• Title/Summary/Keyword: Learning Theory

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Remote-Controlled Experiment with Integrated Verification of Learning Outcome

  • Staudt, Volker;Menzner, Stefan;Baue, Pavol
    • Journal of Power Electronics
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    • v.10 no.6
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    • pp.604-610
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    • 2010
  • Experiments in electrical engineering should mirror the key components of successful research and development: Understand the basic theory needed, test the resulting concepts by simulation and verify these, finally, in the experiment. For optimal learning outcome continuous monitoring of the progress of each individual student is necessary, immediately repeating those subjects which have not been learned successfully. Classically, this is the task of the teacher. In case of remote-controlled experiments this monitoring process and the repetition of subjects should be automated for optimal learning outcome. This paper describes a remote-controlled experiment combining theory, simulation and the experiment itself with an automated monitoring process. Only the evaluation of the experimental results and their comparison to the simulation results has to be checked by a teacher. This paper describes the details of the educational structure for a remote-controlled experiment introducing active filtering of harmonics. For better understanding the content of the learning material (theory and simulation) as well as the results of the experiment and the underlying booking system are shortly presented.

Exploring the Practical Value of Business Games: Analysis with Toulmin's Sensemaking Framework

  • Joo Baek Kim;Edward Watson;Soo Il Shin
    • Asia pacific journal of information systems
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    • v.32 no.4
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    • pp.803-829
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    • 2022
  • With the advances in technology and the trend towards increased computer-based experiential learning in education settings, business games are being increasingly used by business educators. This article utilizes Toulmin's Sensemaking Framework to investigate the sensemaking process of business professionals to reveal how they consciously reason about the value of business games for learning complex business concepts and principles. Using the analysis of responses from 43 business professionals, our study identifies key areas where business professionals find value in business games and the limitations of using business games. First, business games are found to be an effective tool when teaching practical business skill sets to business professionals. Second, business games enhance the overall learning process in professional business training. Third, despite the advantages, some pitfalls in applying business games to practice are found. We also found sub-themes, claims, and argument patterns of how business professionals evaluate the value of business games through a grounded theory qualitative analysis method. Analysis results show several ground-warrant patterns exist in the arguments on values of business games including general principle - causal reasoning, personal experience - generalization, and personal projection - generalization. With these findings, we believe this paper contributes to the theory and practice of business game design, development, and the game playing and learning process.

Study of the Experience Process in Action Learning for Fostering Essential competency of University Students -Grounded Theory Approach- (대학생의 핵심역량 육성을 위한 Action Learning에서의 경험과정 연구 -근거이론 접근-)

  • Kim, Young-Hee;Choi, Bo-Young
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.477-491
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    • 2013
  • In order to live up to public expectations, universities dedicate their best efforts to cultivating all Essential Competencies for outstanding individuals, especially reorganizing and improving their general education curricula and methods of teaching and learning, in light of the fact that a cutting-edge technology in a specific field does not bear a long span in the modern society. Through a Grounded Theory approach, the aim of this research is to study undergraduates' Experience Process of Action Learning designed to foster their Essential Competencies. With broadly selected 15 students from the courses for Essential Competencies, the method of theoretical sampling was employed so as to secure the diversity of the subjects' characteristics and backgrounds. After in-depth interviews, the data from the subjects were analyzed on the basis of Grounded theory approach of Strauss and Corbin. The conclusions of this analysis are as follows; Firstly, a learning coach should play a different role depending on the levels of Action Learning. Secondly, some time for introspection should be taken for the effective operation of Action Learning. Thirdly, learners ought to solve the problems faced during the learning process on their own. Fourthly, the aims of courses for Essential Competencies are also needed to be focused.

Vygotsky's Sociocultural Theory and its Implications to the Role of Teachers in Students' Learning of Mathematics

  • Jeon, Kyung-Soon
    • Research in Mathematical Education
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    • v.4 no.1
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    • pp.33-43
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    • 2000
  • The purpose of this paper was to introduce sociocultural theory which is a different epistemological perspective from constructivism and to understand the sociocultural theory in a systemic way by providing four specific criteria for a sociocultural theory from the analysis of Vygotsky's ideas. The four criteria are the followings: first, the origin of learning is not at the individual level, but at the social. Second, Learning takes place in a sociocultural framework through ZPD and there exists the stage of pseudo concept before it gets to a true concept. Third, a clear focus on action, especially mediated action, and the concept of psychological tools should be discussed in the boundary of a sociocultural theory. Fourth, actors in a learning process are not an individual child alone. In consequence, the role of adults, particularly teachers, are significant in a child's learning, and this fact provides a great potential for the active role of teachers in the students' learning of mathematics from the sociocultural perspective.

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An Exploratory Study on the Taxonomy of Technological Learning Processes in Korean Firms: Focused on the Integrative Organizational Learning Theory (한국기업의 기술학습과정 유형의 도출에 관한 탐색적 연구: 통합적 관점의 조직학습이론을 중심으로)

  • Bong Sun-Hark
    • Journal of Korea Technology Innovation Society
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    • v.9 no.1
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    • pp.149-174
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    • 2006
  • Although conceptual and empirical researches on the technological learning is increasing rapidly, a few empirical researches of technological learning processes have been undertaken, taking into account a reality of learning processes of a firm. In order to analyze the learning processes of technological knowledges, based on integrative organizational learning theory, this study investigated technological learning processes by analyzing 13 technology development projects of one company with case study research design. Results of the empirical analyses suggested two taxonomy of technological learning processes. First are tour group of technological learning processes derived by the dimension of flow of cognitive and behavioral learning which is explained by the technological competency level of a firm. The other is two group of technological learning processes derived by the dimension of relative difficulty of cognitive and behavioral learning which is explained by the technology characteristics. Finally, the managerial implications for effective management of technological learning and limitations are discussed.

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Development of Evaluation Criteria and Analysis For Game-type Learning Program Based on HCI (HCI 이론에 기반한 게임형 학습 프로그램 평가 준거 개발 및 적용)

  • Lee, Jeong-Hee;Lee, Jae-Mu
    • Journal of The Korean Association of Information Education
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    • v.11 no.1
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    • pp.1-9
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    • 2007
  • The purpose of this study is to develope a criterion for evaluation on game-type learning programs by the application of HCI(Human Computer Interaction) theory. And to analyze game-type learning programs for elementary students on the criterion developed in this study. The HCI theory, which deals with principles or methods for developing systems people can use conveniently and pleasantly, has been applied to overall area of program development. And it also has been widely used to evaluate learning programs. However, there have been few studies on a game-type learning program evaluation on the basis of the HCI theory. This paper shows that evaluation criteria are developed on three viewpoint bases : usefulness, usability, and affect which are as elements in HCI. And analyzes the game-type learning programs from these three points of view. The evaluation criteria developed in this study can be applied to a basis for evaluation on game-type learning programs, and the analysis will be able to be a useful guide to game programers as well as its users.

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A Discourse for the Theory of Adaptive Learning Object Design (적응적 학습객체 설계 이론을 위한 개념적 연구)

  • Jo, Il-Hyun
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.483-500
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    • 2005
  • The purpose of the study was to explore the conceptual and theoretical fundamentals of learning object. Learning object, a new paradigm for instructional design in the era of information technology, has attracted much research efforts since it has lots of advantages in terms of production efficiency and use effectiveness. A theory for the systematic design of this new instructional design, however, looks far from mature. Since the birth of the idea of a learning object has been found in the field of computer software design, such as object-oriented software development, learning object does not have enough theoretical underpinnings in terms of learning and instruction. The researcher tried to establish theoretical foundations for this new, alien concept as a learning design theory. Relevant research efforts and discourses have been discussed for this purpose.

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The Use of the ARCS Motivation Model in Mobile Learning Apps Design (ARCS 동기 이론을 적용한 학습용 모바일 앱 설계 연구)

  • Kim, Eui-Ho;Yang, Hae-Sool
    • Journal of Digital Convergence
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    • v.13 no.4
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    • pp.69-79
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    • 2015
  • As the distribution rate of a smart phone which can actualize even augmented reality is getting higher, the application scope of a smart phone is sharply increasing. However, in spite of various functions of it, there is still lack of learning app. Mobile equipments can bring no spatial-temporal restriction of learning to a learner, but they can tempt a learner into inappropriate spaces. In this sense, learning app is necessarily needed to motivate and keep learner's inner desire. This thesis suggested considerations when learning mobile app is designed by analyzing motivation strategy of ARCS Theory and UI of web based contents. Also, a design method of mobile learning app was suggested based on a procedural model of mobile learning app adapting ARCS Theory.

A Study on Dongmu's Thoughts about the Eight Items of "The Great Learning(Ta hsueh)" (동무(東武)의 "대학(大學)" 팔조목(八條目)에 대한 견해 고찰(考察))

  • Lee, Jun-Hee;Lee, Eui-Ju;Song, Il-Byung;Koh, Byung-Hee
    • Journal of Sasang Constitutional Medicine
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    • v.20 no.3
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    • pp.1-13
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    • 2008
  • 1. Objectives This study was purposed to find Dong's thoughts about the eight items of the "The Great Learning(Ta hsueh)" 2. Methods It was researched through comparative and overall study on the Dong-mu's thoughts in "Gyukchigo(格致藁)" 3. Results (1) Dongmu reinterpreted the eight items of the "The Great Learning(Ta hsueh)" as the relations between the subject and the object from the ontologic assumption of Affairs Mind Body Objects as the principle of existence and correlation, summarized into four categories, and classified into the individual and subjective affairs, and the universal and objective affairs. The four categories of the eight items of the "The Great Learning(Ta hsueh)" are correlated with the individual and the universal ethics of behavior, and connected with the element for overcoming the individual inclination of mind and wickedness. (2) After the individual and subjective human was established, the eight items of the "The Great Learning(Ta hsueh)" were classified into two categories, and coupled up with each two items('Being sincere in their thoughts' with 'Extending to the utmost their knowledge', 'Rectifying their hearts' with 'Investigating things', 'Cultivating their persons' with 'Illustrating illustrious virtue throughout the kingdom', 'Regulating their families' with 'Ordering their own states'). Being based on this, 'Being sincere in their thoughts', 'Rectifying their hearts', 'Cultivating their persons' and 'Regulating their families' were understood as four individual and subjective human-basic-essential activity. Especially, mind, heart, body and family(power) were regarded as the four basic element in human existence and activity, and in correlation with universe and society, set up as the subjective element in Dongmu's epistemology, theory of nature and emotion, theory of morality and theory of moral cultivation.

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The Worked Example Effect using Ill-defined Problems in On-line Learning : Focus on the Components of a Worked Example (온라인 학습에서 비구조화된 문제에 대한 해결된 예제 효과)

  • Kyun, Suna;Lee, Jae-Kyung;Lee, Hyunjeong
    • Journal of Information Technology Services
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    • v.14 no.1
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    • pp.129-143
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    • 2015
  • This study has two goals. The first goal is to investigate whether worked examples are effective in the ill-defined domain with on-line learning and the second goal is to find out which components (conceptual or procedural knowledge) of worked examples are effective factor at the given learning environment. We carried out three experiments in which Korean undergraduate or graduate students were working in three or four conditions of worked examples (CWE, PWE, CPWE, or the control group). While experiment 1 conducted in on-line learning environment did not find any effect and difference among groups and also any logical reason for those results, experiment 2 conducted in completely controlled laboratory setting with less knowledgeable students showed the clear difference among groups by the order CPWE, PWE, and CWE. Experiment 3 in which highly knowledgeable and motivated students were presented the same materials in more controlled on-line learning environment indicated the difference among groups by the order CWE, CPWE, and PWE. The results were discussed within the framework of cognitive load theory.