• Title/Summary/Keyword: 학습 효과 향상

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Learning English Vocabulary Using Synonyms And Antonyms System Design (동의어와 반의어를 활용한 영어 어휘 학습 시스템 설계)

  • Jun-Hyeok Ok;Hong-Jun Jang;Byoungwook Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.21-22
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    • 2023
  • 영어 공인 시험에서 영어 어휘는 가장 중요한 요소 중 하나이다. 그러나 기존 영어 어휘 학습 시스템은 단순히 어휘 교재의 콘텐츠를 디지털화한 것에 그치고 있다. 영어 어휘 학습에서 동의어에 대한 학습은 언어 능력을 향상시키고 다양한 상황에서 효과적으로 의사소통할 수 있는 능력 향상에 도움이 된다. 본 연구에서는 학습자들이 영어 어휘 학습을 효과적으로 할 수 있도록 동의어 및 반의어를 활용할 수 있는 학습 시스템을 제안한다. 본 시스템은 동의어와 반의어에 대한 정보가 필요한 영어 어휘를 입력으로 받아 생성형 AI에서 동의어 및 반의어에 대한 정보를 생성한 후에 반환하는 기능을 수행한다. 본 시스템은 학습자들이 어휘 평가에서 오답으로 답한 어휘에 대해 동의어 및 반의어에 대한 추가적인 어휘와 예문을 제공하여 영어 어휘 학습의 효율성을 높일 수 있을 것이다.

Structural Equation Model Analysis of Communication Ability by Havruta Teaching-Learning Method

  • Jae-Nam Kim;Seong-Eun Chu
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.10
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    • pp.197-205
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    • 2023
  • This study is to apply the Havruta teaching-learning method to college students' major classes and analyze the relationship between the effectiveness evaluation of communication skills and sub-factors using a structural equation model. As a result of the study, the communication ability score was different before and after Havruta teaching-learning, and it was found that after Havruta teaching-learning was higher than before Havruta teaching-learning. The path effect was found to be significant in all of the total, direct, and indirect effects among latent variables, except for the relationship between interpretation ability, role-playing ability, and goal-setting ability in the direct effect. In this study, it was found that the Havruta teaching-learning method not only improves creativity and thinking ability, but also improves self-directed learning ability. In addition, it was reconfirmed that it is a teaching-learning method that can develop social skills and communication skills as well as problem-solving skills while experiencing opinions different from one's own. As a result, research on a thorough student-centered teaching-learning method suitable for the Homo Machina era must be continued and its application in the educational field must be implemented.

Development of Student-Centered Narrative Learning Program for the improvement of Information ethic attitude of Elementary Student (초등학생 정보통신윤리의식 향상을 위한 학습자 중심 내러티브 학습 프로그램 개발)

  • Kim, Kwang Yeol;Lee, Tae-Wuk
    • The Journal of Korean Association of Computer Education
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    • v.11 no.6
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    • pp.29-37
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    • 2008
  • The purpose of this study is to examine the effect of Student-centered Narrative Learning Program on Information ethics. Though, nowadays, the negative aspects of use of Computer and Internet have been rising as a big issue and there are remarkable concern about it, especially in school. There are still many difficulties to teach it to student due to the lack of adequate curriculum, contents and teaching method. In this study, we developed the Narrative learning program based on learners' experiences. The program involves course of discussion and exploration to seek for solution. The result of the study is that students could make a plan for practice and their Information ethic attitude was improved.

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The Effects of Learning Training Program on Creativity (학습전략이 창의성에 미치는 효과)

  • 강덕구
    • Archives of design research
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    • v.11 no.1
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    • pp.99-108
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    • 1998
  • The purpose of this study was to exanune the effects of learning training program on university students' creativity. In order to accomplish this purpJse of the study effectively, the following research hypotheses were posited: (Hypothesis 1) The treJltment group trained with the learning program will perform better in technic.al class. (Hypothesis 2) The treatment group trained with the learning program will show the higher degree of progress in diagram creativity than the pre-treatment group. The result of the study were summarized as follows: First, regarding the effects of training, there appeared a significant difference between the groups of post-treatment class and pre-treatment class in the use of learning strategies. Second. there appeared a significant difference between the group of post-treatment class and pre-treatment class in diagranl creativity.

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A Comparative Study of the Situated Learning Model and the Traditional Learning Model for Computer Education in the Elementary School (초등학교 컴퓨터 교육을 위한 상황학습과 전통적학습의 비교 분석)

  • Lee, In-Soon;Lee, Soo-Jung;Lee, Jae-Ho
    • Journal of The Korean Association of Information Education
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    • v.5 no.1
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    • pp.145-156
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    • 2001
  • The purpose of this study is to set up the situated learning model for computer education and to investigate which method has better effect on the students' computer skill and learning attitude among the situated learning model and the traditional learning model. The result of this study is as follows. In order to investigate the effect of the students' learning attitude, students had been tested on six factors: the Understanding, the Interest, the Achievement, the Concentration, the Applicability, and the Spontaneity. As for the Understanding, the traditional learning model has better effect on students than the situated learning model. But the situated learning model was much superior in the other factors to the traditional learning model. Next, it had been examined how much students improved their computer skills under the situated learning model and under the traditional learning model. The study showed that the traditional learning model resulted in a little bit higher scores than the situated learning model. However, it was a great success to find out that the situated learning model is superior in the students' learning attitude to the traditional learning model.

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Development and Effects of Instruction Module Using ICT on Earth Field at Elementary School Science (초등학교 과학과 '지구'분야의 ICT 활용 수업모듈 개발 및 효과)

  • Lee, Yong-Seob
    • Journal of the Korean earth science society
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    • v.25 no.6
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    • pp.409-417
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    • 2004
  • This study investigated the effects and development of instruction module using ICT on earth field at elementary school science. The effects by 5th graders appeared as follows; First. ICT-applied teaching method proved to enhance the science teaming achievement regardless of their grades compared to the ordinary one. Second, Instruction module using ICT devoted to improve 'self-directed learning characteristics' at all grades by comparition of the ordinary teaching method. The 5th graders showed the improvements in the fields of' openness', 'self-conception', 'initiative', 'future inclination', 'creativity', 'self-assessment ability' all of which belong to self-directed teaming characteristics. They did not, however, show meaningful effect on improving 'learning eagerness' and 'responsibility' improvement. Thirdly, ICT-applied teaching method proved that it is more effective for developing 'creativity' than the ordinary one at all sample grades. The effectiveness was presented highly at 'fluency', 'originality' all of which belong to creativity. They did not, however, show meaningful effect on improving 'flexibility'.

A Study on Facilitating Reading Education Through Digital Storytelling (디지털 스토리텔링을 이용한 독서지도 방안 연구)

  • Kang, Sook-Hi
    • Journal of the Korean Society for Library and Information Science
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    • v.41 no.1
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    • pp.307-321
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    • 2007
  • This study is conducted in order to find out 1) if a digital storytelling activity can enhance children's attitudes on reading and writing, and 2) if there is any difference between cooperative and individual digital storytelling groups in their attitudes. For this Purpose, 29 4th graders in an elementary school in Seoul participated as subjects. The findings of this study showed that digital storytelling improved their reading and writing attitudes. However, there was no significant difference in attitudes between the cooperative and individual digital storytelling groups. This study has demonstrated that digital storytelling is a good way of enhancing children's reading and writing attitudes. This study represents a preliminary effort to empirically examine the effectiveness of digital storytelling on reading education.

Design of Problem-Based Blended Learning for the Improvement of Software Adaptability (응용소프트웨어 적응력 향상을 위한 문제중심의 B-러닝 설계)

  • Kim, Sun-Nam;Yoo, In-Hwan
    • 한국정보교육학회:학술대회논문집
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    • 2007.08a
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    • pp.129-134
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    • 2007
  • 학교 현장에서의 컴퓨터 교육은 여전히 시범실습위주로 이루어지고 있으며. 초등학교 컴퓨터 교육에서 많은 비중을 차지하는 소프트웨어 교육은 더욱 그러하다. 소프트웨어는 끊임없이 개발되거나 업그레이드 되고 있어 가르쳐야 할 내용이 많아져 새로운 학습방법이 필요하다. 즉 문제사태에서 필요한 기능을 찾아 스스로 문제를 해결하고 다른 응용소프트웨어에 전이 및 파지할 수 있는 능력을 길러주는 학습방법이 필요하다. 그 방법 중의 하나가 구성주의 학습 원리에 부합한 문제중심학습이며 학습의 효과를 높이기 위해서 온라인과 오프라인학습의 장점을 혼합한 B-러닝 방법이 필요하다. 따라서 본 연구는 응용소프트웨어의 적응력을 향상시키기 위해 한글 워드프로세서 학습내용을 학습자의 수준에 맞게 문제중심으로 재구성하고 온라인 학습을 위해 학급커뮤니티를 설계 및 구현하였다. 그리고 문제중심의 B-러닝에 적합한 학습모형을 설계하여 제시하였다. 문제중심의 B-러닝은 구성주의 학습 원리에 적합한 실생활의 문제를 학습내용으로 하고 면대면 교실수업의 장점과 온라인 학습의 장점을 혼합하여 자기주도적으로 탐구학습을 하는 것이므로 응용소프트웨어의 적응력은 향상될 것으로 기대한다.

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Analysis of the Effect of Self-Directed Learning Method in Medical Team Education (의학용어학습에서 자기주도학습준비도 촉진 수업방식의 효과 분석)

  • Chae, Yoo-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.6
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    • pp.227-237
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    • 2020
  • This study was designed to examine whether the self-directed learning method could improve self-directed learning readiness and the effects of academic achievement level. Self-directed learning readiness was investigated among 63 first-year Medical Terminology undergraduates in the C area. A repeat measurement variance analysis of the general linear model was conducted to evaluate the effects of improving self-directed learning readiness according to the general characteristics and level of academic achievement, while a regression analysis was performed to identify the factors affecting self-directed learning readiness. Self-directed learning readiness increased from 177.3 to 180.8 for those under 18 years of age, and 192.9 to 196.5 for those over 19 years of age (p<0.05). After the team activity, the overall self-directed learning readiness was improved, and both high- and low-achieving groups showed statistically significant improvements (p<0.05). The environment surrounding learners was confirmed to have a positive effect on improving self-directed learning when given the right degree of self-directed learning and appropriate feedback. The study results are expected to form basic foundation material for professors and class designers who want to draw self-directed learning skills from memorizing subjects.

Design of Algodoo Simulation Teaching and Learning Program (Algodoo 시뮬레이션 교수 학습 프로그램 설계)

  • Jeong, Jaehoon;Lee, Taewuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.199-201
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    • 2013
  • 본 논문에서는 학생들의 과학 교과에서 학생들의 흥미와 학업성취를 향상시키기 위해 컴퓨터 시뮬레이션을 이용한 융합인재 교육 프로그램을 개발 하였다. 최근 디지털 기술의 고도화로 인해 다양한 정보통신 기술과 지식의 융합을 교육 환경에 적용하는 스마트러닝에 대한 관심이 증가하고, 학생들은 모바일 기기의 접근성에 대한 인식이 확대되고 학교 현장에서는 모바일 기기와 교육용 프로그램을 활용한 학습이 활성화 되고 있다. Algodoo는 2D기반 시뮬레이션 프로그램으로 다양한 물리적인 효과를 태블릿과 컴퓨터로 시뮬레이션 할 수 있으며, 웹에서 다양한 물리적인 효과나 원리에 대한 학습내용을 참고 할 수 있다. 교수 학습자료는 2009 개정교육과정 초등 과학에 나온 내용을 분석 후 실생활과 관련된 주제를 선정하여 학생들의 흥미와 이해를 향상시키도록 하였다. 또한 학생들은 개별학습과 협력학습을 통해 학습할 수 있으며, 학습 후에는 학생들이 시뮬레이션을 설계 및 실행하여 평가 및 반성을 할 수 있게 하였다.

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