• Title/Summary/Keyword: 학습피드백

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An Exploratory Study on the Effectiveness of Non-face-to-face Flipped Learning: Focusing Learner's Experience and Perceived Learning Achievement (비대면 플립러닝의 효과에 대한 탐색 연구: 학습자 경험 및 인지된 학습성과 분석)

  • Park, Jiwon;Park, Min Ju
    • Journal of Practical Engineering Education
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    • v.13 no.2
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    • pp.283-292
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    • 2021
  • As universities have operated non-face-to-face semesters due to COVID-19, although instructors applying flipped learning to their classes also have changed it into non-face-to-face ways, there is still a lack of exploratory research on effectiveness of the new form of flipped learning. In this study, we explored the effectiveness of the non-face-to-face flipped learning by analyzing students' learning experiences throughout FGI and survey. By doing so, we sought to provide in-depth insights for successful implications of non-face-to-face flipped learning classes ultimately. The findings showed that many learners positively evaluated non-face-to-face flipped learning in terms of interactions, including quizzes, team activities, and interpersonal interactions (e.g., Q&A, feedback) with professors in non-face-to-face flipped learning classes. The result of the survey also showed significant differences in the pre-post test regarding learner's perceived learning achievement. Based on these findings, the implications were discussed.

Smartphone Applications/System Design Plan for Class Activation (수업 활성화를 위한 스마트폰 앱·시스템 설계 방안)

  • Lim, Kyung-Hee;Kim, Mi Ryang
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.213-223
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    • 2021
  • In this study, a smartphone utilization system was designed to explore ways to use smartphones owned by more than 95% of Korean teenagers in school classes. First, the necessary functions were selected based on the factors related to adolescents and the factors of distraction, dependence, motivation, and cooperation in the preceding studies on the use of smartphone classes, and then three versions of the application were composed according to the educational roles of students, teachers, and parents. By using these applications, students can learn self-study, motivate learning, and actively interact, teachers can be more closely with students and facilitate lessons while giving detailed feedback, and parents can check the student's safe learning using smartphones. It is hoped that this measure will help to increase the educational effect by activating the use of smartphones in school classes.

Factors which Hinder Attention in Online Classes and Solutions (온라인 수업에서 주의 집중을 저해하는 요인과 해결방안)

  • Shin, Soo-Bum
    • Journal of Creative Information Culture
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    • v.6 no.3
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    • pp.159-168
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    • 2020
  • Unlike in-person classes, such as classroom classes, various variables affect learning effectiveness in online classes. In online classes, the teacher must recognize various variables of learners in advance, and if there are variables that hinder learning, students can increase the concentration of learning attention by removing them. Therefore, it is necessary to study which variables distract attention. In this study, factors that inhibit attentional attention that may occur in online classes were selected, and factors analysis was conducted through questionnaires. As a result of the study, the factors of class progression, environment and device manipulation were indicated as the factors that hinder the attention in online classes. According to the results of this study, plans to increase attention in on-line classes were suggested.

The Effect of Project Based Learning(PBL) Application Using Social Networks on Problem Solving Ability of Occupational Therapy Students (소셜네트워크를 활용한 프로젝트기반학습(PBL) 적용이 작업치료과 대학생의 문제해결능력에 미치는 영향)

  • Lee, Na-Yun;Park, Ju-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.57-65
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    • 2020
  • The purpose of this study is to analyze the problem solving ability of occupational therapy students by applying PBL classes using social networks. Data were collected from 35 students in the third year of occupational therapy at K University from March to June 2019. The results were as follows: First, PBL application using social networks showed a significant improvement in problem solving ability. Seconds, there was a significant difference in problem solving ability according to the preference of mobile device use and major satisfaction. Therefore, as a learning tool for improving the problem-solving ability of occupational therapy students, we proposed a way to increase satisfaction with learning by activating PBL using social networks.

Learning Source Code Context with Feature-Wise Linear Modulation to Support Online Judge System (온라인 저지 시스템 지원을 위한 Feature-Wise Linear Modulation 기반 소스코드 문맥 학습 모델 설계)

  • Hyun, Kyeong-Seok;Choi, Woosung;Chung, Jaehwa
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.11
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    • pp.473-478
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    • 2022
  • Evaluation learning based on code testing is becoming a popular solution in programming education via Online judge(OJ). In the recent past, many papers have been published on how to detect plagiarism through source code similarity analysis to support OJ. However, deep learning-based research to support automated tutoring is insufficient. In this paper, we propose Input & Output side FiLM models to predict whether the input code will pass or fail. By applying Feature-wise Linear Modulation(FiLM) technique to GRU, our model can learn combined information of Java byte codes and problem information that it tries to solve. On experimental design, a balanced sampling technique was applied to evenly distribute the data due to the occurrence of asymmetry in data collected by OJ. Among the proposed models, the Input Side FiLM model showed the highest performance of 73.63%. Based on result, it has been shown that students can check whether their codes will pass or fail before receiving the OJ evaluation which could provide basic feedback for improvements.

A Study on the Development of Lesson Plan and Effectiveness Analysis for "Library and Information Life" Subjects using Gagné's Instructional Events Theory (가네의 교수사태 이론을 적용한 "도서관과 정보생활" 교과목 지도안 개발 및 효과분석에 관한 연구)

  • Seong-Hwa Jeong;Byeong-Ki Lee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.4
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    • pp.5-27
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    • 2023
  • Gagné proposed nine instructional events, gain attention of the students, inform students of the objectives, stimulate recall of prior learning, present the content, provide learning guidance, elicit performance(practice), provide feedback, assess performance, enhance retention and transfer for effective teaching & learning practice. Gagné's theory is widely applied in various subjects because it increases student participation and allows classes to be developed systematically. The purpose of this study is to develop a lesson plans for the 'library and information life' subjects in middle school using Gagné's nine instructional events theory, conduct actual instructions, and verify its effectiveness. The research procedure was conducted as follows. Development of lesson plan that using Gagné's theory to Section III (Information Analysis and Interpretation) of 'Library and Information Life' in middle school. Actual instruction were conducted and student survey, peer teacher assessment, and instructor self-assessment were conducted. Based on the evaluation results, a elements to revise and improve the lesson plan was presented.

Design and Implementation of License Web Courseware based on the Cognitive Apprenticeship Theory (인지적 도제이론에 기반한 자격증 웹 코스웨어 설계 및 구현)

  • Kim, Nam-Ju;Kang, Yun-Hee;Kim, Deok-Hwan;Lee, Ju-Hong
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.3
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    • pp.21-30
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    • 2006
  • This study applies the cognitive apprenticeship theory a representative learning theory of constructivism. to design and create a web courseware for data device operator license. to enable research that begins with peripheral participation in Problem solving and ends with full participation and initiative, to act as a medium for assisting students in learning, to enable adaptation to actual situations through simulation studies, to allow aggressive interaction, and to help reinforce the level of data processing with regard to learning. The student was made to evaluate learning materials at real time for feedback on insufficient areas, to enable effective learning. The study was done by offering a web courseware without applying the cognitive apprenticeship theory and a web courseware with the cognitive apprenticeship theory, which was followed by an evaluation on study achievement level and learning behavior and then a survey was done after the evaluations. The results of this study were first, the learning group with web courseware applying cognitive apprenticeship theory showed more effect in improving learning achievement than the group with web courseware without the cognitive apprenticeship theory. Secondly, learning with web courseware applying cognitive apprenticeship theory was more effective for improving learning behavior.

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Status of Brain-based Artistic Education Fusion Study - Basic Study for Animation Drawing Education (뇌기반 예술교육 융합연구의 현황 - 애니메이션 드로잉 교육을 위한 기초연구)

  • Lee, Sun Ju;Park, Sung Won
    • Cartoon and Animation Studies
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    • s.36
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    • pp.237-257
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    • 2014
  • This study is the process of performing the interdisciplinary fusion study between multiple fields by identifying the status on the previous artistic education considering the brain scientific mechanism of image creativity and brain-based learning principles. In recent years, producing the educational methods of each field as the fusion study activities are emerging as the trend and thanks to such, the results of brain-based educational fusion studies are being presented for each field. It includes artistic fields such as music, art and dance. In other words, the perspective is that by understanding the operating principles of the brain while creativity and learning is taking place, when applying various principles that can develop the corresponding functions as a teaching method, it can effectively increase the artistic performance ability and creativity. Since the animation drawing should be able to intuitively recognize the elements of movement and produce the communication with the target beyond the delineative perspective of simply drawing the objects to look the same, it requires the development of systematic educational method including the methods of communication, elements of higher cognitive senses as well as the cognitive perspective of form implementation. Therefore, this study proposes a literature study results on the artistic education applied with brain-based principles in order to design the educational model considering the professional characteristics of animation drawing. Therefore, the overseas and domestic trends of the cases of brain-based artistic education were extracted and analyzed. In addition, the cases of artistic education studies applied with brain-based principles and study results from cases of drawing related education were analyzed. According to the analyzed results, the brain-based learning related to the drawing has shown a common effect of promoting the creativity and changes of positive emotion related to the observation, concentration and image expression through the training of the right brain. In addition, there was a case of overseas educational application through the brain wave training where the timing ability and artistic expression have shown an enhancement effect through the HRV training, SMR, Beta 1 and neuro feedback training that strengthens the alpha/seta wave and it was proposing that slow brain wave neuro feedback training contributes significantly in overcoming the stress and enhancing the creative artistic performance ability. The meaning of this study result is significant in the fact that it was the case that have shown the successful application of neuro feedback training in the environment of artistic live education beyond the range of laboratory but the use of the machine was shown to have limitations for being applied to the teaching methods so its significance can be found in providing the analytical foundation for applying and designing the brain-based learning principles for future animation drawing teaching methods.

Development of Software Education Support System using Learning Analysis Technique (학습분석 기법을 적용한 소프트웨어교육 지원 시스템 개발)

  • Jeon, In-seong;Song, Ki-Sang
    • Journal of The Korean Association of Information Education
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    • v.24 no.2
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    • pp.157-165
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    • 2020
  • As interest in software education has increased, discussions on teaching, learning, and evaluation method it have also been active. One of the problems of software education teaching method is that the instructor cannot grasp the content of coding in progress in the learner's computer in real time, and therefore, instructors are limited in providing feedback to learners in a timely manner. To overcome this problem, in this study, we developed a software education support system that grasps the real-time learner coding situation under block-based programming environment by applying a learning analysis technique and delivers it to the instructor, and visualizes the data collected during learning through the Hadoop system. The system includes a presentation layer to which teachers and learners access, a business layer to analyze and structure code, and a DB layer to store class information, account information, and learning information. The instructor can set the content to be learned in advance in the software education support system, and compare and analyze the learner's achievement through the computational thinking components rubric, based on the data comparing the stored code with the students' code.

Development and Application of Assessment Items for the Diagnosis of Difficulties in Learning Elementary Mathematics (초등학교 수학 학습 어려움 진단을 위한 평가 문항 개발 및 적용 연구)

  • Kim, Hee-jeong;Cho, Hyungmi;Ko, Eun-Sung;Lee, Donghwan;Cho, Jinwoo;Choi, Jisun;Han, Chaereen;Hwang, Jihyun
    • Journal of the Korean School Mathematics Society
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    • v.25 no.3
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    • pp.261-278
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    • 2022
  • The purpose of this study is to develop an assessment to diagnose difficulties in learning mathematics and misconstructions that elementary students have. With thorough theoretical background and analysis of mathematics curriculum documents, we established learning trajectories for the following content areas in grades 3 to 6: number and operation, regularity, data and chance, geometry, and measurement. Then, the research team created the assessment items targeting a specific stage in the learning trajectories and including item options to identify possible misconceptions. Based on the unified validity theory, we reported the detailed procedure of the assessment development and the evidence for the content, substance, and structural validity of the assessment. We collected the data of 675 elementary students. Rasch measurement modeling was applied, and Cronbach's alpha was estimated. We considered how to report students' assessment results to teachers appropriately and immediately, which suggested important implications for supporting teaching and learning mathematics in elementary schools. We also suggested how to use the assessment developed in this study in online and distance learning environments due to the COVID-19 pandemic.