• Title/Summary/Keyword: 학습자 흥미

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Evaluation and Design of Remote Lecture Learning System for the Chinese Character in Edutainment (원격강의용 Edutainment식 한자 학습 시스템의 설계 및 평가)

  • 이은아;김태석
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.714-719
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    • 2004
  • 본 논문에서는 인터넷으로 한자 학습을 하고자 하는 이들이 학습을 좀 더 재미있게 하기 위하여 Edutainment식 한자 학습을 제안하고 있다. Edutainment식 한자 학습은 한자의 변천과정을 이용한 한자 학습, 게임을 이용한 한자 학습, 애니메이션을 이용한 한자 학습, 한자-한글 상호변환을 이용한 한자 학습 네 가지로 구성되어있다. Edutainment식 한자 학습의 결과는 설문을 이용하여 평가하였으며 평가 결과는 흥미도나 학습도 동기 유발 둥에서 Edutainment식 한자 학습이 학습자의 흥미를 유발하여 효과를 좀 더 높게 얻는 것으로 평가되었다.

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Development of Web Based Courseware for In-Depth & Supplementary Learning Applied Multiple Intelligences Theory (다중지능 이론을 적용한 심화.보충학습용 웹 기반 코스웨어 개발)

  • Oh, Kyung-San;Lee, Jae-Mu
    • Journal of The Korean Association of Information Education
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    • v.10 no.2
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    • pp.201-208
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    • 2006
  • This study is to make in-depth and supplementary web-based courseware concerning each student's developed intelligence. The seventh elementary school social studies in-depth and supplementary curriculum is student-centered curriculum that concerns a student's learning ability, aptitude, concern, interesting. career and so on. But, present social science courseware does study without regard to learners's interest and aptitude So in this study, We have a target to build and develope web-based devise that helps student's in-depth and supplementary learning after evaluating multiple intelligence. That should be based on student's favorite intelligence in multiple intelligence theory. Considering Intrapersonal intelligence, Interpersonal intelligence, Musical intelligence, Bodily-kinesthetic intelligence, Logical-mathematical intelligence, Linguistic intelligence, Spatial intelligence, We expect student's effective in-depth and supplementary learning based on each student's interest and capability.

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Design of Self-leading Math-instruction-System Using WBI (WBI를 이용한 자기 주도적 수학학습 시스템 설계)

  • 김수연;김순곤;정광호
    • Proceedings of the Korea Database Society Conference
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    • 2000.11a
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    • pp.350-357
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    • 2000
  • 본 논문에서는 자기 주도적 학습 환경 구현에 매우 적합한 특성을 지니고 있는 웹을 통해 보다 효과적인 수학학습 시스템을 설계할 수 있는 방안을 제시한다. 기존의 Web에서 제공되는 수학학습을 살펴보면 텍스트 위주의 설명, 단순한 문제를 제공하고 정, 오답의 결과만을 보여 주는 형태가 많았다. 그러나 본 논문에서는 학생들의 흥미와 학습동기를 유발시키기 위해 동영상, 음성, 애니메이션 등의 멀티미디어 자료를 이용하여 학습내용을 전개하도록 구성하였다. 다양한 멀티미디어 자료의 제공으로 학습자의 학습동기와 흥미를 유발시키고 자기 주도적 학습을 가능하게 하여 학습 성취감을 증가시킬 수 있다.

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A Programming Learning by Diense's Play Activities (딘즈의 놀이학습을 이용한 프로그래밍 학습모형)

  • Kim, Gil-Hyun;Kim, Kap-Su
    • 한국정보교육학회:학술대회논문집
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    • 2005.08a
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    • pp.349-356
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    • 2005
  • 본 연구는 초등학교에서 프로그래밍 학습을 효과적으로 하기 위하여 초등학생들이 흥미를 갖고 참여할 수 있는 놀이 학습을 이용하여 프로그래밍 학습 모형을 작성하였다. 본 논문은 1) 놀이학습이 프로그래밍 언어 학습에 어느 정도 효과가 있는지 이론적 연구를 통하여 알아보고, 2) 학습자와 학습내용을 분석, 3) 수업모형과 각 단계별 세부사항, 4) 실제 수업에의 활용 등을 주요 내용으로 한다. 놀이학습을 이용한 프로그래밍 학습은 초등학생이 프로그램에 대해서 쉽게 이해하고 흥미있게 접근할 수 있다는 점에 그 의의가 있다.

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Design and Implementation of Web-based Tutoring System of Teaching Skill (웹-기반 교수법 학습시스템 설계 및 구현)

  • 이재현;박정숙;황현아;박순영;윤정원;송상호;임한규
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2001.05a
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    • pp.159-164
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    • 2001
  • 본 연구에서는 요즘 관심이 고조되고 있는 교수법 학습을 위한 웹-기반 학습시스템을 설계하고 구현하고자 한다. 웹-기반 학습시스템이란 시공간의 제약없이 웹에서의 교수-학습을 효율적이고 체계적으로 지원해주는 시스템을 의미한다. 이 시스템은 액티브 서버 페이지와 동적 웹 기술을 이용하여 학습자의 흥미를 유발시켜 자기 주도적인 학습을 유도하고, My Desk, 과제함, 토론방, 예약 면담시스템의 커뮤니티 등의 서비스를 제공하여 학습자와 교수자, 학습자와 학습자 사이의 상호작용을 지원한다.

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The Effect of Convergence for Pronunciation and Listening Activities on Listening Ability and Learning Interests (발음과 듣기 융합 활동이 영어 듣기 능력과 학습 흥미에 미치는 영향)

  • Shin, Myeong-Hee
    • Journal of the Korea Convergence Society
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    • v.7 no.3
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    • pp.71-75
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    • 2016
  • The English language listening environment in Korea nowadays is situated in a quiet and artificial state rather than one of natural exposure. The purpose of this study is to investigate the effectiveness of convergence for pronunciation and listening activities using English advertisements. A survey sample of 40 students was chosen for this study. These 40 students successfully answered the questionnaire and took a 3 hour English course as an elective. Pre and post surveys tests were done for listening ability and learning interests. For the listening tests, TOEIC L.C. test were used and survey questions about interests made by Sunhee Park were revised to be proper used. The results of this study show a positive impact on TOEIC listening ability and that students are able to listen and naturally pronounce more successfully through convergence using English advertisements with higher learning motivation.

The Influence of Textbooks Applying Gamification Motivation Strategy on Learners' Interest: Social Textbooks for 3rd Graders in Elementary School (게이미피케이션 동기 전략을 적용한 교과서가 학습자의 흥미에 미치는 영향: 초등 3학년 사회 교과서를 중심으로)

  • Bang, Mi-Hyang
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.29-38
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    • 2021
  • The social studies, mathematics, and science textbooks of the elementary curriculum will begin to be authorized from 2022. This study explores the effect of textbooks based on a gamification motivation strategy on learner interest. For this purpose, this study analyzes whether the systematic application of the gamification motivation strategy to elementary studies textbooks, which will be authorized from 2022, can develop this textbook into a "learner-centered curriculum book that induces interest." More specifically, this study applied Kumsung Publishing's experimental social studies textbooks in class and conducted a questionnaire among 121 third graders to verify the effectiveness of the textbooks. The results show that studies textbooks based on a gamification motivation strategy greatly influence increased learner interest in the classroom. The textbooks also represent a positive influence in learner understanding, interest, and curiosity regarding the class content and assistance. Demonstrating that gamification motivation strategy is worthwhile to actively apply in future textbook development for the enhancement of learners' interests, this study is significant in that it has presented a meaningful textbook development model.

Development of Educational Electromagnetic Field Simulator and It's Applied to SCORM (교육용 전자계 시뮬레이터 개발과 SCORM 적용 검토)

  • 김태용
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.199-202
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    • 2004
  • In order to efficiently provide the learning ability for engineering education, electromagnetic field simulator have been developed on lava 2 platform. Each simulation module based on lava applet can be easily utilized with independent platform and provide GUI environment to set up physical conditions. The numerical results using computer animation technique are provided in real time. To aggregate and manage the learning objects, application of SCORM which is e-Learning standards is also studied.

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The Interest of Activity and Learning Contents in SW Education Using Robot: Focused on Hamster Robot (로봇 활용 SW 교육에서 활동 및 학습 내용에 따른 학습자 흥미: 햄스터 로봇을 중심으로)

  • Noh, Jiyae;Park, Kwang-Hyun
    • Journal of The Korean Association of Information Education
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    • v.23 no.1
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    • pp.85-95
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    • 2019
  • In this paper, we investigated the learners' interest of activity and learning contents in elementary school SW education using robot. In order to achieve the purpose of this paper, SW education using Entry and Hamster robot was conducted to 15 students who was participated in educational program in Youth training center. In addition, we examined mean difference using descriptive statistics. Our results show that students were generally interested in activities related to hamster robots. Further, interest was associated with gender. Specifically, boys were more interested in activities related to axis acceleration sensor and light sensor and girls were more interested in activities related to sound and movement. This paper was investigated students' interest and identify differences depending on gender, and supposed the concrete data that can be used in the school field.

Analysis of the moderating effects of programming languages and the relationship between learners' learning characteristics and achievements (프로그래밍 언어의 조절효과 및 학습자의 학습특성과 성취도와의 관계 분석)

  • Lee, Kyung-Sook
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.49-55
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    • 2021
  • This study analyzed the relationship between the characteristics of learners and the achievement level according to the language they learn in programming education for non-major students. The learner's characteristics were set as mastery goal, situaltional interest, cognitive engagement, and self-efficacy for performance, and path analysis was conducted to understand the relationship between the language used and the learning achievement. Situaltional interest and cognitive engagement were found to have an effect on self-efficacy for performace, and self-efficacy for performance had an effect on academic achievement. At this time, the type of programming language to be studied showed a moderating effect on learning achievement. Based on the results of this study, it is suggested that appropriate instruction is needed for each language used in programming lessons for software non-majors.