• Title/Summary/Keyword: 연구수행기반 수업

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Effects of Game-Based-Digital Textbook on the Basic Arithmetic Abilities and the Task Attention of Students with Mental Retardation (게임기반 디지털 교과서 활용이 정신지체 학생의 기초연산 수행능력 및 과제집중에 미치는 효과)

  • Lee, Tae-Su;Yi, Seung-Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.484-495
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    • 2012
  • The purpose of this study was to investigate the effects of game-based-digital textbook on the basic arithmetic abilities and the task attention of students with mental retardation. To do this, 38 students with mental retardation participated and were assigned to the three groups. The first group only used the traditional text book, the second group only used the game-based-digital textbook, and the third group used both the traditional textbook and the game-based-digital textbook. The third group using both the traditional textbook and the game-based-digital textbook revealed more higher improvement than the other two groups in the basic arithmetic and the task attention.

Design of Computer Science and Engineering Courses based on Flipped Learning through Integrating Lectures and Team Activities (강의와 팀 활동을 조합한 컴퓨터학 과목의 플립러닝 기반 설계)

  • Sihyung Lee
    • Journal of Internet Computing and Services
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    • v.24 no.4
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    • pp.117-125
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    • 2023
  • Flipped learning is an instructional approach that reverses the traditional order of in-class and after-class activities. It entails students studying course materials before attending class, and then utilizing class time for completing homework tasks. Due to collaborative support available from teachers and peers, flipped learning has gained extensive adoption in computer science and engineering courses, enabling students to effectively engage in homework assignments. Nevertheless, students are responsible for studying class materials independently, which can limit their understanding of advanced topics. We propose an approach that combines both flipped learning and the traditional method, allowing them to mutually enhance each other. In the proposed approach, students acquire foundational concepts prior to attending class, and subsequently delve into advanced topics during classroom sessions through lectures and guidance provided by the teacher. Afterward, students collaborate with their peers to solve problems that involve the application of the concepts they have learned, and exchange a variety of solutions and perspectives. We implemented the proposed approach in four computer science and engineering classes, spanning one to four semesters and observed an enhancement in students' comprehension and satisfaction levels. We anticipate implementation of the proposed approach across various computer science and engineering courses, while enhancing their overall quality.

A Stduy on Learning Model for Effective Coding Education (효과적인 코딩교육을 위한 학습 모델에 대한 연구)

  • Kim, Si-Jung;Cho, Do-Eun
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.7-12
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    • 2018
  • With our society entering the Fourth Industrial Revolution, there has been heightened interest in coding education, which has led to an increased number of coding classes offered in schools. Once catered to degree holders only, coding courses are now being offered as liberal arts courses to even non-majors. As the importance of computing abilities and creativity-oriented education through software learning becomes increasingly pronounced, the need for research on effective coding learning is growing more urgent. The present study sought an effective coding education model that would encourage and enhance learners' participation and interest in coding. The proposed learning model is designed to invoke learner's recognition of various coding grammars and data search in the process of designing and performing their own unique project. Application of the proposed learning model and analysis of such case studies showed improvement in learning outcomes. One can expect improved performance among learners if the proposed learning model is applied to various coding courses.

Research on the development of an AI-based customized learning support model : Focusing on the university class environment (인공지능 기반 맞춤형 학습 지원 모형 개발 연구 : 대학교 수업 환경을 중심으로)

  • Euncheol Lee;Gayoung Lee
    • Journal of Christian Education in Korea
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    • v.77
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    • pp.225-249
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    • 2024
  • Research Purpose : Based on artificial intelligence, this study considers learners' characteristics, learning content, and individual learning, and analyzes the collected learning data to develop a model that supports customized learning for individual learners. Research content and method : In order to achieve the research purpose, the literature was analyzed to investigate the structure of customized learning support, learning data analysis, and learning activities, and based on the investigated data, the area and detailed components of the customized learning support model were derived. did. A draft model was constructed through literature analysis, and the first expert Delphi survey was conducted on the draft model with five experts. The model was revised by reflecting the results of the first Delphi, and the validity of the revised model was verified through the second expert Delphi. The model was elaborated through expert Delphi, and the final model was constructed through this. Conclusion and Recommendation : Through research, customized learning support area, class management system area, and learning analysis data area were formed, and detailed elements were derived for each area. The results of this study provide basic data that can be used as a reference for constructing a customized learning support system based on artificial intelligence, taking into account the university's class environment.

Developing an Online-based Learning STEAM Program for Elementary School Students using Metaverse (메타버스를 활용한 초등학생 대상 온라인 기반 학습형 STEAM 프로그램 개발)

  • Ki Rak Park;Hyoungbum Kim
    • Journal of the Korean Society of Earth Science Education
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    • v.16 no.1
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    • pp.43-55
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    • 2023
  • This study examined the effects of an online-based learning STEAM program using Metaverse on elementary school students' attitudes toward and satisfaction with STEAM in 197 students in grades 2, 4, and 6 at a rural elementary school. To conduct this study, we developed and implemented a four- to five-lesson online-based STEAM program in each grade level. The conclusions of this study are as follows. The online learning STEAM program had a statistically significant effect on improving elementary school students' attitudes toward STEAM, and students' satisfaction with the program was high. In addition, the pilot teacher said in an interview that 'the students' attention to the program was very high, and it was very interesting to use the Metaverse space'. Based on the results of the pilot, one STEAM program for students and teachers was developed for the fourth and fifth periods of each grade level in elementary school. Online learning programs using Metaverse have the potential to transform education during the pandemic by addressing educational inequalities and providing a flexible learning environment. Therefore, we propose a study on the development of online STEAM programs for middle and high school students.

Effects of MMORPG-Based Hanja Learning for Elementary School Students on Self-Directed Learning Ability (MMORPG 기반 초등한자 학습이 자기주도 학습능력에 미치는 효과)

  • Park, Hee-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.01a
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    • pp.135-138
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    • 2012
  • 본 연구는 다중참여역할수행게임(Massive Multiplayer Online Role Playing Game, 이하 MMORPG)이 자기주도 학습능력에 미치는 효과를 살펴보는데 목적이 있으며, 초등학교에 재학중인 4, 5, 6학년 3개 학급을 실험 대상으로 4주간 실험하였다. 실험집단은 방과 후 수업시간을 이용하여 일주일에 2시간 이상 MMORPG를 활용한 한자수업을 학습하도록 지도하였고, 통제집단은 교사의 수업 진행으로 학습하였다. 실험 전 두 집단 간의 자기주도 학습능력에 대한 동질성을 검증하기 위하여 자기주도 학습준비도 검사(Self-Directed Learning Readiness Scale, 이하 SDLRS)를 이용하여 자기주도 학습능력 사전검사를 실시하였고, 4주간 실험이 끝난 후 자기주도 학습능력 검사의 차이를 알아보았다. 더 나아가 하위요소인 효율적인 학습자라는 개념, 학습에 대한 솔선수범 및 독립성, 창의성, 자신의 학습에 대한 책임감, 기본학습 기능과 문제해결 기술, 미래 지향적인 자기이해 학습기회에 대한 개방성, 학습에 대한 애정과 열성을 다변량분산분석(MANOVA)를 실시하여 통계분석 하였다. 이러한 연구결과들을 바탕으로 다음과 같은 결론을 내릴 수 있다. 첫째, MMORPG를 활용한 한자학습과 일반교실 한자학습은 독립표본 t검정 결과 자기주도 학습능력에서 유의미한 차이가 나타났다. 즉, MMORPG를 활용한 한자학습이 일반교실수업에 의한 학습보다 높은 자기주도 학습능력 정도를 보여 주었다. 둘째, MMORPG를 활용한 한자학습이 하위요소 간에 어떠한 여향을 미치는가를 알아보기 위해 실시한 MANOVA 결과 효율적인 학습자라는 개념, 학습에 대한 솔선수범 및 독립성, 창의성, 자신의 학습에 대한 책임감, 기본학습 기능과 문제해결 기술, 미래 지향적인 자기이해에서는 유의미한 것으로 나왔지만 학습기회에 대한 개방성, 학습에 대한 애정과 열성에서는 유의미한 결과를 얻지 못하였다.

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A Study on the Prospective Mathematics Secondary Teachers' Introduction of Concepts of Function (예비 중등 수학교사들의 함수 개념의 도입 방식 탐색)

  • Ma, Minyoung
    • Journal of the Korean School Mathematics Society
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    • v.25 no.3
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    • pp.225-241
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    • 2022
  • The purpose of this study is to analyze and present what aspects of the concept of function prospective mathematics secondary teachers emphasize when designing a class that introduces the concept of function using curriculum and textbooks. For this purpose, virtual instruction and reflections on virtual instruction were analyzed. The results are as follows. The prospective mathematics secondary teachers consider and introduce the concepts of function as correspondences and processes. Their conception of function was consistently observed during virtual instruction and reflections on virtual instruction. The prospective mathematics secondary teachers' conception of function was closely related to the form of expressing functions. These results provi e implications for prospective mathematics secondary teachers' education for introducing the concept of function based on the dependent relation between variables presented in the 2015 revision of the national mathematics curriculum.

Science Teachers' Perceptions About Difficulties and Their Resolution in Science Teaching: Using KTOP (Korean Teaching Observation Protocol) Analysis (과학수업에서의 어려움과 해결방안에 대한 과학교사의 인식 -KTOP (Korean Teaching Observation Protocol) 분석을 이용하여-)

  • Haktae Kim;Jongwon Park
    • Journal of The Korean Association For Science Education
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    • v.43 no.2
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    • pp.111-124
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    • 2023
  • The aim of this study was to explore science teachers' perceptions of good science teaching. To this end, the Korean Teaching Observation Protocol (KTOP), which was developed for the purpose of observing and improving science teaching, was utilized. In the first survey, teachers were asked whether they thought each item in the KTOP was important for good science teaching, the extent to which they implemented these items, and the level of difficulty in implementing them. The second survey asked teachers what they believed to be the reasons and solutions for the KTOP items that they had responded as difficult to implement. The responses obtained from 63 teachers in the first survey and 35 teachers in the second survey were categorized based on the characteristics of the responses. The categorized contents were then summarized and discussed for their features. As a result, science teachers responded that all items in KTOP, except for one, are important for good science teaching. However, it was also shown that the level of execution was low in cases where implementation was difficult. For the 13 KTOP items that were considered important but difficult to implement and showed relatively low implementation level, many respondents (69%) attributed the reason to both students and teachers. However, the most common response (60%) was that the teacher should solve those difficulties. From this, it was found that understanding and supporting teachers, as well as enhancing their competencies, are more important for good science teaching than external factors. We hope that this research findings will help to better understand the specific difficulties that science teachers face in their classes and contribute to practical efforts that aim to address these challenges.

Exploring Collaborative Learning Dynamics in Science Classes Using Google Docs: An Epistemic Network Analysis of Student Discourse (공유 문서를 활용한 과학 수업에서 나타난 학생 담화의 특징 -인식 네트워크 분석(ENA)의 활용-)

  • Eunhye Shin
    • Journal of The Korean Association For Science Education
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    • v.44 no.1
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    • pp.77-86
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    • 2024
  • This study analyzed students' discourse and learning to investigate the impact of using Google Docs in science classes. The researcher, who is also a science teacher, conducted classes for 49 second-year middle school students. The classes included one using Google Docs and another using traditional paper worksheets covering identical content. Students' discourse collected from each class was compared and analyzed using Epistemic Network Analysis (ENA). The findings indicated that in the class using Google Docs, the proportion of discourse related to task was higher compared to the traditional class. More specifically, discourse regarding taking and uploading photos was prominent. However, such discourse did not lead to peer learning as intended by the teacher. An analysis based on achievement levels revealed that the class utilizing Google Docs had a relatively higher proportion of discourse from lower-achieving students. Additionally, differences were observed in the types of utterances and connection structures between the higher and lower-achieving students. The higher-achieving students took a leading role in providing suggestions and explanations, while the lower-achieving students played a role in transcribing them, with this tendency being more pronounced in the class using Google Docs. Lastly, students' changes in perception regarding the cause of static electricity were visualized using ENA. Based on the research findings, this study proposes strategies to enhance collaborative learning using Google Docs, including the use of open-ended problems to allow diverse opinions and outputs, and exploring the potential use of ENA to assess the learning effects of conceptual learning.

Designing Content Elements of the Programming Curriculum as a Instrumental Subject for Gifted Science High School (과학영재 고등학교 도구교과로서의 프로그래밍 교육과정 내용요소 설계)

  • Kim, JongHye
    • The Journal of Korean Association of Computer Education
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    • v.17 no.4
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    • pp.1-11
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    • 2014
  • In this study, contents of programming curriculum were designed as instrumental subjects for scientifically gifted students, not for IT gifted ones. Firstly, the programming curriculum consisted of 3 sections; Programming Understanding, Object-Oriented Programming, and Simulation Programming as a result of two semesters. Then, the lectures including project-based and problem-solving tasks were given to scientifically gifted students in a high school during one semester to verify whether they could apply the contents to studies and researches in math or science or not. As a result of this study, the students could improve numerical analysis and simulation program development capabilities in math or science as well as the problem-solving ability based on computational thinking. Moreover, it was proved that the students changed their perception about programing learning. They started to think that programing learning was necessary to studies and researches in math or science. The results of this study propose guideline to design programming curriculum as instrumental subjects for scientifically gifted students.

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