• Title/Summary/Keyword: 프로젝트학습

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An Analysis of Learning Outcomes and Learning Satisfaction of Project-Based Learning in non-face-to-face Learning Environment (비대면 학습환경에서 프로젝트 기반 학습(Project-Based Learning: PBL) 학습성과 및 만족도 분석)

  • Lee, Yoon Kyung;Kim, Eun Jin
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.814-825
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    • 2021
  • This study is the result of the operation of Project-Based Leaning (PBL) conducted at S Women's University's Teaching and Learning Center. This study investigated the learning outcomes and learning satisfaction of participating learners. The questionnaire for this study consisted of a total of 28 questions on learning strategies (peer learning strategies, critical review strategies, elaboration strategies, super cognitive, and online project activities) and learning satisfaction. For the survey, 300 students (first semester: 210 students, second semester: 90 students) participated in the 2020 project-based learning. As for the pre and post questionnaire results, the average of the post questionnaires of the first and second semesters was higher than pre-questionnaires result. After taking project-based learning in the first and second semesters, the average of learning strategy and learning satisfaction improved. It was confirmed that the project activities are helpful in learning activities and increase participation in class. Based on this, it implies that in-depth PBL research in a non-face-to-face learning environment should be continued.

A Comparison of Learning Effects of Untact and Face-to-Face Classes Based on Team Project (팀 프로젝트 기반 언택트 수업과 대면 수업 방식의 학습 효과 비교)

  • Ahn, You Jung;Kim, Ji Sim;Kim, Kyong Ah
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.85-87
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    • 2021
  • 컴퓨터 전공자들의 프로그래밍 개발 중심의 팀 프로젝트 수업은 프로그래밍 개발 능력과 팀원들 간의 협업 능력을 키울 수 있는 수업으로서, 기존에는 대면수업을 통해 교수자와 학습자간 그리고 팀을 이룬 학습자들 간에 긴밀한 상호작용으로 진행되어왔다. 그러나 2020년 COVID-19의 확산으로 대부분의 대학 수업들이 비대면 방식으로 진행됨에 따라 팀 프로젝트 수업 역시 비 대면으로 운영되어야 했으며 팀 활동을 위해 다양한 온라인 커뮤니케이션 방법이 모색되어야 했다. 본 연구에서는 팀 프로젝트 수업을 기존의 대면 수업으로 운영하였을 경우와 비대면 방식으로 운영하였을 때 학습자들이 느끼는 학습 효과에 대해 비교해보고자 한다. 대면 수업과 비대면 수업에 참여했던 학습자들을 대상으로 설문을 실시하여 팀 프로젝트 수업을 통한 학습 이해도, 수업 흥미도, 학습자간의 소통의 원활성, 수업 참여의 적극성 그리고 전체적인 수업 만족도에 대한 설문 결과를 비교 분석하였다. 향후 포스트 코로나 시대에는 대면과 비대면의 하이브리드 커뮤니케이션 방식이 대세를 이룰 것으로 예측되고 있는 만큼 대학 수업 방식에도 변화가 필요할 것이며 본 연구는 이를 위한 기초 연구로 활용될 수 있다.

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Construction Project-Based Material for Learning Visual Basic Using Flash and Photoshop (플래시와 포토샵을 이용한 비주얼베이직 학습을 위한 프로젝트 기반 교육컨텐츠)

  • Kim Min-Jung;Park Doo-Soon
    • Journal of Korea Multimedia Society
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    • v.9 no.3
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    • pp.353-359
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    • 2006
  • For answering a given condition of education which tries groping various instruction way of learner-leading, project-based instruction is noticed that inducing motive and interest of study by learner maker the effect of teaming, instruction way of owner-leading which solve by themselves. In this thesis, it develops education contents for applying project-based instruction to visualbasic course. Using FLASH MX and PHOTOSHOP 6.0 program which became known web production means, in distinction from the instruction contents which is a freeze-frame, it makes prossible interaction between computer and learner, induce interest and concentration of learner. In result of applying this, it appears real effect to the learning effect.

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A Collaborative Knowledge Management in Wiki-based Project Learning (위키기반 프로젝트학습에서의 협력 지식 관리의 고찰)

  • Lee, Jin-Tae;Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.525-531
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    • 2011
  • This study is about the system for knowledge management in the Wiki-based project learning. We implement the Wiki-based project learning system which is focused on a new Web paradigm and technology development to grasp the knowledge flow of a learner effectively under a project learning condition. Implementation of the system has used a Web 2.0 technology to easily understand SECI Knowledge Management types which form the Externalization, Combination and Internalization steps. Moreover, the system structure has been designed instinctively for harmonious knowledge use or reuse. As a result of the experiment, we found out that the collaborative knowledge steps moved along the flow of project learning.

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A Study on the Project Learning for The Game Developers (게임 개발자 양성의 프로젝트학습 연구)

  • Oh, Hyoun Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.99-101
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    • 2018
  • 본 연구에서는 게임 교육기관의 개발자 양성에 있어 프로젝트 학습법의 중요성과 필요성을 강조하고자 하였다. 교육에 있어 프로젝트 학습법의 기본 개념정리와 함께 이에 대한 궁극적인 목표, 운영과정과 활용에 대하여 선행이론을 검토하고 긍정적 효과와 유의점 등을 살펴보았다. 사례로 청강문화산업대학교 게임콘텐츠스쿨의 프로젝트 운영과정과 이에 대한 성과 등을 살펴보고, 이를 통해 긍정적인 면을 강조하는 동시에 한계점을 밝혔다. 미래사회의 다양성과 변화를 대비하는 측면에서의 교육 방향이자, 게임 개발자 인재육성에 가장 효율적인 학습법이 프로젝트 학습법임을 강조하고, 이에 대한 지속적이고 견고한 분석과 점검을 통해 한계점을 극복하고 더욱 발전시킬 수 있도록 하는 방향에서 학습자 중심의 미래형 인재 육성 교육 방안을 제시하고자 하였다.

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A Study on the Influencing Factors of the Team Project-based Computer Programing Education (팀 프로젝트 기반 교육이 컴퓨터 프로그래밍 학습효과에 미치는 영향요인 분석)

  • Jang, Hyunsong;Kim, Hongja
    • The Journal of Korean Association of Computer Education
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    • v.22 no.2
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    • pp.39-50
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    • 2019
  • We designed and applied team project based learning for effective computer programming education and analyzed the effect on learning effect. Throughout simplified traditional theories and practices, teamed up with random lottery, divided role & responsibility, and conducted problem solving projects in a competitive way for a given task. When after completion of the course, we conducted questionnaires on learners in order to grasp the influence factors on the learning effect. As a result of the structural equation model analysis, it was shown that Team Project had a direct effect on the learning effect. The learning effect based on the relationships among the factors derived through exploratory factor analysis. Based on this analysis, we propose a more effective computer programming education way.

Strategy and Effect on Interdisciplinary Project-based Learning based Blended Learning (블랜디드 학습에 기반한 통합교과 프로젝트 학습 전략 및 효과)

  • Shin, Soo-Bum;Han, Hee-Jung
    • The Journal of Korean Association of Computer Education
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    • v.9 no.4
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    • pp.25-34
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    • 2006
  • Although the e-learning system is being introduced in elementary and secondary education, incorporating it into the regular curriculum is difficult. Other problems include the lack of sessions and connection to regular courses in realistically applying project-based learning in the regular school curriculum. Therefore. this study established, applied, and analyzed the blended learning strategy to resolve such issues. Specifically, a theoretical investigation on the concept of blended learning and IT-oriented, project-based learning was conducted. The theme for learning based on integrated courses was also selected, and the 5-stage project-based teaching and learning strategy, concretized. The concretization strategy involved discussion, role division, and alternative evaluation strategy. The class progressed in formats of on-class online, on-class offline and off-class online. As a result, students experienced inconvenience since the project only lasted for a short period of time. Nonetheless, they responded positively to the effect of project-based learning in general. This study was able to suggest the possibility of applying e learning in regular school curriculum and propose the direction for digital and learner oriented teaching.

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Design and implementation of a web-based learner-oriented project system (웹 기반 학습자 중심의 프로젝트 시스템의 설계 및 구현)

  • Jung, Yong-Ki;Choi, Eun-Man
    • The KIPS Transactions:PartA
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    • v.9A no.4
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    • pp.621-630
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    • 2002
  • Web based lecture & learning system has changed the conventional learner-oriented educational environment by adding mutual interactions. From the learner competency-based education. the necessity of the learner-oriented education and the mutual cooperation among the learners has been increased. A project-based education system will achieve a progressive development in understanding and the competency for the job to be performed by the mutual interactions between the learners and between the learners and the lecturer. This paper presents the project-based learning system in order to facilitate and achieve the goals of the industrial business processing system implementations in the ongoing popular Internet environments. In the proposed project-based system, the lecturer presents a problem to be solved and leads the education as a supervisor The learner can maximize the efficiency for study by taking advantage of the learner-oriented comparison study and the patterning.

Design and implementation of an internship-based project system (인턴쉽 기반 프로젝트 시스템의 설계 및 구현)

  • Kim, Jong-Eom
    • Journal of the Korea Computer Industry Society
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    • v.5 no.9
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    • pp.903-910
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    • 2004
  • From the learner competency-based education, the necessity of the learner-oriented education and the mutual cooperation among the leamers has been increased. An internship-based education system will achieve a progressive development in understanding and the competency for the job to be performed by the mutual interactions between the leamers and between the learners and the lecturer. This paper presents the project-based learning system in order to facilitate and achieve the goals of the industrial business processing system implementations in the ongoing popular Internet environments. In the proposed internship-based system, the lecturer presents a problem to be solved and leads the education as a supervisor.

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The Effects of Online Project Learning on Information Utilizing Ability (온라인 프로젝트 학습이 정보 활용 능력 신장에 미치는 효과)

  • Park, Sun-Ju;Kim, Myeong-Sin
    • Journal of The Korean Association of Information Education
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    • v.8 no.4
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    • pp.563-571
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    • 2004
  • The purpose of this paper is to suggest the method the fourth grade who haven't experienced with online project learning can perform the on-line project learning efficiently. And it is to see if there are any effects and improvement in using ICT after applying the online project learning system to the real school environment. For this, after analyzing the curriculum of Grade 4 in elementary school and abstracting some factors to improve the Information utilizing ability, I chose 12 topics of project learning. I built the on-line learning room and chose 6 topics among them. After practicing the project, I inspected the effects on them. And to understand the ICT-utilizing ability of the students, I analyzed if there were any improvement in ICT-utilizing ability with some questionnaires which consist of information collecting, information processing, and information interchanging according to the standards of Information utilizing ability of elementary and middle school students.

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