• Title/Summary/Keyword: Learning Outcome

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Analysis of Relative Importance and Priority of Civil Servant's Education Training Policy: Using Analytic Hierarchy Process (AHP) Method (공무원교육훈련정책의 상대적 중요도와 우선순위 분석: 계층의사결정방법(AHP)을 활용하여)

  • Park, Jong-Deuk
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.263-272
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    • 2012
  • In an attempt to analyze the policy priority on civil servant's education training policy as human resource management in this study, a positive analysis with the experts using AHP method was conducted. Summarizing the outcome of the study; First, in terms of relative priority of the evaluation elements by sector, the education training operation system, among education training program, education training evaluation, and education infrastructure, was analyzed as the most important element. Second, as a result of analyzing the priority of detail sectors of civil servant's education training, Action learning education program was proved to be the top priority project education training program aspect and education training operation system was also evaluated as the top priority project in education training agency budget expansion aspect, education training and personnel administration link was evaluated as the top priority project education training evaluation, and trainer secure was proved to be the top priority education infrastructure. Such outcome of the project is expected to make commitment for evaluating the civil servant's education training policy.

Middle-School Programming Classes Utilizing App Inventor Game Creation and the Analysis of their Educational Outcomes (앱 인벤터 게임 작성을 활용한 중학생의 프로그래밍 수업 및 학습 성과 분석)

  • Kim, Sungkyung;Kim, Sangchul
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.49-60
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    • 2018
  • In many countries, recently computer programming eduction has become mandatory for K-12 students. Generally since programming is difficult for K-12 students to learn, a lot of previous works have been published in which the study motivation and class satisfaction increased when game programming was applied to programming classes. We investigated a research in which we used game programming in the programming classes for middle-school students, and analyzed educational effects. In this paper, we described the specification of the games and our class model that were applied in the research. Also, we analyzed changes made to computation thinking abilities, creative thinking abilities, and perceived support for programming after the programming classes. As a result, it was found that those abilities and the perceived support were increased. Additionally, we applied Havruta learning, a kind of paired learning, in the programming class, and have known that it increased the educational outcome with respect to the traditional method.

A Study on the Classroom Space Planning through User Participation Design - Focusing on the case of School Space Innovation Project in Incheon - (사용자 참여설계를 통한 교실공간계획에 관한 연구 - 인천광역시 학교공간 혁신사업 사례를 중심으로 -)

  • Son, Suk-Eui;Kim, Seung-Je
    • Journal of the Korean Institute of Educational Facilities
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    • v.28 no.4
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    • pp.11-17
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    • 2021
  • This study is aimed at presenting an efficient management plan of user participatory design in a situation where the School Space Innovation Project is in progress. 2 schools that were the targets of the Incheon School Space Innovation Project in 2019 were selected for this, and features such as the physical environment of that classroom, classroom usage plan, and the stepwise outcome of the user participatory design workshop were contemplated. Especially the workshop outcome was compared and analyzed quantitatively, focusing on the actual master plan and zoning plan, in order to identify the feature that opinions of various users are reflected on the actual plan. As a result, the following conclusion could be reached. Firstly, it was confirmed that the expression about the user preferential space influences the classroom usage plan of that classroom. Vague expressions about the whole space held a large majority of the objects for the linguistic expression of the preferential space. The expression mode as limited as the expression of the actions that users want to carry out in the space. On the other hand, when the usage purpose of the classroom was definite, it was confirmed that the demand for furniture·facility is relatively high. Secondly, according to the analysis of zoning for each function, it seems that the stereotype, which is arranged on the basis of the chalkboard at the front of existing classrooms, was applied in the case of the learning zone. However, in cases of other functions, a tendency was identified that the user carries out an image description that reflects the physical features of the space. Sufficient preparation will need to precede for the efficient management of the user participatory design workshop and the acceptance of various opinions. It seems that especially the classroom usage plan, number of workshops, consultation of each step, and the education about the space expression mode affect the master plan.

A Systematic Review of Toxicological Studies to Identify the Association between Environmental Diseases and Environmental Factors (환경성질환과 환경유해인자의 연관성을 규명하기 위한 독성 연구 고찰)

  • Ka, Yujin;Ji, Kyunghee
    • Journal of Environmental Health Sciences
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    • v.47 no.6
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    • pp.505-512
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    • 2021
  • Background: The occurrence of environmental disease is known to be associated with chronic exposure to toxic chemicals, including waterborne contaminants, air/indoor pollutants, asbestos, ingredients in humidifier disinfectants, etc. Objectives: In this study, we reviewed toxicological studies related to environmental disease as defined by the Environmental Health Act in Korea and toxic chemicals. We also suggested a direction for future toxicological research necessary for the prevention and management of environmental disease. Methods: Trends in previous studies related to environmental disease were investigated through PubMed and Web of Science. A detailed review was provided on toxicological studies related to the humidifier disinfectants. We identified adverse outcome pathways (AOPs) that can be linked to the induction of environmental diseases, and proposed a chemical screening system that uses AOP, chemical toxicity big data, and deep learning models to select chemicals that induce environmental disease. Results: Research on chemical toxicity is increasing every year, but there is a limitation to revealing a clear causal relationship between exposure to chemicals and the occurrence of environmental disease. It is necessary to develop various exposure- and effect-biomarkers related to disease occurrence and to conduct toxicokinetic studies. A novel chemical screening system that uses AOP and chemical toxicity big data could be useful for selecting chemicals that cause environmental diseases. Conclusions: From a toxicological point of view, developing AOP related to environmental diseases and a deep learning-based chemical screening system will contribute to the prevention of environmental diseases in advance.

Domestic Research Trend of AI Education Program: A Scoping Review (국내 AI 교육 프로그램 연구동향 분석: 주제범위 문헌고찰 방법론을 적용하여)

  • Han, Jeongyun;Huh, Sun Young
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.879-890
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    • 2021
  • AI education is being emphasized nationwide as a literacy education. At this point, it is necessary to identify critical issues and suggest the direction of future research by examining domestic AI education research trends. To this end, the study applied the scoping review method. A total of 29 AI educational studies from 2017 to 2020 in South Korea were analyzed. As a result, it was confirmed that the number of studies increased rapidly in 2020, and a large proportion of studies targeted elementary school students. In addition, the study found that AI principles were treated as contents at a high rate, both cognitive and affective aspects were frequently reported as a learning outcome, and various practice environments were used relatively evenly. Based on the results, the direction of future research was discussed and suggested.

Effect of text and image presenting method on Chinese college students' learning flow, learning satisfaction and learning outcome in video learning environment (중국대학생 동영상 학습에서 텍스트 제시방식과 이미지 제시방식이 학습몰입, 학습만족, 학업성취에 미치는 효과)

  • Zhang, Jing;Zhu, Hui-Qin;Kim, Bo-Kyeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.633-640
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    • 2021
  • This study analyzes the effects of text and image presenting methods in video lectures on students' learning flow, learning satisfaction and learning outcomes. The text presenting methods include forming short sentences of 2 or 3 words or using key words, while image presenting methods include images featuring both detailed and related information as well as images containing only related information. 167 first year students from Xingtai University were selected as experimental participants. Groups of participants were randomly assigned to engage in four types of video. The research results are as follows. First, it was found that learning flow, learning satisfaction and learning outcomes of group presented with video forms of short sentences had higher statistical significance compared to the group experiencing the key word method. Second, learning flow, learning satisfaction and learning outcomes of group presented with video forms of only related information had higher statistical significance compared to the group experiencing the presenting method of both detailed and related information. That is, the mean values of dependent variables for groups of short form text and only related information were highest. In contrast, the mean values of dependent variables for groups of key words and both detailed and related information were the lowest.

The Effects of Algorithm Learning with Squeak Etoys on Middle School Students' Problem Solving Ability (Squeak Etoys 활용 알고리즘 학습이 중학생의 문제해결력에 미치는 영향)

  • Jeoung, MiYeoun;Lee, EunKyoung;Lee, YoungJun
    • 대한공업교육학회지
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    • v.33 no.2
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    • pp.170-191
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    • 2008
  • Many former researchers demonstrated that algorithm learning has a positive outcome on students' problem-solving abilities. One of the methods for algorithm learning, the 'programming learning' method is highly effective. However, there are numerous constraints in schools for programming learning. This study attempts to overcome these issues. Squeak Etoys, one of the educational visual programming languages for easy and interesting learning, has been selected as a learning tool. We developed the algorithm-learning curriculum for middle school students. They were divided into a control group and an experimental group. The students learned on the basis of equal curriculum but, they used other learning tools through over a total 6 sessions. The result showed that Squeak Etoys based Algorithm learning has a positive effect on improving middle school learners' problem solving abilities, self-efficacies and logical thinking abilities. Although the students' logical thinking abilities in the experimental group are improved a lot more than the students' abilities in control group, the students' logical think abilities in the both groups are improved. Therefore, algorithm education in secondary schools are necessary. In conclusion, Squeak Etoys based Algorithm learning has a positive effect on problem solving ability and self efficacy. The developed curriculum can be applicable as a basis for study on algorithm learning and educational programming language.

A Case Study on Effect Analysis of Students' Engagement and Learning Outcomes in Higher Education (대학생의 학습참여가 학습성과에 미치는 영향에 대한 사례 연구)

  • Cho, Jin-Suk;Jeon, Young-Mee
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.524-534
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    • 2019
  • This study was to analyze the students' engagement in regular curriculum and extra-curriculum and its effects on learning outcomes in higher education. Students' engagement was analysed by high order learning, reflective and integrative learning, learning strategies, collaborative learning, discussions with diverse others, and high impact activities. To achieve the purpose of this study, 392 students joined in K-NSSE were participated. To analyze the datum, frequency analysis, ANOVA, correlation analysis, and regression analysis were performed using IBM SPSS 25.0 program. The following results were obtained. First, students' engagement was generally very low, especially in high impact activities which has an effect on the students' achievement. And compared to the students' engagement in the college of humanity and social science, the students' engagement in engineering college were very low. Learning outcomes were influenced by the high impact activities, high-order learning, and discussions with diverse others. So to reinforce students' engagement in learning process, this study proposed a curriculum-extracurriculum integrated system. And to improvement students' engagement, teaching and learning support programs including high impact activities. high order learning, and discussions with diverse others were proposed to be developed and operated.

The Influence of Online Classes Educational Quality and Learning Emotions on Learning Outcome - Focusing on H Technical College Students - (온라인 수업의 교육의 질, 학습 정서가 학습성과에 미치는 영향 - H 전문대학 학생들을 중심으로 -)

  • Kim, Bo-Young;Hwang, Hye-Kyoung
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.467-476
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    • 2020
  • The purpose of this study is as a base study for improving the quality of online classes through multilateral analysis that examines the learning outcoms of educational quality and learning emotions on non-face-to-face online classes at Technical Colleges To this study, from March 1, 2020 to August 31, 2020, a survey was conducted on 1,000 students of H Technical Colleges located in the metropolitan area. The collected data were statistically processed using the SPSS Statistics 18.0 program, t-validation were performed to reveal awareness of online class also correlation analysis and multiple regression analysis were performed to reveal the relation and influence of factors related to quality of instruction, learning emotions, learning outcomes. First, there was a statistically significant difference in perception of online classes by gender and grade. Second, there was a positive correlation between the educational quality, learning emotions, and learning outcomes for online classes. Third, among the learning outcomes, the factors that influence the achievement were the educational content and positive emotions, and the factors that influence the satisfaction among the learning outcomes were the educational content and the learning environment.

The Structural Relationship among Individual Creativity, Team Trust, Team Efficacy and Collective Intelligence in Collaborative Learning at Universities (대학 협력학습에서 개인창의성, 팀신뢰, 팀효능감 및 집단지성의 구조적 관계)

  • Song, Yun-Hee
    • Journal of Convergence for Information Technology
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    • v.10 no.9
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    • pp.173-182
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    • 2020
  • In recent years, collaborative learning in university courses has been emphasized in order to improve collective intelligence. Based on literature reviews, individual creativity was used as a variable of personal characteristic, team trust and collective efficacy were used as variables of teams to see the relationship with collective intelligence as a variable of learning outcome. Data were collected from 770 students from A University in Gyeonggi-do, H University in the Daejeon, and K University in Chungcheong-do, and analyzed by using structural equations modeling. As results, individual creativity had significant influence on collective efficacy and collective intelligence. Team trust also had significant influence on collective efficacy and collective intelligence. In addition, collective efficacy had a positive effect on collective intelligence. This study will be able to utilize basic data for establishing instructional design and strategies of collaborative learning in the universities.