• Title/Summary/Keyword: learning achievement level

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Relationship among the Learning Instrument, Learning Achievement, and Learning Satisfaction in Online Class (온라인수업에서 학습도구와 학습성취, 학습만족간의 관계연구)

  • Shim, Sun-Kyung
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.487-497
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    • 2012
  • The purpose of this study is to increase the level of learning achievement and satisfaction by developing of on-line learning instruments. This study was to investigate the relationship among learning instrumments(lecture, homeworks, on-line interaction and off-line interaction), learning achievement and learning satisfaction. This survey was conducted 226 responses of e-learning social welfare education learners. Research method used Amos 18. Result indicated that homeworks and off-line interactive instruments had a positive effect on learning achievement and satisfaction. And lecture had a positive effect on learning satisfaction, but on-line mode interaction instruments had no effect. In order to improve the effectiveness of learning, structural development of activity learning instrument is necessary. And to foster learning satisfaction, it will be necessary to increase the learning achievement.

Effects of Instruction with Leveled Reciprocal Peer Tutoring Activities on Academic Achievement and Math Attitudes (수준별 상호또래교수 활동을 적용한 수업이 수학학업성취도 및 수학적 태도에 미치는 영향)

  • An, Jong Su
    • Communications of Mathematical Education
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    • v.37 no.3
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    • pp.393-417
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    • 2023
  • The necessity of this study was to improve academic achievement and math attitudes through leveled reciprocal peer learning, and the specific purpose was as follows. First, each unit seeks to select learning methods and contents for each level of class for reciprocal peer learning, second, develop activity sites for each level through curriculum analysis, and third, improve academic achievement and math attitudes through classes that apply reciprocal peer learning activities. The study was conducted on 60 second graders of 00 High School in 00 Metropolitan City. Two classes were selected for the midterm exam results for the first semester of the second grade. Class 1 was divided into the experimental group and the other class 1 was divided into the comparative group, and 13 classes were conducted for about 2 months from May 1 to July 4, 2020. The experimental group (30 students) was a class that applied leveled reciprocal peer learning activities, and the comparative group (30 students) was a class that was taught based on traditional textbooks. As a result of this study, first, in this study, it was possible to improve academic achievement and math attitudes by setting learning contents for each unit and applying reciprocal peer learning activities for each level. Second, the experimental group taught by applying leveled reciprocal peer learning activities was effective in academic achievement and math attitudes compared to the comparative group taught based on traditional textbooks to students in the upper, middle, and lower groups. Third, in the class applying leveled reciprocal peer learning activities, low-level students who were neglected in math classes were also interested in the class and actively participated in it, showing improvement.

Analysis of Learning Process and Achievement for Environmental Microbiology Taught in English as a Basis of Environmental Science and Technology

  • Koh, Sung-Cheol;Ekpeghere, Kalu I.
    • Journal of Engineering Education Research
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    • v.13 no.2
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    • pp.16-21
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    • 2010
  • The objective of this study was to evaluate Environmental microbiology (EM) as a basic course for the environmental engineering program of Korea Maritime University which has been accredited by Accreditation Board for Engineering Education of Korea (ABEEK). Evaluation result of the lecture objectives was more than the average (3.5/5.0). The overall score for learning achievement assessment was more than average level of learning achievement (3.4/5.0). Interestingly, engineering design implementation regarding a specific topic as an extensive learning process has proven to be more effective (3.5/5.0). Some of effective class improvement strategies suggested were to encourage students to participate in the class with self-motivation and accountability: preview and review of the lecture, team presentation in English-speaking settings, and submitting project report written in English. In the future class of EM, test and evaluation of application capability of EM and environmental biotechnology (EB) theories to engineering problem solving should be emphasized.

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Development of a Blended Learning Model using Differentiated Learning Pattern (수준별 학습 패턴을 적용한 블랜디드 러닝 모형의 개발)

  • Kim, Yong-Beom
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.463-471
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    • 2010
  • The purpose of this study is to articulate learning model based on achievement level in blended learning environment. In order to investigate the variables and mechanisms in the blended learning environment, we started by attempt to develop two questionnaires using the components of web-based instruction and self-regulated learning. And its results were implemented to represent the topology and directed merging path within components. 154 students at a high school were required to take each web course respectively for two weeks. And questionnaires data, achievement levels data were collected and analyzed. Various statistical analysis methods such as correlation analysis, classical multidimensional scaling, multiple regression analysis, were applied to the data. As an result, the topology and directed path within factors of blended learning process were derived and revised as a final model.

The Effect of Process Oriented Guided Inquiry Learning Using Mobile Augmented Reality on Science Achievement, Science Learning Motivation, and Learning Flow in Chemical bond (화학 결합에서 모바일 증강현실을 이용한 과정기반 안내탐구학습이 과학 학업 성취도, 과학 학습 동기, 학습 몰입감에 미치는 영향)

  • Jeon, Young-Eun;Ji, Joon-Yong;Hong, Hun-Gi
    • Journal of The Korean Association For Science Education
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    • v.42 no.3
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    • pp.357-370
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    • 2022
  • In this paper, we developed an augmented reality learning tool suitable for chemical bond learning and proposed a process-oriented guided inquiry learning using mobile augmented reality (POGIL-MAR) to find out how it affects science achievement, science learning motivation and learning flow. Participants were 139 10th-grade students from a coeducational high school in Gyeonggi-do, and they were randomly assigned to the control group (TL), the treatment group 1 (POGIL), and the treatment group 2 (POGIL-MAR). They learned the concept of the chemical bond from the Integrated Science subject for four class periods. Results of two-way ANCOVA revealed that the POGIL-MAR group scored significantly higher than the other groups in a science achievement test, science learning motivation test, and learning flow test, regardless of their prior science achievement. In addition, in the case of the low-level group, the POGIL-MAR group showed a statistically significant improvement in achievement compared to the TL and POGIL groups. The MANCOVA analysis for sub-factors of science learning motivation show that the POGIL-MAR group had significantly higher scores in intrinsic motivation, career motivation, self-determination, self-efficacy, and grade motivation. In particular, the interaction effect between the teaching and learning method and the level of prior achievement was significant in the intrinsic motivation. Meanwhile, the MANCOVA analysis for sub-factors of learning flow show that the POGIL-MAR group had significantly higher scores in clear goals, unambiguous feedback, action-awareness merging, sense of control, and autotelic experience. Based on the results, educational implications for effective teaching and learning strategy using mobile augmented reality are discussed.

Design and Implementation of a Test Bank System Dynamically Adjusting to Students' Achievement Levels (수준별 개별학습을 지원하는 문제은행 시스템의 설계와 구현)

  • Baek, So-Young;Kim, Myung
    • The Journal of Korean Association of Computer Education
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    • v.3 no.2
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    • pp.31-37
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    • 2000
  • We developed a test bank system which dynamically adjusts to students' achievement levels. In order to dynamically calculate the student's achievement level, our system uses the question-response theory which is usually adopted to CAT. The system proposes appropriate questions depending on the students' achievement levels so that they can do self-directed and individualized learning. The system consists of pre-test, main learning, and review stages. In the pre-test stage, the intellectual level of the student is examined to determine the starting point in the main stage. In the main learning stage, individualized learning is performed. Finally, a review session is added to re-examine the questions that the student gave wrong answers. The output from the learning process of the system is not the usual test scores but the level of the student's intellectual ability which is produced through the question-response theory. The intellectual ability level index objectively measures the degree of improvement of the student's learning ability.

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Development and Application of Clothing Life Education Program in Middle Schools based on the Education and Experience in Arts & Culture (문화예술교육과 경험을 중심으로 한 중학교 의생활교육 프로그램 개발 적용)

  • Bae, Hyun-Young;Lee, Hye-Ja
    • Journal of the Korean Home Economics Association
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    • v.50 no.8
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    • pp.79-95
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    • 2012
  • The purpose of this study is to seek improvement in clothing life education through a development and application of the clothing life education program for middle schools based on the education and experience in arts & culture. On the basis of art & culture education as well as, Dewey's experience, the clothing life area education program was designed and developed for the 2nd year students in the middle school. This program was applied to 350 students of 9 2nd year classes in M middle school during the 17 periods of clothing life area classes, beginning from May 23rd, 2011 and lasting to September 30th, 2011. The leaner-evaluation was performed in terms of the level of learning interest and academic achievement. To measure the level of academic achievement, a mind-map evaluation was performed and a learning effect survey, which evaluates the level of achievement of learning objectives, was carried out. For the purpose of class observation, classes were filmed and analyzed. Characteristics of a class were recorded on a teacher's diary and was used to support the qualitative evaluation. According to the results, the education program is analyzed as being helpful and useful in student understanding of fiber, textile and, clothes, which are materials and outcomes of culture and art; moreover, they have a historical, cultural and artistic value in themselves. It is also analyzed as being helpful for the development of student aesthetic sensibility and emotion, for the construction of meaningful experience through a learning process, for the improvement of learning interest and the level of academic achievement, and for the positive recognition of the learning effect.

Development and Application of STEAM Education Model using Scratch Programming and Sensor Board in Class of Elementary School Students (초등학생들이 수업시간에 스크래치 프로그래밍과 센서 보드를 활용한 STEAM교육 모형 개발과 적용)

  • Moon, Waeshik
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.213-224
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    • 2014
  • STEAM learning, which combined software with hardware, can greatly increase algorithm improvement, problem-solving skills, integrated thinking ability etc. and can ultimately improve learning attitude and academic achievement. In this study, we developed STEAM learning model so that 6th graders who can fully understand the basic concept of programming can learn subject contents of national textbooks (5 kinds) with programming that combined six sensors attached Sensor_board with Scratch and applied it to 6th grade class and analyzed the results. As a result, the STEAM learning tool that combined Scratch with Sensor_board was analyzed to be suitable for most elementary school students to be evaluated. In the achievement evaluation of learning, 39.5% of students obtained more than 7 points out of perfect 10 in the average achievement level of 5 subjects so most students evaluated were analyzed to obtain satisfactory achievement. Therefore, STEAM learning using Scratch and Sensor_board, hardware is considered to be more effective than existing software-centered ${\times}$learning using only software.

The Effect of Algorithm Learning by Playing on Learning Motivation and Achievement (놀이를 통한 알고리즘 학습이 학습동기 및 학업성취도에 미치는 영향)

  • Kwon, EunJung;Lee, EunKyoung;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.12 no.6
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    • pp.33-39
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    • 2009
  • Abstract characteristic of algorithm may disturb improving learners' motivation and learning. Therefore, a design of teaching and learning method requires to minimize the learner's intrinsic cognitive load and to maximize the learning motivation. We developed an algorithm learning program by playing to enhance learning motivation and achievement for vocational high school students. And then, we implemented the developed program in vocational high school classes and analysed the educational effects of the developed program. We found that the developed program was helpful in enhancing learners' learning motivation and achievement level. It means that doing the activities, such as playing games, helps learners to acquire an algorithm concept that has abstract nature and is difficult to understand.

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