• Title/Summary/Keyword: 협력적 학습

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A Study on Learning Sequence Control of Agent for Effective teaming (효율적인 학습을 위한 에이전트의 학습 순서 제어에 관한 연구)

  • 한금주;곽덕훈
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.880-883
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    • 2003
  • 본 연구에서는 효율적인 e-teaming 학습을 학습자에게 적합한 학습 환경의 학습 순서로 제공하기 위한 튜터(코치) 기능의 에이전트 시스템을 제안하고자 한다. 본 연구에서 제안하는 튜터 기능의 에이전트는 다양한 학습자 환경과 학습 수준에 따른 학습자의 학습파일과 선수 학습 자료를 데이터베이스로 저장하여 학습자에게 적합한 학습 순서의 제공을 목적으로 한다. 학습자와 에이전트의 지속적인 상호작용으로 효율적인 e-teaming 학습이 유지될 수 있도록 한다. 본 연구에서는 학습자의 선수(기초) 학습이나 학습 진행 상황, 결과 등의 정보를 저장하고 이를 이용하여 학습자에게 최적의 학습 순서를 제공할 수 있도록 튜터(코치) 기능의 에이전트와 협력 학습이 이루어질 수 있도록 한다. 그 방법의 하나로 학습자의 학습 진행 상황을 저장하고 학습자들의 학습 순서와 시스템에서 제안하는 학습 순서를 비교하여 학습자에게 보다 적합한 학습 순서(courseware)를 제안할 수 있도록 한다. 본 연구의 결과로 학습 순서를 제안하는 튜터 에이전트 시스템은 학습 시스템이 제안하는 학습 순서와 학습자가 학습하고자 하는 학습 순서를 학습자의 학습 진행에 따라 학습 순서를 재구성하고 평가 전에 학습자의 학습 순서 경로를 다시 한번 반복 학습하게 함으로써 학습자가 최대의 학습 효과를 얻을 수 있도록 하는 효과를 나타낼 수 있다.

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Identification of the Predictability of SNS Intention to Use and Related Variables in Collaborative Learning (협력학습에서 SNS 사용의도와 관련변인간의 예측력 규명)

  • Joo, Young-Ju;Kyung, Chung-Ae;Jin, Kang-Jeong;Go, Kyung-Yi
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.191-199
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    • 2015
  • The purposes of this study are to examine the predictability of variables related to SNS intention to use in collaborative learning and provide some new implications. Based on Technology Readiness and Acceptance Model (TRAM), we hypothesized that optimism, innovativeness, discomfort, insecurity as personal disposition variables, subjective norm as a social variable, and perceived usefulness and perceived ease of use as cognitive variables would predict SNS intention to use. For this study, 274 'Share Leadership' students in E university completed surveys and it was analyzed by multiple regression analysis. The results of this study showed as follows. First, optimism, innovativeness, discomfort, and subjective norm predicted perceived ease of use. Second, optimism, insecurity, subjective norm and perceived ease of use predicted perceived usefulness. Third, subjective norm, perceived ease of use and perceived usefulness predicted SNS intention to use. From this, it is revealed that positive technology readiness predict much more than negative technology readiness do and the role of teacher and peers is very important.

A Collaborative learning using Wiki for the effectiveness of positive interaction (위키를 활용한 협력학습이 타인과의 긍정적인 상호작용에 미치는 영향 연구)

  • Joo, Yun-Jae;Moon, Gyo-Sik
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.167-173
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    • 2011
  • Recently, the Web 2.0 bas gained much attention as an advanced form of Web technology. It is well observed that openness, participation, and sharing are the key ideas of Web 2.0 among many desirable characteristics of the technology. Furthermore, Wiki is one of the best representing tools that reflect effectively most of the characteristics of Web 2.0. Wiki is widely used to provide a Web-based communication tool for collaborative writing and editing freely. Therefore, it may be used for collaborative learning so that students can learn how to interact online with each other effectively and also acquire communication skills in an affirmative way. In the paper, we will discuss how students can change their aggresive, offensive, judgemental attitudes to affirmative, aggreable, thoughtful ones by way of exposing them to collaborative learning environment using Wiki as their interactive communication tool.

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Effect of Cooperative Skill Training on Problem Based Learning for Science Class (지구과학 문제중심학습에서 협동기술 훈련의 효과)

  • Park, Soo-Kyong
    • Journal of the Korean earth science society
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    • v.25 no.5
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    • pp.327-335
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    • 2004
  • The purpose of this study was to investigate the effect of cooperative skill training on problem based learning for elementary school science class. Two experiment groups were involved, in which problem based learning model was used and control group, in which traditional instruction was employed. One of experiment groups was trained in cooperative skills before the instruction. The results demonstrated a significant main effect in the scores of achievement and a significant interaction effect between the instructional strategies and learning ability level. The performance of high-level students in the two experimental groups was higher than that of control group. However, the performance of medium and low-level students trained with cooperative skills training was higher than that of students without cooperative skills training. A significant main effect was also found in self-esteem, but there was no significant interaction between instructional strategies and learning ability. Therefore, this study suggests that cooperative skills training is of great importance for minimizing the free-rider effect and increasing collaborative interaction in cooperative learning.

열린교육을 위한 가정에서의 수학 학습

  • Kim, Chang-Bok;Park, Seong-Seon
    • Communications of Mathematical Education
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    • v.9
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    • pp.15-29
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    • 1999
  • 최근 초등학교를 중심으로 급속히 확산되고 있는 열린교육은 종래의 규격화된 일제식 수업과 경직된 교육운영의 틀을 깨고, 다양한 수업의 방법들을 도입하고 개발하고 보급하고자 하는 교육운동이다. 이것은 교육을 ‘하는 사람’이 아니라 ‘받는 사람’을 위주로 하여 행하는 민주주의적인 교육형태로서, 이른바 학습자 및 학부모의 요구에 부응하는 ‘수요자 중심의 교육’임을 뜻한다. 따라서 진정한 열린교육의 효과를 얻기 위해서는, 현재 일반적으로 주력하고 있는 학교교실에서의 교수학습방법 개선 노력 이외에 학부모와 학교간의 건전하고 진정한 협력 관계가 수립, 유지되어야 할 필요성이 높다. 따라서, 본 연구에서는 이러한 필요성에 근거하여, 교사와 어머니와의 동반자적 관계를 수립하고 서로 협력함으로써 초등학교 1학년 아동의 수학 학습의 방향 및 활동방법을 제시하고자 한다.

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Research trend of Web 2.0 use in education (웹 2.0의 교육적 활용에 대한 연구 동향 분석: 블로그와 위키를 중심으로)

  • Heo, Hee-Ok;Kang, Eui-Sung
    • The Journal of Korean Association of Computer Education
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    • v.13 no.2
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    • pp.59-70
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    • 2010
  • This study aims to analyze research trend of Web 2.0 use in education and to suggest directions for further studies. Sixty representative studies were selected and analyzed in terms of a developed framework of Web 2.0 based learning environments and an analysis scheme. This scheme is divided into five dimensions: research targets, research themes, types of Web 2.0 tools, learning theories and research methodology. The findings indicate that a majority of the previous studies aimed to share information and reflect thoughts in collaborative contexts through blogs and wikis at universities. Some implications were discussed for further studies.

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Development of Pedagogical Content Knowledge of Novice Secondary Science Teachers through Collaborative Reflection (초임 중등 과학교사들의 협력적 성찰을 통한 수업 전문성 발달)

  • Shin, Minkyoung;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.42 no.1
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    • pp.77-96
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    • 2022
  • This study investigated how collaborative reflection between novice secondary science teachers promoted the development of teaching professionalism. We intentionally selected research participants who shared sufficient rapport. Data were collected by videotaping the classes taught by participants, pre-talk, post-interviews and nine collaborative reflection processes. All data were transcribed and analyzed. Results indicated that all three teachers showed changes in teaching practice. Minyoung's practice involved a teacher-led lecture, but through collaborative reflection, she could create a learning environment to enhance students' power and ownership in her class. Emphasizing academic rigor, Soyoung used to teach content outside the scope of the curriculum, but through collaborative reflection, she became more considerate of students' understanding. Finally, in Jiyeon's classes inquiry activities and theoretical explanations were separated from each other. However, she repeated her efforts to improve her class after collaborative reflection, allowing students to construct explanations through activities. In this study, three factors that promoted the development of teachers' pedagogical content knowledge through collaborative reflection were identified. First, the different teaching orientations of the three teachers who participated in this study, promoted sharing of opinions through collaborative reflection. Second, reflection based on teaching practice enabled practical feedback on the class, which enhanced the development of teachers' pedagogical content knowledge. Third, the equal status and formation of rapport between the three teachers created an environment for productive reflection. These results suggest that future teacher education programs should target communities that can promote collaborative reflection based on teachers' teaching practice.

A Study on Development of Collaborative Problem Solving Prediction System Based on Deep Learning: Focusing on ICT Factors (딥러닝 기반 협력적 문제 해결력 예측 시스템 개발 연구: ICT 요인을 중심으로)

  • Lee, Youngho
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.151-158
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    • 2018
  • The purpose of this study is to develop a system for predicting students' collaborative problem solving ability based on the ICT factors of PISA 2015 that affect collaborative problem solving ability. The PISA 2015 computer-based collaborative problem-solving capability evaluation included 5,581 students in Korea. As a research method, correlation analysis was used to select meaningful variables. And the collaborative problem solving ability prediction model was created by using the deep learning method. As a result of the model generation, we were able to predict collaborative problem solving ability with about 95% accuracy for the test data set. Based on this model, a collaborative problem solving ability prediction system was designed and implemented. This research is expected to provide a new perspective on applying big data and artificial intelligence in decision making for ICT input and use in education.

The Effects of Situated Learning-Based Instruction of Mathematics on Students' Learning (상황학습 기반 수업이 초등학생의 수학 학습에 미치는 영향)

  • Yu, Wookhee;Oh, Youngyoul
    • School Mathematics
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    • v.16 no.3
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    • pp.633-657
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    • 2014
  • This study aims to verify the effect of the situated learning-based instruction on mathematics learning of sixth-grade elementary school students. For this purpose, this study examined the differences in mathematical learning achievement and mathematical attitude between a group participating in the situated learning-based class and a group participating in the normal instructor-led mathematics class. Moreover, this study verified the educational effect of the situated learning-based class by analyzing teacher's role in the class and students' way of participating in the class. The study results are as follows. First, the situated learning-based class positively influenced students' mathematics achievement and mathematical attitude. Second, teacher performed a role as a learning guide and facilitator. Third, other became an object to give help to or to learn from in the situated learning-based class. These situations had a positive influence on the organization of knowledge through active efforts of students for communication and problem solving which belongs to a cooperative socialization process happening in the class.

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A Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning (Kinect 게임 활용 수업에서 학습자의 참여적 학습 경험에 대한 사례 연구)

  • Ryoo, EunJin;Kang, Myunghee;Park, Juyeon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.363-374
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    • 2019
  • Recently, there is an increasing interest in game based learning as a teaching method for digital native learners. This study set kinect game contributes to engaged learning as the competition and cooperation play (achievement goals, interaction), the digital game play (multisensory stimulation, fantasy and curiosity, chance, accurate feedback, control), and the body movement play (embodied cognition, presence). After performing classes using the motion recognition game developed for the elementary school history class, this study conducted semi structured interviews based on engaged learning elements of kinect game based learning for students who were successfully participating in learning. In the result, each element appeared to a successful learner. Based on these results, this study hopes to assist researchers as a basic evidence to introduce kinect game-based learning for engaged learning.