This study analyzed how K-MOOC was used and identify the academic achievements in higher education. The participants who completed the survey questionnaire were composed of 379 students who were in curriculum-related extra-curriculum using K-MOOC. Results show that the participation rate in individual learning activities was high, thus indicating the activities were perceived positively. In addition, students perceived positively their academic achievements of receiving, valuing, and responding in affective area, as well as synthesis and evaluation of knowledge in cognitive area. Students were also satisfied that they had no psychological burden to the credit of the course and they could take a course from another college. By contrast, platform instability, too much online content, and tedious activities in the lessons were perceived negatively. Nonetheless, the group assessment results suggested that the students taking a course related to their major had further engagement in discussions, and their academic achievement was higher. Based on the foregoing findings, the study proposed developing a subject matter with various theme, utilization plans, interaction reinforcement, and quality management by supporting instructional design strategies in order to expand the use of K-MOOC both as a general education and a major curriculum. The results obtained in this study represent baseline data that may assist in the decision making for university system and operation plan.
Journal of The Korean Association For Science Education
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v.34
no.3
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pp.273-283
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2014
The purpose of this study was to examine the potential of the use of the Classroom Response System (CRS), a kind of new ICT medium, in a quiz problem-solving oriented high school life science class. To find the usefulness of CRS as a teaching and learning strategy, the CRS group (n=34) sent prompt individual answers to the teachers' questions using the CRS terminal (Clicker), and the teacher then asked additional reasons of the individuals and gave personalized feedback. In the control group (n=35), the CRS was not used while the teacher asked overall questions and gave feedback in an undifferentiated way. As a result, the CRS increased students' interest and concentration during class, but there were no significant differences in study achievement between the two groups. However, there were significant differences between the medium-level groups when the two groups were divided into smaller ones based on their pre-scores. We suggest that, for effective use of the CRS for diagnostic and formative assessment, teachers should develop a teaching and learning strategy that can produce appropriate questions of various levels in advance, investigate the exact reasons for students' answers, and give customized feedback by individual as much as possible.
Journal of the Korea Academia-Industrial cooperation Society
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v.18
no.8
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pp.171-180
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2017
The purpose of this study is to determine an effective training method to improve sequela, since traumatic brain injury sequela is a major factor in determining the quality of life. Neurofeedback training was conducted for an adolescent who had experienced traumatic brain injury during his childhood and who had difficulty in cognitive learning and emotional aspects. The assessment of an adolescent was conducted using K-WAIS-IV intelligence test and QEEG brain wave analysis. In the neurofeedback training, T3 alpha wave compensation and T4 alpha wave inhibition training were performed 36 times for 30 minutes three times a week. In addition to the neurofeedback training, respiratory meditation was also made available to the adolescent. As a result, the adolescent showed a stable condition as indicated by taking a good sleep, reducing test anxiety, and satisfaction with final exam results. This study revealed the possibility for hidden physical and psychological problems arising due to childhood brain trauma. It has also recently been discovered that a more diverse set of tools can be found. In addition, these childhood traumatic brain injuries can be improved through brain training and meditation. The study finding is meaningful for its suggestion of a fusion method for developing mind and body therapy in terms of brain science.
In this paper, we analyzed the misconceptions and errors incurred during factorization learning. We also examined whether online individualization classes had a positive effect on students' mathematical achievement. The experiment was conducted for 4 weeks (16 times in total) on middle school juniors in rural areas of Gyeonggi Province, where the influence of private extra education was small. In the class, the 'Google Classroom' was used as a LMS, the video lecture was uploaded to YouTube, and the teacher interacted with the students through "Zoom" and "Facetalk". In the online class situation, students' assignments and test answers were checked in real time through 'Google Classroom', and immediate feedback was provided to the experimental class group's students. However, for the control group students, feedback was provided only to those who desired. A total of 7 achievement evaluations were conducted in the order of pre-test, formative evaluation (5 times), and post-test to confirm the change in students' ability improvement and achievement. Through the formative evaluation analysis, it was possible to grasp the types of errors and misconceptions that occured during the factorization process. Students' errors were divided into four types: theorem or definition distortion error, functional errors such as calculation, operation, and manipulation, errors that do not verify the solution, and no response. As a result of ANCOVA, the two groups did not show any difference from the 1st to 4th formative assessment. However, the 5th formative assessment and post-test showed statistically significant differences, confirming that online individualization classes contributed to improvemed achievement.
The purpose of this study was to investigate the effect of motivation promotion on task performance. Unlike most previous studies that have used survey methods, this study examined the effects of motivation promotion on arithmetic and linguistic task performances under experimental conditions. Effort-inducing instructions and positive feedbacks were used to promote participants' motivation. Experiments 1 and 2 examined the effect of effort-inducing instructions and positive feedback on participants' autonomous selection of task difficulty when performing arithmetic and linguistic tasks. The results of the both experiments showed that the experimental group which received effort-inducing instructions and positive feedback chose more difficult task than the control group did. Experiment 3 examined whether motivation promotion enhances task performance and task persistence. The experimental group was more accurate and persistent than the control group. The results of the current study offer experimental evidence suggesting that activating intrinsic motivation through motivation promotion improves attitudes toward tasks and task performance.
Journal of The Korean Association For Science Education
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v.42
no.5
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pp.501-514
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2022
This study aims to reveal what is necessary for pre-service science teachers to make good use of online formative assessment in the context of online classes. For 22 pre-service physics teachers, first, the preliminary perception of online classes, online formative assessment, and formative assessment was investigated; second, the practice process of online formative assessment was examined. Then the differences between perception and practice were compared and analyzed. Data were collected in preliminary surveys, lesson plans, online formative assessment items, and interview data. As a result of the study, an interaction was mentioned as the difficulty of online classes in the preliminary perception, and pre-service teachers mentioned the use of technology, feedback, and adjustment as advantages of online formative assessment. In most cases of practice, the automated feedback was used using the platform's technology, but it did not lead to adjustment and interaction. In addition, the use of items in online formative assessment was not suitable for formative functions. The reason why the interaction using formative feedback did not occur seems to be because the understanding of formative assessment was insufficient. Pre-service teachers need to be prepared for the 'formative' function through the feedback of online formative assessment so that can lead to interaction in online classes. The shift to online classes is creating difficulties, especially in interaction. It is necessary to prepare and educate pre-service teachers on fundamental aspects that can overcome these difficulties.
This study is a study on the coding mathematics curriculum that converges elementary and middle school mathematics and information subjects and a minimum coding game-based education method for this. For the past 3 years, the coding mathematics curriculum and educational methods to effectively operate the curriculum were studied by applying them to 6th graders of elementary school and 1st graders of middle school. As a result of the first year of research, the coding mathematics curriculum was modified to a coding environment including the mathematical concept of a three-dimensional coordinate space, and the three-dimensional object was improved to be output as a real 3D print. As a result of the 2nd year study, it was improved so that even low-level students can build buildings by introducing different level commands for each component of the building so that self-directed learning is possible. As a result of the 3rd year study, a teaching-learning strategy based on a minimal coding game was designed to induce an increase in the level of computational thinking, and evaluation and feedback for diagnosing computational thinking were developed. Educational methods to promote self-directed learning and computing thinking ability, and researched coding mathematics curriculum are meaningful for the research and practice of the convergence education of school mathematics and informatics.
Hallucination is a significant barrier to the utilization of large-scale language models or multimodal models. In this study, we collected 654 computer science papers with "hallucination" in the abstract from arXiv from December 2022 to January 2024 following the advent of Chat GPT and conducted frequency analysis, knowledge network analysis, and literature review to explore the latest trends in hallucination research. The results showed that research in the fields of "Computation and Language," "Artificial Intelligence," "Computer Vision and Pattern Recognition," and "Machine Learning" were active. We then analyzed the research trends in the four major fields by focusing on the main authors and dividing them into data, hallucination detection, and hallucination mitigation. The main research trends included hallucination mitigation through supervised fine-tuning (SFT) and reinforcement learning with human feedback (RLHF), inference enhancement via "chain of thought" (CoT), and growing interest in hallucination mitigation within the domain of multimodal AI. This study provides insights into the latest developments in hallucination research through a technology-oriented literature review. This study is expected to help subsequent research in both engineering and humanities and social sciences fields by understanding the latest trends in hallucination research.
Journal of Korean Home Economics Education Association
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v.30
no.2
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pp.137-147
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2018
The purpose of this study was to develop and examine the effects of flipped learning in ancient Mesopotamian costume history. The flipped learning class was designed to three steps(pre-class, in-class, after-class). Pre-class: Students learned the socio-cultural background of Mesopotamia by watching videos online and Mesopotamian costume with PPT. In-class: Students were evaluated for their prior learning through the quiz. After the quiz, the instructor had a supplementary mini-lecture. Then the advanced learning was progressed with the team project(Mesopotamian costume analysis) by online Louvre Museum. Students made a team presentation and the instructor provided feedback. After-class: The effectiveness of flipped learning was measured based on the students' self-reflective journals and class awareness surveys. As the results, students actively participated in flipped learning and the class was rated appropriate. Students were satisfied with the overall quality of the flipped learning class. The Effect of Flip Learning Classes in reflective journals were shown as 'related flipped learning style,' 'related online Louvre museum project,' 'understanding of cooperative learning,' and 'contents of the class'. In conclusion, the flipped learning applied to Mesopotamian costume history was positive as a learner-centered education.
Recently, as a culture that values work-life balance has become more important in society as a whole, interest in hobbies and leisure activities that will enrich life is increasing. This phenomenon is due to an increase in platforms where people can enjoy and learn hobbies online. Among them, craft-related content is growing rapidly, and as offline education has been brought online, learning immersion has been reduced online. Therefore, in this study, we want to identify current problems in online and offline craft learning and seek ways to improve UI design to solve them. To this end, we conducted a literature survey on the online learning platform, online craft learning platform and UI design, and based on this, conducted case investigation and analysis to derive the third stage of the learning process of the online craft learning platform. Subsequent surveys showed that as a result, the online craft learning platform was able to find improvements in terms of differentiating the content exploration process, visualizing the craft progress stage, ease of working with video tools, and providing smooth feedback, and in addition to the need for a device for active learning. Through the results of this study, we hope to expand the craft content market by making it easier for users to enjoy the contents provided on the online craft learning platform.
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