• Title/Summary/Keyword: Learner's satisfaction

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The Influence of Mobile Contents on the learner's learning satisfaction in the Smart Learning Environment (스마트러닝 환경에서 모바일 콘텐츠가 학습자의 학습만족도에 미치는 영향)

  • Kim, Chang Hee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.177-188
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    • 2013
  • Since the world entered the age called "Smart Revolution", there has also been a lot of changes in the field of education. In educational environment, there is a growing interest in smart learning based on mobile contents, with the development of Smart Devices and ubiquitous technology. This paper is about a research on what effects smart learning has on leaner side when learners make active use of mobile contents in this age of Smart Revolution. First, we embodied teaching plans for some practical classes in forms of mobile contents using M-bizmaker. After the learning process based on the embodied contents for students, we analyzed the survey results on 4 sections-their use of apps, screen composition, technical support, interactions. We also studied the results of a questionnaire on 4 sections-contents, information offering, feedback systems, learner assessment-to evaluate their satisfaction. The research suggests that learner satisfaction can be improved with smart learning based on mobile contents embodied for leaners.

An Empirical Study on the Factors Affecting e-Learning Learners Satisfaction (e-Learning 학습자 만족도 영향요인에 관한 연구)

  • Seo, Chang-Gab;Lee, Seok-Yong
    • The Journal of Information Systems
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    • v.18 no.3
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    • pp.1-25
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    • 2009
  • As many universities introduce e-Learning classes as formal courses, numerous research topics relating to c-Learning such as, defining e-Learning, identifying factors affecting successful e-Learning deployment and examining relationships between the factors in e-Learning classes need to be focused on. However, most researches thai have been undertaken only consider the positive side or right functional dimension. This can result in e-Learning dissemination at universities being overlooked. In accordance with this indispensability, the negative factors, which are potentially inherent in e-Learning learner's perception and affect personnel e-Learning acceptance in university classes need 10 be acknowledged. The purpose of this study was to identify the negative factors affecting personnel e-Learning acceptance and to analyze the interrelation among the factors in this research model. The two independent variables avoidable convenience and reliant convenience, based on pilot test results, and self-efficacy and perceived playfulness, based on the relevant literature, are used to examine the research model. The research problem was tested with data collected from 446 respondents in 12 universities. This study developed and empirically analyzed a model representing the relationship by using the Structural Equation Model. The major findings of this study are, firstly, that the higher reliant convenience is negatively affecting the degree of system use and learner satisfaction, whereas avoidable convenience is only affecting the learner satisfaction. Secondly, the higher self-efficacy and stronger perceived playfulness affects the degree of system use as well as learner satisfaction. Finally, the degree of system use affects the learner satisfaction.

A Structural Analysis of Factors Affecting Adult Learners' Learning Outcomes at the University Lifelong Educational Institutions (대학평생교육원 성인학습자의 학습성과 영향요인 구조분석)

  • Bang, Hee-Bong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.11
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    • pp.7474-7484
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    • 2015
  • This study was conducted by implementing a structural analysis regarding adult learners' learning outcomes and their affecting factors in the lifelong educational institutions in Daejeon area with 960 adult learners. Research result was as following. First, learner and educational characteristics were confirmed to have an indirect impact on learning outcomes, which were mediated by learning satisfaction and commitment. Second, adult learner's characteristics directly influenced to learning commitment and satisfaction as well as educational institutions did. Third, learning commitment also directly affected learning satisfaction and outcomes. Fourth, learning satisfaction had a strong influence on learning outcomes. By all accounts, learning outcomes was directly influenced by learner, educational characteristics, and learning satisfaction. In addition, learning outcomes was indirectly impacted by mediating with learning satisfaction and commitment. Therefore, lifelong educational institutions should reinforce any strategies in order to enhance learning outcomes such as developing and providing more variable programs, making better class atmosphere and facility, positioning highly qualified teachers, and one-stop administration services.

The Effect of Learning Strategy, Learning Attitude, Achievement Motivation on Satisfaction of Online Extracurricular Participants (온라인 비교과 프로그램 참여자의 학습전략, 학습태도, 성취동기가 만족도에 미치는 영향)

  • Park Hyejin;Kwon Youngae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.1
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    • pp.13-21
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    • 2023
  • This study was conducted with students who participated in an online extracurricular after COVID-19 in order to analyze the effects of college students' learning strategy, learning attitude, and achievement motivation on satisfaction. After participating in the online extracurricular, an online survey was conducted, and responses from 163 students were collected. Based on the collected data, the study results were analyzed. The results of the study are as follows. First, learning strategy was found to have a positive effect on satisfaction. These results can be inferred that positive recognition worked in the process of actually applying the learning strategies acquired through the extracurricular to their own learning. Second, learning attitude had a positive effect on satisfaction. The learner's learning attitude to develop necessary skills through experience and the sense of achievement experienced in the process of participating in the online extracurricular had a positive effect on satisfaction. Third, achievement motivation was found to have a positive effect on satisfaction. It can be inferred that the learner's active behavior by participating in the program acts as a motivation for achievement and affects satisfaction. Finally, through this study, a plan for effectively operating extracurricular in an online environment was presented.

The Propose System of Learning Contents using the Preference of Learner (학습 선호도에 의한 학습 콘텐츠 제안 시스템)

  • Jeong, Hwa-Young;Lee, Yun-Ho;Hong, Bong-Hwa
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.477-485
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    • 2010
  • Web based learning systems are operating with various and lots of learning contents. But it is hard to construct learning contents to fit learners when they select learning contents for learning. In this paper, we proposed the recommendation method that can support the learning contents as calculate learner's preference using the learning history information of learner's profile when learner design and compose learning course. In the applying result of this method, we've selected testing learner group and was able to know it can help to learner processing learning by themselves as we've got great learning satisfaction after test.

An Inquiry into Prediction of Learner's Academic Performance through Learner Characteristics and Recommended Items with AI Tutors in Adaptive Learning (적응형 온라인 학습환경에서 학습자 특성 및 AI튜터 추천문항 학습활동의 학업성취도 예측력 탐색)

  • Choi, Minseon;Chung, Jaesam
    • Journal of Information Technology Services
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    • v.20 no.4
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    • pp.129-140
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    • 2021
  • Recently, interest in AI tutors is rising as a way to bridge the educational gap in school settings. However, research confirming the effectiveness of AI tutors is lacking. The purpose of this study is to explore how effective learner characteristics and recommended item learning activities are in predicting learner's academic performance in an adaptive online learning environment. This study proposed the hypothesis that learner characteristics (prior knowledge, midterm evaluation) and recommended item learning activities (learning time, correct answer check, incorrect answer correction, satisfaction, correct answer rate) predict academic achievement. In order to verify the hypothesis, the data of 362 learners were analyzed by collecting data from the learning management system (LMS) from the perspective of learning analytics. For data analysis, regression analysis was performed using the regsubset function provided by the leaps package of the R program. The results of analyses showed that prior knowledge, midterm evaluation, correct answer confirmation, incorrect answer correction, and satisfaction had a positive effect on academic performance, but learning time had a negative effect on academic performance. On the other hand, the percentage of correct answers did not have a significant effect on academic performance. The results of this study suggest that recommended item learning activities, which mean behavioral indicators of interaction with AI tutors, are important in the learning process stage to increase academic performance in an adaptive online learning environment.

Analysis of learner's attitude and satisfaction through development and application of metaverse environment STEAM educational program (메타버스 환경의 융합(STEAM) 교육 프로그램 개발과 적용을 통한 학습자 태도 및 만족도 분석)

  • Jeon, Jae Cheon;Jang, Jun Hyeok;Jung, Soon Ki
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.187-195
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    • 2022
  • Recently, with interest in metaverse, attempts are being made to utilize the metaverse platform in various forms. In this paper, we focused on the educational application potential of metaverse, and developed and applied a metaverse STEAM program to provide an effective learning experience to learners in non-face-to-face educational situations. The developed program utilizes Minecraft and ZEPETO, familiar to students, as metaverse learning platforms, and consists of a total of 16 lessons of 5 modules in the form of modules so that alternative classes can take place in the educational field. Through this, the learner's change in STEAM attitude and learning satisfaction were measured, and through the developed STEAM program, the learner's interest, consideration, communication, usefulness, self-concept, self-efficacy, and career choice areas significantly increased. In addition, positive results were confirmed in all areas of the learner satisfaction test related to satisfaction, interest, and overall class. In the future, considering the characteristics of the metaverse, it is necessary to break free from the constraints of time and space to communicate anew, and various learner-centered educational approaches based on a high degree of freedom and immersion should be implemented.

The Effects of Learner's Self-Regulated Learning Strategy to the Discussion Satisfaction Levels and Mode of Participation Message in the Non-Real-Time Online Discussion (비실시간 온라인 토론에서 학습자의 자기조절학습전략이 토론 만족도와 참여 메시지 유형에 미치는 효과)

  • Kim, Tae-Woong
    • Journal of Engineering Education Research
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    • v.12 no.4
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    • pp.150-158
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    • 2009
  • This study deals with the effect of learner's self-regulated learning strategy in the non-real-time online discussion. Based on these research results, it was suggested self-regulated learning strategy should be utilized in order to enhance the cognitive dimension participation and discussion satisfaction quality of non-real-time online discussion.

Comparisons of Nursing Skills, Self-Directed Learning Ability, and Problem Solving Competency, and Satisfaction by Learner-led vs. Faculty-led Fundamental Nursing Practice (학습자 주도와 교수자 주도 기본간호학실습에 따른 술기수행능력과 자기주도 학습능력, 문제해결능력, 실습만족도 비교)

  • Kim, Young-Ju;Song, Hyo-Bin;Na, Yoon-Hee
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.391-400
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    • 2020
  • This study was done to compare the effects of learner-led and faculty-led fundamental nursing practice on skill performance, self-directed learning, problem-solving competency, and satisfaction. The learner-led practice was consisted of pre-class open lab and peer supervision. The faculty-led practice was consisted of faculty supervision for a student individually without pre-class open lab. The study was a pre-posttest, non-synchronized, quasi-experimental design between two groups. Data from 134 nursing students in either faculty-led (n=54) or learner-led fundamental nursing practice group (n=80) was collected using a checklist and self-reported questionnaire. Nursing skill performance score and class satisfaction of the learner-led group were significantly higher than those of the faculty-led group. This study showed that learner-led fundamental nursing practice consisting of pre-class open lab and peer supervision was an efficient practice method to improve students' skill performance and satisfaction maintaining their self-directed learning ability and problem-solving competency.

The Learning Preference based Self-Directed Learning System using Topic Map (토픽 맵을 이용한 학습 선호도 기반의 자기주도적 학습 시스템)

  • Jeong, Hwa-Young;Kim, Yun-Ho
    • Journal of Advanced Navigation Technology
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    • v.13 no.2
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    • pp.296-301
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    • 2009
  • In the self-directed learning, learner can construct learning course. But it is very difficult for learner to construct learning course with understanding the various learning contents's characteristics. This research proposed the method to support to learner the information of learning contents type to fit the learner as calculate the learner's learning preference when learner construct the learning course. The calculating method of learning preference used preference vector value of topic map. To apply this method, we tested 20 learning sampling group and presented that this method help to learner to construct learning course as getting the high average degree of learning satisfaction.

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