The purpose of this study is to verify the general characteristics in the previous studies and the magnitude of the correlation between the learner's satisfaction and the academic achievement in the education and training program. To do this, we searched relevant literature from 2000 to 2016, and conducted a systematic review of the literature on the final 31 studies through the selection criteria and quality evaluation. Among them, 27 meta-analysis of the literature was conducted. The finding of the study were as follows. First, a total of 31 studies were conducted from 2000 to 2016, and more than half of them(16) were conducted for the last 4 years(2009~2012). In terms of education and training students, there are 18 college students, 9 workers, and 4 elementary students in order of study. In terms of methods, 15 collective education, 14 distance education, 2 blended education. In terms of learner's participation, 22 the general participation, 9 the active participation. Second, as a result of the meta-analysis, the magnitude of the correlation between satisfaction and achievement was moderate(ZCOR=.297, 95%: CI .210~.383). Third, as a result of verifying the difference in the magnitude of the correlation effect between satisfaction and achievement according to the characteristics of the education and training program, there was no difference between the groups in the student object and education method, but there was a difference in the magnitude of the correlation effect depending on the participant type(Q=15.40, df=1, p<.0001). The active participation showed a correlation effect size larger(ZCOR=.588, 95%: CI .422~.754). The effect size of the general participation was lower than the median(ZCOR=.211, 95%: CI .12 ~.300).
The purpose of this study was to examine the effect of the CoRe-based density unit class on conceptual formation and on learner satisfaction with the class. For this study, two hundred and forty 8th grade students were chosen from six classes. The students were divided into two groups: an experimental group, which received a CoRe-based density unit lesson, and a control group, which was taught based on traditional teaching method. The CoRe-based density unit classes consisted of 4 periods based on the analysis of the previous studies on CoRe about density. The results showed the meaningful significant difference between the CoRe-based classes and the classes based on traditional teaching method both in the posttest on the extent of the conceptual formation on the density and in the retention test. The difference suggests that the lesson with CoRe is based on the consideration of the difficulties and limitations students face in various fields such as the students themselves, teachers, learning environment, evaluation, etc. during their learning process and even in the types of preconception they have, and the CoRe-based lesson is centered around the best teaching strategies to solve such difficulties. As a result of the analysis on the experimental group's class satisfaction, it is revealed that the students with a high level of attitudes related science or with a high level of science achievement showed especially high satisfaction in their learning. Analysis of questionnaire survey showed that the students in the experimental group got the opportunity through CoRe-based lesson to stretch their thoughts and ideas in a free way and preferred a teaching method which didn't just show the concept, but allowed them to find it for themselves or which let them predict the solution and then confirm the result on their own and a lesson which encouraged their active participation.
The Journal of the Convergence on Culture Technology
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v.9
no.5
/
pp.897-907
/
2023
The purpose of this study is to find out the development direction of adult learners' blended learning class as a study on the class satisfaction of adult college students according to the blended learning class participation type. To this end, a survey was conducted targeting adult learners at two schools that are carrying out the LiFE project (lifelong education system support project). The analyzed research results are as follows. First, in the case of adult learners, the proportion of participating in liberal arts + major classes as a blended learning subject was 77.8%, and home was the highest with 69.8% as a place to participate in online classes. Second, satisfaction with the blended learning teacher/instructor teaching method was generally satisfied with 95.2% of average or higher. Third, 96.8% of the students answered 'yes' or higher regarding the level of satisfaction with the blended learning method. The above research results show that blended learning is one of the important teaching and learning methods in providing adult-tailored education to adult learners who combine work and study. It can be seen that the blended learning teaching method is an effective teaching method that enables interactive communication between the instructor and the learner rather than the one-way teaching-oriented content delivery class of the traditional classroom.
This research aims to compare the features and environments for media acceptance of tablet against laptop computer in the u-Learning environment. While it is need to accept suitable media for u-Learning learner, most of existing research has focused on finding factors which can affect perceived usefulness and perceived ease of use on extended technology acceptance model and how to fulfill those factors. Thus this research drew four categories need to use media in the u-Learning environment, then adopts Kano's model and IPA methodology. The results by Kano's model identify exciting and basic attributes which do not match overall satisfaction of learners. Moreover the research analyses by IPA methodology illustrate whether the factors considered important by learners are fulfilled. The research also emphasis the significance of enhancing relative importance as well as satisfaction of the properties for media acceptance in the u-Learning environment.
This study used a learner acceptance model to investigate the effect of SNS characteristics on user satisfaction and visit intention. A structured self - report questionnaire was administered to 172 college students. Structural equation modeling was applied using SPSS 18.0 and AMOS 22.0. The results of this study are as follows: First of all, the usefulness of informativeness did not affect the usability of the extracted SNS characteristics, and the usability did not affect usability. (+) Influence of. The characteristics of SNS can be utilized as a marketing tool to increase customer 's use and influence the customer' s intention to visit and further to create customers. In the future, various age groups will have to be surveyed. By examining the correlation between the degree of food companies' involvement in SNS and consumer visits, one can see how SNS activities of restaurant companies affect marketing activities.
Introduction and application of virtual education has been rapidly increased in these days. A variation of information communication technology has an effect on education in interconnect with network as internet in the world that exceed the limit of time and regional. Computer and network communication technology through the medium of internet make an entrance cyber education as a new education paradigm. It must be affective on learner who have various educational characteristics and requirements. It begins to appear quality, quantity improvements of knowledge and the development of information technology that web based cyber education. This study was conducted to develop the web based education program and to evaluate the effectiveness of learning satisfaction and accomplishment and to compare the cyber lecture system with the traditional lecture system During the second semester of 2001, this study was investigated 317 registered students in a "Food and Culture" class at Kyungwon University. The data were obtained from pre and post-study with self-administered questionnaire. The evaluation and satisfaction score of students who were registered in cyberclass was negative tendency to compare pre with post-test scores, because of insuffciency of computer-aided lecture system. The major problem was inconvenient in checking system for connecting times in cyberclass which was one of evaluation point in final score. Another problem was frequently disconnection during cyber studying and not to concentrate each time in the cyber lecture because of eye fatigue, boring due to less interesting contents than other newly developed web-site. The students was prefer to mix type of the cyber and traditional lecture type class. The result of final score an each class, the score of cyber class (71.36 $\pm$ 22.44) was significantly lower than other groups (mixed type : 76.66 $\pm$ 19.99, traditional type :79.17 $\pm$ 15.72) (p < 0.05). Cyber class was attempted to present a useful and interesting teaching and learning tool which can be applied successfully in a longer term. The result suggest that various teaching and learning strategies should be developed considering the fact that the student learn alone most in time.t in time.
Journal of the Korean Institute of Intelligent Systems
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v.25
no.5
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pp.457-463
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2015
This paper presents the need for the concept of collective intelligence based system for the timely learning and incorrect notes show the utilization and satisfaction. The old wrong answer note system is characterized by the provision of uniform right answer explanations for the questions whose answers were wrong by checking whether the evaluation items were answered right or wrong. The characteristic requires a lot of improvements in terms of wrong answer analysis and feedback since it cannot properly receive feedback on the items that a learner got right by luck in spite of poor understanding of them and on the errors in the selection process of wrong answers by individual learners. The SERO wrong answer note was designed to propose new ways to identify and capture such "score errors" and compensate for the practical weaknesses of learners. The Stability Emergency Risk Opportunity (SERO) wrong answer note is based on a method of categorizing and analyzing evaluation items answered by the examinee into four types (S, E, R and O type), and commentary correct as well as incorrect answers by presenting a variety of commentary notes using the collective intelligence of the study show that satisfaction is high.
Purpose: This study was conducted to identify effects of debriefing based on the clinical judgment model for nursing students on their knowledge, skill performance, clinical judgment, self-confidence and learner satisfaction during simulation based end-of-life care (ELC) education. Methods: Simulation based ELC education was developed in six steps as follows: selection of learning subjects and objects, development of learning tools, a trial run of simulation-based education, students' skill training, and evaluators' training. Forty-eight senior nursing students (25 in the experimental group and 23 in the control group) participated in the simulation-based ELC education using a high-fidelity simulator. Debriefing based on the clinical judgment was compared with the usual debriefing. Results: ANCOVA showed that there were differences in knowledge (F=4.81, p=.034), skill performance (F=68.33, p<.001), clinical judgment (F=18.33, p<.001) and self-confidence (F=4.85, p=.033), but no difference in satisfaction (t=-0.38, p=.704) between the experimental and control groups. Conclusion: This study found that debriefing based on the clinical judgement model is effective for supporting nursing students for reflecting on clinical judgment and improving their diverse competencies in complex clinical settings such as ELC.
The Journal of Korean Association of Computer Education
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v.23
no.1
/
pp.45-52
/
2020
The purpose of this study is to develop a game developer career experience program that promotes student participation and to verify its effectiveness. The game developer career experience education program currently operated by Job World is composed of passive course, which makes students less interesting and only passive activities are possible. In this study, we improved the existing coursework type program to experience actual game development using scratch to promote learner participation. Scratch can be created and shared, giving students the opportunity to create their own work. Therefore, this study developed the game developer career experience education program using scratch and verified its effect. Two Delphi tests were conducted to develop the training program and one expert council was held. In addition, pilot classes were conducted from 22 elementary school students and 30 middle school students, and the satisfaction test was conducted. As a result, the developed educational program showed positive results in terms of help, satisfaction, effectiveness, and awareness.
This study was conducted to have better understanding of the students' experience in field practice by school health practice experience. The study subjects were 40 nursing students working in department of nursing K Univ. in C city. This study was approached by phenomenological method. Collected data were analyzed by Colaizzi's method. The results were from the protocol 980 significant statements and organized into 240 formulated meanings. From formulated meaning 89 themes were identified, organized into 18 them clusters, and then into 16 categories. The nursing students took part in the practice with (expectation and readiness) different from those of the clinical practice, expressed wonder at the school which had progressed much more than their primary schools used to be. They said that they began to feel (Fatigue and stress), and that experienced tension for the lack of nursing knowledge and skill during the health education and clinical treatment activity. In addition, they experienced 'ambivalence of satisfaction and something wanted', that is to say, they could have done better by means of video education and health education. The 10-day-school health practice brought about the change in( the image of teacher) and (cognition about the nursing teacher's role), made the students have(love to the client) and (desire to be nursing teacher), and then turned out experience benefical enough to be expressed 'satisfaction' However, they pointed out many problems in (School Eniviroment), (Clinic), (Physical assessment), (Recording and reporting), so they had a chance to apply the school nursing process to the school. The professor should play the role of promoting the learning through the field practice and providing the stimulant of learning to help the learner get as much from the field situation as they could. Therefore, I suggest that the students always have a chance to exchange actual affairs and educational study, and that the concrete discussion and continuous cooperation be done. The professors should keep doing their best to find the way to professors should keep doing their best to find the way to promote the ability of thinking through the process the learners experienced themselves.
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