• Title/Summary/Keyword: Learning Activity

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Study on Templates and Models for Learning & Business Activity Integration using uEFL(Universal Engine for Learning) (학습, 기업 활동 통합 지원 모델 및 템플릿의 연구 - uEFL (Universal Engine For Learning)의 활용을 중심으로 -)

  • Lee, Ho-Gun;Ho, Won;Jang, Jin-Young
    • International Commerce and Information Review
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    • v.10 no.4
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    • pp.81-96
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    • 2008
  • uEFL is an open source solution to integrate general business/learning activities and processes. uEFL is originally developed to adopt LD (Learning Design) specification, which represents learning as various combination of learning activities with learning conditions and outcomes. Learning activities are described with participant's role, learning environment, and contextual sequence. This viewpoint resembles BPM (Business Process Modeling). uEFL can convert LD to BPM description. uEFL engine can run converted LD activity with other business activities. This paper presents 4 templates and 2 sample models for uEFL. The templates and models will show how learning activities can be integrated with business activities efficiently.

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Path analysis for academic self-efficacy, the motivation and learning attitude on the learning through game making activity (게임 제작을 통한 학습에서 학업적 자기효능감, 학습동기 및 학습태도에 대한 경로분석)

  • Park, Hyung-Sung
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.33-40
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    • 2012
  • The purpose of this study is to find the relationship of academic self-efficacy, motivation, computer learning attitudes on the learning through game making activity. Through this study, it was confirmed structural relationship of the variables for learner's participant and academic goal achievement in learning with digital games. The structural equating model in this study, also indicates that academic self-efficacy, which was consisting of assignment level, self-efficacy, confidence affects meaningfully on motivation and computer learning attitudes. It is important factor that Learner's attitudes for the task and regulate of learning process in learning with digital games, which was focused on learning by doing.

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Design and Implement an Internet-Based Courseware (인터넷 기반의 코스웨어의 설계 및 구현)

  • Lee, Geon-Jin
    • Journal of The Korean Association of Information Education
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    • v.1 no.1
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    • pp.82-91
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    • 1997
  • The purpose of thesis is to design and implement an efficient Internet-Based courseware which facilitates the problem solving learning. This courseware was developed in order to provide important foundations of learning in open-education environment using WWW. The targeted level is elementary students, To do this, the definition of problem solving, its processes, and advantages or pitfalls of computer-based problem solving learning were examined, with the advantage of using WWW as an educational tool. The theme of implemented courseware was selected from SATIS which is relevant for the problem solving learning. The courseware has three main parts; learning activity module, teaching activity module, and learning tool module. The learning activity module controls courseware flows and was implemented in accordance with the problem-based teaming processes. It: can be proceeded either sequential way or random access by setting linker. The advantage of random accessing method is that it may facilitate student learning because each student can regulate their learning processes which correspond to their own experiences. The teaching activity module provides for teachers useful informations for helping student's learning and it also can be used as an assessment tool for student's achievements, The learning: tool module consists of conversational note, e-mail address, help, and search tool. It is linked with learning activity module and teaching activity module so that teachers and students can actively participate in teaching-learning processes.

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The Effect of Writing Activity through learning-Notebooks on Mathematics Academic Achievements (학습 노트를 활용한 쓰기 활동이 수학과 학업 성취도에 미치는 효과)

  • Kim, Min-Jeong;Roh, Eun-Hwan
    • Journal of the Korean School Mathematics Society
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    • v.10 no.3
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    • pp.289-302
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    • 2007
  • I took a look at the note written by the students in math class. But, it was sort of a 'scratch paper' because they focused only on the problems or do not know the writing a notebook. Thus, I prepared organizational writing activity through learning-notebooks and analyzed the results from the writing activity through learning-notebooks in order to recognize the effects how the activity influences students' mathematics academic achievements and attitude. As a result, I could find that writing activity through learning-notebooks contributes to the enhancement of mathematics academic achievement and attitude.

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The Study of Building a Learning Organization and Cross-evaluation between Companies applied DLOQ (Focusing on Samsung Electronics F team practices) (학습조직 구축과 DLOQ적용 기업간 상호비교 연구 (S전자(電子) F팀 중심(中心)으로))

  • Lee, Kyung-Hwan;Kim, Chang-Eun
    • Journal of the Korea Safety Management & Science
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    • v.12 no.1
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    • pp.83-96
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    • 2010
  • Learning Organization is a learning based community to make the most important value in the era of Knowledge Economy, Creation. That's why people share, facilitate personal, individual's knowledge & experience systems each other and make good thoughts & ideas in the organization. This study measures the building practices having conducted the F team in Samsung electronics using DLOQ that indicates the activate degree of Learning Organization and the quantitative degrees of Learning Organization through comparing the cross-evaluation between the already measured companies in addition to analyzing the F team's success factors. Learning Organization requires sustainable and continuous activity, not completes by changing many factors with human resources. The study will have the achievement if we measure the successful activity through global companies built a Learning Organization and facilitate the improvement activity sustainably.

The Study of Building a Learning Organization and Cross-evaluation between Companies applied DLOQ (Focusing on Samsung Electronics F team practices) (학습조직 구축과 DLOQ적용 기업간 상호비교 연구 (S전자(電子) F팀 중심(中心)으로))

  • Lee, Kyung-Hwan;Kim, Han-Gun;Son, Cheol-Min;Kim, Chang-Eun
    • Proceedings of the Korean Society for Quality Management Conference
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    • 2010.04a
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    • pp.218-225
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    • 2010
  • Learning Organization is a learning based community to make the most important value in the era of Knowledge Economy, Creation. That's why people share, facilitate personal, individual's knowledge & experience systems each other and make good thoughts & ideas in the organization. This study measures the building practices having conducted the F team in Samsung electronics using DLOQ that indicates the activate degree of Learning Organization and the quantitative degrees of Learning Organization through comparing the cross-evaluation between the already measured companies in addition to analyzing the F team's success factors. Learning Organization requires sustainable and continuous activity, nor completes by changing many factors with human resources. The study will have the achievement if we measure the successful activity through global companies built a Learning Organization and facilitate the improvement activity sustainably.

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The Study of Investigating the Way Applying a School Garden for the Creative Experience Activity (학교 캠퍼스를 활용한 창의적 체험활동 운영방안 연구)

  • Moon, Byoung-chan;Kim, Yong-tack;Lim, Hyoung-seon
    • Journal of the Korean Society of Earth Science Education
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    • v.9 no.1
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    • pp.39-53
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    • 2016
  • The purpose of this study was to investigate the way applying a school garden for the creative experience activity on the school learning program. For this study, the 27s elementary students who were the 5th and 6th grades participated in this program. And the 10units lessons programs what were consisted with the inquiry, debating, and cooperating activities were developed, and applying to classroom and school garden. The key concepts of developing program were 'rocks which were in the school garden'. he results are follows, for the creative experience activity on the school teaching/learning program, the school garden has useful value as teaching/learning field. The teaching/learning activity applying the school garden makes an offer the awareness to students that the knowledges learned in school were actually relative with their life. Also, the students are affirmatively participate to learning, debate, and cooperate activities because the school garden is very familiar environment to them. Lastly, the students are interesting in learning classes because they think that the school garden environments will reform actually to new shape of their ideas. After this learning were finishing, most of students indicated their intention with satisfaction. Some of them suggested applying the additional program using the school garden. Consequently, the school garden has the very useful value for applying program of the teaching/learning in elementary school education.

A study of the efficient application of Discretion activity in Mathematics curriculum (수학 교과 재량활동시간의 효율적인 운영에 관한 연구)

  • 김세라;김승동
    • Journal of the Korean School Mathematics Society
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    • v.7 no.1
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    • pp.121-138
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    • 2004
  • For the efficient application of curriculum discretion activity, I developed the program, 'Let's go together', so that curriculum discretion activity can be applied in the classroom. The program consists of several experiences, which are <Man to man paired study>, <the learning materials for Mathematics in our lives>, <the cooperative study in the class> and <the variety experiences about Mathematics>. This study shows the following results: First, T-test about the students' learning attitude and interest in Mathematics, there was dramatic change in students' desire, interest and attitude for mathematics learning. Second, as the role of Baewomi & Dowomi in 'Man to man paired study', Baewomi & Dowomi provided students with confidence of mathematics learning. We were able to ensure this fact from students' essay after the class. Third, teachers found that the number of students who had positive attitude with Self-directed study increased. And students tried to solve mathematical problems by themselves and the time using self-directed learning experience was also increased. This study suggests that there needs more development for learning materials for mathematics in our lives.

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An Analysis of Elementary School Students' Interest about Learning Science in Informal Science Education Environment (비형식 과학교육환경에서 초등학생들의 과학 학습에 대한 흥미 분석)

  • Kim, Hong-Jeong;Im, Sung-Min
    • Journal of Korean Elementary Science Education
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    • v.31 no.1
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    • pp.125-134
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    • 2012
  • Interest has been studied as one of the construct to understand and improve learning in science. While informal science education is getting increasing attention as science education has been extended from formal school science to informal science learning including after-school program or science museum activity, however, little has been studied in comparing to the needs. In this study the authors investigated students' interest about learning science in the context of informal science education. For this the survey tool in the article of Im and Pak (2000) was utilized through modification, and 155 elementary students' responses were analyzed with factor analysis and basic statistics. The factor analysis showed that the students' interest about learning science in the context of informal science education has multi dimensions like subject, motivation, and activity dimension. The result showed that students' interest decreased as their grade is higher, and that the interest of intrinsic motivation, empirical activity, and descriptive subject were relatively high while the interest of extrinsic motivation, cognitive activity, and specific subjects were low. From this study the authors could infer the necessity of instructional strategy in consideration of students' interest for more effective science learning in informal science education environment.

A Study on the Relationship among Communication Competency, Social Network Centralities, Discussion Performance, and Online Boarding Activity in the Team Based Learning (팀 기반 토의 수업에서 의사소통능력, 사회연결망 중심도, 토론성과 및 온라인 게시활동의 관계 연구)

  • Heo, Gyun
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.1
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    • pp.108-114
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    • 2015
  • The purpose of this study is to find the relationships among communication competency, social network centrality(trust centrality and knowledge sharing centrality), discussion performance, and online boarding activity in the team based learning situation. For investigating this topic, 44 students are participated in the classes of educational technology. In order to find out the relationships among communication competency, social network centrality, discussion performance, and online boarding activity, compared t-test and path analysis are used. Followings are the results of the research: (a) Communication competency is improved significantly after team based learning. (b) Trust centrality effects significantly on the knowledge sharing centrality. (c) Knowledge sharing effects significantly on discussion performance. (d) Trust centrality effects on the online boarding activity in the team based learning.