• 제목/요약/키워드: learning value

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기업 사이버교육생의 학업적 자기효능감, 자기조절학습능력, 온라인과제가치가 학업성취도와 학습전이에 미치는 영향 (The Effects of Academic Self-Efficacy, Self-Regulated Learning and Online Task Value on Academic Achievement and Learning Transfer in Corporate Cyber Education)

  • 주영주;김소나;김은경;박수영
    • 지식경영연구
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    • 제9권4호
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    • pp.1-16
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    • 2008
  • The purpose of the present study is to explain the effects of academic self-efficacy, self-regulated learning and online task value on academic achievement and learning transfer in corporate cyber education. 202 students who completed S corporate's cyber courses in 2007 and responded to all survey participated in this study. A hypothetical model was proposed, which was composed of academic self-efficacy, online task value and self-regulated learning factors as prediction variables, and learning transfer as well as academic achievement factors as outcome variables. The results of this study through regression analysis as follows. First, learners' academic self-efficacy, self-regulated learning and online task value predict learners' academic achievement significantly. Second, except for academic self-efficacy, learners' self-regulated learning and online task value predict on learners' learning transfer significantly. Third, academic achievement plays a role as mediating value in predicting academic achievement by online task. It implies that learners' academic self-efficacy, online task value and self-regulated learning which predict learners' academic achievement and learning transfer should be considered in developing strategies for the design and operation of cyber courses.

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진로정체성이 수학 교과 학습지속성과 학업성취에 미치는 영향: 유용가치의 매개 효과 (The effects of career identity on learning persistence and academic achievement: Mediating effect of utility value)

  • 우연경;김성경;최영인
    • 한국수학교육학회지시리즈A:수학교육
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    • 제58권1호
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    • pp.41-54
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    • 2019
  • The purpose of this study was to examine the effects of career identity on learning persistence and academic achievement, and mediating effect of utility value. To examine the effect of mediating role of utility value, we divided utility value into two types, utility value of daily matters and utility value of career. This study was conducted on 228 senior students in high school, to investigate relations among career identity, utility value, learning persistence and academic achievement in mathematics, by using the structural equation model. The results are as follows. First, career identity positively predicted learning persistence in mathematics. Second, career identity positively predicted the utility value of daily matters and career. Third, both type of utility value in mathematics positively predicted learning persistence in mathematics. Fourth, the utility value of daily matters and career, in mathematics subjects, showed differential predictability toward learning persistence and academic achievement. Both type of utility value in mathematics positively predicted learning persistence, but showed differential predictability toward learning academic achievement. Specifically, the utility value of daily matters in the near future did not predict the academic achievement, but the utility value of career in the distant future positively predicted the academic achievement. Fifth, the utility value was found to play a mediating role in the relationship between career identity and learning persistence. Based on the results of this study, implications for mathematics education were discussed.

공과대학 캡스톤 디자인의 학습성과에 대한 자기조절학습전략의 매개효과 검증 (An Examination of the Mediation Effect of Self-Regulated Learning Strategy on Learning Outcome in Engineering Capstone Design Course)

  • 김나영;이소영
    • 공학교육연구
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    • 제20권5호
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    • pp.34-42
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    • 2017
  • This study aimed to identify the causal relationships among self-regulated learning strategy, problem solving efficacy, task value and learning outcome, and mediation effect of self-regulated learning strategy in engineering capstone design course. The data were collected from 363 university students who enrolled in capstone design courses and analyzed using structural equation modeling method. The results were: first, problem-solving efficacy and task value exerted significant effects on self-regulated learning strategy. Second, self-regulated learning strategy exerted significant effects on learning outcome, but problem-solving efficacy and task value did not. Third, problem-solving efficacy and task value showed significant indirect effects on learning outcome, which confirmed that self-regulated learning strategy fully mediated between two exogenous variables and learning outcome.

Analysis of Influencing Factors of Learning Engagement and Teaching Presence in Online Programming Classes

  • Park, Ju-yeon;Kim, Semin
    • Journal of information and communication convergence engineering
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    • 제18권4호
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    • pp.239-244
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    • 2020
  • This study analyzed the influencing factors of learning engagement and teaching presence in online programming practice classes. The subjects of this study were students enrolled in an industrial specialized high school, who practiced creating Arduino circuits and programming using a web-based virtual practice tool called Tinkercad. This research adopted a tool that can measure task value, learning flow, learning engagement, and teaching presence. Based on this analysis, learning flow had a mediating effect between task value and online learning engagement, as well as between task value and teaching presence. Increasing learning engagement in online classes requires sensitizing the learners about task value, using hands-on platforms available online, and expanding interaction with instructors to increase learning flow of students. Furthermore, using virtual hands-on tools in online programming classes is relevant in increasing learning engagement. Future research tasks include: confirming the effectiveness of online learning engagement and teaching presence through pre- and post-tests, and conducting research on various practical subjects.

스마트 러닝 이용자의 학습 동기요인이 실용적 가치와 헤도닉 가치를 통해 교육성과에 미치는 영향 (The Effect of Smart Learning User' Learning Motivation Factors on Education Achievement through Practical Value and Hedonic Value)

  • 문정원;권두순;김성준
    • 디지털산업정보학회논문지
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    • 제17권3호
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    • pp.63-83
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    • 2021
  • The appearance of education is also rapidly changing in social changes represented by social networks. And the development of information and communication technology is also having a widespread effect on the education field. In the era of untact caused by Covid-19, education through smart learning is having a greater effect on students as well as adult learners more quickly and broadly. In addition, smart learning is not just limited to learning content, but is developing into personalized, convergence, and intelligent. The purpose of this study is to identify the factors of ARCS motivation theory that can determine the learning motivation of smart learning users, and to empirically study the casual relationship between these factors on education achievement through practical value and hedonic value. Specifically, I would like to examine how the independent variables ARCS motivation factors (attention, relevance, confidence, and satisfaction) affect learners' education achievement through the parameters of practical value and hedonic value. To this end, a research model was presented that applied the main variables of attention, relevance, confidence, and satisfaction, which are four elements of ARCS motivation theory, a specific and systematic motivational strategy to induce and maintain learners' motivation. In order to empirically verify the research model of this study, a survey was carried out on learners with experience using smart learning. As a result of the study, first attention was found to have a positive effect on the hedonic value. Second, relevance was found to have a positive effect on the hedonic value. Third, it was found that confidence did not have a positive effect on the practical value and the hedonic value. Forth, satisfaction was found to have a positive effect on the practical value and the hedonic value. Fifth, practical value was found to have a positive effect on the education achievement. Sixth, hedonic value was found to have a positive effect on the education achievement. Through this, it can be seen that the intrinsic motivation of learners using smart learning affects the education achievement of users through intrinsic and extrinsic value. A variety of smart learning that combines advanced IT technologies such as AI and big data can contribute to improving learners' education achievement more effectively and efficiently. Furthermore, it can contribute a lot to social development.

목표상태 값 전파를 이용한 강화 학습 (Reinforcement Learning using Propagation of Goal-State-Value)

  • 김병천;윤병주
    • 한국정보처리학회논문지
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    • 제6권5호
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    • pp.1303-1311
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    • 1999
  • In order to learn in dynamic environments, reinforcement learning algorithms like Q-learning, TD(0)-learning, TD(λ)-learning have been proposed. however, most of them have a drawback of very slow learning because the reinforcement value is given when they reach their goal state. In this thesis, we have proposed a reinforcement learning method that can approximate fast to the goal state in maze environments. The proposed reinforcement learning method is separated into global learning and local learning, and then it executes learning. Global learning is a learning that uses the replacing eligibility trace method to search the goal state. In local learning, it propagates the goal state value that has been searched through global learning to neighboring sates, and then searches goal state in neighboring states. we can show through experiments that the reinforcement learning method proposed in this thesis can find out an optimal solution faster than other reinforcement learning methods like Q-learning, TD(o)learning and TD(λ)-learning.

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모바일 러닝의 특성이 만족과 충성도에 미치는 영향: 성별에 따른 분석 (An Effect on Satisfaction and Loyalty of the Characteristics in Mobile Learning: According to Gender)

  • 정경수;이원빈;노미진
    • 한국정보시스템학회지:정보시스템연구
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    • 제19권3호
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    • pp.75-103
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    • 2010
  • This study analyzes a model appling value in the mobile learning. We investigate the interaction, ease of use, hedonic value, and utilitarian value considering importance factors in the mobile learning, and the customer values are found to influence the customer satisfaction. We analysis a relationship between these factors and the customer satisfaction, and the relationship between the customer satisfaction and the loyalty. Finally, we research difference among gender of the satisfaction on the mobile learning. To fulfill this purpose, the research model was designed from literature review, and the structural equation modeling technique was used to evaluate hypotheses. The major results of this study are as follows. First, the ease of use, hedonic value, and utilitarian value positively influenced the satisfaction, and the satisfaction had positive influences on the customer loyalty. But the interaction didn't have positive influence on the satisfaction. Second, gender difference was found for some path coefficient. Male user's interaction and ease of use has effect on the satisfaction, and Female user's hedonic value and utilitarian value have influenced the satisfaction. When it consider the market share or the growth potential of the mobile learning industry, the results of this study will provide the useful information to manage mobile learning.

사이버대학생의 학습성과에 대한 과제가치, 지각된 유용성, 교수실재감의 영향 (The Effects of Task Value, Perceived Usefulness, and Teaching Presence on Learning Outcomes in Cyber University)

  • 이정민;윤석인
    • 정보교육학회논문지
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    • 제15권3호
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    • pp.449-458
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    • 2011
  • 본 연구는 사이버대학생의 과제가치, 지각된 유용성이 학습성과(학습몰입, 학습지속의향)에 미치는 영향과 교수실재감의 매개효과를 분석하기 위해, H 사이버대학생 137명을 대상으로 수행되었다. 그 결과, 과제가치와 지각된 유용성은 학습몰입과 학습지속의향에 유의미한 영향을 미치는 요인으로 확인되었으며, 교수실재감은 과제 가치와 지각된 유용성이 학습성과(학습몰입, 학습지속의향)을 예측하는 데 있어 매개역할을 하는 것으로 나타났다. 이와 같은 결과는 사이버대학생의 학습성과(학습몰입, 학습지속의향)를 높이기 위해서는 과제가치, 지각된 유용성 향상을 위한 학습과정 설계 전략과 함께 교수자의 역할과 행동, 촉진을 제공하기 위한 노력이 필요함을 시사한다.

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플립드 러닝과 프로젝트 기반 학습을 결합한 메타버스 게임화 교수법이 대학생의 과제가치와 학업적 자기효능감에 미치는 영향 (The Effect of Metaverse Gamification Teaching Method combining Flipped Learning and Project-Based Learning on Task Value and Academic Self-Efficacy of University Students')

  • 배성훈
    • 한국콘텐츠학회논문지
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    • 제22권6호
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    • pp.413-427
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    • 2022
  • 본 연구의 목적은 플립드 러닝과 프로젝트 기반 학습을 결합한 메타버스 게임화 교수법으로 대학생들의 과제가치와 학업적 자기효능감을 향상시키고 이를 검증하는 것이다. 본 연구의 대상은 청주의 K대학교에서 상담 심리학을 전공하는 16명의 대학생들이다. 대학생들은 각각 실험집단과 비교집단에 배정되었다. 실험집단에는 플립드 러닝과 프로젝트 기반 학습을 결합한 메타버스 게임화 교수법이 적용되었고 비교집단에는 단순 강의식 교수법이 적용되었다. 본 연구에서의 종속변인은 과제가치와 학업적 자기효능감이었다. 그리고 각 변인들을 사전, 사후에 측정하였다. 연구 결과 사후 검사에서 실험집단의 과제가치와 학업적 자기효능감은 비교집단에 비해 통계적으로 유의미하게 높았다. 본 연구의 결과는 플립드 러닝과 프로젝트 기반 학습을 결합한 메타버스 게임화 교수법이 대학생들의 과제가치 및 학업적 자기효능감의 향상에 효과적임을 시사한다.

플립러닝의 동영상 활용시 제안과 교육적 가치 고찰 (Suggestions for Using Flipped Learning Videos and a Study on the Educational Value)

  • 이은선;임희석
    • 융합정보논문지
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    • 제10권6호
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    • pp.87-95
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    • 2020
  • 기존에는 동영상의 중요성을 인지하지 못하고 플립러닝의 교육적 가치에 관심을 둔 연구가 거의 없었으며, 플립러닝을 이해하지 못하여 잘못된 실험들도 많이 있었다. 따라서 플립러닝에 대한 정확한 이해가 필요하다. 본 연구는 플립러닝의 대표적인 선행학습 도구인 동영상 학습의 주의할 점을 제안하고 플립러닝의 교육적 가치를 고찰하기위해 뒷받침할 논문과 근거들을 제시했다. 강의 동영상은 10~15분의 핵심적인 내용으로 제작해야하며, 플립러닝의 교육적 가치는 자기주도학습, 협력학습, 하브루타, 망각곡선 극복, 메타인지에 있다는 것을 밝혀냈다. 본 연구를 통해 플립러닝에 어려움을 겪는 교사들에게 좋은 지침과 교육 방향이 제공되길 기대한다.