• Title/Summary/Keyword: Learner Satisfaction

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A Case Study on Application of Cyber Home Study in Mathematics (수학과 사이버 가정학습 운영에 관한 연구)

  • Lee, In-Sik;Park, Young-Hee
    • Journal of Elementary Mathematics Education in Korea
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    • v.13 no.1
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    • pp.51-74
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    • 2009
  • The purpose of this study is to search for various strategies that could self-regulated learning within cyber home study efficiently, to operate the cyber home study based on such strategies, to manage and support students' learning and to investigate what effects it would have on the ability of self-regulated learning and attitude. In this study, an operational strategy for cyber home study according to the compositional elements of self-regulated learning based on prior studies. Then, the study developed the learning contents of cyber home study and operated cyber home study according to the operational strategy. From the results of the analysis obtained in this study, the following conclusions can be drawn as follows. First, A learner's self-regulated learning capability is able to be improved by self-regulated leaning strategies. Cyber home study that would enable students to implement the leaning on their own through learning contents and operating strategies corresponding to them was the environment that could help their self-regulated learning. Second, in order to find out students' satisfaction for the application of cyber home study, the study compared the survey of cyber home study with the frequency and percentage by each question and the mean value of technical statistics. Cyber home study let students have positive recognition on mathematical learning, and especially as shown in the results of the interview, it was helpful to improve students' interest and confidence as well as their mathematical learning.

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Application Plan of Flip Learning Using Practical Instruction in Algorithm Theory (알고리즘 이론과목에서 실기수업을 적용한 플립러닝 활용방안)

  • Jang, Seong-jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.662-665
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    • 2017
  • Recently, the rapid development and development of the industrial environment has changed the talent that companies need. As the educational paradigm changes, the university education should complement the problems of the lecture education method (the existing knowledge transfer method) in order to cultivate the talents needed for the corporation. In order to improve self - directed and creative problem - solving ability, new teaching and learning methods are needed. In this study, we apply flip learning in the algorithm class which is an essential curriculum of computer engineering. This group is divided into groups that are combined with theoretical and practical lessons, and groups that have applied theoretical lessons by applying flip learning, and groups that employ traditional lecture techniques. To improve learner's learning motivation and academic achievement, we propose a flip learning teaching method suitable for the algorithm subject and apply it directly to the class. Based on the results, we compare and analyze the academic achievement and learning satisfaction of learners.

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AI Education Programs for Deep-Learning Concepts (딥러닝 개념을 위한 인공지능 교육 프로그램)

  • Ryu, Miyoung;Han, SeonKwan
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.583-590
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    • 2019
  • The purpose of this study is to develop an educational program for learning deep learning concepts for elementary school students. The model of education program was developed the deep-learning teaching method based on CT element-oriented teaching and learning model. The subject of the developed program is the artificial intelligence image recognition CNN algorithm, and we have developed 9 educational programs. We applied the program over two weeks to sixth graders. Expert validity analysis showed that the minimum CVR value was more than .56. The fitness level of learner level and the level of teacher guidance were less than .80, and the fitness of learning environment and media above .96 was high. The students' satisfaction analysis showed that students gave a positive evaluation of the average of 4.0 or higher on the understanding, benefit, interest, and learning materials of artificial intelligence learning.

The Effect of Learning Using Virtual Reality Technology on Learning Motivation (가상현실 기술을 활용한 학습이 학습 동기에 미치는 영향)

  • Kim, WooKyum;Choi, DongYeol;Kwak, SeungCheol;Kim, HeeSoo
    • Journal of Science Education
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    • v.43 no.3
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    • pp.271-283
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    • 2019
  • This study examines the effects of virtual reality learning materials on the learners' learning motivation. For this study, we developed a virtual reality learning material for geological learning that allows observation of the characteristics of rocks in Korean topography that is closely related to learning contents. A 15-hour class was conducted with 91 students using virtual reality learning materials developed for first-year science high school students in D city. ARCS learning motivation strategy was used. Pre-test was conducted before the start of the classes and post-test was conducted after the classes. Statistical processing was analyzed using R-3.5.1 version program. As a result, the utilization of virtual reality learning materials has significant effects on attention concentration, satisfaction, and confidence in the learner's motivation factors. Using virtual reality in geological classes, students' interest in learning activities improve their immersion and concentration, which helps them understand the learning contents better.

The Analysis of On-line Contents Application for Effective Operating Extra-Curriculum in ACHS (방송고 특별활동의 효과적인 운영을 위한 콘텐츠 적용 분석)

  • Chung, Jong-In;Jeong, Young-Sik;Kim, Mee-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.8
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    • pp.2078-2087
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    • 2009
  • The Air and Correspondence High School (ACHS) has played a key role as an organization of lifelong learning since 1974. However, extra-curriculum in ACHS has not been operated successfully due to lacks of educational supports and on-line contents. So we surveyed demands of the ACHS teachers and students for successful operation of extra-curriculum, found four subjects that students preferred in the developing activity area which is one of extra-curricular activities, and experimentally developed four on-line contents for extra-curriculum. And we also applied the developed on-line contents to the students of Chongju H.S. After the application, another survey and interview were carried out to measure learner's satisfaction, find out problems of learning with on-line contents and suggest the ways of improving extra-curriculum learning system.

Medical Educators' Response to Changes in Medical Education due to COVID-19

  • Lee, I Re;Jung, Hanna;Lee, Yewon;Kim, Hae Won;Shin, Jae Il;An, Shinki
    • Korean Medical Education Review
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    • v.23 no.3
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    • pp.168-175
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    • 2021
  • To analyze medical professors' evaluation of their online education experiences in an attempt to support faculty members and indicate the future direction of medical education. Faculty members who taught online in the first semester of 2020 at Yonsei University College of Medicine in South Korea were surveyed. The results of the survey were analyzed in June 2020. There were 88 respondents (35.1% of 251): 59 professors (67.0%), 16 associate professors (18.2%), and 13 assistant professors (14.8%). Their specialties lay in basic medicine (25.0%), clinical medicine (65.9%), and research and special purposes (9.1%). Sixteen participants (18.2%) had previous experience in online lectures; 23 (26.1%) reported that preparation time for online lectures was the same as before; 65 (73.9%) reported that the preparation time had increased; 38 (43.2%) faced difficulties in preparation and lecturing online, and among them 16 (42.1%) indicated inadequate interaction with students; 11 (28.9%) needed extra preparation time; and 11 (28.9%) attributed their difficulties to technical issues with the online platform. Participants' satisfaction with online lectures was low (p<0.001). In the free response question on overall experience with online education, 38.3% mentioned the need for an instructional design that allows students to actively participate and interact with professors, 29.5% mentioned the need for the establishment of an information & communications technology system, and 17.0% mentioned the necessity of faculty development. To prepare for the current pandemic and more in the long term, an appropriate educational support system must be constructed, and a learner-centered instructional design that enables wider interactions and active learning is needed.

Intelligent Vocabulary Recommendation Agent for Educational Mobile Augmented Reality Games (교육용 모바일 증강현실 게임을 위한 지능형 어휘 추천 에이전트)

  • Kim, Jin-Il
    • Journal of Convergence for Information Technology
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    • v.9 no.2
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    • pp.108-114
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    • 2019
  • In this paper, we propose an intelligent vocabulary recommendation agent that automatically provides vocabulary corresponding to game-based learners' needs and requirements in the mobile education augmented reality game environment. The proposed agent reflects the characteristics of mobile technology and augmented reality technology as much as possible. In addition, this agent includes a vocabulary reasoning module, a single game vocabulary recommendation module, a battle game vocabulary recommendation module, a learning vocabulary list Module, and a thesaurus module. As a result, game-based learners' are generally satisfied. The precision of context vocabulary reasoning and thesaurus is 4.01 and 4.11, respectively, which shows that vocabulary related to situation of game-based learner is extracted. However, In the case of satisfaction, battle game vocabulary(3.86) is relatively low compared to single game vocabulary(3.94) because it recommends vocabulary that can be used jointly among recommendation vocabulary of individual learners.

The Analysis of Learning Demotivation according to Gender and Programming Subjects in Programming Class' Students of Liberal Arts (기초교양필수 프로그래밍 수업에서 성별과 프로그래밍 과목에 따른 수강생의 학습이탈동기 분석)

  • You, Kangsoo;Kim, Semin;Hong, Kicheon;Choi, Sookyoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.6
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    • pp.704-710
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    • 2019
  • Programming learning has been recognized as a difficult subject for a long time. To solve these problems, various studies have been conducted. This study was conducted on motivation to break away from programming learning according to gender, one of the characteristics of learners. In this study, pre-post questionnaire surveys were conducted for male students and female students who were involved in scratch learning and Python learning. The results of the study showed that male students had higher confidence in programming learning than female students, but there was no significant difference in overall items. In addition, it was possible to find the difference in motivation to break out from the learning according to the major of students by gender. Through this study, it is expected that it will be helpful to prepare learning strategies to enhance learning motivation and satisfaction by considering learner characteristics in programming learning.

Adaptive Learning Path Recommendation based on Graph Theory and an Improved Immune Algorithm

  • BIAN, Cun-Ling;WANG, De-Liang;LIU, Shi-Yu;LU, Wei-Gang;DONG, Jun-Yu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.5
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    • pp.2277-2298
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    • 2019
  • Adaptive learning in e-learning has garnered researchers' interest. In it, learning resources could be recommended automatically to achieve a personalized learning experience. There are various ways to realize it. One of the realistic ways is adaptive learning path recommendation, in which learning resources are provided according to learners' requirements. This paper summarizes existing works and proposes an innovative approach. Firstly, a learner-centred concept map is created using graph theory based on the features of the learners and concepts. Then, the approach generates a linear concept sequence from the concept map using the proposed traversal algorithm. Finally, Learning Objects (LOs), which are the smallest concrete units that make up a learning path, are organized based on the concept sequences. In order to realize this step, we model it as a multi-objective combinatorial optimization problem, and an improved immune algorithm (IIA) is proposed to solve it. In the experimental stage, a series of simulated experiments are conducted on nine datasets with different levels of complexity. The results show that the proposed algorithm increases the computational efficiency and effectiveness. Moreover, an empirical study is carried out to validate the proposed approach from a pedagogical view. Compared with a self-selection based approach and the other evolutionary algorithm based approaches, the proposed approach produces better outcomes in terms of learners' homework, final exam grades and satisfaction.

A Study on a Case Applying Learner-Centered Flipped Learning for Coding Classes (코딩수업을 위한 학습자 중심의 플립드 러닝 적용 사례 연구)

  • Lee, Ae-ri
    • Journal of Practical Engineering Education
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    • v.9 no.1
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    • pp.23-30
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    • 2017
  • This is a study on a case applying flipped learning to coding classes that is a college liberal arts course. A required coding class for the students who do not major in computers needs a teaching method differentiated from a coding education for training experts. The present study presented a flipped learning teaching model for the coding education of non-major students, and observed its effect and possibility. Flipped learning enables learners to learn with on-line contents anywhere and anytime they want and concentrate on practice education based on what they learned during class. Accordingly, the study sought for the solution to maximize the efficiency of teaching and learning through flipped learning. A pre and post surveys after applying a flipped learning to a practical class confirmed that the students taught using flipped learning were more positively assessed in learning satisfaction than those taught using a traditional method, and that in academic achievement as well, flipped learning was more effective.