• Title/Summary/Keyword: Digital Pedagogy

Search Result 40, Processing Time 0.028 seconds

Activity Led Learning as Pedagogy for Digital Forensics

  • Shaik Shakeel Ahamad
    • International Journal of Computer Science & Network Security
    • /
    • v.23 no.4
    • /
    • pp.134-138
    • /
    • 2023
  • The field of digital forensics requires good theoretical and practical knowledge, so practitioners should have an in-depth understanding and knowledge of both theory and practical as they need to take decisions which impacts human lives. With the demand and advancements in the realm of digital forensics, many universities around the globe are offering digital forensics programs, but there is a huge gap between the skills acquired by the student's and the market needs. This research work explores the problems faced by digital forensics programs, and provides solution to overcome the gap between the skills acquired by the student's and the market needs using Activity led learning pedagogy for digital forensics programs.

Trend Analysis of Sport Pedagogy Sub-Domain in Secondary Teacher Certification Examination (체육 중등교사 임용시험의 교과교육학 하위영역에 대한 출제경향 분석)

  • Cho, Ki-Bum;kim, Seung-Yong
    • Journal of Digital Convergence
    • /
    • v.19 no.4
    • /
    • pp.339-347
    • /
    • 2021
  • The purpose was to analyze the trend of sport pedagogy in secondary teacher certification examination based on the secondary teacher qualification criterion in Korea Institute for Curriculum and Evaluation since abolition of multiple-choice questions from 2014 to 2020. The result showed the questions for sport pedagogy were 48 question since 2014, and found 83 sub-questions. The implications are as follows. First, the frequency of sub-questions in sport pedagogy has increased, causing an integrated question. Second, the serious unbalanced issue of questions for examination was presented. Third, dependence on specific domains was excessively high. Fourth, the confusion caused by the overlapped domains with the content knowledge of physical education subject was intensified. Therefore, evaluation factors based on 2016 KICE classification table should be clear and field application questions should be developed.

(De)Colonizing Literary Digital Annotating: A Student's Experience in the Classroom

  • Koo, Yeonwoo
    • International Journal of Advanced Culture Technology
    • /
    • v.7 no.4
    • /
    • pp.194-207
    • /
    • 2019
  • This paper is the author's personal experience and interpretation as a student whilst participating in Professor Kyung-Sook Shin's English Literature graduate course, "Literature and Technology II: Feminisms and Digital Humanities," during the 2019 spring semester at Yonsei University, South Korea. Exploring the intersections of literary feminist theory and digital humanities, this paper examines not only the content, but also the methodology and political effects of collaboratively digitally annotating Elizabeth Barrett Browning's epic novel/poem, Aurora Leigh (1856) through the medium, Google Docs. In particular, this paper observes the students' interaction with the digital tools and literature-related pedagogy in two main parts. First, the democratic political nature of classroom culture when creating a new language/code during annotation. Second, the coexistence of cyberspace and the physical classroom space and its effect on time, specifically in the archival of the past, influencing of the future, and the splitting into the present multiverse. From a student's perspective in digital literary annotation, this paper shows that technology could become a way to decolonize and reprogram education to be more inclusive and collaborative.

A Study on Pedagogy Researches in Serious Game Design (기능성 게임 설계에서의 교육학적 연구에 대한 고찰)

  • Ha, Soo-Cheol
    • Journal of Digital Contents Society
    • /
    • v.18 no.7
    • /
    • pp.1259-1265
    • /
    • 2017
  • While there is consensus on the educational potential of serious games, there is still a lack of methodology and tools to support analysis and evaluation as well as design. This paper intends to explore the new methodology or design direction by analyzing pedagogy-related research required for serious games. To do this, we analyzed 4DF(Four Dimensional Framework), GOM(Game Object Model), LM(Learning Mechanics)-GM(Game Mechanics) and a framework for teacher. One of the biggest issues faced by educational games is the inadequate integration of education and game principles. This is due to a variety of factors, including the fact that game designers and educational professionals do not share a common vocabulary or work domain perspective.

Covid-19 and Distance Education: Analysis of the Problems and Consequences of the Pandemic

  • Bida, Olena;Prokhorchuk, Oleksandr;Fedyaeva, Valentina;Radul, Olga;Yakimenko, Polina;Shevchenko, Olga
    • International Journal of Computer Science & Network Security
    • /
    • v.21 no.12spc
    • /
    • pp.629-635
    • /
    • 2021
  • In the spring, 2020, the pandemic caused quarantine and all educational institutions switched to distance learning, which led to significant changes in the field of education around the world. It has become necessary to build its capacity to provide distance learning to protect education and create opportunities for more individualized approaches to teaching and learning not only during future pandemics but also during other possible issues, such as natural disasters, when a developed flexible curricula could be taught face-to-face or online. The article presents an analysis of distance education in the world during a pandemic, analyzes significant changes, and implements measures in the field of education in Ukraine and around the world. The role of public and international organizations in the implementation of quarantine in the conditions of COVID-19, which partially took over the functions of state and local authorities, is emphasized. The closure of schools under COVID-19 has led to a de facto deterioration in learning outcomes, so we have analyzed the effects of distance learning and digital inequality in the world. It is shown how the COVID-19 pandemic affected access to public services in Ukraine.

Virtual to Physical: Integration of Design Computing and Digital Fabrication in Architectural Pedagogy

  • Lee, Youngjin
    • Architectural research
    • /
    • v.17 no.1
    • /
    • pp.21-30
    • /
    • 2015
  • This study examines the significance of digital fabrication of scaled physical models in the digital design process and highlights the integration of design computing and digital fabrication in architectural education. Advances in CAD/CAM technologies have increasingly influenced building design and construction practices by allowing the production of complex forms that were once difficult to design and construct using traditional technologies. At the advent of digital architecture, schools of architecture introduced digital technologies to their curriculum, focusing more on design computing than digital fabrication, preventing students from completely mastering digital technologies. The significance of digital fabrication for scaled physical models as a design media within the digital design loop is discussed. Two case studies of leading schools of architecture that are successful in building the bridge between both areas are given. These focus on the curricular structure to integrate both areas within design studios. Finally, a curricular structure offering students a balanced approach to these areas of knowledge is proposed based on what was learned from these case studies.

Applying Information and Communication Technologies as A Scope of Teaching Activities and Visualization Techniques for Scientific Research

  • Viktoriya L. Pogrebnaya;Natalia O. Kodatska;Viktoriia D. Khurdei;Vitalii M. Razzhyvin;Lada Yu. Lichman;Hennadiy A. Senkevich
    • International Journal of Computer Science & Network Security
    • /
    • v.23 no.2
    • /
    • pp.193-198
    • /
    • 2023
  • The article focuses on the areas of education activities in using techniques for teaching and learning with information and communication technologies (ICTs), researching and analyzing the available ICTs, gearing the technologies to the specific psychological and pedagogical conditions, independently building and modeling ICTs, enlarging and developing their use in the learning environment. The visualization of scientific research has been determined to be part of the educational support for building students' ICT competence during teaching and learning and is essential to the methodology culture. There have been specified main tasks for pedagogy technologies (PTs) to develop the skills of adaptability to the global digital space in students, their effective database operation and using the data bases as necessary elements for learning and as part of professional training for research. We provided rationalization for implementing the latest ICTs into the Ukrainian universities' curricula, as well as creating modern methods for using the technologies in the learning / teaching process and scientific activities.

Model Of Formation Of Digital Competence On The Basis Of Pedagogical Proceedings At The Present Stage Of Development Of Digitalization Of Society

  • Lytvyn, Valentyna;Khlystun, Olena;Prykhodkina, Nataliia;Poluboiaryna, Iryna;Bevz, Maryna;Kopeliuk, Oleh
    • International Journal of Computer Science & Network Security
    • /
    • v.21 no.8
    • /
    • pp.219-223
    • /
    • 2021
  • The article discusses the pedagogical support for the formation of ICT competence assumes the individualization of students' training, due to their personal and professional needs and interests, and the provision of the necessary conditions and means to implement this process. A theoretical analysis is carried out and an analysis of experimental work on the implementation of the developed model for the formation of ICT competence is generalized specialists on the basis of pedagogical support.

Use of Digital Educational Resources in the Training of Future Specialists in the EU Countries

  • Plakhotnik, Olga;Zlatnikov, Valentyn;Matviienko, Olena;Bezliudnyi, Oleksandr;Havrylenko, Anna;Yashchuk, Olena;Andrusyk, Pavlo
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.10
    • /
    • pp.17-24
    • /
    • 2022
  • The article proves that the main goal of informatization of higher education institutions in the EU countries is to improve the quality of education of future specialists by introducing digital educational resources into the education process. The main tasks of informatization of education are defined. Digital educational resources are interpreted as a set of data in digital form that is applicable for use in the learning process; it is an information source containing graphic, text, digital, speech, music, video, photo and other information aimed at implementing the goals and objectives of modern education; educational resources on the Internet, electronic textbooks, educational programs, electronic libraries, etc. The creation of digital educational resources is defined as one of the main directions of informatization of all forms and levels of Education. Types of digital educational resources by educational functions are considered. The factors that determine the effectiveness of using digital educational resources in the educational process are identified. The use of digital educational resources in the training of future specialists in the EU countries is considered in detail. European countries note that digital educational resources in professional use allow you to implement a fundamentally new approach to teaching and education, which is based on broad communication, free exchange of opinions, ideas, information of participants in a joint project, on a completely natural desire to learn new things, expand their horizons; is based on real research methods (scientific or creative laboratories), allowing you to learn the laws of nature, the basics of techniques, technology, social phenomena in their dynamics, in the process of solving vital problems, features of various types of creativity in the process of joint activities of a group of participants; promotes the acquisition by teachers of various related skills that can be very useful in their professional activities, including the skills of using computer equipment and various digital technologies.

Exploring on Digital Textbooks for Teachers and Students (교사와 학습자를 위한 디지털 교과서에 대한 탐색적 연구)

  • Kim, Hye Jeong;Lim, Heui-Seok
    • Journal of Digital Convergence
    • /
    • v.11 no.2
    • /
    • pp.33-42
    • /
    • 2013
  • The study looks for keys to provide development direction of digital textbooks based on educational meaning and roles for increasing satisfaction of teacher and student uses in educational activities. In the paradigm shift toward learner-centered pedagogy, digital textbooks have been actively discussed in exploiting the pedagogical ideas, such as multimedia learning, self-regulated learning, deeper learning, and collaborative learning, offered by the technology. In the study, we discuss the concept and historical background of digital textbooks based on the changes of pedagogical paradigm, and then we discuss fundamental functionality, effectiveness, physical and psychological impact, and cognitive aspects to empower the use of digital textbooks in public education system.