• Title/Summary/Keyword: learning experience

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Analysis of the Learning Experience of College Students According to the 2015 Revised National Curriculum (문이과 통합형 개정 교육과정에 따른 이공계열 신입생의 고교 수학 및 과학 교과목 학습경험 분석: S 대학교를 중심으로)

  • Sinn, Dongjoo;Kim, Jinho
    • Journal of Engineering Education Research
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    • v.25 no.1
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    • pp.3-11
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    • 2022
  • The purpose of this study is to empirically analyze the learning experiences of high school mathematics and science subjects of new students in science and engineering, and to provide basic data and respond to strengthen basic knowledge of science and engineering students in the future. The subjects of the survey were 481 freshmen in science and engineering at S University. First, as a result of analyzing the learning experiences of freshmen, the geometric subjects were significantly lower, which is the result of students' sensitive responses to transitional changes in the curriculum and SAT system after revision. In science, general elective subjects were higher than career elective subjects, and there was a deviation between science subjects, which is a result of reflecting the diversity and hierarchy of science subjects. Next, as a result of analyzing the difference in learning experience after revision compared to before the revision of the curriculum, the learning experience of Mathematics II increased significantly and the geometry decreased significantly. Both Chemistry I and II increased significantly compared to before the revision, and Earth Science I decreased significantly. This can be seen as a result of strategic choices based on obtaining grades in the CSAT and disadvantages in college entrance exams. As a result of the study, students' sensitive reactions to changes in the high school education environment were confirmed, basic mathematics and science-related courses were opened to alleviate variations in the academic ability due to elective courses, and countermeasures tailored to each university's situation.

Structure analysis of service quality, satisfaction and loyalty in ubiquitous living English experience learning center (유비쿼터스 생활영어체험학습장의 서비스품질, 만족도 및 충성도의 구조분석)

  • Kang, Mun Koo;Baek, Hyeongi
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.397-407
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    • 2013
  • The purpose of this study was to develop comprehensive model which could represent service quality, satisfaction and loyalty in ubiquitous living English experience learning center, and to analyze an influence of service quality of elementary school students attending that center on satisfaction. The variables were extracted in connection with service quality, satisfaction and loyalty in ubiquitous living English experience learning center, and relations among those variables were examined. The study verified causality and influences between variables using feasibility of variables and structural equation thru confirmatory factor analysis, based on questionnaires of 262 students who attended ubiquitous living English experience learning center. The suggestion of the study on ubiquitous living English experience learning center of elementary school students are as follows. Programs in relation with living English should run more efficiently to expand ubiquitous living English experience learning center. More important is that guidelines or orientation for students to recognize how to use the programs be needed. Also, this study shows that the educational performance and satisfaction are found to be very large, and participation in the program of that center needs to be encouraged in terms of schools.

The Effects of Science Lessons Using Creative Activities on Scientific Concepts and Self Directed Learning Ability (창의적 체험활동 프로그램이 과학개념 및 자기주도적 학습능력에 미치는 효과)

  • Lee, Yongseob;Kim, Yoonkyung
    • Journal of the Korean Society of Earth Science Education
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    • v.8 no.3
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    • pp.399-408
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    • 2015
  • This study is to find out that the effects of a creative experience activity program to scientific concepts and self-directed learning skills. This study has been aimed at 2 class 40 students of 4th grade in D metropolitan city A elementary school in 2015, one class 20 students are the research group to apply Scientific research program using creative experience activity, another class 20 students were comparison groups to apply general science classes. The related class section of this study is 4th grade 2 semester of science 4 chapters, 'The Earth and the moon' This section is in fourth grade elementary science curriculum revision in 2009 is a Sections to learn for the first time about astronomical area. Target research group in club activities as part of the creative activities implemented using scientific inquiry and analyzed the results. In addition, in order to better research based on the results of this study as follows. First, the science curriculum in elementary schools, as well as applied research about the creative experience activity classes in other subjects is required. The ongoing research is needed to classes utilizing the characteristics of creative experience activities in several subjects of the elementary school curriculum. Second, Creative experiential learning is only effective when it is done consistently, it is worth studying for long periods of time.

Investigating Key User Experience Factors for Virtual Reality Interactions

  • Ahn, Junyoung;Choi, Seungho;Lee, Minjae;Kim, Kyungdoh
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.4
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    • pp.267-280
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    • 2017
  • Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, 'Remote Controller', 'Head Tracking', and 'Hand Gesture'. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller's key user experience factors are 'Ease of learning', 'Ease of use', 'Satisfaction', 'Effectiveness', and 'Efficiency'. Also, Head tracking's key user experience factors are 'Sickness', 'Immersion', 'Intuitiveness', 'Stress', 'Fatigue', and 'Ease of learning'. Finally, Hand gesture's key user experience factors are 'Ease of learning', 'Ease of use', 'Feedback', 'Consistent', 'Simple', 'Natural', 'Efficiency', 'Responsiveness', 'Usefulness', 'Intuitiveness', and 'Adaptability'. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.

The effects of self-directed learning through homepage for English reading class (교사-학생간의 홈페이지를 활용한 자기주도적 학습의 효과)

  • Bang, Young-Joo
    • English Language & Literature Teaching
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    • v.12 no.3
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    • pp.187-210
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    • 2006
  • This study aims to investigate the effects of the implementation of self-directed learning through the homepage between the teacher and the students for English reading classes. The study focuses on the questions of whether the self-directed learning through the homepage, compared to the teacher-centered learning, would enable a significantly positive change in the students' achievements and of what their responses to this new learning method are. 72 students were grouped into an experimental and a control group, and then each group was subdivided into three levels (high, medium, low) of proficiency. Findings demonstrate that the experimental group showed statistically more significant increases in their scores of reading proficiency test than the control group. For the question of students' responses to the learning experience, the three groups within the experimental group responded to a questionnaire survey with regard to the positive attitude of learning, the effectiveness of self-directed learning and its learning materials, and usability of the homepage. In general, the experimental group considered the experience satisfactory, although the degree of positive responses varied according to the proficiency level of the group. This suggests the importance and effectiveness of self-directed learning using the computer and internet as a supplementary learning tool.

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Interactive Social U-Learning Community Design (상호작용이 가능한 사회적 U-LEARNING 공동체 설계)

  • Kim, Hye-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.5
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    • pp.193-201
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    • 2011
  • This paper presents the holistic notion and model of an open social u-learning community, anchored with open content, providing an interactive online study group experience akin to sitting with study buddies on a world-wide campus quad. The interactive social u-learning community design helps conceptualize and maximize advantages of ubiquitous environment in learning. The model is enabled by state-of-the-art web technologies; real-time collaboration technologies for a highly interactive experience; intelligent recommender systems to help learners connect with relevant content and other learners; and mining and analytics to assess learner outcomes. Hence, u-learning design is highly scalable yet interactive and engaging.

User Experience(UX) Qualitative Evaluation of Dialogue e-learning contents (대화형 이러닝 콘텐츠에 관한 사용자 경험(UX) 질적 평가)

  • Lee, Youngju
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.623-631
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    • 2020
  • In the era of COVID-19 global pandemic, e-learning has become new standards and daily life in the name of 'new normal'. This study developed dialogue e-learning contents as opposed to monologue e-learning which is unidirectional and instructor centered and conducted qualitative user experience evaluation of dialogue e-learning contents. A total number of 20 adult students participated and were individually interviewed. Qualitative data analysis was performed. The findings include students' positive perceptions of dialogue e-learning contents such as empathy for various ideas and new format. With regard to personal preference, 55% of participants preferred dialogue e-learning contents because it enables them to focus and share real experiences. Meanwhile, in terms of learning effects, 60% participants selected monologue e-learning contents and mentioned adequate explanations of concepts and explicit information delivery. Based on the results, suggestions on the design and development of dialogue e-learning contents were presented.

A Case Study on the 'Theory of Home Economics Education' Using Online ProblemBased Learning (온라인 문제중심학습을 활용한 '가정교육론' 수업 사례 연구)

  • Choi, Seong-Youn
    • Human Ecology Research
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    • v.60 no.2
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    • pp.187-209
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    • 2022
  • The objective of this study was to conduct a 'Theory of Home Economics Education' class using online problem-based learning(PBL) for prospective home economics(HE) teachers. The aim was to enable teachers to analyze the learning experience in the classroom, and to prepare operational strategies for online PBL on this basis. In order to achieve this, online PBL was applied to 31 students participating in the 'Theory of Home Economics Education' at the Department of HE in a university in Seoul, and the results were collected from the learning process. This also involved a reflective journal, a survey on the learning experience and the impacts was conducted. Moreover, analysis was undertaken on the learning activities, learning difficulties, and improvements. The main research results are as follows. Firstly, students accessed Webex, an online video conferencing program, and performed two PBL tasks: 'Making Home Economics Promotion Materials' and 'Presenting Teaching Strategies to Improve Learner's Immersion in Online Classes'. Secondly, learners established their own identity of HE learned about the HE class plans themselves. They also encountered realistic experience as HE teachers and learned communication and collaboration skills. Furthermore, they acquired creative problem-solving and self-directed learning ability, community consciousness, as well as the attitude of consideration and respect. Thirdly, students lacked knowledge of learning content and encountered difficulty in solving data research, analysis processes, and unstructured problems. They were affected by a lack of time and encountered problem in communicating with other team members in an online environment. As an improvement in online class operation, it was considrered necessary to reduce the learning burden by securing time and reducing the number of assignments, as well as to explain active interaction with instructors and PBL.

A Two Stage Game Model for Learning-by-Doing and Spillover (지식의 학습효과와 파급효과에 따른 선.후발기업의 생산전략 분석)

  • 김도환
    • Journal of the Korean Operations Research and Management Science Society
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    • v.26 no.1
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    • pp.61-69
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    • 2001
  • This paper presents a two stage game model which examines the effect of learning-by-doing and spillover. Increases in the firm’s cumulative experience lower its unit cost in future period. However, the firm’s rival also enjoys the experience via spillover. Unlike previous theoretical research model, a cost asymmetric market entry game model is developed between the incumbent firm and new entrant. Mathematical results show that the incumbent firm exploits the learning curve to gain future cost advantage, and that the diffusion of learning to the new entrant induces the incumbent firm to choose decreasing output strategically. As a main result, we show that the relative magnitude between the learning and spillover rate determines the market share ratio of competing firms.

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The experience of distanced synchronous and asynchronous learning in paramedic students through focus group interviews (응급구조과 대학생의 원격수업 경험 분석)

  • Lee, Young-Ah
    • The Korean Journal of Emergency Medical Services
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    • v.25 no.2
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    • pp.157-167
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    • 2021
  • Purpose: The study was a qualitative study to examine the synchronous and asynchronous distanced learning experience of online paramedic students during the COVID-19 pandemic. Methods: The subjects included 10 students enrolled in the department of emergency medical service at J City C University. Written consent was provided by the subjects prior to the study, and focus group interviews were then conducted with sufficient explanation. The interviews were recorded and were directly transcribed immediately after the interview. Research results were then derived through content analysis. Results: A total of 4 domains and 9 categories were derived from the experiences of paramedic students on distanced learning. The 4 domains included "distanced lectures type," "student's adaptation and non-adaptation," "change of evaluation," and "learning anxiety." Conclusion: Contents of each domain derived from this study are expected to be used as basic data for the design of the distanced learning in the future.