• Title/Summary/Keyword: Cooperative-learning

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The Effects of Robot Programming Learning using Pico Cricket on Problem Solving Ability and Interest (피코 크리켓을 활용한 로봇 프로그래밍 학습이 문제해결책과 흥미에 미치는 효과)

  • Lee, Jin-Young;Song, Jeong-Beom;Kim, Kwang-Yeol;Paik, Seoung-Hey;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.2
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    • pp.17-26
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    • 2009
  • This paper is experimental study to inspect effects of problem solving ability and programming interest using Pico Cricket of the educational robot. The programming learning which is regarded as the very core of information subject improves problem solving ability. But the programming teaming does not display the effects properly, because the programming learning studies a grammar manual. The educational robot has the advantage to approach the programming learning easily for containing entertainment. The Pico Cricket of the educational robot has the advantage not to induce competition but to compose a cooperative learning environment. Also, the Pico Cricket is able to be had interest of programming learning to girl students, because the Pico Cricket is able to suggest life-centered and cooperative contents which girl students like. Accordingly, This paper is study which the programming learning using Pico Cricket affects the problem solving ability and programming interest and men and women's comparison study.

Development of an Online Support System for Cooperative and Creative Problem Solving (협동·창의척 문재해결을 위한 온라인 지원시스템 개발)

  • Lee, Yuna;Lee, Sang Soo
    • The Journal of Korean Association of Computer Education
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    • v.11 no.5
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    • pp.19-32
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    • 2008
  • It is necessary to study creative problem solving(CPS) in cooperative level because numerous studies have reported that group approaches to CPS are more effective than individual approaches. There are also lots of researches that an online environment is effective to promote cooperative interactions among group members. Therefore, the purpose of this study is to develop an online support system for cooperative and creative problem solving. First, in this paper we created an integrated CPS model from existing CPS models. Second, we designed principles of an online cooperative CPS(CCPS) based on the integrated CPS model. Third, we developed an online support system for the cooperative CPS. Lastly, we conducted formative evaluations of the developed system and suggested ideas for improvement of the system. The developed system provides an effective and efficient online learning environment for CCPS. CCPS means the cooperative thinking processes to solve certain problems through identifying problems, stating problems, reviewing the data related withe the problems, producing creative ideas and making group decisions related with the solutions.

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The Effect of Learning Behavior Styles on Academic Achievement and Learning Satisfaction in Tutoring Activities (튜터링 활동에서 학습행동양식이 학업성취도와 학습만족도에 미치는 효과)

  • Chu, Sung-Kyung;Byeon, So-Yeon;Yoon, Hae-Gyung
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.594-602
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    • 2021
  • This study aims to identify the learning behavior patterns recognized by students to find effective tutoring operational methods, and further analyze the impact of learning behavior patterns on academic performance and learning satisfaction. To this end, 105 participants in the tutoring program at D University based in Busan Metropolitan City collected data and conducted descriptive statistics, correlation analysis and regression analysis according to research problems. First, the study found that students who participated in tutoring had the most environment-dependent and self-taught learning behavioral styles and environment-independent and self-taught learning behavioral style. Second, the correlation between learning behavioral styles and academic achievement and learning satisfaction shows that there is a high correlation between positive and cooperative learning behavioral styles and environment-independent and self-taught learning behavioral styles. Third, regression analysis on academic achievement and learning satisfaction showed that positive and cooperative learning behavioral styles significantly affects learning satisfaction, but environment-independent and self-taught learning behavioral style, environment-dependent and self-taught learning behavioral style, and passive learning behavioral style were not significant. These results suggest that from the school perspective, learning behavior can be recognized as an important factor in students' academic success and failure, so instructors need to check learners' learning behavior patterns and provide appropriate tutoring teaching and learning design plans.

Development of Learning Strategy Scale for College Students (전문대학생을 위한 학습전략 진단 도구의 개발)

  • PARK, Sung-Mi
    • Journal of Fisheries and Marine Sciences Education
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    • v.21 no.1
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    • pp.16-27
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    • 2009
  • The purpose of this study was to develop of learning strategy scale for college students. This study further classified several sub-areas and defined each concepts of learning strategy. Based upon the classification of each sub-areas, tentative test items were developed through the verification of validity by three professionals. A pilot study of the developed scale was administered to 239 college students. And the research collected major data from 1,012 college students. Data were analyzed to obtain item quality, reliability, and validity analysis. The results of this study were as follows. The scale for learning strategy was defined by eight factors and they were 'self-management strategy', 'examination-readiness strategy', 'cognitive strategy', 'memorizing strategy', 'reporting strategy', 'resource-utilization strategy', 'self-regulated strategy', 'cooperative learning strategy'. The results of the confirmatory factor analysis proved the eight factors in the learning strategy. And criterion validity evidence was also obtained from a correlation analysis of the level of academic achievement.

Learning soccer robot using genetic programming

  • Wang, Xiaoshu;Sugisaka, Masanori
    • 제어로봇시스템학회:학술대회논문집
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    • 1999.10a
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    • pp.292-297
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    • 1999
  • Evolving in artificial agent is an extremely difficult problem, but on the other hand, a challenging task. At present the studies mainly centered on single agent learning problem. In our case, we use simulated soccer to investigate multi-agent cooperative learning. Consider the fundamental differences in learning mechanism, existing reinforcement learning algorithms can be roughly classified into two types-that based on evaluation functions and that of searching policy space directly. Genetic Programming developed from Genetic Algorithms is one of the most well known approaches belonging to the latter. In this paper, we give detailed algorithm description as well as data construction that are necessary for learning single agent strategies at first. In following step moreover, we will extend developed methods into multiple robot domains. game. We investigate and contrast two different methods-simple team learning and sub-group loaming and conclude the paper with some experimental results.

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The Effects of Jigsaw Cooperation Learning on Communication Ability, Problem Solving Ability, Critical Thinking Disposition, Self-directed Learning Ability and Cooperation of Nursing Students (직소모형(Jigsaw)을 응용한 협동학습이 간호대학생의 의사소통능력, 문제해결능력, 비판적 사고성향, 자기주도적 학습능력 및 협동심에 미치는 효과)

  • Kim, Myo-Gyeong;Kim, Hye-Won
    • The Journal of Korean Academic Society of Nursing Education
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    • v.25 no.4
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    • pp.508-516
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    • 2019
  • Purpose: This study was conducted to examine the effects of jigsaw cooperative learning on the communication ability, problem solving ability, critical thinking disposition, self-directed learning ability and cooperation of nursing students. Methods: A one-group, pre-post design was utilized with 92 nursing students as subjects. The data were analyzed using descriptive statistics and paired t-tests using SPSS/WIN 24.0. Results: The scores on problem solving ability, self-directed learning ability and cooperation were significantly increased after the education intervention. Conclusion: These findings indicate that cooperation learning is an effective intervention for improving problem-solving, self-directed learning ability, and cooperation in nursing education.

A Study on the Improvement of Capstone Design Learning Achievement through the Design and Fabrication of Pneumatic Control Circuit (공압제어회로 설계 및 제작을 통한 캡스톤 디자인 학습 성취도 향상 연구)

  • Lee, Jongkil
    • Journal of Practical Engineering Education
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    • v.12 no.1
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    • pp.1-10
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    • 2020
  • The pneumatic control circuit is an important basic element that constitutes factory automation in the era of the 4th Industrial Revolution, and the ability to design and fabricate pneumatic control circuit at the university level is one of the most important educational courses. In this study, it introduced collaborative learning by group, and capstone design technique applied to the subject of design and fabricate of pneumatic control circuit. In addition, it intends to contribute to the innovation of practical engineering education by examining the learning achievement of students. It was investigated analytical skill differences by applying cooperative learning to the experimental group and by applying traditional lecture methods to the comparison group. The experimental group that conducted cooperative learning showed higher academic ability than the comparison group that conducted only traditional lectures, and the t-test results of the significant level p<0.05 also confirmed that there were significant differences between the two groups. It was also responded 13 survey questions in four experimental groups and analyzed the results, showing a high satisfaction level of 4.731 on average. Through this study the design and fabrication of the pneumatic control circuit is more effective in improving students' learning achievement when applying the capstone design technique than when operating as a normal subject and expected to use as a basic material for the development of the curriculum of Capstone design in the future.

Development and Application of Web based English Writing System through Cooperative Learning (협동학습을 통한 웹 기반 영어 쓰기 시스템 개발 및 적용)

  • Lee, Hye-Rim;Goh, Byung-Oh
    • Journal of The Korean Association of Information Education
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    • v.15 no.1
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    • pp.137-146
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    • 2011
  • The elementary school English Education Course consists of four integrated aspects of language (Listen, Speak, Read, Write) used to develop skills for daily communication in English. yet the 6th Grade English Education Curriculum focuses almost exclusively on sentence completion through copying and "fill-in-the-blank" exercises. Further, these activities are insufficient time to develop literacy skills. Additionally, the curriculum's emphasis on memorization within the written component is very time consuming for students, leading many to develop negative opinions of the written aspect of a comprehensive understanding of English. This thesis attempts to address each these problems through development of a web-based Learning Model for Cooperative Writing in English. The study resulted in three observations. First, this model overcame limitations of the current teaching model in schools. Second, students expressed more interest in the experimental model than in the current curriculum and standard pedagogical methods. Finally, the study demonstrated that improvement of English literacy is indeed possible using the model presented here.

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Design and Implementation of MUG(Multi-User Graphic) Game for Elementary Students (MUG(Mutil-User Graphic)게임의 설계 및 구현 - 초등학생을 위한 -)

  • Ahn, Mi-Lee;Lee, Jeong-Ae
    • Journal of Digital Contents Society
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    • v.1 no.1
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    • pp.77-88
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    • 2000
  • Leading educational paradigm based on Constructivism drives for many changes in the field of education. It causes the shift from instructor-based to learner-based learning, and cooperative teaming amongst the learners. Multi User Game (MUG) which is a network-based cooperative game is popular among many college students. MUG is known to provide positive and creative activities encouraging learners to participate, reform and produce new knowledge and skills. Thus, it has potential as an effective learning tool. In this study, however, we have designed a prototype of Cooperative MUG Game for elementary students to learn within networked environment to play while learning new knowledge and skills. The elementary students will interact with the other students through chatting while playing MUG.

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