• Title/Summary/Keyword: Learning interest

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The Influence of Learning Cycle Emphasized Exploration on Elementary School Students' Science Learning Motivation and Scientific Attitude (탐색을 강조한 순환학습이 초등학생들의 과학학습 동기 및 과학적 태도에 미치는 영향)

  • Kim, Soon-shik
    • Journal of the Korean Society of Earth Science Education
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    • v.9 no.1
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    • pp.54-64
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    • 2016
  • The purpose of this study was to see the influences of science class applying learning cycle emphasized exploration on science learning motivation and scientific attitude of elementary students. The results drawn from this analysis were as below. Firstly, positive relationship was found between science learning motivation and science class applying learning cycle emphasized exploration among the research group. This shows that science learning motivation was improved by science class applying learning cycle emphasized exploration. It indicates that science class applying learning cycle emphasized exploration is effective in improving science learning motivations. Secondly, positive relationship was found between scientific attitude and science class applying learning cycle emphasized exploration among the research group and this means that science class applying learning cycle that emphasizes exploration stimulates intellectual curiosity of elementary school students and improves their scientific attitude. Thirdly, students thought that science class applying learning cycle emphasized exploration was very effective to improve their satisfaction, interest, participation in their science classes. Above results show that science class applying learning cycle emphasized exploration is highly effective for elementary students. Thus, it is needed to utilize science class applying learning cycle emphasized exploration to current science class as it can promote wider scientific activities among elementary school students.

The Effect of Flipped Learning on the 3D Computer Graphics Class (기초 3D 그래픽 교과에 대한 플립드 러닝 적용 효과 분석)

  • Kang, Seungmook
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.460-468
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    • 2016
  • The teaching method of colleges and universities is traditionally lectures then professors has described orally in class and students has listened to accompanying with papers, mid-terms, and final exams. Jon Bergmann and Aaron Sams have developed new way of teaching called flipped learning; Classwork at home and homework in class. By adapting the method, this paper researched how efficient it is and what factors tutors should consider for better results. Specifically this research examined the flipped learning applying to basic 3D graphics class of J University in Korea and students answered surveys and took a couple of tests. Since the most students of the class did not have any background of 3D graphics, it was the first time for them to work with 3 dimensional space coordinate system. As a result, the research showed positive side of flipped learning like increasing peers' interest to the class and positive attitude about video lectures watched before coming to class.

Virtual World On-line Lecture System based on Mixed Reality (혼합현실 기반의 가상 세계 온라인 강의 시스템)

  • Kwon, Oh-Young;Seo, Hyo-Seok;Teles, Gustavo
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.1
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    • pp.97-102
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    • 2011
  • Learning system on virtual environment gives the immersive feeling that lacks in existing E-Learning system, excites user's interest, and offers dangerous and expensive education contents. In this paper, we classified the learning categories into four classes: realtime lecture, anytime study, practice education, and the activity of study group. We built the on-line lecture system using Second Life that supports 3D virtual world and mixed reality. We provided virtual learning environment as running developed virtual world on-line lecture system.

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A Model of Collaborative Learning Based on On-line Game (온라인 게임을 응용한 협동학습 모형)

  • Roh Chang-Hyun;Lee Wan-Bok
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.8-14
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    • 2006
  • The social interest for collaborative learning and educational game has been increased. In this paper, we investigates the educational value of collaborative learning and game. Based on this investigation, we propose an educational on-line game model for collaborative learning. Although the proposed model is still conceptual design, it sufficiently shows that on-line RPG game can be a good collaborative learning method for young children. In detail, we speculate about the conventional educational method performed in normal school. And then, we describes the elements of a computer game which complies with the real collaborative learning program.

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The Influence of Mobile Contents on the learner's learning satisfaction in the Smart Learning Environment (스마트러닝 환경에서 모바일 콘텐츠가 학습자의 학습만족도에 미치는 영향)

  • Kim, Chang Hee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.177-188
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    • 2013
  • Since the world entered the age called "Smart Revolution", there has also been a lot of changes in the field of education. In educational environment, there is a growing interest in smart learning based on mobile contents, with the development of Smart Devices and ubiquitous technology. This paper is about a research on what effects smart learning has on leaner side when learners make active use of mobile contents in this age of Smart Revolution. First, we embodied teaching plans for some practical classes in forms of mobile contents using M-bizmaker. After the learning process based on the embodied contents for students, we analyzed the survey results on 4 sections-their use of apps, screen composition, technical support, interactions. We also studied the results of a questionnaire on 4 sections-contents, information offering, feedback systems, learner assessment-to evaluate their satisfaction. The research suggests that learner satisfaction can be improved with smart learning based on mobile contents embodied for leaners.

Trend of Utilization of Machine Learning Technology for Digital Healthcare Data Analysis (디지털 헬스케어 데이터 분석을 위한 머신 러닝 기술 활용 동향)

  • Woo, Y.C.;Lee, S.Y.;Choi, W.;Ahn, C.W.;Baek, O.K.
    • Electronics and Telecommunications Trends
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    • v.34 no.1
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    • pp.98-110
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    • 2019
  • Machine learning has been applied to medical imaging and has shown an excellent recognition rate. Recently, there has been much interest in preventive medicine. If data are accessible, machine learning packages can be used easily in digital healthcare fields. However, it is necessary to prepare the data in advance, and model evaluation and tuning are required to construct a reliable model. On average, these processes take more than 80% of the total effort required. In this study, we describe the basic concepts of machine learning, pre-processing and visualization of datasets, feature engineering for reliable models, model evaluation and tuning, and the latest trends in popular machine learning frameworks. Finally, we survey a explainable machine learning analysis tool and will discuss the future direction of machine learning.

Web-Based Learning as a Social Process: A Critical Examination of the Research

  • HAN, SeungYeon;HILL, Janette R.
    • Educational Technology International
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    • v.8 no.2
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    • pp.21-52
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    • 2007
  • Research related to Web-based learning (WBL) has grown exponentially in the last decade. Scholars have explored a variety of areas related to WBL, including techniques, strategies and best practices. One area of particular interest to scholars is the potential of WBL to support and facilitative collaborative learning. Despite the continued exploration, there continues to be a concern related to the theoretical foundations of WBL. The purpose of this article is to explore how different theories may be used to guide research and inform practice in online collaborative learning. We integrate the major points drawn from current research and theory from a variety of perspectives so as to gain a better understanding of how learning is enabled by asynchronous modes of online collaborative learning. We then use this understanding to identify opportunities and challenges for theory development and research in WBL.

A Study on Factors Influencing AI Learning Continuity : Focused on Business Major Students

  • Park, So Hyun
    • The Journal of Information Systems
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    • v.32 no.4
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    • pp.189-210
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    • 2023
  • Purpose This study aims to investigate factors that positively influence the continuous Artificial Intelligence(AI) Learning Continuity of business major students. Design/methodology/approach To evaluate the impact of AI education, a survey was conducted among 119 business-related majors who completed a software/AI course. Frequency analysis was employed to examine the general characteristics of the sample. Furthermore, factor analysis using Varimax rotation was conducted to validate the derived variables from the survey items, and Cronbach's α coefficient was used to measure the reliability of the variables. Findings Positive correlations were observed between business major students' AI Learning Continuity and their AI Interest, AI Awareness, and Data Analysis Capability related to their majors. Additionally, the study identified that AI Project Awareness and AI Literacy Capability play pivotal roles as mediators in fostering AI Learning Continuity. Students who acquired problem-solving skills and related technologies through AI Projects Awareness showed increased motivation for AI Learning Continuity. Lastly, AI Self-Efficacy significantly influences students' AI Learning Continuity.

Study on Elementary Pre-Service Teachers' Interest in Biological Topics and Activities (초등 예비 교사들의 생물 주제 및 활동에 대한 흥미 조사 연구)

  • Shim, Kew-Cheol;Kim, Jung-Min;Yeau, Sung-Hee
    • Journal of Korean Elementary Science Education
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    • v.26 no.4
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    • pp.468-474
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    • 2007
  • The purpose of this study was to examine the elementary pre-service teachers' interest in biological topics and activities. The instrument to survey the interest of them consists of 8 domains containing 27 topic items and 7 domains containing 12 activity items(three-point from 0 to 2 Likert scale). Data were collected from 108 pre-service teachers. The interest level in the topics was high, but the interest level in the activities was average. There was not different between interest levels of females and males in both topic and activity components (p > .05). Among the topics, the 'genetics' domain correlated strongly with the domains of 'nutrition and digestion', 'circulation', 'respiration' and 'nervous system', and the 'respiration' domain correlated with the 'circulation' domain(r >.450, p<.01). The correlation between the domains of 'out-of class experience activity' and 'visual information activity', and 'experimental performance following procedure' and 'discussing and debating'(r >.450, p<.01). This results suggested that the educational contents including learning materials and experiential activities be developed to activate the interest of elementary pre-service teachers in biology.

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Virtual World-Based Information Security Learning: Design and Evaluation

  • Ryoo, Jungwoo;Lee, Dongwon;Techatassanasoontorn, Angsana A.
    • Journal of Information Science Theory and Practice
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    • v.4 no.3
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    • pp.6-27
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    • 2016
  • There has been a growing interest and enthusiasm for the application of virtual worlds in learning and training. This research proposes a design framework of a virtual world-based learning environment that integrates two unique features of the virtual world technology, immersion and interactivity, with an instructional strategy that promotes self-regulatory learning. We demonstrate the usefulness and assess the effectiveness of our design in the context of information security learning. In particular, the information security learning module implemented in Second Life was incorporated into an Introduction to Information Security course. Data from pre- and post- learning surveys were used to evaluate the effectiveness of the learning module. Overall, the results strongly suggest that the virtual world-based learning environment enhances information security learning, thus supporting the effectiveness of the proposed design framework. Additional results suggest that learner traits have an important influence on learning outcomes through perceived enjoyment. The study offers useful design and implementation guidelines for organizations and universities to develop a virtual world-based learning environment. It also represents an initial step towards the design and explanation theories of virtual world-based learning environments.