• Title/Summary/Keyword: experience-based learning

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A Study on the Flow State Scale of English Speaking and Listening in the e-Learning Environment (e-Learning 환경에서 영어 말하기와 듣기 학습자의 몰입경험(flow) 척도개발에 관한 탐색적 연구)

  • Kang, Jung-Hwa;Han, Kum-Ok;Shin, Dong-Ro
    • Journal of Digital Convergence
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    • v.6 no.3
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    • pp.13-22
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    • 2008
  • The purpose of this study is to explore 'Flow Experience' of those studying English speaking and listening in the e-Learning environment. The exploration of flow experience in this study is based on the literature research of Csikszentmihalyi's flow models and other studies. There have been many studies on flow experience focusing on arts, leisure and sports in accordance with Csikszentmihalyi's original theory, however, his flow theory has recently been adapted to the educational field. Nonetheless, it is in the e-learning environment, rather than the face-to-face traditional teaming environment, that there is not enough flow state measurement scale. Therefore, it is important to develop as a stepping stone a flow state scale for those who study English speaking and listening by the cyber-native-speaker on e-Learning environment to improve their satisfaction and achievement.

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A Study on Metaverse Learning Based on TPACK Framework

  • Jee Young, Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.56-62
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    • 2023
  • In the educational environment of the post-COVID-19 era, metaverse learning, which can improve the disadvantages of online learning and improve learning outcomes, is attracting attention. Metaverse is expected to play an important role as a learning experience platform (LXP) that can provide immersion and experience for learners. In order to successfully introduce and utilize metaverse learning that utilizes the metaverse platform, teachers' knowledge of metaverse-related technologies and pedagogical convergence is important. So far, teacher knowledge for educational use of the metaverse has not been explored. In this regard, this study explored the TPACK (Technological, Pedagogical And Content Knowledge) framework as a teacher's knowledge system for metaverse learning. Based on this, this study designed the class contents of metaverse learning. The results of this study are expected to diffuse the importance of TPACK required for metaverse learning and contribute to the development of teachers' competence.

Development of the Program for Nature Experience Activity based on Flow-learning (플로러닝기반 자연체험활동 프로그램 개발)

  • Youn Ju Baek;Dong Yub Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.119-128
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    • 2023
  • This study was conducted to present an alternative instructional model through natural experience activities by developing a natural experience activity program that can learn and feel how to recognize and act on nature based on flow learning. In order to achieve the purpose of the study, a nature experience program, which consists of four stages of meeting nature, exploring nature, playing with nature and sharing emotions, was developed based on the main procedures of each stage of the ADDlE instructional design model. Through the research process, activities and precautions for each stage of the nature experience activity program were presented, and major educational implications were discussed based on the developed program. The nature experience program developed through the study can provide teachers with a basic direction for nature experience activities along with changing their perception of how to do nature experience activities, and infants are expected to become learners who freely feel, experience nature and make up their own knowledge through the nature experience program.

Augmented Reality Authoring Tool and Marine Life Culture Contents for 3D Realistic Experience-Based Learning (3D 실감 체험학습을 위한 증강현실 저작도구 및 해양생물 문화콘텐츠)

  • Won, Yong-Tae;Kim, Ha-Dong
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.70-80
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    • 2012
  • The marine life culture contents added with fun and learning factors are created in a 3D space, and the development of augmented reality contents concerning marine life resources in islands and the utilization method of experience-based learning are proposed. As a WYSIWYG-based authoring tool, an augmented reality authoring tool was made to easily use a authoring tool through a node structure and drag & drop. Marine life contents add the animation effect through a marker and event factors such as the change of modeling data, and also, they support real experience-based learning with the narration of marine life. Based on around 50 species of marine animals augmented reality contents, a marine animal AR book can be utilized as a textbook for elementary school classes, and as a 3D image education utilizing augmented reality, it enhances a learning effect by allowing realistic observation, various ways of thinking, and the maximum flow.

Relationships Among Language Ability, Foreign Language Learning Experience, and Metalinguistic Ability in Korean Preschool Children (유아의 모국어 능력, 외국어 경험 정도와 상위언어 능력간의 관계)

  • Han, You Me;Cho, Bok Hee
    • Korean Journal of Child Studies
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    • v.20 no.3
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    • pp.199-216
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    • 1999
  • The 121 five-year-old Korean subjects of this study were divided in 3 groups based on their experience in learning a foreign language (English). A battery of tests was administered to measure spoken and written language ability and the 3 metalinguistic domains of phonological, semantic, and syntactic awareness. Spoken language ability was positively correlated with semantic and syntactic awareness. The relative importance of each metalinguistic domain varied with level of written language development. Phonological awareness was the only predictor of decoding. Syntactic awareness and phonological awareness were significant variables in sentence comprehension. Metalinguistic ability was a better predictor of written language development than spoken language ability. Foreign language learning experience had an effect on syntactic awareness: low experience was superior to no experience, but high experience was not superior to low experience.

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The Effects of Flow Experience and Learning Competency on Learning Satisfaction in Gerontological Nursing Virtual Simulation Education (노인간호 가상 시뮬레이션 교육에서 몰입경험, 학습역량이 학습만족도에 미치는 영향)

  • Kwon, Young-Sook
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.2
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    • pp.182-192
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    • 2022
  • The purpose of this study was to investigate the effects of flow experience and learning competency on learning satisfaction after virtual simulation-based nursing practice education for the elderly. The subjects of this study were 72 nursing students and data were collected through online surveys from April 2 to May 7, 2021. Data were analyzed using the SPSS/WIN 24.0 program by descriptive statistics, Pearson's correlation, multiple regression analysis. As a result of the study, the learning satisfaction of nursing students after virtual simulation education showed a significant positive correlation with flow experience (r=.656, p<.001) and learning competency (r=.672, p<.001). The most influential factors on learning satisfaction were learning competency (𝛽=.459, p<.001) and flow experience (𝛽=.413, p<.001), and the explanatory power of the model was 60.9%. Therefore, in order to improve learning satisfaction after virtual simulation education, it is suggested to develop ways to promote flow experience in practice and improve individual learning capabilities.

Longitudinal Study on the Intention to Use of e-Learning Learners (이러닝 학습자들의 이용의도에 관한 종단적 연구)

  • Bae, Jae-Hong;Shin, Ho-Young
    • Journal of the Korea Convergence Society
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    • v.10 no.10
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    • pp.215-222
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    • 2019
  • The purpose of this study is to investigate the change of students' perceptions by comparing factors affecting e-learning intention before and after e-learning experience based on longitudinal data. For this purpose, a research study was conducted targeting university students at Y and K universities in Gyeongsangbuk-do. As a result, first, the convenience of learning time, the ease of learning process, and the usefulness of e-learning had an effect on e-learning intention regardless of the learning experience. Second, the convenience of the learning space was different in the perception before and after the learning experience, and it was found to affect the intention to use after the e-learning experience. Third, college students who have experienced e-learning have shown that the ease of learning process has the most influence on their intention to use. The results of this study can provide an effective direction of e-learning activation and provide basic data for longitudinal research on e-learning learners.

A Study on Development of Experience Education Model Based on GI Cooperative Learning in the Presidential Archives (집단탐구(GI) 협동학습 모형을 활용한 대통령 기록관 체험학습 프로그램 개발)

  • Jang, Hyo-Jeong;Song, Na-Ra;Choi, Hyo-Young;Kim, Yong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.3
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    • pp.51-81
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    • 2015
  • The Presidential Archives is a research institute that manages presidents' historical records and archives. It provides various education programs based on the presidential records and archives for teachers and students. The Ministry of Education introduced free-learning semester and has conducted test trials in 42 schools since 2013. All of the middle schools will conduct the free-learning semester from 2016. The $7^{th}$ educational curriculum includes creative experience activities. The Ministry of Education recommended that schools should cooperate with local public organizations for experience activities. But, It is difficult to cooperate with each other. This study proposed the experience education programs using the presidential records and archives for social studies education curriculum in order to do the meaningful education in the class of the creative experience activities. To do it, this study analyzes current situation, deducts the problems caused in domestic and foreign Archives experience education program, and adopts the cooperative learning models and components suited to experience activities.

The Effect of Herding Behavior and Perceived Usefulness on Intention to Purchase e-Learning Content: Comparison Analysis by Purchase Experience (무리행동과 지각된 유용성이 이러닝 컨텐츠 구매의도에 미치는 영향: 구매경험에 의한 비교분석)

  • Yoo, Chul-Woo;Kim, Yang-Jin;Moon, Jung-Hoon;Choe, Young-Chan
    • Asia pacific journal of information systems
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    • v.18 no.4
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    • pp.105-130
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    • 2008
  • Consumers of e-learning market differ from those of other markets in that they are replaced in a specific time scale. For example, e-learning contents aimed at highschool senior students cannot be consumed by a specific consumer over the designated period of time. Hence e-learning service providers need to attract new groups of students every year. Due to lack of information on products designed for continuously emerging consumers, the consumers face difficulties in making rational decisions in a short time period. Increased uncertainty of product purchase leads customers to herding behaviors to obtain information of the product from others and imitate them. Taking into consideration of these features of e-learning market, this study will focus on the online herding behavior in purchasing e-learning contents. There is no definite concept for e-learning. However, it is being discussed in a wide range of perspectives from educational engineering to management to e-business etc. Based upon the existing studies, we identify two main view-points regarding e-learning. The first defines e-learning as a concept that includes existing terminologies, such as CBT (Computer Based Training), WBT (Web Based Training), and IBT (Internet Based Training). In this view, e-learning utilizes IT in order to support professors and a part of or entire education systems. In the second perspective, e-learning is defined as the usage of Internet technology to deliver diverse intelligence and achievement enhancing solutions. In other words, only the educations that are done through the Internet and network can be classified as e-learning. We take the second definition of e-learning for our working definition. The main goal of this study is to investigate what factors affect consumer intention to purchase e-learning contents and to identify the differential impact of the factors between consumers with purchase experience and those without the experience. To accomplish the goal of this study, it focuses on herding behavior and perceived usefulness as antecedents to behavioral intention. The proposed research model in the study extends the Technology Acceptance Model by adding herding behavior and usability to take into account the unique characteristics of e-learning content market and e-learning systems use, respectively. The current study also includes consumer experience with e-learning content purchase because the previous experience is believed to affect purchasing intention when consumers buy experience goods or services. Previous studies on e-learning did not consider the characteristics of e-learning contents market and the differential impact of consumer experience on the relationship between the antecedents and behavioral intention, which is the target of this study. This study employs a survey method to empirically test the proposed research model. A survey questionnaire was developed and distributed to 629 informants. 528 responses were collected, which consist of potential customer group (n = 133) and experienced customer group (n = 395). The data were analyzed using PLS method, a structural equation modeling method. Overall, both herding behavior and perceived usefulness influence consumer intention to purchase e-learning contents. In detail, in the case of potential customer group, herding behavior has stronger effect on purchase intention than does perceived usefulness. However, in the case of shopping-experienced customer group, perceived usefulness has stronger effect than does herding behavior. In sum, the results of the analysis show that with regard to purchasing experience, perceived usefulness and herding behavior had differential effects upon the purchase of e-learning contents. As a follow-up analysis, the interaction effects of the number of purchase transaction and herding behavior/perceived usefulness on purchase intention were investigated. The results show that there are no interaction effects. This study contributes to the literature in a couple of ways. From a theoretical perspective, this study examined and showed evidence that the characteristics of e-learning market such as continuous renewal of consumers and thus high uncertainty and individual experiences are important factors to be considered when the purchase intention of e-learning content is studied. This study can be used as a basis for future studies on e-learning success. From a practical perspective, this study provides several important implications on what types of marketing strategies e-learning companies need to build. The bottom lines of these strategies include target group attraction, word-of-mouth management, enhancement of web site usability quality, etc. The limitations of this study are also discussed for future studies.

Learning Experience of Undergraduate Nursing Students in Simulation: A Meta-synthesis and Meta-ethnography Study (간호대학생의 시뮬레이션 실습경험에 관한 질적 메타합성 연구)

  • Lee, Jihae;Jeon, Jieun;Kim, Sooyoung
    • The Journal of Korean Academic Society of Nursing Education
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    • v.25 no.3
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    • pp.300-311
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    • 2019
  • Purpose: The purpose of this study was to review and synthesize the existing literature on the experience of nursing students in simulation. Methods: A systematic review was undertaken using meta-ethnography. Eight databases were searched up to January 2014 for peer-reviewed studies, written in Korean and English, that reported primary data, used identifiable and interpretative qualitative methods, and offered a valuable contribution to the synthesis. Results: Nine studies were identified, with quality appraisal undertaken. Three key concepts were generated: ambivalence of simulation practice, learning by reflection, and building up of the competency as a future nurse. Six sub-concepts emerged: double sidedness of simulation setting; feeling ambivalence of simulation; learning from others; learning from self-reflection; improvement of confidence by role experience; and internalization of nursing knowledge. A line of argument has been developed based on the themes generated. Conclusion: The findings from this qualitative synthesis and other related literature indicated the importance of capability of educator and extension of the simulation system to facilitate effective simulation-based education.