• 제목/요약/키워드: learning

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의과대학/의학전문대학원 학생들의 학습에 대한 신념 (Medical Students' General Beliefs about Their Learning)

  • 박재현
    • 의학교육논단
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    • 제14권2호
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    • pp.64-68
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    • 2012
  • Learning in medical school is usually regarded as a very specialized type of learning compared to that of other academic disciplines. Medical students might have general beliefs about their own learning. Beliefs about learning have a critical effect on learning behavior. There are several factors that affect medical students' learning behavior: epistemological beliefs, learning styles, learning strategies, and learning beliefs. Several studies have addressed epistemological beliefs, learning styles, and learning strategies in medical education. There are, however, few studies that have reported on medical students' beliefs about learning. The purpose of this study was to determine what learning beliefs medical students have, what the causes of these beliefs are, and how medical educators teach students who have such beliefs. In this study, the five learning beliefs are assumed and we considered how these beliefs can affect students' learning behaviors. They include: 1) medical students are expected to learn a large amount of information in a short time. 2) memorization is more important than understanding to survive in medical schools. 3) learning is a competition and work is independent, rather than collaborative. 4) reading textbooks is a heavy burden in medical education. 5) the most effective teaching and learning method is the lecture. These learning beliefs might be the results of various hidden curricula, shared experiences of the former and the present students as a group, and personal experience. Some learning beliefs may negatively affect students' learning. In conclusion, the implications of medical students' learning beliefs are significant and indicate that students and educators can benefit from opportunities that make students' beliefs about learning more conscious.

기업교육을 위한 인터넷 원격훈련 학습과정 모니터링 연구 (Learning Process Monitoring of e-Learning for Corporate Education)

  • 김도헌;정효정
    • 산경연구논집
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    • 제9권8호
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    • pp.35-40
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    • 2018
  • Purpose - The purpose of this study is to conduct a monitoring study on the learning process of e-learning contents. This study has two research objectives. First, by conducting monitoring research on the learning process, we aim to explore the implications for content development that reflects future student needs. Second, we want to collect empirical basic data on the estimation of appropriate amount of learning. Research design, data, and methodology - This study is a case study of learner's learning process in e-learning. After completion of the study, an in-depth interview was made after conducting a test to measure the total amount of cognitive load and the level of engagement that occurred during the learning process. The tool used to measure cognitive load is NASA-TLX, a subjective cognitive load measurement method. In the monitoring process, we observe external phenomena such as page movement and mouse movement path, and identify cognitive activities such as Think-Aloud technique. Results - In the total of three research subjects, the two courses showed excess learning time compared to the learning time, and one course showed less learning time than the learning time. This gives the following implications for content development. First, it is necessary to consider the importance of selecting the target and contents level according to the level of the subject. Second, it is necessary to design the learner participation activity that meets the learning goal level and to calculate the appropriate time accordingly. Third, it is necessary to design appropriate learning support strategy according to the learning task. This should be considered in designing lessons. Fourth, it is necessary to revitalize contents design centered on learning activities such as simulation. Conclusions - The implications of the examination system are as follows. First, it can be confirmed that there is difficulty in calculating the amount of learning centered on learning time and securing objective objectivity. Second, it can be seen that there are various variables affecting the actual learning time in addition to the content amount. Third, there is a need for reviewing the system of examination of learning amount centered on 'learning time'.

프로젝트기반 학습의 플립러닝 수업 모형이 자기주도적 학습능력과 셀프리더십 및 학습역량에 미치는 영향 (The Effects of Project-Based Flipped Learning Model on Self-Directed Learning Ability, Self-Leadership and Learning Competency)

  • 간진숙;신미숙;권명순
    • 수산해양교육연구
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    • 제28권5호
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    • pp.1478-1491
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    • 2016
  • This study has designed to find out the effects of a project-based flipped learning model at universities on the self-directed learning ability, the self-leadership, and the learning competency. For the study, two procedures were performed. First, a flipped learning model for a project-based learning was developed on the basis of the literature reviews. The flipped learning model has three different steps: the pre-class, the in-class, and the post-class. In the pre-class, instructors provide mini-core courses using various technologies for learners outside the class. The in-class is the step to check whether learners prepare their learning or not. Also, in this step, the in-death learning and the teaching-learning process by interaction between instructors and learners would be performed. In the post-class, learners would be able to sustain the extended learning to develop the learning tasks and activities after flipped learning class. Through this step, the learners could be experienced integrated thinking and application, documentation and management, as well as sharing and spread of their learning. Second, the effectiveness of the developed flipped learning model on the self-direction, the self-leadership, and the learning competency was examined. The quantitative research method and the qualitative research method were used for this study. The results indicated that the flipped learning model showed improvement on the self-direction, the self-leadership, and the learning competency.

온라인 사전학습을 적용한 공학 실험 수업에서 자기조절학습 능력 개선 사례 연구 (A Case Study on Engineering Experiment Lesson Using on-line pre-Learning for Improvement of Self-regulated Learning Ability)

  • 강문상
    • 공학교육연구
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    • 제18권5호
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    • pp.59-66
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    • 2015
  • In the on-line pre-learning which is applied in this study, on line pre-learning, in-class, post-learning are circulated together in the same experiments. The on-line pre-learning has been tried to 136 students in A junior college in Seoul for 3 years. The effects of their self-regulated learning are as follows. First, the self-regulated learning ability has increased by 0.42 point. The point after the self-regulated learning and before it is 3.24 and 3.66 respectively. Second, cognitive regulation, motivational regulation and behavioral regulation have also increased. Out of them, cognitive control has increased the most. Metacognitive strategy is higher than cognitive strategy. In conclusion, the result shows that the on-line pre-learning is helpful to develop the self-regulated learning ability and it is also suitable to teaching-learning method for junior college.

수학교육방법 개선을 위한 협동학습 유형 연구 (A Study of Cooperative Learning Style to Improve Mathematics Teaching Methods)

  • 이중권
    • 한국수학교육학회지시리즈A:수학교육
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    • 제45권4호
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    • pp.493-505
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    • 2006
  • This research studied learning model for the purpose of renovation of mathematics teaching methods. Especially, this research classified the types of cooperative learning, the theoretical background for cooperative learning, the need of cooperative learning in school mathematics, and the differences between cooperative learning and traditional small group learning, This research also suggested special features of cooperative learning and various types of cooperative learning models. The main types of cooperative learning which this research supported are TAI(Team-Assisted Individualization, JIGSAW cooperative learning, JIGSAW II cooperative learning, JIGSAW III cooperative learning, STAD(Student Team-Achievement division) cooperative learning, and TGT(Teams-Games-Tournament).

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The effect of learning environmental quality and self-regulated learning strategy on satisfaction on an e-Learning

  • Lee, Jong-Ki;Oh, Ju-Hwan
    • 한국정보기술응용학회:학술대회논문집
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    • 한국정보기술응용학회 2005년도 6th 2005 International Conference on Computers, Communications and System
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    • pp.127-133
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    • 2005
  • With the increasing use of the Internet improved Internet technologies as well as web-based applications, the uses of e-Learning have also increased the effectiveness of e-Learning has become one of the most practically and theoretically important issues in both Educational Engineering and Information Systems. This study suggests a research model, based on an e-Learning success model, the relationship of the e-leaner's self-regulated learning strategy and the quality perception of the e-Learning environment. This research model focuses on the learning environment and on self regulated learning strategy. The former consists of LMS, learning contents and interaction that are provided by e-Learning and the latter refers to the learners' self-regulated learning strategy. We will show the validity of the model empirically. As result, most of the hypotheses except for H6 suggested in this model were accepted.

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학습 공동체의 특성이 기업 e-Learning 성과에 미치는 영향 (The Effect of Community of Learning(CoL) on the e-Learning Performance)

  • 서현주;정예선;김효근
    • 지식경영연구
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    • 제5권1호
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    • pp.19-38
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    • 2004
  • The present paper examines the effect of "community of learning" factors as well as learning and contextual factors on the e-learning performance empirically. The concept of community of learning, which was derived from community of practice, has not been emphasized in previous studies on e-learning. Data were collected from 226 people who had experienced e-learning and multiple regression analysis was used to analyze the data. The results are as follows; First, learning motivation and appropriateness of learning contents, ease of system use, and knowledge sharing have a positive effect on learner's satisfaction. Whereas, learning motivation, appropriateness of learning contents, ease of system use, knowledge sharing, and activated communication are appeared to affect the ability of performing tasks significantly.

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Framework of micro level e-Learning quality dimensions

  • Cho, Eun-Soon
    • International Journal of Contents
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    • 제5권2호
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    • pp.1-5
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    • 2009
  • This study was to analyze important dimensions and its factors of micro level of e-learning determining the quality of e-learning. E-learning dimensions and their factors were identified and developed from the analytical review of related researches. From literature review and survey as well as expert interview, six categories of e-learning identified from this study were: 1) curriculum content, 2) usability, 3) instructional design, 4) evaluation -both process and results, 5) management, and 6) refinement and improvement. A total of thirty-seven factors determining the quality of the e-learning six categories were identified. The rank order and contribution rates for each categories and factors were calculated to explain how importantly they contribute to the quality of e-learning. Also three dimensions such as controlling the e-learning quality, e-learning fundamental dimension e-learning process dimension, and e-learning product dimension, were explained. This study suggests a useful guidance for e-learning quality and evaluation framework for better results.

A Comprehensive Review on r-Learning: Authentic r-Learning Beyond the Fad of New Educational Technology

  • Jung, Sung Eun;Han, Jeonghye
    • International journal of advanced smart convergence
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    • 제9권2호
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    • pp.28-37
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    • 2020
  • We conducted a comprehensive review on the previous research on r-Learning. By reviewing 843 previous studies about r-Learning published from 2004 to 2015, this study investigated 1) the trend of research on r-Learning over time, 2) the characteristics of targeted students in r-Learning, 3) the educational activities implemented for r-Learning, and 4) the types of educational robots used for r-Learning. The study found that the research on r-Learning has rapidly and steadily increased and the types of educational activities and educational robots has been diversified. Relying on the findings of this review, this study suggests 1) ensuring growth in both the quality and the quantity of research on r-Learning, 2) broadening the target student population of r-Learning beyond the age-limited boundaries, 3) enhancing educational activities of r-Learning, and 4) recognizing the necessity for systematic and clear concepts of types of educational robots.

Research and Implementation of U-Learning System Based on Experience API

  • Sun, Xinghua;Ye, Yongfei;Yang, Jie;Hao, Li;Ding, Lihua;Song, Haomin
    • Journal of Information Processing Systems
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    • 제16권3호
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    • pp.572-587
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    • 2020
  • Experience API provides a learner-centered model for learning data collection and learning process recording. In particular, it can record learning data from multiple data sources. Therefore, Experience API provides very good support for ubiquitous learning. In this paper, we put forward the architecture of ubiquitous learning system and the method of reading the learning record from the ubiquitous learning system. We analyze students' learning behavior from two aspects: horizontal and vertical, and give the analysis results. The system can provide personalized suggestions for learners according to the results of learning analysis. According to the feedback from learners, we can see that this u-learning system can greatly improve learning interest and quality of learners.