• Title/Summary/Keyword: Active and Collaborative Learning

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A Delphi Study on Competencies of Mechanical Engineer and Education in the era of the Fourth Industrial Revolution (4차 산업혁명 시대 기계공학 분야 엔지니어에게 필요한 역량과 교육에 관한 델파이 연구)

  • Kang, So Yeon;Cho, Hyung Hee
    • Journal of Engineering Education Research
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    • v.23 no.3
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    • pp.49-58
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    • 2020
  • In the era of the fourth industrial revolution, the world is undergoing rapid social change. The purpose of this study is to predict the expected changes and necessary competencies and desired curriculum and teaching methods in the field of mechanical engineering in the near future. The research method was a Delphi study. It was conducted three times with 20 mechanical engineering experts. The results of the study are as follows: In the field of mechanical engineering, it will be increased the situational awareness by the use of measurement sensors, development of computer applications, flexibility and optimization by user's needs and mechanical equipment, and demand for robots equipped with AI. The mechanical engineer's career perspectives will be positive, but if it is stable, it will be a crisis. Therefore active response is needed. The competencies required in the field of mechanical engineering include collaborative skills, complex problem solving skills, self-directed learning skills, problem finding skills, creativity, communication skills, convergent thinking skills, and system engineering skills. The undergraduate curriculum to achieve above competencies includes four major dynamics, basic science, programming coding education, convergence education, data processing education, and cyber physical system education. Preferred mechanical engineering teaching methods include project-based learning, hands-on education, problem-based learning, team-based collaborative learning, experiment-based education, and software-assisted education. The mechanical engineering community and the government should be concerned about the education for mechanical engineers with the necessary competencies in the era of the 4th Industrial Revolution, which will make global competitiveness in the mechanical engineering fields.

Social Construction of Mathematics Understanding among Student Peers in Small Group Settings

  • Cho, Cheong-Soo
    • Research in Mathematical Education
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    • v.3 no.2
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    • pp.89-98
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    • 1999
  • The purpose of this review of literature is to investigate what kinds of research have been done on social construction of mathematics understanding among elementary students in small groups. Only empirical studies were reviewed, and then grouping was done in terms of the purpose of the study. This grouping identified three categories: 1) Social and mathematical norms in mathematics classroom, 2) Teaching productive communication behaviors for active learning in small group, and 3) Participation roles and communication behaviors in different group structure. To enhance social construction of mathematics understanding in small group settings two suggestions are made: the importance of the selection of collaborative tasks or problems and teachers' beliefs about mathematics and the teaching an learning of mathematics.

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Identifying Learner Behaviors, Conflicting and Facilitating Factors in an Online Learning Community

  • CHOI, Hyungshin;KANG, Myunghee
    • Educational Technology International
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    • v.11 no.2
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    • pp.43-75
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    • 2010
  • The purpose of this study is to identify patterns of learner behaviors, conflicting and facilitating factors during collaborative work in an online learning community(OLC). This study further seeks to investigate the difference of learner behaviors between high- and low-performing groups, and conflicting and facilitating factors. The online postings from four groups(19 students) in the spring semester(study 1) and six groups(24 students) in the fall semester(study 2) were analyzed. A coding scheme was generated based on constant comparison using the qualitative data analysis tool, NVivo. The analysis identified 7 categories of learner behaviors in both studies. Among the seven categories, information seeking and co-construction were most frequently observed in both studies. One evident difference between the high- and low-performing groups was that the high-performing groups revealed more incidents of learner behaviors in both studies. In addition, six categories of conflicting factors and five categories of facilitating factors were emerged in both studies. The inefficiency of work category was one of the most frequently observed categories in both studies. Interestingly, the high-performing groups showed more incidents of conflicting factors than the low-performing groups. This study revealed two different types of conflicting factors and there is a need for different moderating strategies depending on its type. Based on the results of the study, effective design strategies for an OLC to facilitate active learning were suggested.

Design and Application of Math Class with Robot (로봇 활용 수학수업의 설계 및 적용)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.17 no.1
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    • pp.43-52
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    • 2013
  • As a tool of programming education, a robot is effective in creative problem solving abilities and logical thinking skills. It also provides practical, operational learning experience to learners, when using as a tool of learning, it can help learners' specific understanding for the contents of education and lead to an active participation in learning. This research focuses on the robot's instrumental use in the mathematics class. So the lesson activities with relation to the fourth grade math curriculum were developed after the functional analysis of the robot and the extraction of educational utilization with function. The result shows that there wasn't a significant difference in achievement test but there was a positive response in the most of the survey items. It shows that robots lead to an active participation in class, to be interested in math class and were helpful to understand math concepts. There was also a positive response in the result of learner interviews such as dynamic, collaborative communication, experiential, practical lessons that are rare sights in normal math class.

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Learning Material Bookmarking Service based on Collective Intelligence (집단지성 기반 학습자료 북마킹 서비스 시스템)

  • Jang, Jincheul;Jung, Sukhwan;Lee, Seulki;Jung, Chihoon;Yoon, Wan Chul;Yi, Mun Yong
    • Journal of Intelligence and Information Systems
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    • v.20 no.2
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    • pp.179-192
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    • 2014
  • Keeping in line with the recent changes in the information technology environment, the online learning environment that supports multiple users' participation such as MOOC (Massive Open Online Courses) has become important. One of the largest professional associations in Information Technology, IEEE Computer Society, announced that "Supporting New Learning Styles" is a crucial trend in 2014. Popular MOOC services, CourseRa and edX, have continued to build active learning environment with a large number of lectures accessible anywhere using smart devices, and have been used by an increasing number of users. In addition, collaborative web services (e.g., blogs and Wikipedia) also support the creation of various user-uploaded learning materials, resulting in a vast amount of new lectures and learning materials being created every day in the online space. However, it is difficult for an online educational system to keep a learner' motivation as learning occurs remotely, with limited capability to share knowledge among the learners. Thus, it is essential to understand which materials are needed for each learner and how to motivate learners to actively participate in online learning system. To overcome these issues, leveraging the constructivism theory and collective intelligence, we have developed a social bookmarking system called WeStudy, which supports learning material sharing among the users and provides personalized learning material recommendations. Constructivism theory argues that knowledge is being constructed while learners interact with the world. Collective intelligence can be separated into two types: (1) collaborative collective intelligence, which can be built on the basis of direct collaboration among the participants (e.g., Wikipedia), and (2) integrative collective intelligence, which produces new forms of knowledge by combining independent and distributed information through highly advanced technologies and algorithms (e.g., Google PageRank, Recommender systems). Recommender system, one of the examples of integrative collective intelligence, is to utilize online activities of the users and recommend what users may be interested in. Our system included both collaborative collective intelligence functions and integrative collective intelligence functions. We analyzed well-known Web services based on collective intelligence such as Wikipedia, Slideshare, and Videolectures to identify main design factors that support collective intelligence. Based on this analysis, in addition to sharing online resources through social bookmarking, we selected three essential functions for our system: 1) multimodal visualization of learning materials through two forms (e.g., list and graph), 2) personalized recommendation of learning materials, and 3) explicit designation of learners of their interest. After developing web-based WeStudy system, we conducted usability testing through the heuristic evaluation method that included seven heuristic indices: features and functionality, cognitive page, navigation, search and filtering, control and feedback, forms, context and text. We recruited 10 experts who majored in Human Computer Interaction and worked in the same field, and requested both quantitative and qualitative evaluation of the system. The evaluation results show that, relative to the other functions evaluated, the list/graph page produced higher scores on all indices except for contexts & text. In case of contexts & text, learning material page produced the best score, compared with the other functions. In general, the explicit designation of learners of their interests, one of the distinctive functions, received lower scores on all usability indices because of its unfamiliar functionality to the users. In summary, the evaluation results show that our system has achieved high usability with good performance with some minor issues, which need to be fully addressed before the public release of the system to large-scale users. The study findings provide practical guidelines for the design and development of various systems that utilize collective intelligence.

A Design of Participative Problem Based Learning (PBL) Class in Metaverse (메타버스에서의 참여형 PBL 수업 설계)

  • Lee, Seung Ho
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.91-97
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    • 2022
  • Recently, as per a representative education method to develop core capabilities (such as critical thinking, communication, collaboration, and creativity) problem based learning (PBL) has been widely adopted in universities. Two important features of PBL are 'collaboration between team members' and 'participation based self-directed learning'. These two features should be satisfied in online education, although it is difficult due to the limitation on space and time in the COVID-19 pandemic. This paper presents a new design of PBL class in Metaverse, based on improving the online PBL class operated in the previous semesters in the H university. In the proposed PBL class, students are able to display materials (e.g., image, pdf, video files) in 3D virtual space, that are related to problem solving. The 3D virtual space is called gallery in this paper. The concept of gallery allows for active participation of students. In addition, the gallery can be used as a tool for collaborative meeting or for final presentation. If possible, the new design of PBL class will be applied and its effectiveness will be analyzed.

Fostering Primary Pre-service Teachers' Computational Thinking through Self-Assessment (초등예비교사를 위한 컴퓨팅 사고력 자기평가 방법)

  • Kim, Misong;Choi, Hyungshin
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.61-70
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    • 2018
  • It is urgent in the context of the Fourth Industrial Revolution that students become creative and integrative thinkers. In this vein, in the last few years, drawing upon constructivism as an innovative learning paradigm, new coding curricula using MIT's Scratch have been introduced in the number of countries to enhance computational thinking (CT). However, constructivism encouraging collaborative and active learning may not be explicitly utilized in instructional design focusing mainly on learning to code as technical skills - some of which exist today in large numbers of school and after-school code activities. To respond to such a misleading way of developing CT through coding, the present study aims to propose the benefits of CT self-assessment rubrics for primary pre-service teachers within a CT course entitled "Problem Solving by Computational Thinking". Our findings show how meaningful collaborative CT self-assessment in a group impacts their learning of CT. We end this paper with the discussion of implications of our findings for CT assessment towards a new paradigm in education.

Analysis on the Current status of e-Learning among Pre-Service Teachers (예비교사의 이러닝 인식 및 사용 교수·학습 전략 실태 분석)

  • Lee, Okhwa;Jo, Miheon
    • The Journal of Korean Association of Computer Education
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    • v.7 no.6
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    • pp.95-105
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    • 2004
  • It is important to understand how pre-service teachers perceive e-learning because their prior-experience with e-learning will have a great impact on their teaching after the graduation. Pre-service teachers (401 students) with cyber learning experience, which is a form of e-learning, were selected in 2004 in May and June. Survey was conducted regarding the instructional experience (working hours, tasks and evaluation, satisfaction about cyber learning and its academic achievement, difficulties and suggestions) and instructional methods (instructional activities, frequencies of interaction, strategies of interaction, collaborative activities, behaviors in the group instructional activities for knowledge development). The results are pre-service teachers tent to spend similar v slightly less working hours for cyber learning, similar or slightly less satisfaction level for the instruction and the academic achievement. It was interesting that female students were more negative than males students, considering female students have been more active in online discussion traditionally. Logical presentation of contents and instructional strategies for the cyber learning were the most wanting suggestions. E-mails and BBS for reference materials were the two most used functions in the online learning. The amount and types of tasks were satisfactory. Students did not interact freely during the group activities, they reported they did not learn much through the group activity. During the group work, they consider they do their roles with responsibility while they have slightly negative responses toward other members' contribution in the group activity. Off line meeting is strongly suggested.

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A Qualitative Case Study on Critical Success Factors of Digital Textbook-Based Instruction (디지털교과서 활용수업의 핵심성공요인에 관한 질적 사례연구)

  • Ahn, Soonsun;Leem, Junghoon
    • The Journal of Korean Association of Computer Education
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    • v.16 no.2
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    • pp.49-60
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    • 2013
  • The purpose of this study was to analyze inductively Critical Success Factors of Digital Textbook-Based Instruction based on qualitative research. To accomplish the purpose of the study, D elementary school in Incheon, one of digital textbook model schools, was selected as the school for observation. Three fifth graders and their teacher were interviewed and their six lessons were used for analyzing teaching and learning activities in digital textbook-based instruction. The results of the study, 'the use of systematic strategies based on multimedia features', 'information literacy-related questions and answers', 'specific guidance and help', 'the stability of the physical system and equipment', 'active collaborative learning and interaction', 'individual self-directed learning', 'consideration of emotional/physical changes', 'selection and concentration based upon available resources were identified as critical success factors of digital textbook-based instruction.

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Design and Implementation of Problem Based Learning in Training Ship (PBL(Problem Based Learning) 수업 방법을 활용한 실습선 수업 설계 및 운영)

  • Kim, Bu-Gi;Kim, Noo-Ree;Kim, Jun-Ho;Choi, Hyun-Jun
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.25 no.6
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    • pp.743-748
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    • 2019
  • This study suggested a process of redesigning and implementing problem based learning to enhance students' active and collaborative learning activities and learning outcomes. The results of this study are as follows. First, the ef ect of class participation, academic self-regulated learning, and academic self-efficacy were examined. As a result, first, the average of learning activity, class extension, and participation in class was high in the difference between before and after class. Second, the post average scores of all the factors except the 'evaluation' were higher than before. Third, academic self-efficacy showed a significant difference only in 'task preference'. Finally, students' satisfaction with the class was also high. The professor was also able to grasp the characteristics of individual students by designing and operating the classes using PBL, and it was confirmed that the interaction with students increased. Based on the results of this study, we discussed the limitations and educational implications of the problem based learning class and propose successful problem based learning design and operation of the classroom.