• Title/Summary/Keyword: 수업 언어

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A Study on the Role of Models and Reformulations in L2 Learners' Noticing and Their English Writing (제2 언어학습자의 주목 및 영어 글쓰기에 대한 모델글과 재구성글의 역할에 관한 연구)

  • Hwang, Hee Jeong
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.426-436
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    • 2022
  • This study aimed to explore the role of models and reformulations as feedback to English writing in L2 learners' noticing and their writing. 92 participants were placed into three groups; a models group (MG), a reformulations group (RG), a control group (CG), involved in a three-stage writing task. In stage 1, they were asked to perform a 1st draft of writing, while taking notes on the problems they experienced. In stage 2, the MG was asked to compare their writing with a model text and the RG with a reformulated version of it. They were instructed to write down whatever they noticed in their comparison. The CG was asked to just read their writing. In stage 3, all the participants attempted subsequent revisions. The results indicated that all the participants noticed problematic linguistic features the most in a lexical category, and models and reformulations led to higher rate of noticing the problematic linguistic features reported in stage 1 and contributed to subsequent revisions. It was also revealed that the MG and RG significantly improved with their writings of MG and RG on the post-writing test. The findings imply that models and reformulations result in better performance in L2 writing and should be promoted in an English writing class.

An Informetric Analysis of Topics in University's General Education (대학 교양교육 주제영역의 계량적 분석연구)

  • Choi, Sanghee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.4
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    • pp.245-262
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    • 2015
  • As the topics of general education in universities become more diverse, it is not an easy task to identify the topics of general education courses. This study aims to identify and visualize the topics of A university's general education courses using informetric analysis methods. 214 syllabi were collected and titles, course introduction, goals, and weekly plans were analyzed. 278 topic words were extracted from the data set and grouped into 8 clusters. In the network analysis, topic clusters were divided into two areas, personal and social. Personal area has 14 sub-topic clusters and social area has 11 sub-topic clusters. In personal area, 'language', 'science', and 'personality' were major topic clusters. In social area, 'multi-culture' cluster was the core cluster with connected to four other clusters. The topic network generated in this study can be used for the university and the university library to enhance general education or to develop collections for general education.

Design and Implementation of Game for Learning Game Production Principles: Centering on Scratch Language (게임 제작 원리 학습을 위한 게임의 설계 및 구현 : 스크래치 언어를 중심으로)

  • Lee, Hong-Sub;Jeong, Hyung-Won;Kim, Young-Kyo
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.403-410
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    • 2016
  • Computer game is a result of integration of various academic areas, and the production of computer game requires knowledge and experience from various areas. This study demonstrates a game production process using Scratch. The intent was to experience the game development process and the production principle through actually building the core functions of a game using Scratch. As such, the computer game production principle was understood and it was made possible to learn more easily and more enjoyably the functions of multimedia and programming necessary for the production process. As the result, the learning of game production principles using Scratch was found to enhance the interest of the learner, and help with the understanding of game structure and learning software/programming language.

A Play for Children Arts Education for Children in the Center of App Development (아동극 중심의 아동문화예술교육을 위한 앱 개발 연구)

  • Kang, Hyo-Soon;Park, Song-Yeon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.419-421
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    • 2012
  • The current situation and problems of sensory console games was analyzed focusing on the Nintendo 'Wii.' In order to develop the limitation of contents that lean strongly towards sports and fail to offer diversity one step further into glocal cultural contents, a solution of applying 'Bollywood,' which has a main musical format, is presented. Bollywood is a unique cultural code of India which can stimulate the purchase desires of consumers with its exotic freshness in third countries, and can be used to lead sales of a new form of game culture that is familiar yet in a new format in the 1.1 billion people Indian market. The political, social and economic codes of Bollywood are examined in this study in addition to cultural contents and codes that include Bollywood to develop contents that are not foreign to their culture.

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A Educational Program for Elementary Information Gifted Student using Unplugged Computing and EPL (언플러그드 컴퓨팅과 EPL을 이용한 초등정보영재교육프로그램의 개발)

  • Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
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    • v.15 no.1
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    • pp.31-38
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    • 2011
  • This study proposed a new education program for the information science gifted talent using unplugged computing and EPL that are new teaching approach of computer science. We analyzed unplugged computing contents and developed the advanced educational program for the information science gifted talent. We also made up a curriculum and teaching strategy and applied the elementary information science gifted talents the developed program with unplugged computing. In order to verify an effectiveness of new program, we tested t-test and found the positive results between before and after the program as well as an experimental group and the comparison group. In interview and observation about the gifted talents, we also saw that the students evaluated an unplugged computing lesson to the positive responses. We expect the proposed unplugged computing program will give many help for teaching the information science gifted talent.

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Development and Application of Web based English Writing System through Cooperative Learning (협동학습을 통한 웹 기반 영어 쓰기 시스템 개발 및 적용)

  • Lee, Hye-Rim;Goh, Byung-Oh
    • Journal of The Korean Association of Information Education
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    • v.15 no.1
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    • pp.137-146
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    • 2011
  • The elementary school English Education Course consists of four integrated aspects of language (Listen, Speak, Read, Write) used to develop skills for daily communication in English. yet the 6th Grade English Education Curriculum focuses almost exclusively on sentence completion through copying and "fill-in-the-blank" exercises. Further, these activities are insufficient time to develop literacy skills. Additionally, the curriculum's emphasis on memorization within the written component is very time consuming for students, leading many to develop negative opinions of the written aspect of a comprehensive understanding of English. This thesis attempts to address each these problems through development of a web-based Learning Model for Cooperative Writing in English. The study resulted in three observations. First, this model overcame limitations of the current teaching model in schools. Second, students expressed more interest in the experimental model than in the current curriculum and standard pedagogical methods. Finally, the study demonstrated that improvement of English literacy is indeed possible using the model presented here.

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Design of Computer Education Curriculum for Elementary Schools using Scratch Educational Programming Language (스크래치를 이용한 초등학교 컴퓨터 교육과정 설계)

  • Ham, Seong-Jin;Yang, Chang-Mo
    • Journal of The Korean Association of Information Education
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    • v.15 no.3
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    • pp.413-423
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    • 2011
  • Programming education has the favorable influence on creative logical thinking and problem-solving ability of students. However programming has not been actively taught at the elementary schools. One of the causes is the lack of systematic curriculum. In this paper, we design the curriculum for 'Understanding of Information Processing' in revised ICT educational guidelines using the educational programming language Scratch. We propose curriculum that consists of 4 lessons for 1st and 2nd graders, 5 lessons for 3rd and 4th graders, and 6 lessons for 5th and 6th graders to lesson the cognitive load, and present the instruction plans. Selected group of experts verified our proposed curriculum and instruction plans. According to verification results, we can conclude that almost the area including the targets, educational factors, learning content, amount of learning, instruction plans are appropriate. The curriculum proposed in this paper can help the elementary students learn programming efficiently, and develop their logical thinking, problem-solving ability, creativity, and information processing ability.

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Analysis of Non-Computer Majors' Difficulties in Computational Thinking Education (Computational Thinking 교육에서 나타난 컴퓨터 비전공 학습자들의 어려움 분석)

  • Kim, Soohwan
    • The Journal of Korean Association of Computer Education
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    • v.18 no.3
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    • pp.49-57
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    • 2015
  • The purpose of this study is to provide considerations through investigation and analysis about non-computer major learners' difficulties in computational thinking education. In recent, the importance of human resources development in convergence based on computational thinking is increasing internationally and a Korean university is selecting CT as a mandatory subject. I taught CT with Scratch at C university in Seoul for two semesters in 2014 and investigated and analyzed what difficulties non-Computer majors felt in the process of CT education. The result showed they felt the following some difficulties in order: the concept of variable and list; to think a idea and implement it; which commands should be selected. The pleasure and the interest can be apply to decrease difficulty, because they affect self-programming ability and self-CT capability each other statistically. Although Scratch is an easy and an intuitive programming language, it is needed to consider to provide appropriate learning time to student for using and applying commands.

Altemative Instructional Methods and Strategies for Effective Computer Programming Education (컴퓨터 프로그래밍 교육에 적용 가능한 효과적 교수방법의 탐색적 대안)

  • Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
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    • v.5 no.3
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    • pp.1-9
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    • 2002
  • For teaching-learning activities to be effective, the teaching methods need to reflect the contents of instructional materials and the characteristics of the learners. The purpose of this paper is to investigate the effective ways of teaching computer programming languages. The main components of teaching computer programming languages might be the characteristics of the language itself, the function of design, and general problem-solving capacity. But the analysis of the Quality and environments of learners is much more important. To improve the Quality of teaching computer programming languages, the structured syllabus needs to be provided and a variety of teaching methods such as project-based approach, problem-based approach, cooperative learning, peer tutoring and case study should be applied selectively, depending upon the instructional situations. In addition, procedural and constructive evaluation process needs to be developed to monitor each stage of learning and to give the guidelines of completing the course projects.

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Studies of Communicational Education Suitable for Security Environment (안보환경에 적합한 해군부사관과의 의사소통 교육방안 연구 - 맥락적 의사소통을 중심으로)

  • Yu, Yong-tae
    • Convergence Security Journal
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    • v.16 no.3_1
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    • pp.47-56
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    • 2016
  • This study's goal is to consider deeper about the Context-Communication Study on candidates of future petty officers in community colleagues, therefore the study uses theoretical approaches of the communications based on literature research. The petty officer majors in community colleagues need to set a curriculum to achieve the goal of the Context-Communication Study. The class, which is a continuous class from freshman to sophomore year, needs to be designed as a combination class of command/discipline major classes and communication studies. This study shows the detail ways of the Context-Communication Study to bring student's interests by using simulation studies with writing papers, training interviews, and presentations which all will be checked by their instructors. Instructors will get students to the point that they have upscale communication abilities and language abilities. Finally, this study shows limitations of the Context-Communication Study and suggests the further direction of research.