• 제목/요약/키워드: Learning Evaluation

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모바일 기기 기반의 이러닝 콘텐츠 품질관리 평가 기준 개발 (Development of Quality Assurance Criteria for Mobile Device Based e-learning Contents)

  • 김자미;김용;김성진
    • 디지털융복합연구
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    • 제12권2호
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    • pp.475-482
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    • 2014
  • A wide variety of contents are now provided along with the development of information appliances. The purpose of this study was to examine what should be considered to boost the quality of mobile device based e-learning contents. For this study, 12 evaluation domains and 26 evaluation items were selected using the Delphi method. The factors to be considered for mobile device based e-learning contents quality are summarized 4 factor. In other words, for the purpose of managing the quality of mobile device based e-learning contents, there exist four areas to be considered, 'foundation', 'contents', 'teaching design' and 'technology.' The findings of this study are expected to contribute to the improvement of the quality of the educational contents.

반성적 수업 분석지를 활용한 교육실습에서 중등수학 예비교사의 교수행동 및 인식 변화 (Changes in Teaching Behaviors and Awareness of Pre-service Mathematics Teachers by Using Survey on Self-reflection during Education Practices)

  • 권종겸
    • 한국수학사학회지
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    • 제27권5호
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    • pp.365-384
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    • 2014
  • The purpose of this study is to assess the changes that occur to pre-service mathematics teachers by using survey on the self-reflection during their education practices. For four weeks of the education practice period, the changes to pre-service teachers are analyzed from teaching and learning perspectives. The teaching perspective is sub-categorized into lesson contents, teaching methods, and evaluation on teaching, and the learning perspective is sub-categorized into monitoring on learning, support for learning and evaluation on learning. The analysis shows that significant changes occur in teaching contents from the teaching perspective and in all the sub-categories from the learning perspective. Based on the analysis, preservice teachers are suggested to utilize self-reflection programs during their education practices to promote their professionalism in teaching.

모바일 러닝에서 학습자 중심의 UX디자인 설계전략 (Stragery UX design on Mobile learning)

  • 최은영;송예림
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2017년도 춘계학술대회
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    • pp.210-212
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    • 2017
  • 플랫폼의 다양화에 따라 사용자의 학습경험을 최적화할 수 있는 디자인이 필요하다. 특히 모바일러닝의 확장은 플랫폼의 특성이 반영된 학습설계 전략을 요구하고 있으며, 이를 위하여 휴리스틱 평가를 이용하여 사용성 평가를 진행하였다. 이에 정보표시와 직관성, 간결성 등 시스템적인 요소가 사용자태도에 유의미한 수준의 영향을 미치는 것을 알 수 있었다.

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학습코칭 부모교육 프로그램 개발 및 평가 : 학령기 가족을 중심으로 (Development and Evaluation of Parent Education Program for Learning Coaching : Focused on Families with School Aged Children)

  • 노명숙;김순옥
    • 가정과삶의질연구
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    • 제29권4호
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    • pp.89-107
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    • 2011
  • The purpose of this study was to develop Parent Education Program for Learning Coaching which enhances parent's learning-support behaviors, as well as, children's self-Efficacy and self-regulated learning capability, and to implement and evaluate the program for the families with school aged children. The results of this study were as follows. First, the contents of the experimental model of 'Parent Education Program for Learning Coaching' were specified as five factors namely; offering options, offering democratic rules, pursuing appropriate results, offering school-related information, offering self-regulated learning skills for children. Second, significant differences in the experiment group were found in pre- and post-test scores of parent's learning-support behaviors and children's self-efficacy and self-regulated learning capability, but not for the control group. Thus, based on these findings, a modified model of 'Parent Education Program for Learning Coaching' was presented as a conclusion.

Proposal Self-Assessment System of AI Experience Way Education

  • Lee, Kibbm;Moon, Seok-Jae;Lee, Jong-Yong
    • International Journal of Advanced Culture Technology
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    • 제9권4호
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    • pp.274-281
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    • 2021
  • In the field of artificial intelligence education, discussions on the direction of artificial intelligence education are actively underway, and it is necessary to establish a foundation for future information education. It is necessary to design a creative convergence teaching-learning and evaluation method. Although AI experience coding education has been applied, the evaluation stage is insufficient. In this paper, we propose an evaluation system that can verify the validity of the proposed education model to find a way to supplement the existing learning module. The core components of this proposed system are Assessment-Factor, Self-Diagnosis, Item Bank, and Evaluation Result modules, which are designed to enable system access according to the roles of administrator, instructors and learners. This system enables individualized learning through online and offline connection.

The Effects of Sign Language Video Location in e-Learning System for the Hearing-impaired

  • Muhn, Seung Ho;Jung, Kwang Tae
    • 대한인간공학회지
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    • 제34권6호
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    • pp.597-607
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    • 2015
  • Objective: The purpose of this study is to identify the effects of sign language video location in e-learning system for the hearing-impaired. Background: E-learning education is a good way to resolve the inequality of education for the disabled. Providing a sign language video in e-learning education for the hearing-impaired is very important for their learning. Although the location of sign language video is an important factor in the design of the video, the effect of its location in learning using the e-learning system was not studied. Method: In order to identify the effect of sign language video location on the learning of the hearing-impaired using the e-learning system, the prototypes of the system with different locations were developed. Eighteen people with hearing impairment participated in this experiment. Learning presence, learning immersion, and learning satisfaction were used to measure learning effects with sign language video location. Results: Bottom right position was more preferred through preference evaluation for sign language video location. The learning effect with sign language video location (bottom-left and bottom-right) was not significant. That is, the effects of learning presence, immersion, and satisfaction were not statistically significant with video location. Conclusion: From this study, the following have to be considered in e-learning system design for the hearing-impaired. Although the location of a sign language video is not a significant factor from the experiment, the bottom right position in the design is proposed because learning presence and satisfaction is slightly higher at the bottom right position, and the position is preferred from subjective evaluation. From the analysis of interview data, it was also proposed that the design of a sign language video should be improved for the hearing-impaired. Application: The result of this study can be applied to the e-learning system design for the hearing-impaired.

학습성과의 개념과 작성에 대한 탐구 (A Critical Evaluation of the Concept and Writing of Learning Outcomes)

  • 이동엽;양은배
    • 의학교육논단
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    • 제18권3호
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    • pp.125-131
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    • 2016
  • Recent changes in educational paradigms that emphasize the performance or outcomes of education are redefining how learning objectives are being described as 'learning outcomes' in various academic disciplines. Medical education is not an exception to this trend. However, it has come to our attention that the key concepts and appropriate descriptions of learning outcomes have not been well understood among educators and that this lack of understanding has hindered our efforts to implement the practice in the field. This study aims to provide a direction to establish and describe learning outcomes by examining previous studies that have focused on setting learning objectives as well as learning outcomes. Setting and describing learning outcomes starts from reflection on the approach of behavioral learning objectives, which overemphasizes learner's acquired knowledge, skills, and attitude in each classroom rather than actual performance. On the other hand, the learning outcome approach focuses on what the learner is able to do as a result of a learning experience. This approach is more learner-friendly and encourages students to lead and be responsible for their learning process. Learning outcomes can best be described when the relevance of actual contexts and the hierarchy of learning objectives are considered. In addition, they should be in the form of context, task, performance, and level, as well as be planned with proper assessment and feedback procedures. When these conditions are met, the learning outcome approach is beneficial to students as it presents a curriculum that is more open to learners. Despite these advantages of the learning outcome approach, there is a possible concern that setting the learning outcomes and describing them can restrict evaluation to lower cognitive skills if the concept of learning outcome is narrowly interpreted or is set too low. To avoid such narrow applications, it is important for educators to understand the comprehensiveness of the learning outcome setting and to consider long-term outcomes embedded in an organizational vision rather than only short-term behavioral outcomes.

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

  • 이경환;김창은
    • 대한안전경영과학회지
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    • 제12권1호
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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.

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

  • 이경환;김한건;손철민;김창은
    • 한국품질경영학회:학술대회논문집
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    • 한국품질경영학회 2010년도 춘계학술대회
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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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유비쿼터스 환경에서의 m-Learning 시스템 (m-Learning Systems in Ubiquitous Environment)

  • 김형석;한선관
    • 한국지능정보시스템학회:학술대회논문집
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    • 한국지능정보시스템학회 2005년도 공동추계학술대회
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    • pp.211-217
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    • 2005
  • 본 연구는 정보화 시대를 맞게 m-이러닝을 실시하고, 결과를 실시간으로 전송하는 모바일 학습 결과 전송 시스템을 설계 및 구현하였다. 제안된 시스템을 통하여 학부모와 교사의 유동적인 커뮤니케이션을 할 수 있다. 또한 전송결과가 단순하게 학습 결과만 제시하는 것이 아니라 인터넷 학습 문제에 따른 이원 목적 분류표로 연계하여 틀린 문제에 대한 보충 학습 부분을 보호에게 전송한다. 다라서 본 시스템을 통하여 유비쿼터스 환경에서 학부모가 아동에 대한 학습 상태를 정확히 인지할 수 있는 통합적인 m-러닝 솔루션을 제안하였다.

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