• Title/Summary/Keyword: Constructivism Learning Environment

Search Result 37, Processing Time 0.025 seconds

A Study on the Development of u-Learning System for Field Trip (현장학습을 위한 u-Learning 시스템 개발에 관한 연구)

  • Park, Min-Ku;Park, Jung-Ho;Bae, Young-Kwon;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
    • /
    • v.11 no.3
    • /
    • pp.221-229
    • /
    • 2006
  • Information communication technology ultimately pursues ubiquitous environment where people and devices are connected in networks and exchange of information are possible. However there have not been sufficient studies on the technology in spite of higher enthusiasm about education and remarkable educational potentials of ubiquitous technology. In order to effectively utilize the ubiquitous technology, this thesis explored field trip through a constructivism approach and examined ways how to use and integrate ubiquitous technology in developing educational model and system.

  • PDF

A Study on the Informal Learning Characteristics of Sports Center Leaders from a Constructivist Perspective (구성주의 관점에서 스포츠센터 지도자의 무형식 학습 특성에 관한 고찰)

  • Kim, Seung-Yong;Li, Jing
    • Journal of Industrial Convergence
    • /
    • v.17 no.3
    • /
    • pp.1-8
    • /
    • 2019
  • This study examined the constructivist perspective and the characteristics of informal learning in relation to work place learning of sports center leaders through a theoretical approach. For this reason, informal learning has important learning meaning because sports center leaders based on informal learning enable them to develop their professionalism through workplace learning in terms of experience and practice in promoting the process of growth and learning. Can be. In addition, the leaders in the sports center coaching sites lack formal learning opportunities in workplace learning compared to office workers in general companies. Therefore, the type of informal learning and the way to improve learning should be presented. This part is considered to be an educational element as an important factor for the professionalism of sports center leaders. In addition, the establishment of a workplace learning environment in personal, environmental, institutional and organizational aspects will help sports center leaders to increase their professionalism.

Fossil Learning Utilizing Web-Based STS theory in Elementary School (웹 기반 STS 이론을 활용한 초등학교 화석 학습)

  • Jang, Sae-Cheul;Moon, Gyo Sik
    • The Journal of Korean Association of Computer Education
    • /
    • v.4 no.2
    • /
    • pp.97-103
    • /
    • 2001
  • We developed a Web courseware using multimedia based on STS(Science-Technology-Society) and constructivism on fossil of fourth grade natural science in Primary school, which is recognized to be hard to simulate and watch the phenomena in real life. At present, there are several researches manifesting the effectiveness of the theory with off-line instructional materials. However, there are few results which demonstrate its ability on the Web. The main objective of the paper is to apply the STS theory on a Web courseware and to observe its efficacy. The Web courseware based on the theory allows students to observe and experiment in the Web environment and to have diverse experiences and thoughts through communication via Web. The paper shows that Web courseware based on STS theory can improve its effectiveness in a collaborative learning environment by providing Web facilities such as E-mail, Web search, information sharing, chatting, and so on.

  • PDF

Development of an Interactive Real-time Education System for Distributed Environments (분산환경을 위한 상호작용적 실시간 교육시스템의 개발)

  • 김원영;김치수;김진수
    • Journal of Korea Multimedia Society
    • /
    • v.3 no.5
    • /
    • pp.506-515
    • /
    • 2000
  • In this paper a web-based real-time education system, which is able to support education through multimedia, is suggested for the expansion of learner's creative ability in the school. This system is designed so that it can support three things: 1) a real time interaction between interaction between instructors and learners, 2) individual learning through such an interaction, and 3) a coercive distribution of display by instructions for preventing the deviation of learners from learning. Also, the system, which UML is applied to, makers efficient interaction possible through the module for the real-time exchange and management of messages even in the multi-user environment. Through this system, not only the simulation by learners can be made for experiments and practices, but also questions and respondence can be supported on the procedure of experiments and the analysis of their results. This system is bulit on constructivism, and aimed at helping the learning progress and knowledge formation of learners.

  • PDF

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
    • /
    • v.20 no.2
    • /
    • pp.179-192
    • /
    • 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.

Vocabulary Education for Korean Beginner Level Using PWIM (PWIM 활용 한국어 초급 어휘교육)

  • Cheng, Yeun sook;Lee, Byung woon
    • Journal of Korean language education
    • /
    • v.29 no.3
    • /
    • pp.325-344
    • /
    • 2018
  • The purpose of this study is to summarize PWIM (Picture Words Inductive Model) which is one of learner-centered vocabulary teaching-learning models, and suggest ways to implement them in Korean language education. The pictures that are used in the Korean language education field help visualize the specific shape, color, and texture of the vocabulary that is the learning target; thus, helping beginner learners to recognize the meaning of the sound. Visual material stimulates the intrinsic schema of the learner and not only becomes a 'bridge' connecting the mother tongue and the Korean language, but also reduces difficulty in learning a foreign language because of the ambiguity between meaning and sound in Korean and all languages. PWIM shows commonality with existing learning methods in that it uses visual materials. However, in the past, the teacher-centered learning method has only imitated the teacher because the teacher showed a piece-wise, out-of-life photograph and taught the word. PWIM is a learner-centered learning method that stimulates learners to find vocabulary on their own by presenting visual information reflecting the context. In this paper, PWIM is more suitable for beginner learners who are learning specific concrete vocabulary such as personal identity (mainly objects), residence and environment, daily life, shopping, health, climate, and traffic. The purpose of this study was to develop a method of using PWIM suitable for Korean language learners and teaching procedures. The researchers rearranged the previous research into three steps: brainstorming and word organization, generalization of semantic and morphological rules of extracted words, and application of words. In the case of PWIM, you can go through all three steps at once. Otherwise, it is possible to divide the three steps of PWIM and teach at different times. It is expected that teachers and learners using the PWIM teaching-learning method, which uses realistic visual materials, will enable making an effective class together.

A study on user satisfaction in TUI environment (TUI 환경의 유저 사용 만족도 연구)

  • Choi, heungyeorl;Yang, seungyong
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.11 no.4
    • /
    • pp.113-127
    • /
    • 2015
  • An interface in smart device environment is changing to TUI(touch user interface) environment where a system is being controlled by physical touch, differently from a system controlled through conventional mouse and keyboard. What is more important than anything else in this TUI environment is to implement interface in consideration of learn ability and cognitive constructivism according to user's experience. Therefore, now is the time when it is necessary to carry out various studies on smart content design process going a step farther together with discussing the details of user's experience factor. Hence, this study was intended to look into what effect a user's experiential traits had on the production of contents for the purpose of measures for improving TUI user satisfaction in order to effectively realize contents in smart environment. Results were yielded by using a statistical empirical analysis such as cross-tabulation analysis according to important variable and user, paired t-test, multiple response analysis, and preference frequency analysis of user preference on the basis of a survey. As a result, a system was presented for implementing DFSS(Design For Six Sigma) process. TUI experience factor can be divided into direct habitual experience, direct learning experience, indirect habitual experience, and indirect learning experience. And in the results of study, it was possible to find that the important variables of this study had a positive effect on the improvement of use satisfaction with contents on the whole according to the user convenience of smart contents. This study is expected to have a positive effect on efficient smart device-based contents production by providing objective information according to empirical analysis to smart media-based developer and designer and presenting a model for improving the changed TUI usability.

A Comparative Analysis of Fashion Marketing Education between Korea and USA(Part II) (한국과 미국의 패션마케팅 교육의 성공요인에 관한 비교 연구(제2보))

  • 이윤정
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.27 no.2
    • /
    • pp.169-176
    • /
    • 2003
  • This empirical research aimed to identify and compare key success factors in fashion marketing education in Korea as well as those in U.S.A. Employing a couple of statistical methods (multiple regression and factor analysis) on survey data, it was found that the decisive factors in the fashion marketing education differed between two countries. mainly attributable to the difference of goals in the education or to the job orientation of students. Surprisingly it was also found that no educational methods significantly affected the educational performance in both countries, implying that the so called constructivistic ways of leaching/learning was not so effective as expected. In order to improve educational performance in Korea, as far as fashion marketing is concerned, universities needed to increase the class-hours for the course, to provide more supportive educational environment, and to let the instructors used computer/internet facilities for more diverse purposes than now.

A Comparative Analysis of CAD Education and Key Success Factors in Korea, Japan, Germany and USA (Part II) (한국, 일본, 독일, 미국의 CAD교육 현황과 성공요인 비교(제2보))

  • Lee Yun-Jung
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.29 no.1 s.139
    • /
    • pp.46-57
    • /
    • 2005
  • This empirical research aims to identify and compare key success factors in Computer Aided Design (CAD) education in Korea, Japan, Germany and USA. Employing a couple of statistical methods (multiple regression and factor analysis) on survey data, it was found that the decisive factors in the CAD education differed among four countries. Generally speaking, however, educational methods are less important than educational conditions, of which professors and educational environment are dominant factors. This implies that the so called constructivistic way of teaching/learning is not so effective as expected. In order to improve educational performance in Korea, as far as CAD education is concerned, professors need to enhance relationship with industry and universities to support more hardware and software.

Communication Manager Design and Implementation of Individual Location Information for Social Learning in N-Screen (N-스크린 환경에서 소셜 러닝을 위한 개인 위치정보 지원 커뮤니케이션 매니저 설계 및 구현)

  • Kim, Kyung-Rog;Byeon, Jae-Hee;Moon, Nam-Mee
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.48 no.3
    • /
    • pp.27-35
    • /
    • 2011
  • Social network services are developed which is based on interaction and collaboration between users. This used to teaching-learning and integrate personal experience based on constructivism and social learning has developed into. In order to use which better to support the N-Screen communication model is needed. Communication model is to support the interaction between learner-instructor- the system. However, until now, There are a lot of web-based communications research. In this study, Social Learning Services environment to extended to N-Screen. For seamless service, Location information of individuals to use to learning activities. To support this, the communication manager is to design and implement. Communications manager for the N-Screen services draw students use cases and define the required functions. Based on this, Communication function is designed. In addition, Considering the characteristics of each device, personal location information to be reflected.