluate feasibility of PBL, student satisfaction and academic performance with a self-assessment survey questionnaire. Method: Sixty students participated in the PBL for pharmacotherapy course. Average scores from student self-assessment on participation, satisfaction, and academic performance were $3.85{\pm}0.55$, $2.94{\pm}1.04$, $3.09{\pm}0.91$ out of 5 point lickert scale (1-do not agree at all, 5-agree completely), respectively. Results & Conclusion: The level of participation was positively correlated with improvement of communication skill in academic performance (correlation coefficient 0.27, p=0.037). In the quality analysis of the cases provided for PBL, students who participated more in the PBL greatly agreed the cases given were appropriate to learn fundamental knowledge for each disease state. The students disagreed that PBL was fun. The students stated that PBL was good to experience self-directed learning and clinical context beforehand but too time-consuming to devote and too demanding to commit. Lack of facilitator and insight on active learning should be rectified for successful launch of PBL in Korean pharmacy education.

A Study on the Daily Life Experience of Medical Students using the Experience Sampling Method

  • Yoo, Hyo Hyun;Jun, Soo-Koung;Kim, Seong Yong;Park, Kwi Hwa
    • International Journal of Contents
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    • 제13권4호
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    • pp.16-22
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    • 2017
  • The purpose of this study was to investigate the daily life experiences of medical students and to explore gender differences in these experiences using the Experience Sampling Method (ESM) as the method. The instrument, the Experience Sampling Form (ESF), consisted of questions on the external and internal experiences of the respondents. Data were collected from 2,035 ESFs by 91 students (male=52, female=39) at three medical schools for one week. The data was analyzed using the statistical tests of the t-test and ${\chi}^2$ test. Activity places were significantly different by gender (${\chi}^2=16.576$, p=.001). Males spent more time in learning places such as schools, libraries, etc., whereas females spent their time in personal places, including their homes, dormitories, etc. Males undertook more learning activities than did females, and females undertook more social/leisure activities and basic life activities than did male students (${\chi}^2=18.753$, p=.001). They were in a learning place and performing learning activities. There were significant perceptual differences between males and females about their flow levels, competency levels, and difficulty levels, based on the activity type. These results can help us to understand the daily lives of medical students and can be useful in developing counseling programs and educational activities for students.