• Title/Summary/Keyword: learning outcomes

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A Study on the Relationship of Learning, Innovation Capability and Innovation Outcome (학습, 혁신역량과 혁신성과 간의 관계에 관한 연구)

  • Kim, Kui-Won
    • Journal of Korea Technology Innovation Society
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    • v.17 no.2
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    • pp.380-420
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    • 2014
  • We increasingly see the importance of employees acquiring enough expert capability or innovation capability to prepare for ever growing uncertainties in their operation domains. However, despite the above circumstances, there have not been an enough number of researches on how operational input components for employees' innovation outcome, innovation activities such as acquisition, exercise and promotion effort of employee's innovation capability, and their resulting innovation outcome interact with each other. This trend is believed to have been resulted because most of the current researches on innovation focus on the units of country, industry and corporate entity levels but not on an individual corporation's innovation input components, innovation outcome and innovation activities themselves. Therefore, this study intends to avoid the currently prevalent study frames and views on innovation and focus more on the strategic policies required for the enhancement of an organization's innovation capabilities by quantitatively analyzing employees' innovation outcomes and their most suggested relevant innovation activities. The research model that this study deploys offers both linear and structural model on the trio of learning, innovation capability and innovation outcome, and then suggests the 4 relevant hypotheses which are quantitatively tested and analyzed as follows: Hypothesis 1] The different levels of innovation capability produce different innovation outcomes (accepted, p-value = 0.000<0.05). Hypothesis 2] The different amounts of learning time produce different innovation capabilities (rejected, p-value = 0.199, 0.220>0.05). Hypothesis 3] The different amounts of learning time produce different innovation outcomes. (accepted, p-value = 0.000<0.05). Hypothesis 4] the innovation capability acts as a significant parameter in the relationship of the amount of learning time and innovation outcome (structural modeling test). This structural model after the t-tests on Hypotheses 1 through 4 proves that irregular on-the-job training and e-learning directly affects the learning time factor while job experience level, employment period and capability level measurement also directly impacts on the innovation capability factor. Also this hypothesis gets further supported by the fact that the patent time absolutely and directly affects the innovation capability factor rather than the learning time factor. Through the 4 hypotheses, this study proposes as measures to maximize an organization's innovation outcome. firstly, frequent irregular on-the-job training that is based on an e-learning system, secondly, efficient innovation management of employment period, job skill levels, etc through active sponsorship and energization community of practice (CoP) as a form of irregular learning, and thirdly a model of Yί=f(e, i, s, t, w)+${\varepsilon}$ as an innovation outcome function that is soundly based on a smart system of capability level measurement. The innovation outcome function is what this study considers the most appropriate and important reference model.

Adaptive Learning Path Recommendation based on Graph Theory and an Improved Immune Algorithm

  • BIAN, Cun-Ling;WANG, De-Liang;LIU, Shi-Yu;LU, Wei-Gang;DONG, Jun-Yu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.5
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    • pp.2277-2298
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    • 2019
  • Adaptive learning in e-learning has garnered researchers' interest. In it, learning resources could be recommended automatically to achieve a personalized learning experience. There are various ways to realize it. One of the realistic ways is adaptive learning path recommendation, in which learning resources are provided according to learners' requirements. This paper summarizes existing works and proposes an innovative approach. Firstly, a learner-centred concept map is created using graph theory based on the features of the learners and concepts. Then, the approach generates a linear concept sequence from the concept map using the proposed traversal algorithm. Finally, Learning Objects (LOs), which are the smallest concrete units that make up a learning path, are organized based on the concept sequences. In order to realize this step, we model it as a multi-objective combinatorial optimization problem, and an improved immune algorithm (IIA) is proposed to solve it. In the experimental stage, a series of simulated experiments are conducted on nine datasets with different levels of complexity. The results show that the proposed algorithm increases the computational efficiency and effectiveness. Moreover, an empirical study is carried out to validate the proposed approach from a pedagogical view. Compared with a self-selection based approach and the other evolutionary algorithm based approaches, the proposed approach produces better outcomes in terms of learners' homework, final exam grades and satisfaction.

The Effectiveness of Team-based Case-based Learning Approach on the Learning Outcome: A Single Course Level in a University Setting

  • Hye Yeon Sin
    • Korean Journal of Clinical Pharmacy
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    • v.32 no.4
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    • pp.328-335
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    • 2022
  • Background: Case-based learning (CBL) is becoming an important approach for improving interprofessional collaboration education. Previous studies have examined learners' satisfaction with interprofessional education (IPE) in medical institutions. However, there are few studies on the implementation of university-led CBL interventions and their direct effects on learning outcomes. The aim of this study was to evaluate the effectiveness of CBL interventions on changes in the participants' perception and knowledge acquisition ability. Methods: The CBL approach consisted of team-based case-based learning, self-directed learning, and post-feedback. It was conducted as a single course for pharmacy students in their 5th year in a university setting. Changes in the participants' perceptions and self-assessments of competence levels were evaluated using survey responses. The effect of the CBL intervention on knowledge acquisition ability was directly evaluated using the exam score. Results: The majority agreed or strongly agreed that team-based case-based learning, and self-directed learning helped them to improve their knowledge and skills to a higher level and to increase the self-assessment of competency level. The average score of knowledge acquisition ability (average score of 75.0, p=0.0098) was significantly higher in the CBL intervention group than the lecture-based learning intervention group (average score of 52.0). Conclusion: The participants positively perceived that CBL intervention helped them to effectively improve their knowledge and the self-assessment of competency level. It also enhanced knowledge acquisition ability. These data, based on the survey responses, suggest that it is necessary to implement CBL interventions in a university-led single professional education.

A Study on the LIS Capstone Design Curriculum and the Learning Satisfaction Survey (문헌정보학 캡스톤디자인 교육과정 운영과 학습만족도 측정연구)

  • Noh, Younghee
    • Journal of Korean Library and Information Science Society
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    • v.46 no.3
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    • pp.89-118
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    • 2015
  • We had opened a course in the library and information science curriculum, developed and applied a syllabus and some manuals for this course, and analyzed the performance by conducting a survey before and after the training. As the results, first, the necessary components showed a positive relationship of 0.414 with the expected performance effects and showed a positive relationship of 0.452 with the expected learning outcomes. Second, the understanding degree of the Capstone Design course was 3.56 before implementing the curriculum. It was improved to 4.07 after implementing the educational courses. Third, the recognition of the components necessary for the Capstone Design course was improved from 4.13 to 4.39 after carrying out the course. Fourth, the perception of the expected performance effects of the Capstone Design course was improved from 3.77 to 3.88 after the course execution. Fifth, the perception of the expected learning outcomes of the Capstone Design course was improved from 3.79 to 4.22 after the course implementation.

Early Outcomes of Endoscopic Vein Harvesting during the Initial Learning Period

  • Kim, Do Yeon;Song, Hyun;Kim, Hwan Wook;Jo, Gyun Hyun;Kang, Joonkyu
    • Journal of Chest Surgery
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    • v.48 no.3
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    • pp.174-179
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    • 2015
  • Background: The endoscopic vein harvesting (EVH) method has been used in coronary artery bypass surgery in many countries. We started using the EVH method recently, and investigated the results during the early learning period. Methods: Between March 2012 and June 2014, 75 patients (31 patients in the EVH method group, and 44 patients in the open method group) who underwent isolated first-time coronary artery bypass grafting using vein grafts were retrospectively analyzed with respect to the early outcomes including graft patency and risk factors for leg wound complications. For assessing the patency of vein graft, we performed coronary computed tomography angiography during the immediate postoperative period and 6 months later. Results: Mean harvesting time of endoscopic method was about 15 minutes. Patency rate during the immediate operative period and the 6-month patency rate were similar between the two groups (postoperative period: EVH 100% vs. open method 94.4%, p=0.493; at 6 months: EVH 93.3% vs. open method 90.9%, p=0.791). Leg wound complications occurred more frequently in the open method group (EVH 3.2% vs. open method 13.6%, p=0.127). According to the analysis, age was an independent risk factor for leg wound complications. Conclusion: EVH is a feasible method even for beginners and can be performed satisfactorily during their learning period.

A Study on the Interactivity of Smart LMS in a University Class (대학 수업에서 스마트 LMS의 상호작용 효과)

  • Choi, Mi-Yang
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.395-404
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    • 2019
  • This study investigates the interactivity of smart LMS. To this end, smart LMS was used for one semester in the English course for economics majors and the surveys about its interactivity were conducted. The findings show that smart LMS enhanced the interaction between instructors and students, between students and students, and between students and learning contents. Especially in the classroom, the activity bulletin made possible the instructor's immediate feedback about team-based activity outcomes. Also, outside the classroom, Wiki made it convenient for students to collaborate with each other. In addition, activity outcomes in the activity bulletin and course materials uploaded on smart LMS contributed to the interactivity. However, what is recommended to do to increase the interactivity are to prepare instructional strategies for students to get used to using smart LMS and smartphones as their learning tool, to test the target systems of smart LMS in advance, and to take proper actions to solve the problems of smartphone's data and battery.

Effects of Capstone Design Education in Korea: A meta-analysis (국내 캡스톤 디자인 교육의 학습효과에 관한 메타분석)

  • Huh, Mi-Seon;Lee, Jeongmin
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.331-346
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    • 2021
  • The purpose of this study was to comprehensively examine the effect of capstone design education on learning outcomes and propose directions for effective design and implementation of capstone design classes. For achieving this, a 21 studies meeting the standards among the academic journals and thesis published in Korea by September 2020 were selected, and based on 83 effect sizes, the meta analyses were carried out. The results of this study were as follows: First, the total effect size of capstone design education was 0.96, which is a large effect size. Second, the effect size was large in order of affective, cognitive, and social areas. Third, the effect size of vocational basic ability showed a large effect size while creativity showed a medium-sized one. Fourth, the effect size showed highest for design subject, the grade in the third or fourth, there was help from industrial corporation, theory and practice. Based on these results, this study proposed instructional design implications in order to increase the learning effects of capstone design in Korea.

Classifying the severity of pedestrian accidents using ensemble machine learning algorithms: A case study of Daejeon City (앙상블 학습기법을 활용한 보행자 교통사고 심각도 분류: 대전시 사례를 중심으로)

  • Kang, Heungsik;Noh, Myounggyu
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.39-46
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    • 2022
  • As the link between traffic accidents and social and economic losses has been confirmed, there is a growing interest in developing safety policies based on crash data and a need for countermeasures to reduce severe crash outcomes such as severe injuries and fatalities. In this study, we select Daejeon city where the relative proportion of fatal crashes is high, as a case study region and focus on the severity of pedestrian crashes. After a series of data manipulation process, we run machine learning algorithms for the optimal model selection and variable identification. Of nine algorithms applied, AdaBoost and Random Forest (ensemble based ones) outperform others in terms of performance metrics. Based on the results, we identify major influential factors (i.e., the age of pedestrian as 70s or 20s, pedestrian crossing) on pedestrian crashes in Daejeon, and suggest them as measures for reducing severe outcomes.

Prediction on the Negative Outcomes of Anger in Female Adolescents (청년기 여성의 분노 결과 예측모형)

  • 박영주;한금선;신현정;강현철;천숙희;문소현;이영식;김헌수
    • Journal of Korean Academy of Nursing
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    • v.34 no.1
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    • pp.172-181
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    • 2004
  • Purpose: This study was designed to construct a structural model for explaining negative outcomes of anger in female adolescents. Methods: Data was collected by questionnaires from 199 female adolescents ina female high school in Seoul. Data analysis was done with SAS for descriptive statistics and a PC-LISREL Program for Covariance structural analysis. Results: The fit of the hypothetical model to the data was moderate, thus it was modified by excluding 7 paths and adding free parameters to it. The modified model withthe paths showed a good fit to the empirical data($x^2$ =5.62, p=.69, GFl=.99, AGFl=.97, NFI=.99, NNFI=l.01, RMSR=.02, RMSEA=.00). Trait anger, state anger, and psychosocial problems were found to have a significant direct effect on psychosomatic symptoms. State anger, psychosocial problems, and learning behaviorswere found to have direct effects on depression of female adolescents. Conclusion: The derived modelis considered appropriate for explaining and predicting negative outcomes of anger in female adolescents. Therefore, it can effectively be used as a reference model for further studies and is a suggested direction in nursing practice.

Application of Fuzzy Logic in Scenario Based Language, Learning (시나리오 기반 언어 학습에서 퍼지논리 적용에 관한 연구)

  • Lee, Sang-Hyun;Moon, Kyung-Il;Lee, Sang-Joon
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.221-228
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    • 2013
  • A number of research studies focus on the efficacy of using such as scenario based learning. However, desirable methods have not been introduced to assess the scenario based learning. This article is to suggest a fuzzy logic based framework for scenario base learning in which more reasonable learning effects are measured. It can be solved uncertain problems of linguistic variables. Also, we suggest three measures of accuracy, comprehensibility and completeness in order to evaluate accurate effects of scenario based learning. This assessment provides the scenario to the learner in which the scenario is presented in an authentic context, and enable the learner to reach an outcome through an adequate sequence and choices. This approach enables the system to present new scenarios and outcomes based on what a user selects. In particular, the application of fuzzy logic in scenario based learning can be easily pursued certain successful path or wrong path all the way through to reach major outcome in real situation.