• Title/Summary/Keyword: Learning Korean

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Reconstructing the Meaning of Flipped Learning by Analyzing Learners' Experiences (학습자의 경험 분석을 통한 플립 러닝의 재해석)

  • Lee, Yekyung;Youn, Soonkyoung
    • Journal of Engineering Education Research
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    • v.20 no.1
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    • pp.53-62
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    • 2017
  • This paper explored how university students viewed flipped learning from their own perspectives. Using qualitative research methods, 5 students from a Computer Graphics course at a mid-scale university in Seoul were interviewed for this purpose. Researchers collected data about their learning experiences, emotions, and reflections about flipped learning in general and its components such as online materials, in-class activities, and instructor guidance. Research findings indicated that students were not so much conscious about the unfamiliarity of the class, the increased work load, nor the online lectures. They rather prioritized 'what they could actually learn' from the course, and thus defined flipped learning as a method which enabled students to constantly check and fill in the gaps in their learning through team-based activities and prompt feedback from the professor. A combination of students' positive attitude and active participation in team-based activities, the overall atmosphere of the department which supported interactivity and collaboration, the professor's emphasis on learning-by-doing and student-centered learning appeared to form their notions of flipped learning. The use of technology did not appear to heavily impact students' conceptions of flipped learning. Researchers suggest that pedagogical beliefs of the professor, culture surrounding the learner, and the good match between the course content and instructional strategies are central for designing a successful flipped learning class.

The Development of CHANGE Flipped Learning Instructional Model in Higher Education - base on the 'educational method and technology' (대학교육에서의 CHANGE 플립러닝(Flipped Learning) 수업모형 개발 -교육방법및교육공학교과를 중심으로-)

  • JUNG, Ju-Young
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.6
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    • pp.1834-1847
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    • 2016
  • Main objectives of the this study are: to develop a model of "Flipped Leaning" that is designed to enhance self-directed learning, learning motivation and self-control, and to verify its effectiveness-in higher education. The verification process initially concentrated on the feasibility study of the model with a thorough literature review and case analyses; then, its general and practical applicability were tested with a field study. As a result, first, the CHANGE Class Model, specifically designed for effective and efficient "Flipped Learning", was developed. It is thus named for the stages that the learning process takes place in the model-i.e., (1) Check ${\rightarrow}$ (2) Ask ${\rightarrow}$ (3) Notice ${\rightarrow}$ (4) Group presentation ${\rightarrow}$ (5) Evaluation, and it emphasizes the dynamic, questions centered (i.e. back and forth between the students and the instructor as well as between the students) learning process. Second, the Model was instrumental in enhancing self-directed learning, learning motivation and self-control; thus, as a result, it significantly improved the effectiveness, the level of concentration and the attractiveness of the learning process. The value of this study lies in pointing to a clear plan to allow a student in higher learning to set-up a self-directed learning plan, to be able to control it while being continuously motivated to complete it.

A Study on Relationship between Learning participation and Learning Outcomes in Programming Courses

  • Kim, Ji Sim;Kim, Kyoung Ah;Ahn, You Jung;Oh, Suk;Jin, Myung Sook
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.113-121
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    • 2019
  • The purpose of the study is to identify the influence of learning participation on learning outcomes in programming courses. Based on the literature review, learning participation is composed of three sub components: participation in preview, class, and review. Learning outcomes are categorized by academic achievement, learning satisfaction, and learning motivation. A survey was conducted with 267 students enrolled in programming courses from three IT departments at Myongji College. Findings revealed that participation in review and participation in class predicted all sub components of learning outcomes. Participation in review was found to have a greater effect on learners' achievement and participation in class was found to have a greater impact on learning satisfaction and motivation. However, the results showed that participation in class was not an influential factor for learning outcomes. Implications for enhancing learning participation and suggestions for future research are also discussed.

Analysis of Learning Effect through the Development and Application of Virtual Reality(VR) Education Content for Radiology Students (방사선과 학생을 위한 가상현실 교육콘텐츠 개발 및 적용을 통한 학습효과 분석)

  • Shim, Jae-Goo;Kwon, Soon-Moo
    • Journal of radiological science and technology
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    • v.43 no.6
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    • pp.519-524
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    • 2020
  • This study developed radiation therapy contents based on virtual reality technology and applied them to radiation students. A survey was conducted to analyze the relationship between learning effects and learning satisfaction to students who used virtual reality education videos to analyze their learning performance. 71 students radiology department were classified into two groups one that experienced virtual reality and the other that did not experienced virtual reality. We surveyed between the two groups analyzed self-directed learning, self-learning efficacy and learning satisfaction. As a result, the comparison between the two groups showed no difference between self-directed learning and self-learning efficacy. But the learning satisfaction was significant from 2.64±0.83 to 3.20±0.88 in the problem solving process for groups applying virtual reality contents. Therefore, learning satisfaction has improved experienced group virtual reality content and the materials for virtual reality education can be applied more efficiently in non-face-to-face lectures.

A Case Study of Problem-Based Learning and Action Learning at a University

  • CHANG, Kyungwon
    • Educational Technology International
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    • v.11 no.1
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    • pp.145-169
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    • 2010
  • Many universities are searching for educational methods to cultivate problem-solving ability and cooperative learning ability or already trying to implement them. Problem Based Learning(PBL) and Action Learning(AL) are effective teaching and learning methods to cultivate men of talent qualified for problem-solving and cooperative learning abilities that universities are seeking after. PBL and AL have something in common in that learning is accomplished while learners are solving the authentic problem. But, in spite of this similarity, PBL and AL have differences. However, most literatures and cases on these two models introduce only the outline of commons and differences and do not provide teachers with actual helping aids to select a model appropriate for the actual design or operation of classes. Accordingly, many teachers usually select and utilize a familiar model rather than select a proper model to the nature of a subject and the educational goal. Teaching and learning methods or learning environment should be selected appropriately to the educational goal. This study indicates the characteristics of PBL and AL that are being introduced and utilized as a principal teaching and learning method of college education and then shows how this method can be realized in the university by comparing the cases of classes applied in two methods.

Predicting Learning Achievements with Indicators of Perceived Affordances Based on Different Levels of Content Complexity in Video-based Learning

  • Dasom KIM;Gyeoun JEONG
    • Educational Technology International
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    • v.25 no.1
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    • pp.27-65
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    • 2024
  • The purpose of this study was to identify differences in learning patterns according to content complexity in video-based learning environments and to derive variables that have an important effect on learning achievement within particular learning contexts. To achieve our aims, we observed and collected data on learners' cognitive processes through perceived affordances, using behavioral logs and eye movements as specific indicators. These two types of reaction data were collected from 67 male and female university students who watched two learning videos classified according to their task complexity through the video learning player. The results showed that when the content complexity level was low, learners tended to navigate using other learners' digital logs, but when it was high, students tended to control the learning process and directly generate their own logs. In addition, using derived prediction models according to the degree of content complexity level, we identified the important variables influencing learning achievement in the low content complexity group as those related to video playback and annotation. In comparison, in the high content complexity group, the important variables were related to active navigation of the learning video. This study tried not only to apply the novel variables in the field of educational technology, but also attempt to provide qualitative observations on the learning process based on a quantitative approach.

An Empirical Data Driven Optimization Approach By Simulating Human Learning Processes (인간의 학습과정 시뮬레이션에 의한 경험적 데이터를 이용한 최적화 방법)

  • Kim Jinhwa
    • Journal of the Korean Operations Research and Management Science Society
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    • v.29 no.4
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    • pp.117-134
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    • 2004
  • This study suggests a data driven optimization approach, which simulates the models of human learning processes from cognitive sciences. It shows how the human learning processes can be simulated and applied to solving combinatorial optimization problems. The main advantage of using this method is in applying it into problems, which are very difficult to simulate. 'Undecidable' problems are considered as best possible application areas for this suggested approach. The concept of an 'undecidable' problem is redefined. The learning models in human learning and decision-making related to combinatorial optimization in cognitive and neural sciences are designed, simulated, and implemented to solve an optimization problem. We call this approach 'SLO : simulated learning for optimization.' Two different versions of SLO have been designed: SLO with position & link matrix, and SLO with decomposition algorithm. The methods are tested for traveling salespersons problems to show how these approaches derive new solution empirically. The tests show that simulated learning for optimization produces new solutions with better performance empirically. Its performance, compared to other hill-climbing type methods, is relatively good.

Development and Evaluation of the e-learning Orientation Program for Nursing Student's Adapting to Clinical Practicum (임상실습 적응을 위한 e-learning 오리엔테이션 프로그램 개발 및 평가)

  • Yi, Yeo Jin
    • Korean Journal of Adult Nursing
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    • v.19 no.4
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    • pp.593-602
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    • 2007
  • Purpose: The purpose of this study was to develop an e-learning orientation program for nursing students(junior), to evaluate the program, and to find out its effects on adapting to clinical practicum. Methods: The e-learning orientation program was developed according to ADDIE model(analysis, design, develop, implement, evaluate) using an Active Tutor Program. Twelve nursing professionals and 31 nursing students(learners) evaluated the e-learning orientation program. Thirty one nursing students participated in the e-learning orientation program both on-line and off-line. Results: The e-learning orientation program consisted of 5 parts including 'Taking a lesson in gastrointestinal tract', 'Fundamental nursing skill and reading a medical chart', 'Taking a ward orientation by head nurse', 'Clinical practice with preceptors', and 'Writing for case report'. Adapting scores to clinical practicum were significantly different between pre-test and post-test(t=-5.76, p=.000). Conclusion: The e-learning orientation program of on-line and off-line has an effect on adapting to clinical practicum for nursing students.

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Design of Learning Module for ERNIE(ERNIE : Expansible & Reconfigurable Neuro Informatics Engine) (범용 신경망 연산기(ERNIE)를 위한 학습 모듈 설계)

  • Jung Je Kyo;Wee Jae Woo;Dong Sung Soo;Lee Chong Ho
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.53 no.12
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    • pp.804-810
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    • 2004
  • There are two important things for the general purpose neural network processor. The first is a capability to build various structures of neural network, and the second is to be able to support suitable learning method for that neural network. Some way to process various learning algorithms is required for on-chip learning, because the more neural network types are to be handled, the more learning methods need to be built into. In this paper, an improved hardware structure is proposed to compute various kinds of learning algorithms flexibly. The hardware structure is based on the existing modular neural network structure. It doesn't need to add a new circuit or a new program for the learning process. It is shown that rearrangements of the existing processing elements can produce several neural network learning modules. The performance and utilization of this module are analyzed by comparing with other neural network chips.

Learning Element Recognition and Academic Achievement of Nursing Student Receiving PBL with Simulation Education (시뮬레이션 실습이 접목된 문제중심학습에 대한 간호학생의 PBL 학습요소별 인식과 학업성취도)

  • Kim, Ji-Yun;Choi, Eun-Young
    • Korean Journal of Adult Nursing
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    • v.20 no.5
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    • pp.731-742
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    • 2008
  • Purpose: The purpose of this study was to analyze how a nursing student recognizes PBL with simulation education and its relationship to academic achievement. Methods: The study objects were the students in C college who learn through PBL using simulator for 15 weeks(September 2007 to December 2007). Learning element recognition was developed by Cho(2002) and three key evaluations(performance, self-evaluation, and colleague evaluation) were designed by professors. Results: Learning element recognition ranged from 2.37 to 4.83 with the average at 3.94. For Learning element recognition, students who preferred discussion score 4.15. This was statistically more significant than those who do not. Students who preferred presentations show significantly higher score in colleague evaluation. For Learning element recognition and academic achievement, self-evaluation and colleague evaluation showed relationship to PBL learning element. Conclusion: There was definitely a relationship with PBL learning element and academic achievement after learning the PBL with simulation education.

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