• Title/Summary/Keyword: learning experience

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A Study of the Influence of Medium Richness and Learner's Experience with Various Mediums on the Usefulness of Mediums and Learning Commitment in Integrated Media Korean Classical Education (매체통합 고전문학수업에서 매체풍부성과 매체경험이 매체유용성과 학습몰입에 미치는 영향 연구)

  • Hyun, Young-Ran;Chung, So-Yeon
    • Journal of Korean Library and Information Science Society
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    • v.46 no.4
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    • pp.471-491
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    • 2015
  • The purpose of this paper is to examine the structural relationship between the use of a web medium and learning commitment to develop creative talent for higher media integrated Korean classical literature education. For this we used DBs of The 'Encyclopedia of Korean Local Culture(a local culture DB)' built by the Academy of Korean Studies, and a survey was conducted on 418 high school students, attending a classical literature class which used a local culture DB. The result of this study demonstrates media usefulness of local culture DBs' positive effect on learning commitment. Specifically, media richness and media experience affects the learning commitment through the medium usefulness. These results indicate that in order to encourage learner's medium experience and increase medium richness it is necessary to increase the utilization of mediums, such as local culture DBs.

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.

The Differences of Executive Function according to Type of Early English Learning Experience of 5-years old (조기영어학습 경험의 유형에 따른 만 5세 유아의 실행기능의 차이)

  • Kim, Rae-Eun
    • Journal of Convergence for Information Technology
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    • v.9 no.10
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    • pp.133-143
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    • 2019
  • The purpose of this paper was to analyze the differences in executive function according to type of early English learning experience. The subjects were 75 5-years-old who had immersive early English learning in language school, and daycare center. The measurement tools were stroop, DCCST, memorize numbers, pattern fluency, and maze. We conducted covariance analysis with total intelligence as the covariates. In the results, there were significant differences in attention control and cognitive flexibility, but weren't significant differences in information processing and goal setting according to type of early English learning experience. This study suggests that experience of immersive early English learning positively affected attention control and cognitive flexibility, and didn't affect information processing and goal setting.

A Review of Cross-Cultural Design to Improve User Engagement for Learning Management System

  • Farhan Hanis Muhmad Asri;Dalbir Singh;Zulkefli Mansor;Helmi Norman
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.2
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    • pp.397-419
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    • 2024
  • Online learning has become a widespread practice for students and teachers in acquiring and delivering knowledge. Education platforms have become prominent in the 21st century with the evolution of technology and the accessibility to online learning. As a result, various learning management systems (LMSs) have been introduced to facilitate online interaction between users. For instance, communication between students and teachers at school. However, there is a need to emphasise user engagement in LMS to enhance the online learning experience amongst students since the design of LMS affects user engagement. This study utilised a systematic literature review (SLR) that examined 74 articles published between 2014 and 2023, focusing on cross-cultural design (CCD), user-centred design (UCD), and usability in LMS design. This study aimed to review CCD and its association with UCD, user interfaces (UI), and user experience (UX) in the context of LMS. CCD has been introduced as an approach to design that embraces different cultures, languages, and social contexts, while UCD plays a significant role in defining user engagement for LMS. All elements in CCD and UCD help create a better user experience for LMS. Besides, this study reviewed the usability of selected LMS to give insights to developers in creating a positive user engagement. An insight into cultural factors that influence the usability of LMS has revealed their value for LMS design, such as the UI/UX elements. Initially, this study may guide future researchers in improving education quality by emphasising CCD and LMS usability, which can enhance user engagement.

Basic Research about Natural Dyeing Experience Program Conditions and Participants' Characteristics (천연염색 체험학습의 현황과 체험자의 특성에 관한 기초연구)

  • Kim, Jie-Yurn
    • Fashion & Textile Research Journal
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    • v.11 no.2
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    • pp.350-358
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    • 2009
  • This research has a purpose to examine the actual conditions of natural dyeing program as a personal learning experience, participants' characteristics and common people's interest on natural dyeing nowadays. To examine the actual conditions of natural dyeing center and programs, many web sites and newspapers dealing with natural dyeing were used as main resources. As common people's interest on natural dyeing increased, there were a lot of natural dyeing centers in around country. To examine the interest on natural dyeing and the participants' characteristics of natural dyeing program, the data was obtained from a convenient survey of 326 respondents over 15 years old during 15th, May~30th, July in 2006. Almost 40% of respondents were interested in natural dyeing, but only 19% of respondents had ever participated in natural dyeing experience program. The participants' characteristics such as motivation, participating time, dyeing sources and materials, etc. were examined. Almost 65% of respondents were satisfied with natural dyeing experience. As long as people have interest on natural dyeing, Industrialization of natural dyeing will be advanced.

Technology Licensing Agreements from an Organizational Learning Perspective

  • Lee, JongKuk;Song, Sangyoung
    • Asia Marketing Journal
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    • v.15 no.3
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    • pp.79-95
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    • 2013
  • New product innovation is a process of embodying new knowledge in a product and technology licensing is getting popular as a means to innovations and introduction of new product to the market in today's competitive global market environment. Incumbents often rely on technology licensing to access new product opportunities created by other firms. Prior research has examined various aspects of technology licensing agreements such as specific contract terms of licensing agreements, e.g., distribution of control rights, exclusivity of licensing agreements, cross-licensing, and the scope of licensing agreements. This study aims to provide answers to an important, but under-researched question: why do some incumbents initiate more licensing agreement for exploratory learning while others do it for exploitative learning along the innovation process? We attempt to extend our knowledge of licensing agreements from an organizational learning perspective. Technology licensing as a specific form of interfirm linkages can be initiated with different learning objectives along the process of new product innovation. The exploratory stages of the innovation process such as discovery or research stages involve extensive searches to create new knowledge or capabilities, whereas the exploitative stages of the innovation process such as application or test stages near the commercialization are more focused on developing specific applications or improving their efficiency or reliability. Thus, different stages of the innovation process generate different types of learning and the resulting technological resources. We examine when incumbents as licensees initiate more licensing agreements for exploratory learning objectives and when more for exploitative learning objectives, focusing on two factors that may influence a firm's formation of exploratory and exploitative licensing agreements: 1) its past radical and incremental innovation experience and 2) its internal investments in R&D and marketing. We develop and test our hypotheses regarding the relationship between a firm's radical and incremental new product experience, R&D investment intensity and marketing investment intensity, and the likelihood of engaging in exploratory and exploitive licensing agreements. Using data collected from various secondary sources (Recap database, Compustat database, and FDA website), we analyzed technology licensing agreements initiated in the biotechnology and pharmaceutical industries from 1988 to 2011. The results of this study show that incumbents initiate exploratory rather than exploitative licensing agreements when they have more radical innovation experience and when they invest in R&D activities more intensively; in contrast, they initiate exploitative rather than exploratory licensing agreements when they have more incremental innovation experience and when they invest in marketing activities more intensively. The findings of this study contribute to the licensing and interfirm cooperation studies. First, this study lays a foundation to understand the organizational learning aspect of technology licensing agreements. Second, this study sheds lights on how a firm's internal investments in R&D and marketing are linked to its tendency to initiate licensing agreements along the innovation process. Finally, the findings of this study provide important insight to managers regarding which technologies to gain via licensing agreements. This study suggests that firms need to consider their internal investments in R&D and marketing as well as their past innovation experiences when they initiate licensing agreements along the process of new product innovation.

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Elementary Students' Awareness about Self-directed Learning Experiments at Science Club (과학 동아리에서 경험한 자기 주도적 실험 학습에 대한 초등학생들의 인식)

  • Ju, Eun Jeong;Kim, Heung-Tae
    • Journal of Korean Elementary Science Education
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    • v.35 no.2
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    • pp.253-264
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    • 2016
  • The purpose of this study was to investigate implications of self-directed learning experiments in elementary science education through understanding elementary school students' awareness of their experiences in self-directed learning experiments. Twenty students joined the school science club voluntarily and conducted self-directed learning experiments. We collected data through observation of the experiments, interviews, and questionnaires. The students who participated in the club showed high satisfaction with self-directed learning experiments. The participants were aware that their scientific interest and knowledge, and the confidence in conducting experiments were increased. The students felt positive about the inquiry process of conducting self-directed learning experiments with their own subjects. They also felt a sense of achievement in attempting their experiments in defiance of several failures. The participants realized that the self-directed inquires led to increased declarative and procedural knowledge of science. The students stated that they had some difficulties in coping with the different results contrary to expectations and preparing laboratory materials and instruments. Nonetheless, they showed the promotion of their scientific literacy during overcoming those difficulties. We suggest that self-directed learning experiments can be a more effective way in science learning to make students experience the nature of science than existing school experiments. This can be implemented through a creative experience activities such as science clubs.

A Study on the Field Learning Program Perception of College Students Majoring in Aviation Service (항공서비스전공 대학생의 현장학습 프로그램 인식에 관한 연구)

  • Ha Young Kim;Jung Hwa You
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.31 no.4
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    • pp.90-104
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    • 2023
  • This study analyzes the perceptions of college students majoring in aviation services according to the field learning program conducted during their major studies in order to reflect the educational value and academic awareness of the experience of the experiential field learning program. A survey is conducted targeting college students who experience a field learning program conducted by the Aviation Service Department of J University, a four-year university in the Chungcheong region. ANOVA (one-way analysis of variance) is conducted to analyze differences in perceptions of field learning properties, learning satisfaction, academic self-efficacy, and intention to continue studying. Additionally, text mining is conducted using 'Voyant Tools' to analyze students' field trip logs regarding field trip learning program activities. I hope that the results will be used as evidence to build an efficient and systematic learning strategy for operating field learning programs.

Analysis of the successful experience in mathematics learning based on grounded theory (근거이론을 통한 수학학습의 성공경험에 대한 분석)

  • Kim, Hong-Kyeom;Ko, Ho Kyoung
    • The Mathematical Education
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    • v.62 no.4
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    • pp.491-513
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    • 2023
  • High achievement in mathematics is a very complex process in which various factors such as cognitive factors, affective factors, and social and environmental factors work respectively and complementary. A number of previous studies conducted so far have shown that there are certain factors affecting math learning and these factors have positive or negative effects on it. However, these studies were conducted with limited variables and it was not possible to present a comprehensive analysis of what would be necessary to get good achievements in mathematics learning. Therefore, in this study, we analyzed the process of experience of students who experienced success in mathematics learning using the analysis method of the grounded theory. In addition, the collected data was analyzed to explain the process of leading to the successful experience in mathematics learning. As a result of the analysis, it was revealed that students form their identity as successful learners through the processes of 'new phase stage', 'experience accumulation stage', 'stand-up stage', and 'maintenance effort stage'. Through this study, we were able to get implications for what actions are needed to experience success in math learning by looking at the process of the experience what interviewees have gone through.

The Interactive Learning Experience by Integrating Educational Robots into the Augmented Reality (교육용 로봇과 증강 현실 결합을 통한 인터랙티브 학습 경험)

  • Yu, Jeong Su
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.419-427
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    • 2012
  • This paper presents the effect of a interactive learning experience and student's response to technological components We develop the interactive learning environment and learning model in lessons relying on educational robots and augmented reality in the school classroom. The developed learning model is based on the problem-based learning model. The experiments of the study conduct with 18 students, the $5^{th}$ and $6^{th}$ graders of an elementary school for 8 weeks using developed system. We find out the interactive learning experiences have an influence on the creative ability of children. We know that students who scored lower on the school exam scored higher on the score of creativity compared to top students through educational robots and augmented reality.

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