• 제목/요약/키워드: 학습자 요구

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A Study on the Enhancement of Learning Effects through Student-Oriented Teaching Methods in Engineering Education (공학교육에서 학습자 주도형 강의방법을 통한 학습효과 향상에 관한 연구)

  • Yang Han-Ju;Kim Jong-Heon
    • Journal of Engineering Education Research
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    • v.2 no.1
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    • pp.3-9
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    • 1999
  • This study investigated the improved teaching methods which can enhance the learning effects of students in engineering education and provide students with practical abilities of field works. As the results of applying student-oriented teaching methods to students who take the course of hydraulic and pneumatic control in the department of mechanical design engineering of Dongyang technical college, student-oriented teaching method Is more effective than professor-oriented teaching methods in the aspects of motivation of learning, cultivation of imagination and creativity, and ability of solving problems. In order to successfully execute student-oriented teaching method, integrated lecture of both theory and experimental practice has been carried out in the classroom equipped with experimental facilities, and after acquiring sufficient experience through experimental practices, students looked into theoretical backgrounds based on the experimental results during the process solving the subjects which a professor suggested. The subjects should be suggested with the contents for accomplishing the goal of learning, and it is very important for a professor to play the role of helping students solve the problems by themselves, which results in improving practical ability of field works. At the end of every class, a professor has students fill up the questionnaire about the level of learning achievement, questions, and teaching method, and applying the surveying results to the next class can bring out improving the extents of students' participation of classes and concerns about the course. Since the engineering education requires a practical ability of field works, imagination, and creativity in every course, it is desirable to introduce student-oriented teaching method rather than professor-oriented teaching method.

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The Effect of Managerial Coaching Behavior on Employees' Creativity in IT field: Focused on the Moderating Effect of Creative Self-efficacy and the Mediating Effect of Unlearning (IT분야 관리자의 코칭행동이 조직구성원들의 창의성에 미치는 영향: 폐기학습의 매개효과와 창의적 자기효능감의 조절효과 중심으로)

  • Park, Hyun-Ju;Oh, Sang-Jin
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.400-423
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    • 2020
  • In the era of the fourth industrial revolution, IT workers' use of creativity has become more important than workers' in other fields in that they should apply new digital technologies to their companies for organizational innovation. In this regard, this study is to verify the effect of managerial coaching behavior on the creativity of employees in the IT field and identify the mediating effect of unlearning and the moderating effect of creative self-efficacy. A survey was conducted on IT workers in Seoul and the metropolitan area and a total of 439 copies of the questionnaire survey were used for confirmatory factor analysis on SPSS 25.0 and AMOS 25.0 and for mediating and moderating effect analysis on SPSS Process Macro 3.0. The results suggested that managerial coaching behavior has a positive effect on the creativity and unlearning ability of employees. They also showed that unlearning has a significant effect on one's creativity, mediating the relationship between managerial coaching behavior and the creativity of employees. Also, they identified that creative self-efficacy moderates the relationship between managerial coaching behavior and unlearning. This study has theoretical and practical significance in that it makes a timely contribution to expand the research area for coaching effect and identifies the influential mechanism behind managerial coaching by verifying the direct effects of managerial coaching behavior on the creativity of the IT sector workers and finding indirect influential factors.

A Model for Constructing Learner Data in AI-based Mathematical Digital Textbooks for Individual Customized Learning (개별 맞춤형 학습을 위한 인공지능(AI) 기반 수학 디지털교과서의 학습자 데이터 구축 모델)

  • Lee, Hwayoung
    • Education of Primary School Mathematics
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    • v.26 no.4
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    • pp.333-348
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    • 2023
  • Clear analysis and diagnosis of various characteristic factors of individual students is the most important in order to realize individual customized teaching and learning, which is considered the most essential function of math artificial intelligence-based digital textbooks. In this study, analysis factors and tools for individual customized learning diagnosis and construction models for data collection and analysis were derived from mathematical AI digital textbooks. To this end, according to the Ministry of Education's recent plan to apply AI digital textbooks, the demand for AI digital textbooks in mathematics, personalized learning and prior research on data for it, and factors for learner analysis in mathematics digital platforms were reviewed. As a result of the study, the researcher summarized the factors for learning analysis as factors for learning readiness, process and performance, achievement, weakness, and propensity analysis as factors for learning duration, problem solving time, concentration, math learning habits, and emotional analysis as factors for confidence, interest, anxiety, learning motivation, value perception, and attitude analysis as factors for learning analysis. In addition, the researcher proposed noon data on the problem, learning progress rate, screen recording data on student activities, event data, eye tracking device, and self-response questionnaires as data collection tools for these factors. Finally, a data collection model was proposed that time-series these factors before, during, and after learning.

Communication Manager Design and Implementation of Individual Location Information for Social Learning in N-Screen (N-스크린 환경에서 소셜 러닝을 위한 개인 위치정보 지원 커뮤니케이션 매니저 설계 및 구현)

  • Kim, Kyung-Rog;Byeon, Jae-Hee;Moon, Nam-Mee
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.3
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    • pp.27-35
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    • 2011
  • Social network services are developed which is based on interaction and collaboration between users. This used to teaching-learning and integrate personal experience based on constructivism and social learning has developed into. In order to use which better to support the N-Screen communication model is needed. Communication model is to support the interaction between learner-instructor- the system. However, until now, There are a lot of web-based communications research. In this study, Social Learning Services environment to extended to N-Screen. For seamless service, Location information of individuals to use to learning activities. To support this, the communication manager is to design and implement. Communications manager for the N-Screen services draw students use cases and define the required functions. Based on this, Communication function is designed. In addition, Considering the characteristics of each device, personal location information to be reflected.

Development of Teaching Material for Digital Storytelling (디지털 스토리텔링 교재 개발)

  • Na, Bo-Ra;Koo, Duk-Hoi
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.19-25
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    • 2010
  • Education delivers knowledge through story. On that point Storytelling is related to education. However, the problem is raised that Storytelling in school is leaning toward teachers that's why it makes students passive story listeners. Therefore, this study developed Digital Storytelling material using in the education for elementary school students. It leads them to be able to interact actively. So, I organized applicable 12 themes for 24 times training contents in after-school tutoring program because Digital Storytelling education doesn't perform in elementary school yet. If the material is used in classes, I expect to increase learners' self-expressiveness and creativity, and besides to train the ability of adapting and taking the lead in this changing society by contributing the spread of the Digital Storytelling education. Finally, in a follow-up study, it is demanded to verify an educational effect of this material and to redesign the process of these material contents through application in studying.

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Study Curation Service Utilizing th Learner Pattern Information from the Smart Learning (스마트러닝에서의 학습자 패턴 정보를 활용한 큐레이션 서비스 제공 방안 연구)

  • Yun, Jun-soo;Hwang, Hyun-seo;Park, Jin-tae;Seo, Kyoung-teak;Moon, Il-young;Kwon, Oh-young;Kim, Byeong-jun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.903-906
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    • 2015
  • Over the recent industry -wide virtual world and the real world, broadcasting and telecommunications, IT technology and traditional industries, such as the fusion research has been conducted in a variety of fields. And training in the field of education is changing the paradigm of creativity to break the intrusive training center. In addition, the quality of interactive educational content technology to foster self-directed future talent is a situation that is required. The market has already surpassed the smartphone PC, smart devices and e-learning technologies are appearing new service called 'smart learning' as a new form of convergence of the educational system. In this paper, based on the direct development of a content authoring applications and Web sites, and cloud environments to the students collect and analyze patterns. Utilizing this information, we studied the curation service plans that recommend the appropriate content to fit the tastes of the learner.

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The Effect of CPS-based Scratch EPL on Problem Solving Ability and Programming Attitude (CPS에 기반한 스크래치 EPL이 문제해결력과 프로그래밍 태도에 미치는 효과)

  • Cho, Seong-Hwan;Song, Jeong-Beom;Kim, Seong-Sik;Lee, Kyung-Hwa
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.77-88
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    • 2008
  • A programming education has favorable influence on creative / logical thinking and problem solving ability of students. However, students typically have to spend too much effort in learning basic grammar and the usage model of programming languages, which negatively affect their eagerness in learning. In this respect, we proposed to apply the 'Scratch' using the Creative Problem Solving(CPS) Teaching Model; Scratch is an easy-to-learn and intuitive Educational Programming Language(EPL) that helps improving the problem solving ability of the class. Then we verified the effect of Scratch EPL through the design of both pretest and posttest for a subject group. In summary, the CPS based Scratch EPL was shown to significantly improve the problem solving ability and also help them develop favorable attitude in programming.

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The Comparative Analysis of PISA Reading Domain and AASL Standards for the 21st-Century Learner (국제 학업성취도 평가(PISA)의 독서영역과 AASL의 21세기 학습자 기준 비교에 관한 연구)

  • Lee, Byeong-Ki
    • Journal of Korean Library and Information Science Society
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    • v.43 no.3
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    • pp.193-216
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    • 2012
  • In recent years, strengthening educational accountability of school as the public institutions has been emphasized. Thus, most countries perform national student assessments and programme for international student assessment(PISA) in order to prove the educational accountability. The school library supported by the educational institutions are no exception, school library has demanding the educational accountability. The purpose of this study was to compare the reading domain of PISA and standards for the 21st-century learner of AASL, it is to investigate that the school library contributes to PISA achievement. In this study were analyzed domain of PISA 2009 reading literacy and questionnaires. The results, PISA questionnaire contains a lot of elements in the school library and PISA is consistent with standards for the 21st-century learner of AASL.

The Effect that Empathic Value Expectation of Culture & Art Education and Social Intention have on Eliminating Controlled Mechanism (문화예술교육 공감기대가치와 사회적 성향이 통제된 기제 해소에 미치는 영향)

  • Kim, Chul-Ho
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.427-441
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    • 2017
  • The purpose of this research is to examine the effect EVE about culture & art education and social tendencies have on adult educatees eliminating controlled mechanisms. Quantitative research on those in their 40s and 50s was executed. The results show that there is a high correlation between GEVE and individualism, REVE and collectivism. GEVE has a higher influence on actualization of self-efficiency, FEVE on reignition of retained desires, REVE on substantialization of non-isolation, individualism on actualization of self-efficiency, and collectivism on substantialization of non-isolation. This research evokes the importance of an interdisciplinary and integrated understanding of EVE in culture & art education, educatees' social tendencies, and their psychological mechanisms. Also, it suggests the necessity of following research and practical adaptation related to developing programs, securing quantitative and qualitative appropriateness reflecting social requirements, and operation, evaluation, and management considering reciprocality.

Learning System for Scientific Experiments with Multi-touch Screen and Tangible User Interface (멀티 터치스크린과 실감형 인터페이스를 적용한 과학 실험 학습 시스템)

  • Kim, Jun-Woo;Maeng, Jun-Hee;Joo, Jee-Young;Im, Kwang-Hyuk
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.461-471
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    • 2010
  • Recently, Augmented Reality(AR) technologies have been emerged, which shows the types of digital contents integrating real and virtual worlds. To maximize the effect of AR technology, tangible user interface, which enables users to interact with the contents in the same way in which they manipulate objects in real world, is applied. In particular, we expect that the technologies are able to enhance learners' interests and degree of immersion, and produce new learning contents in order to maximize the effect of learning. In this paper, we propose a learning system for scientific experiments with multi-touch screen and tangible user interface. The system consists of an experiment table equipped with a large multi-touch screen and a realistic learning device that can detect the user's simple gestures. In real world, some scientific experiments involve high cost, long time or dangerous objects, but this system will overcome such hindrance and provide learners with a variety of experiment experience in realistic ways.