• Title/Summary/Keyword: learning experience

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Engineering College Students' Experience of Online Discussion Activities Using the Visual Dashboards (공과대학 학생들의 시각적 대시보드를 활용한 온라인 토론활동 경험)

  • Jin, Sung-Hee;Yoo, Mina;Kim, Tae-Hyun;Kim, Seong-Eun;Yi, Hyunbean;Choi, Haknam
    • Journal of Engineering Education Research
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    • v.24 no.1
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    • pp.24-33
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    • 2021
  • As online learning continues to be extended, many engineering colleges are engaged in online learning activities. One of the core competencies required of engineering students in a knowledge-convergence society is communication skills. Online discussion activities are frequently used in educational field to improve communication skills. Efforts are being made to provide visual dashboards in online discussion activity systems to more effectively support online discussion activities. However there is less qualitative studies on students' experience in discussion activities. The purpose of this study is to explore the experience of engineering students participating in discussion activities using online discussion systems and visual dashboards. We interviewed 15 students who participated in online discussion activities to achieve their research objectives about their experience in utilizing the online discussion system, their perception of visual dashboards, and their experience in discussion activities. As a result of the study, students' perception of the use of the online discussion activity system, the visual dashboard, and the perception of a sense of social presence were understood. To be more effective in providing tool support, such as discussion activity systems and visual dashboards in online discussion activities, instructors need to understand the nature of learners' online discussion activities.

A Study on the Structural Equation Model for Students' Satisfaction in the Blended Leaning Environment (블랜디드 러닝 환경에서 수업만족 영향요인의 구조적 모델 연구)

  • Heo, Gyun
    • Journal of Internet Computing and Services
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    • v.10 no.1
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    • pp.135-143
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    • 2009
  • The purpose of this study was to explore factors that affected the satisfaction of students' experiences in an education course, with the educational method and educational technology designed with a blended learning strategy. Blended learning is currently recognized as a good solution for the problems posed by both online and face-to-face learning, because it has features like flexibility and accessibility by using tools supporting both individualization and socialization. This study is one case that illustrates how blended learning can be applied at the university level. Subjects were 56 students who had participated in the class and responded to the survey questions. The gathered data were analyzed by using Factor Analysis and the Structural Equation Model. Based on the results of Factor Analysis, data revealed 5 factors: learning motivation, previous experience, ability to use information & technology, capability of self-regulated learning, and learning satisfaction. The results of the Structural Equation Model revealed causal relationships among the aforementioned factors as follows: (a) there was a statistically meaningful causal relationship between "learning motivation" and "capability of self-regulated learning", (b) there was a statistically meaningful casual relationship between "previous experience" and "capability of self-regulated learning", and (c) "capability of self-regulated learning" directly affected "learning satisfaction".

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Learning Styles and Preferred Nursing Specialties of Nursing Students (교육과정별 간호학생의 학습유형과 간호분야 선호에 관한 일 연구)

  • Lee, Myung-Ok
    • The Journal of Korean Academic Society of Nursing Education
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    • v.6 no.1
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    • pp.64-76
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    • 2000
  • The purpose of this study is to identify the difference in learning styles, learning stages, and preferred nursing specialties between two groups of nursing programs, regular BSN and RN-BSN. The survey instrument was a simplified version of the Kolb's Learning-Style Instrument which was developed by the researcher, a self- reported learning style questionnaire with twelve questions related to the four learning stages. The sample of the study was the 218 nursing students in a university in Korea which consisted of 58 junior and 67 senior students in the regular BSN program, and 58 junior and 35 senior students in the RN-BSN program. Main findings of the study were as the following. 1) Over all, the major learning style was either the diverger or the accomodator; the most preferred learning stage was the concrete experience and the leastly preferred learning stage was the abstractive conceptualization learning stage; and the most preferred nursing specialty in the future was the clinical nursing. 2) Students in the BSN program preferred four learning stages with rather equal proportion, whereas the students in the RN-BSN program preferred the concrete experience learning stage as high as 60.3% and the abstractive conceptualization learning stage as low as 9.5%. 3)For the future career, the junior students of both programs preferred clinical and educational nursing areas, and the senior students of both programs preferred clinical and research areas. The main reason of the difference seemed to result from the different courses such as Health Education or Teaching Method for the juniors and the Nursing Research for the seniors of both groups. Because the sample of the study was limited to a university, it is difficult to generalize the study results for the entire nursing students in Korea. Continuous studies with larger numbers of nursing students and nurse educators, and experimental studies measuring the effects of new curricula are needed for the future.

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Intelligent learning system based on the profile of learner (학습자 프로파일 기반의 지능형 학습 시스템)

  • Cho, Tae-Kyung
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.227-233
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    • 2016
  • Typical Web-based learning system is operating the variety of learning contents. However, it is not easy to efficiently select appropriate learning contents. In this paper, we propose a learning content delivery method that can provide the most suitable preferences and feedback to the learner. By analyzing the profile of the learner, it determines the positive feedback and evaluation to be provided to the learner. The result of applying learning techniques were applied to provide the best learning content to adaptively out the form. The proposed method appears as a learning experience and learning outcomes are higher after a study was conducted to suggest that could help in the learning progress of the students themselves. This paper are applied to real learners. And the learners using the system were surveyed by the questionnaire on learning experience and learning outcomes were analyzed.

Nursing Students' Self-directed Learning Experience in Online Learning (온라인 학습에서 간호대학생의 자기주도적 학습 경험)

  • Kang, Moon-Hee
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.521-533
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    • 2021
  • The purpose of this study is to explore the self-directed learning experiences of nursing student in an online learning. Data collection was conducted through three focus group interviews from July to August 2021, and the subjects of the study were 15 nursing students who experienced online learning. For analysis, all interviews were recorded and transcribed as the participants said, and analyzed using qualitative content analysis. As a result of the study, 4 categories and 11 subcategories were derived. The four categories which nursing students experienced on online self-directed learning were 'cognitive action of learning motivation', 'preparing my own learning strategy through reflection', 'creating an environment that supports learning', and 'effective online instructional design and enthusiasm of instructors.' The results of this study can be used as basic data for preparing self-directed learning strategies of nursing students in online learning.

A case study of learning attitude change according to programming learning experience (프로그래밍 학습 경험에 따른 학습 태도 변화 사례 연구)

  • Lee, Kyung-Sook
    • Journal of the Korea Convergence Society
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    • v.12 no.9
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    • pp.93-98
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    • 2021
  • The change of programming language learning experience on learning motivation was analyzed. Learning a programming language is generally evaluated as a difficult process even for majors. Measuring psychological changes related to programming learning at this point in expanding to non-majors is necessary for learner analysis. The overall learner attitude change was investigated by measuring achievement goals, academic interest, academic self-efficacy, cognitive involvement, and academic self-regulation, which are motivation-related factors. All factors related to learning attitude showed a decrease in the post-test results. This result is interpreted that the difficulty of the learning process decreased the motivation to learn programming. It was found that the greater the difficulty perceived by the learner, the greater the decrease in the motivation to learn. Based on the results of this study, it has implications that a learning environment and learning process that can give feedback and a situation that can reduce the level of learning difficulty felt by learners should be systematically given.

Development and Implementation of a Web Courseware for the Unit 'Raising Animals' in Elementary School 6th Grade Practical Arts (초등 실과 웹 (Web)코스웨어 개발 및 적용 연구 - 6학년 실과 '동물 기르기' 단원 -)

  • Lim, Chaegang;Lee, MIijar
    • The Journal of Korean Association of Computer Education
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    • v.6 no.3
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    • pp.151-162
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    • 2003
  • In 21 century information age, teachers have to help students' learning activities can be more self- directed learning. The web with diverse audio-visual materials and a great deal of interactions among contents shows lots of possibilities as one of the methods to provide self-directed learning environment for students. It allows learning environment for students to study more self-directed way by following individual learning styles, need, ability, etc. Although the best instructional method is personal field experience in the view of the characteristic of Practical Arts education. a web courseware can be a great substitutional method for improving learning effectiveness in relation to cost, safety, time limit for direct personal field experience. Therefore, the purpose of this study is to develop a web courseware for the unit 'Raising Animals' in Elementary school 6th grade Practical Art which is very difficult unit for teachers to provide direct experience environment for students. The researchers also applied the web courseware in 6th grade classrooms and described the results briefly. However, the researchers did not intend to conduct a full field implementation of the program to evaluate the program. That will be conducted in a following.

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AR Gardening system with an interactive learning companion (AR Gardening : 상호작용형 증강 에이전트 기반 증강 원예 체험 시스템)

  • Oh, Se-Jin;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.168-173
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    • 2008
  • Recently, many researchers have studied on agent-based edutainment systems to improve students' learning experience. In this paper, we present AR Gardening which makes users experience interactive flower gardening with a bluebird, a learning companion agent, squatting in an augmented picture. The proposed system augments the animated bluebird to support interactive edutainment experiences. The bluebird perceives users' actions as well as environmental situations. It then appraises situational information to provide participants with problem-solving guidelines. Moreover, the bluebird responds like a companion than an instructor through anthropomorphic expression. To demonstrate our work, we exhibited the implemented AR Gardening and reviewed participants' responses to the system. In this exhibition, we could find that the learning companion-like bluebird helped users experience how to properly grow the flower in our educational setting. Ultimately, we expect that an augmented peer learning agent is one of the key factors for developing effective edutainment applications.

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Development of mathematical program based on user experience for self-directed learning (사용자 경험에 기반한 자기주도학습 수학 프로그램 개발)

  • Lee, GaRam;Kim, JeongEun;Gu, SeongWoo;An, WonJu;Cho, KyooLak
    • The Journal of Korean Association of Computer Education
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    • v.19 no.3
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    • pp.21-34
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    • 2016
  • This study aims to develop user experience based mathematical program for self-directed learning. To meet its aim this program is designed and developed according to the process and method of 'ADDIE', general design model of education program. The features of this program are as follows. First, teacher can set questions conveniently through intuitive system of web and learner can solve questions at anytime and anywhere through instant access to application. Second, learner can solve different types of questions based on powerful question database and teacher can provide instantaneous feedback on them. Third, learner's circulation learning can be possible by utilizing paper-video explanation and wrong answer note and teacher supports learner's active learning management though group achievement management.