• Title/Summary/Keyword: Experiential Learning

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An Investigation of railway safety education program for the public (대국민 철도안전 교육프로그램 개발 방안)

  • Kim, Man-Woong;Choi, Hye-Hyoun;Lee, Ji-Sun;Baek, Dong-Hyun
    • Proceedings of the KSR Conference
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    • 2009.05a
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    • pp.1906-1913
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    • 2009
  • The each train operators in Korea have its own public railway safety campaign program but it is not systematic and repeated because of budget limitation. Continuous public casualties in railway transportation require that organized safety education program for the public. This paper analysed statistics of public casualties so that urgent subject occurring many times should be developed primarily as education program. Several foreign cases were investigated and characterized. Finally, a railway safety education program proposed. The program is designed to supply experiential learning, lecture and exhibition.

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Low-Frequency Haptic Interface Developed for Electrical Safety Experience Education

  • Cho, Hyun-Seob
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.8 no.1
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    • pp.75-78
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    • 2015
  • Electric shock due to the increased use of power, equipment accidents, electrical accidents, such as electric fire and also continues to grow. To prevent electric shock accidents, an experience education is more effective than indoctrination education. But an electric shock experience education system required a proper physical stimulation on human body to experience electric shock. In this study, we conducted a study to take advantage of the realistic haptic interface using a low-frequency type experiential learning and prevention education. Results of this study could be applied to an electric shock experience education system.

Building Green Entrepreneurship: A Journey of Environmental Awareness to Green Entrepreneurs in Thailand

  • Tesprasit, Kornthong;Aksharanandana, Pakatip;Kanchanavibhu, Athikom
    • Journal of Information Technology Applications and Management
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    • v.27 no.5
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    • pp.35-47
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    • 2020
  • Global waste has become a global issue and we can see the new trend of discovery businesses established to focus on solving the waste problem using new renewable energy technology and the circular economy business model. This paper aims to study factors that impact green entrepreneurship in Thailand, such as environmental concern, organizational environment, founder demographics, education background, entrepreneurship awareness, as well as external factors of a business. The study analyzes the data from three qualitative in-depth interviews with green entrepreneur founders who started the businesses in polymer up-cycling, waste management, and renewable energy. The study finds overseas educational background to be one of the key main drivers for the entrepreneurial courage to decide to pursue a new business venture. By having the exposure toward the different culture, three entrepreneurs hands-on experiential learning through three key drivers who are composed of the can-do attitude, the willingness to be self-employed, and the way of seeking for the freedom to express their passions.

A Study on the Learning Modes of Start-up Accelerating Program: Focusing on Korean Accelerators in the ICT Field Targeting Global Market (액셀러레이터 보육 프로그램이 제공하는 학습방식에 관한 연구: 글로벌 지향 ICT 분야 액셀러레이터를 중심으로)

  • Shin, Seung Yong;Lee, Jonghyun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.1
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    • pp.31-46
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    • 2023
  • This study classified and confirmed the learning modes about start-ups that are based on the accelerator's program which was focusing on the Korean accelerators in the ICT field targeting global market. Eight accelerator practitioners were interviewed who were in charge of operating programs for accelerators, qualitatively analyzing method of the interview was conducted. The interview results to identify various learning modes that accelerators provide to startups through programs. In order to identify and classify learning modes, the researcher reviewed various prior documents and using categories of experience accumulation, observation, experimentation, trial and error, and improvisation as a priori code for the qualitative analysis. The interview results were analyzed through a subject analysis. As the result of the study, the learning modes offered by the accelerator's programs to startups were confirmed, with two subcategories identified for each of the five categories: experiential, learning from others, experimental, trial and error, and improvisation. Given the limited research on accelerator programs and their main function, the main function of accelerators, this study identified the types of learning modes that offered by the accelerator's programs to startups from the perspective of learning. This study provides important insights into the types of learning modes that offered by the accelerator programs, which can help to improve our understanding of how accelerators support organizational learning for startups. Additionally, this information can be useful for startups considering in participating in the accelerator programs, as it can help them making informed decisions about their involvement.

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Effect of Experiential Space Perception on Performing Interactive Digital Contents (체험적 공간감이 상호작용 콘텐츠 수행에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.4 no.2
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    • pp.111-118
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    • 2011
  • It is not easy to define a boundary between TV and home computer in these day since developing H/W and S/W of computer technology induces that TV is conflated with computer. Coming digital HD broadcasting forces for replacement of TV at home and the trend of TV is became bigger. The evolved TV is able to replace the computer by connecting to the network and people want to do interactions with contents by using the bidirectional communication. Therefore, it is expected to changing the human lifestyle. It is natural that contents for all members of family are needed, since screen of TV become bigger. It is required that the contents should guarantees the accessability of information to the all of family members and the easy interaction with contents. But, the related basic research is not enough to catch the user's eye to induce flow or presence. Our goal of this study is to analyse effects of experiential space perception on performing interactive digital contents. The result shows that users interacted with contents without any difficulty when they met a same dimension and shape of objects as dimension and shape objects in their experiences or learning.

The Effect of Perceived Customer Value on Customer Satisfaction with Airline Services Using the BERTopic Model (BERTopic 모델을 이용한 항공사 서비스에서 지각된 고객가치가 고객 만족도에 미치는 영향 분석)

  • Euiju Jeong;Byunghyun Lee;Qinglong Li;Jaekyeong Kim
    • Knowledge Management Research
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    • v.24 no.3
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    • pp.95-125
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    • 2023
  • As the aviation industry has rapidly been grown, there are more factors for customers to consider when choosing an airline. In response, airlines are trying to increase customer value by providing high-quality services and differentiated experiential value. While early customer value research centered on utilitarian value, which is the trade-off between cost and benefit in terms of utility for products and services, the importance of experiential value has recently been emphasized. However, experiential value needs to be studied in a specific context that fully represents customer preferences because what constitutes customer value changes depending on the product or service context. In addition, customer value has an important influence on customers' decision-making, so it is necessary for airlines to accurately understand what constitutes customer value. In this study, we collected customer reviews and ratings from Skytrax, a website specializing in airlines, and utilized the BERTopic technique to derive factors of customer value. The results revealed nine factors that constitute customer value in airlines, and six of them are related to customer satisfaction. This study proposes a new methodology that enables a granular understanding of customer value and provides airlines with specific directions for improving service quality.

Case Study of Service-Learning Linked to 'History of Science' Lecture for Pre-service Science Teachers (예비과학교사의 과학사 강좌 봉사-학습(Service-Learning) 운영 사례 연구)

  • Yoon, Ma-Byong
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.567-581
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    • 2019
  • Service-Learning (S-L) is an experiential learning-based teaching-learning method that connects students with curriculum and school-based community service and raises students' academic ability and social responsibility awareness through the value of 'reflection' and 'reciprocity'. This study analyzed the case of S-L course of 'History of Science and Inquire Activity' for pre-service science teachers (PSTs). The S-L lectures linked to the subjects of the History of Science were conducted in terms of three stages (Preparation-Implementation-Evaluation), and S-L classes were conducted in three schools five times. The educational effects of S-L lectures were analyzed by collecting questionnaires, class observation and self-reported reflection diary. The PSTs were able to understand the school realities and improve the teaching abilities and pedagogic content knowledge through educational service activities. The PSTs who participated in the S-L course had hard time due to excessive learning time, the difficulty of preparing the class, the fear of the class, and trial and error. Nonetheless, most of the students responded that they were very satisfied (4.68) with the S-L lecture, and that they could develop self-efficacy for their future teaching career thank to this learning experience.

Investigating Academic Success and Satisfaction in Self-paced Learning with 3D Printed Teaching Aids (적층형 3D 프린팅으로 제작한 신경계 교구를 활용한 자기주도학습의 학업성취도와 만족도 조사)

  • Young-Hee Lee;Yong-Ki, Lee
    • Journal of the Korean Society of Radiology
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    • v.17 no.7
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    • pp.1109-1114
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    • 2023
  • This study investigated the effects of utilizing 3D printed teaching aids on academic achievement and learning motivation in a non-face-to-face learning environment during the COVID-19 pandemic. The study was divided into an experimental and a comparison group that applied traditional lecture-based teaching and self-directed learning using 3D printed teaching aids and videos. The results of the study showed that the experimental group using 3D printed brain puzzles improved their academic performance compared to the comparison group using traditional lectures. This may be due to the fact that visual and experiential learning helped students to acquire knowledge on their own. The brain puzzles provided an interesting learning experience for the students, and their overall satisfaction with the class was also positive. These results indicate that teaching with teaching aids can increase students' motivation to learn and improve their academic performance. Therefore, the active introduction of 3D printed teaching aids in the non-face-to-face learning environment caused by COVID-19 is expected to improve the quality of education through innovation in learner-centered teaching methods.

A Study on the Design Guidelines of Healing Landscape in Housing Complexes (공동주택에서 치유조경계획을 위한 가이드라인 연구)

  • Chun, Hyunwoo;Lee, Shiyoung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.5
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    • pp.26-37
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    • 2016
  • As activities and convenience of residents in outdoor spaces in apartment houses have been considered important, strategies for making outdoor spaces in apartment houses healing spaces have emerged as a major interest. The purpose of this study is to draw elements for planning healing to create healing spaces in collective housing areas and to present design guidelines. The findings of this study are as follows. Functional elements of a healing environment were classified into safe environment, therapeutic environment, ancillary environment, orientation-reinforcing environment, amenities, and social environment. Outdoor spaces in collective housing areas were divided into collective housing entrance areas, internal and external spread areas, outdoor activity areas, and areas by theme. First, collective housing entrance areas should be planned in such a manner that residents can feel the area is private and easy to recognize. Second, internal and external spread areas should be planned in such a manner that they are easy to access and communicate with neighbors. Third, outdoor activity areas should be divided into an open space, resting space, playing space, and sports space. Open spaces should be planned in such a manner that they can command a fine view and respect the privacy of nearby residents. Resting spaces should be equipped with a shelter that protects users from direct sunlight, rain, and snow as well as include a movable bench. Playing spaces should be built considering development of children's curiosity, adventurous spirit, character, stimulation, and physical health. Playing spaces should be designed in such a manner that roadways and sidewalks can be separated for safe traffic. Sport spaces should be planned in such a manner that they can be associated with a pavilion and trail that provide residents with an opportunity to communicate with each other and rest. Fourth, spaces by theme are classified into sense garden, therapeutic garden, experiential garden, and learning garden. Sense gardens are a small garden based on the five senses. Sense gardens should be designed in such a manner that they can improve users' mental and physical health through programs that stimulate the sense of sight, auditory sense, and olfactory sense. Therapeutic gardens should be designed in such a manner that they can provide a comfortable and relaxing space by minimizing noise. It is advisable for therapeutic gardens to be equipped with a medicinal herb garden, meditation garden, and sense garden. Experiential and learning gardens should be designed in such a manner that they can provide users with a space in which they can enjoy nature and leisure activities. It is advisable for experiential and learning gardens to be equipped with a tea garden, vegetable garden, and camping garden. Healing programs should be designed in such a manner that users can feel relaxed by providing a healing environment, making the most of the natural environment. Further research on evaluating whether the findings of this study are effective in healing in a qualitative and quantitative manner is needed.

Design and Application of Math Class with Robot (로봇 활용 수학수업의 설계 및 적용)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.17 no.1
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    • pp.43-52
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    • 2013
  • As a tool of programming education, a robot is effective in creative problem solving abilities and logical thinking skills. It also provides practical, operational learning experience to learners, when using as a tool of learning, it can help learners' specific understanding for the contents of education and lead to an active participation in learning. This research focuses on the robot's instrumental use in the mathematics class. So the lesson activities with relation to the fourth grade math curriculum were developed after the functional analysis of the robot and the extraction of educational utilization with function. The result shows that there wasn't a significant difference in achievement test but there was a positive response in the most of the survey items. It shows that robots lead to an active participation in class, to be interested in math class and were helpful to understand math concepts. There was also a positive response in the result of learner interviews such as dynamic, collaborative communication, experiential, practical lessons that are rare sights in normal math class.

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