• Title/Summary/Keyword: Learner management

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The Effect of PMP Learner Basic Psychological Need factor on Academic Achievements through Learning Satisfaction and Learning Transfer (PMP(Personal Multimedia Player) 학습자의 기본심리욕구 요인이 학습만족과 학습전이를 통해 학업성취도에 미치는 영향)

  • Lee, Eunhye;Kwon, Dosoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.213-227
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    • 2017
  • The recent entry into information society as well as the development and universalization of the Internet through rapid development of ICT technology produced a new educational method called PMP learning. PMP learning overcomes restrictions of previous education methods in terms of time and space and allows the learners to customize their learning environments according to their leads, providing voluntary education that centers on the learners. This study aims to verify the causal relationship in academic achievement of PMP learners through the theory of basic psychological desire, learning satisfaction, and learning metastasis. In order to accomplish this, a study model which applies perceived autonomy, perceived competence, and perceived relationship, which are major variables of the theory of basic psychological desire, was presented. For practical verification of the study model, survey analysis was conducted for students of R High School in Hamyang. Through this, the study aims to provide basic materials for improving the academic achievement of learners in PMP learning. It also plans to suggest educational effects that can be obtained by supporting intrinsic motivation of learners.

A Study on Project Management Learning Community using Application (앱을 이용한 프로젝트관리 학습 커뮤니티에 관한 연구)

  • Cho, Do-Eun;Kim, Si-Jung
    • Journal of Advanced Navigation Technology
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    • v.15 no.6
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    • pp.1126-1131
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    • 2011
  • As the recent paradigm of education changes to become learner-centered, there is an increasing interest in project based class as one of new teaching models. Universities are accepting this change and aiming at fostering human resources of next generations, who are able to create creative changes, and studies are being actively conducted to that end. This study suggested a learner-centered teaching model which minimizes intervention of teachers in conducting projects of main text contents in designed subjects. This study suggested support system for the suggested model project-based class, team organization method, various interaction methods of learners, and team work monitoring method of teachers. And the suggestions were designed and realized through project management applications using smart phones which are being used by a rapidly growing number of people recently.

A study on developments of learner-oriented e-Learning contents in convergence era (컨버전스 시대 학습자 중심의 e-Learning 컨텐츠 개발에 관한 연구)

  • Lee, Jong-Ki
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.5
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    • pp.181-189
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    • 2006
  • The ubiquitous technology has requested many changes both to the way of learning and to the way of convergence learning content development. However, until now most of e-Learning contents can not meet the requirements of technology convergence and are not developed from the user's perspectives. In this paper, we focus a convergence learning model that is learner-oriented structure, active use of formal and informal learning. Furthermore, examine carefully importance about task analysis, storytelling, and feedback design strategy of learning management system for e-Learning content development. In this context, this paper suggests the effective e-Learning content development method in a convergence era.

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The Development and Evaluation of an e-Learning Program for Novice Nurses before Beginning to Work in a Hospital Using KMS(Knowledge Management System) (지식경영 시스템을 활용한 신규간호사 e-Learning 프로그램 개발 및 평가)

  • Song, Young-Shin
    • The Journal of Korean Academic Society of Nursing Education
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    • v.13 no.1
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    • pp.82-89
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    • 2007
  • Purpose: The purpose of this study was to develop and evaluate an e-Learning Program designed to enhance novice nurses's performance ability Method: The e-Learning program was designed for novice nurses before beginning to work in a hospital using a KMS(Knowledge Management System). This study was carried out from February 2006 to April 2007. The program had progressive steps including design, pilot test & modification, contents development, program application and evaluation. After the program design and pilot testing, the learner's satisfaction was analyzed. Result: The program site is http://kms.emc.ac.kr titled, 'Cyber Education Center'. The sixteen part course has been developed as follows: blood sugar test, skin test, insulin test 1, insulin test 2, blood culture, blood sampling, heat therapy, cold therapy, glycerin enema, preparation of operation, oxygen therapy, suction technique, transfusion, foley catheterization and aseptic technique. The overall learner's satisfaction score was 4.08 out of 5 points. Conclusion: E-Learning could be useful for education and nursing work. This method may be effective for clinical nurses.

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Interrelation among Learning Style, Tutoring Function, and Learning Achievement in an Enterprise e-learning Environment (기업 내 e-learning 학습 환경에서 학습양식, 튜터기능, 학습성취도의 상관관계)

  • Yoo, Gyu-Sik;Choi, In-Jun;Hearn, Sung-Nyun
    • IE interfaces
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    • v.19 no.4
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    • pp.324-332
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    • 2006
  • It is believed that each learner has a preferred method to acquire and manage knowledge according to her/his learning style which influences learning achievement directly. The purpose of this paper is to statistically analyze relationships among individual learning styles, tutoring functions, and learning achievement in an e-learning environment. 524 survey results from participants of enterprise e-learning classes are classified into total group and superior group. T-Test and ANOVA analyses are carried between learning style and learning achievement and between learning style and preferred tutoring functions. The analysis results show that individual learning styles do not contribute to learning achievement while they are strongly related to preferences for some of tutoring functions. These results can be used to identify limitation of current e-learning practice and design better e-learning systems, especially, supporting appropriate tutoring functions for different types of learners.

A Systematic Review of Flipped Learning Research in Domestic Engineering Education (국내 공학교육에서의 플립러닝 연구에 대한 체계적 고찰)

  • Lee, Jiyeon
    • Journal of Engineering Education Research
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    • v.24 no.3
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    • pp.21-31
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    • 2021
  • Flipped learning, which involves listening to lectures at home and performing dynamic group-based problem-solving activities in the classroom, is recently evaluated as a learner-centered teaching method, and interest and applications in engineering education are increasing. Therefore, this study aims to provide practical guidelines for successful application through empirical research analysis on the use of flipped learning in domestic engineering education. Through the selection criteria and keyword search, a systematic review of 36 articles was conducted. As a result of the analysis, flipped learning research in engineering education has increased sharply since 2016, focusing on academic journals and reporting its application cases and effects. Most of the research supported that flipped learning was effective not only for learners' learning activities(e.g., academic achievement, satisfaction, engagement, learning-flow, interaction), but also for individualized learning and securing sufficient practice time. It was often used in major classes with 15 to less than 50 students, especially in computer-related major courses. Most of them consisted of watching lecture videos, active learning activities, and lectures by instructors, and showed differences in management strategies for each class type. Based on the analysis results, suggestions for effective flipped learning management in future engineering education were presented.

A Study on the Effect of characteristics of smart educational contents by the UX types on the concentration and attitude of a learner (스마트 교육 콘텐츠의 UX 유형별 특성이 학습자의 몰입과 학습태도에 미치는 영향 연구)

  • Son, Joon Ho;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.197-209
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    • 2014
  • The smart paradigm in the modern society is bringing about a rapid smart sensation and there are means of informational communications being developed with the smart technology in various fields. Accordingly, for an effective smart education, it is necessary to create the customized educational contents for the learners, the users of the education. In this study, the contents of smart education are categorized based on the user experiences. As a result of the analysis, the 3 types of UX are found to have a playful influence on the learning concentration and it is also deduced that such concentration of a learner positively affects his or her attitude towards learning. Moreover, by the age and gender groups, there were differences in the preferences for each of the UX type, so that, in result, gave the valid data for designing and applying the suitable UX type for creating contents of smart education for different main target groups.

A Study on Evaluation of e-learners' Concentration by using Machine Learning (머신러닝을 이용한 이러닝 학습자 집중도 평가 연구)

  • Jeong, Young-Sang;Joo, Min-Sung;Cho, Nam-Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.4
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    • pp.67-75
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    • 2022
  • Recently, e-learning has been attracting significant attention due to COVID-19. However, while e-learning has many advantages, it has disadvantages as well. One of the main disadvantages of e-learning is that it is difficult for teachers to continuously and systematically monitor learners. Although services such as personalized e-learning are provided to compensate for the shortcoming, systematic monitoring of learners' concentration is insufficient. This study suggests a method to evaluate the learner's concentration by applying machine learning techniques. In this study, emotion and gaze data were extracted from 184 videos of 92 participants. First, the learners' concentration was labeled by experts. Then, statistical-based status indicators were preprocessed from the data. Random Forests (RF), Support Vector Machines (SVMs), Multilayer Perceptron (MLP), and an ensemble model have been used in the experiment. Long Short-Term Memory (LSTM) has also been used for comparison. As a result, it was possible to predict e-learners' concentration with an accuracy of 90.54%. This study is expected to improve learners' immersion by providing a customized educational curriculum according to the learner's concentration level.

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.

A Design of Collaborative Learning Module in Learning Management System Based on Blended Learning (블렌디드 러닝 기반의 학습관리시스템에서 협력학습 지원 모듈 설계 방안)

  • Ku, jin-hee;Choi, won-sik;Lee, kyu-nyo
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.732-737
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    • 2008
  • As e-learning is recognized in new education form, Learning Management System that manage general activity of learning to maximize effect of education is being developed actively. Usually, Learning Management System includes course registration and learning as well as learner's learning recording and tracking, evaluation in online. But, most systems is lacking a tool that learners can collaborate with companion learners, and planning learning and set valuation basis as leading. In this paper, we can expect effective collaborative learning activities because can make debate and team project smooth by suggesting collaborative learning module that can drive voluntary participation such as group formation, learning plan, mutually estimation as leading to learner in Learning Management System of blended learning base that support online and offline environment both.

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