• Title/Summary/Keyword: 학습자 요구

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A Comparative Study on Learner Satisfaction according to Instructional Mode -Case Analysis of Lecture Evaluation of the Same Course by the Same Instructor (수업 유형에 따른 학습자 만족도 비교 연구 -동일 교수자의 동일 강좌 강의평가 사례 분석)

  • Choi, Im-Sook
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.778-787
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    • 2022
  • This study was performed to obtain basic data in relation to instructional design and teaching strategy according to instructional modes. For the purpose of this study, participants evaluated the qualities of the instructions they attended and the results of the evaluation were compared according to 4 instructional modes(content class, online real-time class, online and face-to-face mixed class, and face-to-face class). As a result of the study, there were differences in the evaluation regarding the appropriateness of the course according to instructional modes. That is, satisfaction with lecture progress was lower in the online real-time classes than in content classes, mixed classes, and face-to-face classes. As a result of the descriptive lecture evaluation analysis, in the content class type, students answered that they were satisfied with the easily understandable and interesting explanations. In the case of the online real-time classes, it was found that they were satisfied with thorough preparation and effective communication. In the mixed class type, they said they were satisfied with the systematic class and passionate lecture, and in the face-to-face classes, the pleasure of interaction and the enthusiasm of the instructor were identified as the main reasons for satisfaction. It was analyzed that the satisfaction characteristic commonly derived from the four class types was the enthusiasm of the instructor. The results of this study are expected to provide implications for instructional design and teaching strategy establishment according to each instructional mode.

A Study on the Development of Educational Digital Media in Brewing Coffee Using 3D Animation (3D 애니메이션을 이용한 커피 추출 교육용 디지털 콘텐츠 개발 연구)

  • Seo, Hye-Seung;Baek, Hyeon-Gi
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.359-371
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    • 2012
  • The coffee market has been rapidly growing up recently as well as the coffee industry which makes the number of educational institutions increasing in Korea. On the other hand, the classes lean too much on the practical exercise so the coffee education is urgently needed to define precisely and systematize academically. This study is accomplished on the basis of the teachers and students requirement analysis. The features that sets this study apart from the existing educational digital media is that the definite teaching-learning methods and teaching strategies were developed first. Furthermore, the physical and chemical phenomenon of coffee brewing were simulated by 3D animation software based on the visual languages. The general process of this media production was composed by the mutual relationship of the teacher's needs, educationist's strategies and media producer. After applying the digital media to students in the lesson of coffee science theory it was effective to increase their concentrativeness, interesting and learning motive. This media is also receiving the positive evaluation by the teachers to help the students in understanding the coffee science.

On the Redesign Effect of Cyber Lecture reflected the Requirement of the Students (학습자 요구를 반영한 사이버 강좌의 재설계 효과)

  • Jeong Sang-Mok;Hwang Sung-Wuk;Song Ki-Sang
    • Journal of the Korea Computer Industry Society
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    • v.7 no.1
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    • pp.23-32
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    • 2006
  • The cyber lecture, which uses the computer system and its networking, has the benefit of learning anytime and anywhere and quick feedback with positive learning system. Now the research on the cyber lecture is actively performed. But most of researches focus on the problems of operational status of cyber colleges, example study and activation study. So there aren't many researches that reflect the requirements of students who are the main force of the learning system. This research asked 145 students from 20 colleges about the cyber lectures and analyzed their requirements. Then it applied then to the cyber lectures and studied its effect. <중략> It removed the factors of these complaints and established a way of improvement to apply it to a new cyber lecture. Then it found the total average for the learning achievement improved by 17.3. It showed high learning achievement. The result of the achievement shows that the teaching design is necessary with the viewpoint of the students as well as the viewpoint of the teachers.

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Design of PBL(Problem - Based Learning) instructional model for HTML (Hyper Text Markup Language) learning (HTML 학습을 위한 문제중심학습 (Problem -Based Learning) 모형 개발)

  • Lee, Sun-Hyun;Kim, Kap-Su
    • 한국정보교육학회:학술대회논문집
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    • 2005.08a
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    • pp.401-408
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    • 2005
  • 본 연구는 학습자 중심의 구성주의 학습 모형인 문제중심학습( Problem-Based Learning: PBL) 모형 개발을 통한 효과적인 HTML 학습 방안의 탐색을 위해 수행되었다. 초등학생이 HTML( Hyper Text Markup Language )학습을 통해 프로그래밍을 학습할 때 단순문법을 익히는 것을 넘어 프로그래밍 언어를 자율적이고 창의적으로 활용하기 위해서는 고차원적인 자기 주도적 학습 능력과 문제 해결 능력이 요구된다. 이를 위해 본 논문은 문제중심학습의 기존모형들이 갖고 있는 특징을 기반으로 하여 개발되었다. 본 연구의 문제중심학습의 절차는 문제와의 만남- 문제의 해결 전략 세우기- 문제 해결을 위한 정보수집- 문제의 해결 -평가 단계와 같다. 학습과정 에세이 기록을 통해 학습절차를 설계하고 과정을 돌이킬 수 있으며 피드백 과정을 통하여 학습의 결손을 방지하도록 하였다. 구성주의 학습 모형인 문제중심학습(PBL)을 HTML 언어교육에 적용 할 경우 학습자의 자기 주도적 학습 능력과 의사소통능력, 창의력 논리력을 키울 수 있을 것으로 기대된다.

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Perspectives and Challenges of Computing Education: Interdisciplinary Approaches for Collaborative Problem Solving and Computational Thinking (컴퓨터 교육의 전망과 과제: 계산적 사고 및 협력적 문제 해결 능력 향상을 위한 융합적 접근)

  • Lee, Eunkyoung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.203-206
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    • 2013
  • 본 논문에서는 컴퓨팅 집약적인 현대와 미래 사회를 대비하기 위한 컴퓨터 교육의 목표를 계산적 사고 및 이를 바탕으로 한 협력적 문제 해결 능력의 향상으로 보고 이를 실현하기 위한 컴퓨터 교육의 전망과 과제를 제시하였다. 계산적 사고 향상을 위한 컴퓨터 교육은 컴퓨터과학을 전공하는 학습자 뿐 아니라 모든 학습자를 대상으로 이루어져야 하며 이를 위해 초 중등학교 컴퓨터 교육과정의 체계적인 개선 및 계산적 사고를 바탕으로 한 간학문적 융합 학습 활동의 설계 및 평가 전략의 개발이 요구된다. 또한 여학생, 특수교육대상 학생과 같은 정보 소외 계층 학습자들의 컴퓨터과학에 대한 관심과 참여를 조장하고 협력적 문제 해결 활동을 지원하기 위한 학습 환경을 제시하여야 한다. 따라서 이러한 과제를 해결하기 위한 새로운 접근으로 예술과 컴퓨터과학의 융합 교육 활동인 E-Textiles 프로젝트의 특성과 연구 동향, 국내 적용 방안을 제시하였다.

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A Suggestion of a Model of Needs Analysis By Using Max-Min (Max-Min을 이용한 요구분석 모형 제안)

  • Nam, Bo-Yeol
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.5
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    • pp.2030-2037
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    • 2012
  • The purpose of this research is to suggest a model or method of needs analysis for designing syllabuses. As the learner-centered approach in teaching and learning methods becomes general, the learners' needs or wants should be reflected on the syllabus design. However, standardized scores in the previous research have disadvantages to be distorted in data interpretations because the difference between the maximum value and minimum value is so big compared to the Likert 5 scales. To solve this disadvantage, the Max-Min method is used in the needs analysis for the syllabus design. So, the differences are presented. Needs analyses need to be selected variously according to situations. Thus, further researches are needed to develop several new methods as well as the Max-Min method or the standardized score method for the whole needs analyses.

Experiencing Design Foundation in On-Line Education - By Using The Basic Graphic Tools - (디지털 학습 환경에서의 기초디자인 교육 - 기초디자인 훈련 도구(Basic Graphic Tools)의 개발을 중심으로 -)

  • Lee, Eun-Joo
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.255-264
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    • 2005
  • The development of personal computers and the Internet led to changes of instructor-student and student-student relationships in design education. New resources of design education with proper materials and tools have to be offered for teaching and learning. The purpose of this research is to develop Basic Graphic Tools(BGTs) on screen that help students to practice the design principles, and to evaluate the BGTs' usability to enhance the credibility of extra tools for online design learning. The BGTs has to be developed to minimize the gap between the online and traditional classroom settings and to maximize the diverse advantage of lecture content driven from technology. Students were given certain design requirements to explore BGTs and a learning guide/performance test after the lecture to evaluate the tools. The test was performed under the e-learning program serviced by C college. This research has presented some encouraging results and raises questions toward future work: how do BGTs impact the feasibility of an online design lecture.

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A Effective LMS Model Using Sensing System (센싱기술을 이용한 효과적인 LMS 모델에 관한 연구)

  • Kim, Seok-Soo;Ju, Min-Seong
    • Convergence Security Journal
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    • v.5 no.4
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    • pp.33-40
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    • 2005
  • As e-learning studying is activated, learner's requirement increased. Therefore, need correct e-learning model augmented requirement of learner and new ubiquitous surrounding. In this treatise when, proposed to supplement studying contents relationship conversion service and cooperation studying service function to LMS that analyze existing e-learning model's limitation for ubiquitous environment e-learning model that can study regardless of, ubiquitously some contents and do based on SCORM ubiquitous-network and next generation sensor technology etc. Learning form conversion service senses a learner's surrounding situations and recognize his/her body condition using smart sensor technology and provides the learner with contents in the optimal form. Using sensing projects like Orestia and SOB, users can more effective collaborative learning service.

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An Adaptive Tutoring System using Concept-Map (컨셉맵을 이용한 적응형 교수 시스템)

  • Choi, Sook-Young
    • The Journal of Korean Association of Computer Education
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    • v.9 no.1
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    • pp.29-39
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    • 2006
  • In this paper, we propose an adaptive tutoring system, which analyzes learning process, subject materials, and test items of students, diagnoses learning problems of them, and then gives proper advice accordingly. In the system, learning materials are constructed using concept map, on which the relationships among learning concepts are represented. Concept map can be used for several purposes in instruction process. Our work considers that new learning knowledge is dependent on what is already known. That is, it means that precedent concepts should be thoroughly learned for students to comprehend new concepts. After grasping the learning state of students for precedent concepts to be required before learning new concepts, our system provides proper learning materials for want of them, diagnoses the concepts which students have trouble to understand in the learning process, and provides suggestions for it.

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The effects of the use of relevance and volitional elements strategy to learning motivation and achievement (관련성과 의지 요소 전략의 사용이 학습 동기 및 학업 성취에 미치는 영향)

  • Lee, In-Young;Suh, Soon-Shik
    • 한국정보교육학회:학술대회논문집
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    • 2006.08a
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    • pp.148-1-148-7
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    • 2006
  • 학습에 동기부여를 위한 도전들이 있는 상황을 증진시키는데 효과적이고 도움이 되는 정보에는 어떠한 종류들이 있는지 조사되고 있다. 특히 Keller(1998)의 동기유발 요소 중에서도 학습자들의 요구나 흥미, 학습할 내용과의 관련성을 제시하는 것이 학습 동기와 학업성취를 높인다고 밝히고 있다. 그러나 이런 동기유발 요소만으로 학업성취가 높아지는 과정을 모두 설명하기는 부족하다. 웹기반 학습에서는 학습에 대한 의지를 지속시키지 않으면 학습자들이 학습에 대한 인지적 과부하와 방향상실을 경험하게 되어 오히려 학습의 효과가 떨어지게 된다. 이러한 관련성과 학습 의지적 요소에 관한 선행연구들을 바탕으로 웹 기반 학습에서 관련성과 학습 의지 요소 전략의 사용이 학습 동기 및 학업성취에 미치는 영향을 밝히고자 한다.

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