• 제목/요약/키워드: types of learning outcomes

검색결과 44건 처리시간 0.029초

A Prediction of Work-life Balance Using Machine Learning

  • Youngkeun Choi
    • Asia pacific journal of information systems
    • /
    • 제34권1호
    • /
    • pp.209-225
    • /
    • 2024
  • This research aims to use machine learning technology in human resource management to predict employees' work-life balance. The study utilized a dataset from IBM Watson Analytics in the IBM Community for the machine learning analysis. Multinomial dependent variables concerning workers' work-life balance were examined, categorized into continuous and categorical types using the Generalized Linear Model. The complexity of assessing variable roles and their varied impact based on the type of model used was highlighted. The study's outcomes are academically and practically relevant, showcasing how machine learning can offer further understanding of psychological variables like work-life balance through analyzing employee profiles.

Relationship between Ambidexterity Learning and Innovation Performance: The Moderating Effect of Redundant Resources

  • Wang, Dongling;Lam, Kelvin C.K.
    • The Journal of Asian Finance, Economics and Business
    • /
    • 제6권1호
    • /
    • pp.205-215
    • /
    • 2019
  • Researchers have confirmed the relationship between ambidexterity learning and innovation performance, but according to the resource-based theory, the relationship between ambidexterity learning and innovation performance is also affected by the internal resources of the organization. Internal resources are an important factor affecting the transformation of learning outcomes into performance. In addition, few scholars have pointed out whether different types of learning have different effects on different types of innovation performance. This study collects data from 170 High-tech enterprises in Shandong, china, and discusses the effects of exploitative learning and explorative learning on management innovation performance and technological innovation performance. This study further examines the moderating role of slack resource on the relationship between ambidexterity learning and innovation performance. Results show that ambidexterity learning has positive effect on innovation performance. Compared with exploitative learning, explorative learning has a greater impact on management innovation performance; compared with explorative learning, exploitative learning has a greater impact on technological innovation performances. Slack resource has positive moderating role between the relationship of exploitative learning, explorative learning and technology innovation performance. But Slack resource has no moderating role between the relationship of exploitative learning, explorative learning and management innovation performance.

건축공학 프로그램의 학습성과 평가도구 개발에 관한 연구 - 비교과과정을 중심으로 - (Study on Developing Assessment Tools for Architectural Engineering Program Outcomes - focused on the extra curriculum -)

  • 김태근;이동진;이용규;김재엽
    • 한국건축시공학회:학술대회논문집
    • /
    • 한국건축시공학회 2009년도 춘계 학술논문 발표대회 학계
    • /
    • pp.143-147
    • /
    • 2009
  • Graduates from engineering colleges are demanded to have been acquired some abilities and qualities during their undergraduate years through the standard of the so-called "programmed learning results and evaluation" This paper aims at analyzing the learning results evaluation tool for graduates from the architectural engineering department through the examples of the colleges with engineering accreditation in Korea, and suggesting a more appropriate programmed learning result evaluation tool. The basic theories on programmed learning results were studied, and then the previous study examples were researched. The study objects were limited to the fourteen colleges which offered the examples of the learning results evaluation tools of the colleges with engineering accreditation in Korea. Types and the present situation of those evaluation tools were analyzed. In addition, the proposals for the evaluation tool of programmed learning results and the performance standard were suggested for those with an engineering accreditation, based on the case study of the performance standards of each college with an engineering accreditation. The study results showed that much more national research needs to be conducted to clarify the standards of selecting an evaluation tool and a performance standard appropriate for the level of each college so that it can make a proper proposal.

  • PDF

Input Variable Importance in Supervised Learning Models

  • Huh, Myung-Hoe;Lee, Yong Goo
    • Communications for Statistical Applications and Methods
    • /
    • 제10권1호
    • /
    • pp.239-246
    • /
    • 2003
  • Statisticians, or data miners, are often requested to assess the importances of input variables in the given supervised learning model. For the purpose, one may rely on separate ad hoc measures depending on modeling types, such as linear regressions, the neural networks or trees. Consequently, the conceptual consistency in input variable importance measures is lacking, so that the measures cannot be directly used in comparing different types of models, which is often done in data mining processes, In this short communication, we propose a unified approach to the importance measurement of input variables. Our method uses sensitivity analysis which begins by perturbing the values of input variables and monitors the output change. Research scope is limited to the models for continuous output, although it is not difficult to extend the method to supervised learning models for categorical outcomes.

VR 기반 산업안전교육의 효과성에 관한 연구 (A Study on the Effectiveness of a VR-based Industrial Safety Education)

  • 정종원;정기효;정재욱
    • 공학교육연구
    • /
    • 제26권2호
    • /
    • pp.23-31
    • /
    • 2023
  • The purpose of this study is to explore the effectiveness of VR-based industrial safety education compared with conventional methods. For the study, three types of safety learning contents(VR-based learning, rule-based learning, and case-based learning) were developed and implemented with three college students groups. The results show that VR-based learning was effective in sustaining learning outcomes compared to other two conventional contents groups. In addition, participants perceived VR-based safety learning is attractive that facilitates their learning motivation and usefulness.

온라인 게임의 고객 유형 별 이탈 요인 : 신규 고객과 기존 고객을 중심으로 (The Drivers of Customer Defection in Online Games across Customer Types : Evidence from Novice and Experienced Customers)

  • 손정민;조우용;최정혜
    • 한국경영과학회지
    • /
    • 제39권4호
    • /
    • pp.115-136
    • /
    • 2014
  • The game industry has grown steadily and the online game has become one of the most attractive game segments for its remarkable growth. Customer management in the online game industry, however, has received little attention from the academic field. The purpose of this study is to analyze the drivers of customer defection in the online game setting and suggest not only theoretical but also managerial insights into increasing customer retention rates. Prior to empirical analysis, the authors hypothesized that 3 variables of interests (Learning, Playing, Achievement) would explain the customer defection according to preceeding researches. To demonstrate these hypotheses, the authors obtained data from one of the biggest game publishers in Korea, and the empirical analysis model was developed considering context of research settings. The results of analyses provide the following insights. First, the key behavioral variables of Learning, Playing, and Achievement play substantial roles in explaining the customer defection. Next, the effects of these variables vary between customer types: novice and experienced customers. The defection decisions by novice customers are predicted by all key behavioral variables and Playing serves as the most influential indicator of the defection decisions. However, experienced customers are influenced by Playing and Achievement, while Learning has no impact on the defection decisions. Finally, the authors investigated hypothetical customer retention strategies, using the empirical results. The market outcomes indicate that the customer retention strategies work well with novice customers and it is hard-to-impossible to prevent experienced customers from defection using their behavioral data. These findings together deliver several meaningful insights to management as follow. First, the management should support customers to get involved in Learning activities at the very first stage. Second, customer's Achievement and appropriate compensation for it would work as defection barriers. Last, to optimize the outcomes of firm's marketing investments, it is better to focus on retention of novice users not experienced ones.

타블렛 컴퓨터를 활용한 모바일 학습에 관한 학습자의 인식 조사 (A Survey on Students' Perception of Tablet Computer-based Mobile Learning)

  • 이영민
    • 정보교육학회논문지
    • /
    • 제9권3호
    • /
    • pp.463-472
    • /
    • 2005
  • 본 논문에서는 타블렛 컴퓨터를 활용한 모바일 학습에 대한 학습자의 인식을 조사 분석한 결과를 제시하였다. 학습자의 인식을 학습 효과 측면, 태도 변화 측면, 학습 활동 측면, 컴퓨터 활용 측면으로 나눠 분석하였다. 학습자들은 대체적으로 타블렛 컴퓨터가 학습에 긍정적인 영향을 미치고 있는 것으로 응답하였고 태도 변화에 있어서도 동기 향상이 이루어진 것으로 응답하였다. 학습 활동 측면에서는 학습자들은 타블렛 컴퓨터를 주로 퀴즈나 시험 등 평가나 소집단 활동에 적극적으로 활용하였다. 컴퓨터 활용 측면에서는 학습자들은 타블렛 컴퓨터를 주로 노트 필기나 숙제 제출에 활용하였다.

  • PDF

성인학습자의 인문교양교육 학습경험 유형화에 관한 질적 연구 (A Qualitative Study on Adult Learners' Learning Experience Typology in Humanities & General Education)

  • 김미정;이정희;안영식
    • 수산해양교육연구
    • /
    • 제25권2호
    • /
    • pp.510-525
    • /
    • 2013
  • The purpose of this study is to investigate adult learners' experience by studying Humanities & General Education and get to know types and characteristics by classifying their learning experiences. This study uses grounded theory method which is suitable to investigate subjective experiences. In this study, data is collected from 13 adult learners by using Focus Group Interview(FGI) who participate in learning experience of Humanities & General Education of D university in Busan region. The data is categorized by open coding, axial coding and selective coding based on data analysis method of grounded theory and analysis processes. This study provides several outcomes as follows: 113 concepts, 38 subcategories and 16 upper categories are derived through the process of abbreviation and categorization of learning experience of Humanities & General Education. In a process of learning experience, this study shows interrelationship in a frame of paradigm and derives results of a process of abbreviation and categorization casual condition, contextual condition, phenomenon and interaction(help/obstruction factor). Tree types of learning experiences and characteristics are drawn as follows: 1) "Self-realization" is the type who participate in Humanities & General Education with desire of learning and they want to find identity and plan detailed future. 2) "The pursuit of happiness" has less desire on learning than "self-realization" and they are types who participate in Humanities & General Education because of someone else's help and suggestion. 3) "Local community" is the type who participate in Humanities & General Education because they feel necessity of social role and they expect local development based on their interest in local community. Several conclusions and suggestions are provided for further studies.

중국대학생 동영상 학습에서 텍스트 제시방식과 이미지 제시방식이 학습몰입, 학습만족, 학업성취에 미치는 효과 (Effect of text and image presenting method on Chinese college students' learning flow, learning satisfaction and learning outcome in video learning environment)

  • 장정;제혜금;김보경
    • 한국산학기술학회논문지
    • /
    • 제22권1호
    • /
    • pp.633-640
    • /
    • 2021
  • 본 연구는 동영상 학습에서 텍스트와 이미지 제시방식이 학습자의 학습몰입, 학습만족, 학업성취에 미치는 차이를 분석하였다. 이때 텍스트 제시방식은 2~3단어로 구성된 짧은 문장형태와 키워드형태로 구분하였고, 이미지 제시방식은 상세정보와 관계정보를 모두 표현하는 이미지와 관계정보만을 표현하는 이미지로 구분하였다. 실험연구를 위해 중국 형태대학교 1학년 167명을 텍스트와 이미지 제시방식에 따른 4가지 유형의 동영상 집단에 무선배정한 후 학습하게 하였다. 분석하기 위해 SPSS 25.0을 사용하여 다변량분산분석(MANOVA)을 실시하였다. 연구결과, 짧은 문장형태로 텍스트가 제시된 동영상을 학습한 집단이 키워드 형태의 텍스트가 제시된 동영상을 학습한 집단보다 학습몰입, 학습만족, 학업성취가 통계적으로 유의하게 높았다. 둘째, 상세정보와 관계정보를 모두 표현하는 이미지가 제시된 동영상을 학습한 집단이 관계정보만 표현하는 이미지가 제시된 동영상을 학습한 집단보다 학습몰입, 학습만족, 학업성취가 통계적으로 유의하게 높았다. 짧은 문장형태의 텍스트와 관계정보만 표현한 이미지가 제시된 동영상을 학습한 집단의 종속변인 평균이 가장 높았다. 반면에, 키워드 형태의 텍스트와 관계정보만 표현한 이미지가 제시된 동영상을 학습한 집단의 종속변인 평균이 가장 낮았다. 이러한 결과는 교수자 내레이션이 포함된 동영상을 설계할 때 이미지와 텍스트의 제시할 때 시사점을 준다.

중소기업 학습조직 활성화가 생산성에 미치는 영향에 관한 연구 (A Study on the influence of Productivity improvement of middle and small sized company's learning organization on productivity)

  • 조유진;강경식
    • 대한안전경영과학회지
    • /
    • 제19권4호
    • /
    • pp.283-290
    • /
    • 2017
  • In knowledge information society entering global unlimited competition era, our middle and small sized companies are the base of national and enterprise competitiveness and core base of national economy as an origin of jobs. The competitiveness of middle and small sized companies is so important to decide the level of the competitiveness of the whole industries, but the gap from big sized company is much low in comparison with advanced countries from angles of important factors of enterprise growth, productivity and technological competitiveness, so, it's urgent to improve the competitiveness through productivity enhancement. The purpose of this research is to do a positive study on effects of learning organization management outcomes of middle and small sized company on enterprise productivity among various types of outcome brought for strengthening of enterprise competitiveness. It confirmed learning organization has functions and usefulness as a management tool bringing positive effects on enterprise productivity through the Productivity improvement.