• Title/Summary/Keyword: 수업 언어

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Changes in attitudes and efficacy of AI learners according to the level of programming skill and project interest in AI project (AI 프로젝트 수업에서 프로그래밍 언어 활용 수준 및 프로젝트 흥미에 따른 AI에 대한 태도 및 효능감 변화)

  • Han, eongyun
    • Journal of The Korean Association of Information Education
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    • v.24 no.4
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    • pp.391-400
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    • 2020
  • While artificial intelligence (AI) is attracting attention as a core technology in the era of the 4th industrial revolution, needs for artificial intelligence education to cultivate AI literacy is emerging. In this regard, we developed and applied a project-based AI education program for elementary and middle school students, and analyzed its effects. Participants were assigned into teams with three members, and each team engaged in a project-based AI education program for two nights and three days. In the project, they selected an real-world problem they wanted and devised an AI-enabled artifact to solve it. The effectiveness of the program was investigated with the changes in attitude and efficacy of learners toward artificial intelligence. The results showed that the AI project learning positively changed both attitudes and efficacy toward artificial intelligence at a statistically significant level. This change was more pronounced as the level of perceived programming skills increased, and the level of interest in the project learning increased.

Fundamental Education on Film Style I : Focusing on Basic Viewing Education Utilizing Sound and Camera (영화의 양식에 관한 교육 사례 I : 사운드와 카메라를 활용한 감상 및 실습교육을 중심으로)

  • Kim, Gye-Joong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.195-203
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    • 2011
  • This case study is based on a fundamental class actually done in the film and video department in Sungkyul University. It aimed at suggesting supportive role for typical film production class in universities in Korea. The list of film styles mentioned in this text is selected from the actual ones for the class and it is focused on utilization of sound and camera. It is ultimately designed to guide students to actual making films. First of all, for example, with a humble camcoder, students are encouraged to record both image and his/her narration which is directly recorded into the built-in microphone. Also directional microphone could be used to experience various positions of 'point-of-hearing'. Regarding camera movements, only distinctive ones out of typical utilization are selected to be dealt with. The movements created by moving vehicle such as dolly or crane beyond the limit of human ability could bring up high imagination of students on movement, besides this could be also easily applied to them for using hand-held technique instead of vehicle. This attitude acquired through the course is important for gettig over the resistance they might have before actual experiencing machinary use in production.

A Study of Programming Language Class with Lego NXT Robot for University of Education Students - Centered on Maze Problem - (레고 NXT 로봇을 활용한 예비교사의 프로그래밍 언어 수업 방안 - 미로 찾기 문제를 중심으로 -)

  • Hong, Ki-Cheon
    • Journal of The Korean Association of Information Education
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    • v.13 no.1
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    • pp.69-76
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    • 2009
  • This paper proposes a teaching plan of programming language class for university of education students amusingly with LEGO Mindstorms NXT robot. The goal of class is not fragmentary knowledge acquirement but problem-solving of maze. This robot communicates with GUI named NXT-G installed in computer via USB. GUI is not text-based but icon-based programming tool. This paper designs a semester with 3 steps such as beginner, intermediate, high-rank. Beginner step is consists of learning of basic functions such as GUI usage and several sensors of robot. Intermediate step is consists of solving of maze problem with low complexity. High-rank step is consists of solving maze problem with medium and high complexity. All maze problem-solving have 3 process with algorithm, flowchart, and programming with stack.

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Path Analysis of Bodily-Kinesthetic Intelligence, Linguistic Intelligence, Flow and Learning Outcomes in Motion-Capture Game-Based Learning (동작인식게임 활용학습에서의 신체운동지능, 언어지능, 몰입, 학습성과 간 경로분석)

  • Ryoo, EunJin;Kang, Myunghee
    • Journal of The Korean Association of Information Education
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    • v.21 no.6
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    • pp.607-618
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    • 2017
  • Recently, there is a growing interest in learning to use games as a teaching method for digital native learners. In this study, we conducted a path analysis between bodily-kinesthetic intelligence, linguistic intelligence, flow, learning outcomes(academic achievement, persistence intention) in motion-capture game-based learning(the used game developed for elementary school history class). As a result, bodily-kinesthetic intelligence directly influenced flow and indirectly influenced learning outcomes. Linguistic intelligence did not have direct influence on flow and indirect effects on learning outcomes. Through this result, we expected that the motion-capture game-based learning facilitate learning motivation and performance of learners for higher bodily-kinesthetic intelligence.

A Meta-Analysis on the Effects of Educational Programming Language (교육용프로그래밍언어의 효과에 관한 메타분석)

  • Jin, Young-Hak;Kim, Yung-Sik
    • The Journal of Korean Association of Computer Education
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    • v.14 no.3
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    • pp.25-36
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    • 2011
  • The purpose of this study was to analyze the effects of educational programming language(EPL) using the meta-analysis method. In order to achieve the purpose of this study, t-test and F-test were performed for the effect size differences between the variables. The results of the study were as follows: First, EPL turned out to be highly effective in improving learning effects. The total mean of effect size was as big as 1.01 and the value of $U_3$ was 84.38%. EPL increased the learning effect by 34.38% compared with the control group. Second, the moderator variables such as subject, publication type, and learner's school age there was no statistically significant differences. By designing the experiment nonequivalent control group pretest-posttest design showed statistically significant effect size compared with single group pretest-posttest design. Third, the mean effect sizes of the dependent variables were as follows: Creativity 1.90, problem solving ability 1.25, logical thinking ability 1.18, learning motivation 0.81, and achievement 0.59. EPL showed positive effect than traditional teaching and learning method comprehensively.

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Learners' Perceptions on Integrating Reading and Writing in L2 College Composition Classes (제2언어 학습자들의 읽기-쓰기 통합에 대한 인식: 대학영작문반)

  • Kim, Sun-Young
    • Korean Journal of Cognitive Science
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    • v.18 no.3
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    • pp.255-284
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    • 2007
  • This study explored the ESL college learners' perceptions on integrating reading and writing in the context of the reading-to-write composition classroom. Using the panel survey (N=60) that repeatedly measured the same set of individuals at three different times during a semester, this study examined whether students' perceptions on reading-writing integrations were reshaped over the course of classroom practices. The survey instrument was developed to assess the perception scores from less integrative continua to more integrative continua on a 5-point Likert scale. A two-factor ANOVA with repeated measures was performed to evaluate mean differences across the perception groups and over the three treatment times. The results do not demonstrate a significant treatment effect, suggesting that L2 learners' integrative perceptions were stable over the course of the semester. The dynamics in the perception changes differed widely across the perception groups. This result provides insights into understanding students' reading-writing practices and thus into instructional practices applicable to the classrooms. The present study argues for 12 learners' perceptions on integrating reading and writing as a key construct to understand their literacy practices involved in the composing process.

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Chinese International Student, Zh$\grave{a}$om$\acute{i}$ng's Learning Process, Using Technology in a University Class of Korea (테크놀로지를 활용한 대학 수업에서 중국국제학생 자오밍의 수학학습과정)

  • Choi-Koh, Sang Sook
    • Journal of the Korean School Mathematics Society
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    • v.18 no.1
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    • pp.61-82
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    • 2015
  • This study investigated the learning process of Chines international student within a technology environment, who was studying in Korea to be well equipped as a math teacher in future. Her activities were observed and guided in a class for pre-service teachers in one university, Kyunggido, in the second semester of 2014. She experienced obstacles such as the lacks of comprehending Korean sentences, Korean math terminologies, mathematical concepts, and fidelities of technology in her learning. She was recovered by bilingual effect, visualization activities, repetition activities, and group activities. There was a learning helper who made her learning possible in a bilingual way. Thus, the bilingual education is crucial for students with multi-cultural background.

A Study on the Usage of Smartphones for English Listening Activity (디지털 융합 영어 듣기 활동을 위한 스마트폰 활용 연구)

  • Choi, Mi Yang
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.451-459
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    • 2017
  • This study investigates the usage of smartphones in English listening activities. 71 students answered the 10-item questionnaire after doing listening activity using their own smartphone for one semester in the course of Practical English listening and reading. The findings show that listening activity done with smartphone enhanced students' interest in English listening and improved their English listening skills because smart phones made customized learning possible. However, the major limitation of using smart phone is that students are distracted during activity by smart phones' other functions such as SMS and messenger. To reduce such distraction, I suggest that individual listening activity with smart phones be mixed with instructor-led activity using a classroom computer in about 50 to 50 ratio. The ratio might vary depending on the level of students' English listening skills. These findings will make a contribution to the boost of digital convergence English learning.

The Effects of Programming Lessons using 'Dolittle' on Logical Thinking ('Dolittle'을 활용한 프로그래밍 수업이 논리적 사고에 미치는 효과)

  • Kwon, Chang-Mi;Kwon, Bo-Seob
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.7
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    • pp.1467-1474
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    • 2009
  • What matters in the society of knowledge and information is not that they just know certain facts, but that when faced with new situations, they should be able to develop novel ideas, apply them and do the problems or the tasks confronting them. This cannot be achieved through learning of mere knowledge. Computer programming lessons have shown positive effects on general thinking ability, metacognitive aspects, and logical thinking. The ACM has suggested that 8th grade students at the first level (second year students of middle school) be educated in programming languages such as LOGO to raise their ability to think logically. Previous studies have confirmed educational programming languages such as LOGO and BASIC, which are currently used, are helpful in improving the ability to think logically and to solve problems. However these languages lack connectivity with later learning. Little research has been done on 'Dolittle', an educational programming language, newly developed, using object-oriented notions. Few studies have been made of the effects of 'Dolittle' on the ability to think logically. The following results were obtained. The research didn't lead to a statistically significant improvement of the students' cognitive development level. However, proportional logic and combinational logic, among the six subcategories of logic, improved through the introduction of 'Dolittle' programming lessons. This leads to the conclusion that in the processing of solving the problems given, the students learned by themselves and improved their ability to think logically.

Ineffective English Learning in the Family Field during the COVID-19 Pandemic (코로나19 팬데믹 기간 동안의 가정 내 비효과적인 영어 학습)

  • Gou, Wenyan;Kim, Jungyin
    • Journal of Convergence for Information Technology
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    • v.11 no.11
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    • pp.312-326
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    • 2021
  • Building on the framework of language socialization [10] in language learning and use, the present study examines the environmental factors involved in four college students' English learning in the situated place of the home during the COVID-19 pandemic. Using narrative inquiry, this study implements a time-series analysis to investigate undergraduates' online English learning in a rural area of northwest China. The data were collected via oral and written narration, semi-structured interviews, and class documents. Leveraging the field-habitus theories, the findings reveal that each of the students had a different habitus in the family field that influenced their English learning at home between March to July of 2020. Ultimately, all four students felt that their habitus made their online English learning ineffective and expressed that they did not wish to continue learning at home. The findings imply that it is important for rural parents to pay more attention to building college students' learning environments and helping students cultivate a strong learning habitus in the family field in northwest China.