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dc.contributor.author김지은-
dc.date.accessioned2018-03-10T04:10:19Z-
dc.date.available2018-03-10T04:10:19Z-
dc.date.issued2013-05-
dc.identifier.citationComputers in Human Behavior, 2013, 29(3), P.747-758en_US
dc.identifier.issn0747-5632-
dc.identifier.issn1873-7692-
dc.identifier.urihttp://hdl.handle.net/20.500.11754/44635-
dc.identifier.urihttps://www.sciencedirect.com/science/article/pii/S0747563212003548?via%3Dihub-
dc.description.abstractWith the growing demand in e-learning system, traditional e-learning systems have dramatically evolved to provide more adaptive ways of learning, in terms of learning objectives, courses, individual learning processes, and so on. This paper reports on differences in learning experience from the learner’s perspectives when using an adaptive e-learning system, where the learner’s knowledge or skill level is used to configure the learning path. Central to this study is the evaluation of a dynamic content sequencing system (DCSS), with empirical outcomes being interpreted using Csikszentmihalyi’s flow theory (i.e., Flow, Boredom, and Anxiety). A total of 80 participants carried out a one-way between-subject study controlled by the type of e-learning system (i.e., the DCSS vs. the non-DCSS). The results indicated that the lower or medium achievers gained certain benefits from the DCSS, whilst the high achievers in learning performance might suffer from boredom when using the DCSS. These contrasting findings can be suggested as a pragmatic design guideline for developing more engaging computer-based learning systems for unsupervised learning situations.en_US
dc.description.sponsorshipMajor funding for this work was the National Research Foundation of Korea (NRF) grant funded by the Ministry of Education, Science and Technology (MEST) (2012-0008152), and the Industrial Strategic Technology Development Program (10042693, Socio-Cognitive Design Technology for Convergence service) funded by the Ministry of Knowledge Economy (MKE). Also, the content design for the study was supported by Korea Creative Content Agency (KOCCA) in the Culture Technology (CT) Research & Development Program 2012, the Ministry of Culture, Sports and Tourism (MCST).-
dc.language.isoenen_US
dc.publisherElsevier B.Ven_US
dc.subjectLearning experienceen_US
dc.subjectExpert learnersen_US
dc.subjectNovice learneren_US
dc.subjectFlowen_US
dc.subjectContent sequencingen_US
dc.subjectOptimal flow channelen_US
dc.titleExperience beyond knowledge: Pragmatic e-learning systems design with learning experienceen_US
dc.typeArticleen_US
dc.relation.no3-
dc.relation.volume29-
dc.identifier.doi10.1016/j.chb.2012.12.014-
dc.relation.page747-758-
dc.relation.journalCOMPUTERS IN HUMAN BEHAVIOR-
dc.contributor.googleauthorKatuk, Norliza-
dc.contributor.googleauthorKim, Jieun-
dc.contributor.googleauthorRyu, Hokyoung-
dc.relation.code2013012909-
dc.sector.campusS-
dc.sector.daehakGRADUATE SCHOOL OF TECHNOLOGY & INNOVATION MANAGEMENT[S]-
dc.sector.departmentDEPARTMENT OF TECHNOLOGY MANAGEMENT-
dc.identifier.pidjkim2-
dc.identifier.researcherIDP-1612-2015-


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