• 제목/요약/키워드: Education model

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A Study of Developing Graduate Student Team Project-based Learning Program in the Science and Technology Field Applying Metaverse Technology (메타버스를 활용한 이공계 대학원생 팀 프로젝트 기반 교육 프로그램 개발 사례 연구)

  • Jeon, Juhui;Kim, Marie;Kim, Bokyung;Kang, Kyuri
    • Journal of Engineering Education Research
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    • v.26 no.6
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    • pp.19-29
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    • 2023
  • This study aims to develop and apply a metaverse-based instructional design model for the education in science and technology. It analyzed the concept and characteristics of metaverse, existing non-contact education models, and major teaching strategies systematically. Based on the prior researches, an instructional design model using metaverse is developed that presents metaverse-related teaching strategies and design principles for the before-, during-, and after-lesson phases. Then, this model was applied to a project-based learning program, conducted a perception survey on instructors and learners, and revised the metaverse instructional design model based on the results of the survey. In the Metaverse Instructional Design Model, before-lesson phase is a physical and psychological preparation stage for class participation, which includes familiarization with the Metaverse learning environment, formation of expectations for education, and self-directed pre-learning. During the lesson, to effectively deliver the lesson content, it is necessary to build confidence in the learning environment, promote learning participation, provide reference materials, perform team projects and provide feedback, digest learning content, and transfer learning content. The after-lesson phase provides strategies for ongoing interaction between learners and mentors. This study introduces a new instructional design model that utilizes metaverse and shows the potential of metaverse-based education in science and technology. It also has important implications in that it provides practical guidelines for the effective design and implementation of metaverse-based education.

[ $\Pi$ ]Structured education System ($\Pi$(파이)형 교육체계)

  • Lee Byeong-Gi;Kim Doh-Yeon;Kim Tai-Yoo;Lee Jang-Moo;Yoo Young-Je;Kim Yoo-Shin
    • Journal of Engineering Education Research
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    • v.1 no.1
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    • pp.5-20
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    • 1998
  • In this paper, the traditional curriculum model for engineering education, called simple hierarchical model, is critically reviewed and the problems of this curriculum model are discussed. Then a new curriculum model for engineering education is proposed to overcome the problems of simple hierarchical model and to provide an innovative education for engineering students. This new curriculum model for engineering education, called $\Pi$-structure, consists of the General Attainments Program, the Fundamental Major Program, and the Advanced Major Program, with the three components stacked in $\Pi$ shape where the first two programs are put in parallel and the third program are put on their top. The necessity, feasibility and various benefits of the $\Pi$-structured education system are widely discussed in the paper.

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A Study of the Direction for Developing KAIE Computing System Curriculum in Elementary Education (초등 KAIE 컴퓨팅 시스템 교육과정 개발을 위한 교육내용 탐색)

  • Sung, Younghoon;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.21 no.6
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    • pp.701-710
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    • 2017
  • We studied educational model and contents required for information equipment, operating system, and information communication for developing KAIE computing system curriculum in elementary education. Therefore, we extracted key concepts and associated concepts and restructured the curriculum contents through analysis of national and international information education curriculum. We designed educational model that can be applied to elementary school, third and fourth graders, and fifth and sixth graders. The contents of the designed model were validated through expert verification by Delphi survey. The result of this study is expected to be applied to the development of learning strategies of various learner and teacher's teaching and learning model by combining learning contents elements of sub-area of computing system curriculum.

Development and Application of ICT Teaching Learning Material for Physical Education Applied to the Inquiry Learning Model (탐구 학습 모형을 적용한 체육과 ICT활용 교수 학습 과정안 개발 및 적용)

  • Lee, Jae-Mu;Kim, Jong-Hee
    • Journal of The Korean Association of Information Education
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    • v.13 no.1
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    • pp.1-8
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    • 2009
  • This study proposes to develop an ICT teaching learning material for physical education based on the inquiry learning model, and to verify its efficiency by applying that material. Departing from the conventional simple applications of ICT, this paper studies ICT applications based on a 'learning model' with specific teaching-learning processes and methods in order to achieve the greatest effect for the final learning objective. This study reconstructed an inquiry-teaching-learning model for track and field and gymnastics lessons to fit ICT teaching-learning material, defined at each level with a process model; and developed a feasible curriculum. The developed material was applied to the 5th grade lessons. The result of this application indicated increased efficiency in the teaching-learning objectives, inducing interest in learning as well as in other technical or functional aspects.

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Development of Instructional Model for School Mathematics Based on the Democratic Learning Community to Enhance the Character Education (민주적 학습공동체를 기반으로 수학교과 인성함양을 위한 수업모형 개발)

  • Kim, Hyun Joo;Koh, Sang Sook
    • Journal of the Korean School Mathematics Society
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    • v.21 no.4
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    • pp.377-400
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    • 2018
  • With the rapid industrialization and the advent of the era of the Fourth Industrial Revolution, the importance of character education is on the rise. The purpose of this study is to develop the Instructional model that can make the school classroom as a democratic learning community based on general classes and naturally realize the character education in addition to the other subject-matter education. A draft of the instructional model was implemented to confirm that the factors of the character education in mathematics could be improved. The toughness index was measured by using the Character Scale for School Mathematics(CSSM) before and after implementation. Based on the results of the measurement, we completed a P (personal) instruction model and a S (social) instruction model that can enhance the factors of the character education in mathematics based on the democratic learning community through the advisory committee.

A Machine Learning Model Learning and Utilization Education Curriculum for Non-majors (비전공자 대상 머신러닝 모델 학습 및 활용교육 커리큘럼)

  • Kyeong Hur
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.31-38
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    • 2023
  • In this paper, a basic machine learning model learning and utilization education curriculum for non-majors is proposed, and an education method using Orange machine learning model learning and analysis tools is proposed. Orange is an open-source machine learning and data visualization tool that can create machine learning models by learning data using visual widgets without complex programming. Orange is a platform that is widely used by non-major undergraduates to expert groups. In this paper, a basic machine learning model learning and utilization education curriculum and weekly practice contents for one semester are proposed. In addition, in order to demonstrate the reality of practice contents for machine learning model learning and utilization, we used the Orange tool to learn machine learning models from categorical data samples and numerical data samples, and utilized the models. Thus, use cases for predicting the outcome of the population were proposed. Finally, the educational satisfaction of this curriculum is surveyed and analyzed for non-majors.

Introduction to a Health-related Physical Education Curriculum Model in the United States : Sports, Play, and Active Recreation for Kids (SPARK) (미국의 최신 건강중심 체육교육수업의 소개 - Sports, Play, Active Recreation for Kids(SPARK) 체육프로그램 개발배경 및 사례보고 -)

  • Yoo, Soo-Jin
    • The Journal of Korean Society for School & Community Health Education
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    • v.12 no.3
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    • pp.101-109
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    • 2011
  • The purpose of this article is to introduce the Sports, Play, and Active Recreation for Kids (SPARK) physical education curriculum. SPARK is a model for health-related, research-based and evidence-based physical education programs in the United States. The outcome of school physical education can relate to public health, but there exists few evidence-based physical education programs reporting health-related variables. School physical education can provide more opportunities for children and adolescents to be physically active and to learn more about healthy lifestyles. However, physical education programs have been cut and eliminated due to lack of funding in the U.S. as in South Korea. Although facing these problems, SPARK programs have been implemented in over 50% of schools, after school programs and coordinated school health programs in the U.S. This article reviewed: (a) background information of the SPARK program, (b) examples of effective interventions, and (c) methods of dissemination to schools nationally in the U.S. The methods showed in SPARK may use as a model for researching, developing and implementing new physical education(PE) program and after school programs in Korea.

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A study on the stages of concern, level of use, innovation configurations and the analysis of their relationship to each other shown by elementary teachers regarding storytelling-based math education based on CBAM (CBAM(Concerns-Based Adoption Model)에 기초한 스토리텔링 수학교육에 대한 초등교사의 관심도, 실행 수준, 실행 형태 및 관계 연구)

  • Cha, Min Kyung;Kim, Min Kyeong
    • The Mathematical Education
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    • v.55 no.4
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    • pp.417-445
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    • 2016
  • The purpose of this research is to discover and analyze the stages of concern, level of use, innovation configurations and the analysis of their relationship to each other of storytelling-based math education among elementary teachers based on the concerns-based adoption model (CBAM). And then the researcher derives support strategies for the education by empirically examining at which levels and how actual elementary teachers perceive storytelling-based math education and also how they adopt it. In addition, the researcher lays the purpose of this study on seeking proper supporting strategies for helping elementary teachers implement storytelling-based math education and providing basic material for teaching activities by examining the correlation between stages of concern, levels of use and the innovation configuration, and grasping the relation between teachers concern and their educational practice regarding storytelling-based math education.

Research on Influencing Factors of Continuous Learning Willingness in Online Art Education Based on the UTAUT Model

  • Wang, Youwang;Fang, Xiuqing
    • International Journal of Contents
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    • v.18 no.2
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    • pp.58-67
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    • 2022
  • As the Internet rapidly evolves, online learning has emerged as the third largest scenario in the field of education. Online education, different from the two traditional learning scenarios of the school and society, is characterized with broader learning types and higher freedom. In today's post-pandemic era, art education, which relies on face-to-face teaching, is of particular significance to expand online education methods. Based on the UTAUT model, this paper posits seven hypotheses about the willingness to continue learning in online art education. After collecting valid data through a questionnaire, a detailed empirical analysis was conducted via SPSS and AMOS. The results of empirical analysis show that less than half of the respondents had experienced the online art education, mirroring that this is a market worth developing. Based on the findings, learning habit does not significantly impact art learners' willingness to continue learning online. This result and other verified hypotheses are detailed in the discussion part of this paper. This study proves that UTAUT can better explain user behavior than the traditional information system model prior to the improvement, and also has strong explanatory power in the field of art education. The conclusion also posits some operational suggestions from the perspective of practitioners in this field, thereby providing a theoretical basis for art education practitioners.

Design of Teaching·Learning Model for Programming Language Education (프로그래밍 언어 교육을 위한 교수·학습 모델 설계)

  • Kang, Hwan Soo
    • Journal of Digital Contents Society
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    • v.13 no.4
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    • pp.517-524
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    • 2012
  • This paper deals with the design of teaching learning model for programming language education. Various courses related to programming language education have opened at the university having many academic majors. In the meantime, a variety of programming languages have been developed, many integrated development environments of programming language have also been developed for users to make a program easily. But it is difficult for many novice learners to learn programming language still, likewise it is difficult for many teachers to teach the introduction course of programming language. In this paper, we have designed a teaching learning model based on scholastic achievements and blended learning for programming language education. The teaching learning model designed in this study was applied to a course opened in the second semester of 2011. According to the course evaluation result, the teaching learning model for programming language has shown to be an effective for novice learner.