• Title/Summary/Keyword: Educational Elements

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Condition Analysis of Ecological Planning Elements in Schools (학교시설의 생태계획요소 실태분석에 관한 연구)

  • Kang, Eun-Ju;Cho, Jin-Il
    • Journal of the Korean Institute of Educational Facilities
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    • v.17 no.4
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    • pp.3-12
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    • 2010
  • In this paper, a current condition analysis of a certified environmentally-friendly school and a school forest demonstration school was made to understand how they have developed effective ecological environments and examine their specific technical methods for ecological planning. After taking into account the differences and current situations of the two types of schools this paper will present an effective method for the suitable implementation ecological environmental projects in domestic schools.

A Study on Evaluation Index for Remodeling of Elementary School (초등학교(初等學校) 리모델링을 위한 건축계획적(建築計劃的) 평가지표(平價指標)의 연구(硏究))

  • Oh, Byeong-Uk;Lee, Jae-Hoon
    • Journal of the Korean Institute of Educational Facilities
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    • v.11 no.4
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    • pp.5-14
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    • 2004
  • The elementary schools constructed before 1990's are old fashioned and have limitation in corresponding to 7th education curriculum and social demands. So remodelling of existing elementary schools is increasingly popular to satisfy the new need, but it is true that the decision of remodelling has been made by the authority of the administrative and the most of remodelling results have shown the simple increasing of spaces. So this research is trying to suggest an evaluation index model for judging whether school buildings should be remodelled or not, and what parts should be remodelled in the aspects of architectural planning by extracting 4 space planning elements; function, requirement, activity, arrangement and grading rates on these elements.

A Study on the Architectural Planning of School According to the Cyber Education (사이버교육에 따른 학교건축계획의 방향에 관한연구)

  • Meang, Joon-Ho
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.3 no.2
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    • pp.71-86
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    • 2003
  • Informationization is fast progressing in Korean and the informationization of education is also moving ahead fast. With informationization of education going fast ahead, cyber education is also increasing. Given such scenario, we should establish countermeasures not only to accommodate the current curriculum but also to accommodate the surplus school facilities created by cyber education by compartmentalizing the classrooms for future life-long education, lease and sale in lots. In conclusion, the school construction plan should be established to systematically cope with the future changes systematically.

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Sharing Cognition LMS: an Alternative Teaching and Learning Environment for Enhancing Collaborative Performance

  • NGUYEN, Hoai Nam;KIM, Hoisoo;JO, Yoonjeong;DIETER, Kevin
    • Educational Technology International
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    • v.16 no.1
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    • pp.1-30
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    • 2015
  • The purpose of this research is to propose a novel social LMS developed for group collaborative learning with a think-aloud tool integrated for sharing cognitive processes in order to improve group collaborative learning performance. In this developmental research, the system was designed with three critical elements: the think-aloud element supports learners through shared cognition, the social network element improves the quality of collaborative learning by forming a structured social environment, and the learning management element provides a understructure for collaborative learning for student groups. Moreover, the three critical elements were combined in an educational context and applied in three directions.

A G-Learning Model of Interworking with Gameplay and Learning Play by Motivation Mechanisms (동기유발 기제를 한 게임플레이와 학습플레이 연동형 G러닝 모델)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.3-11
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    • 2011
  • The learning by computer games, is in the spotlight as an effective education method for the game generation. The current design methods for educational games is to design all needed game elements and learning elements which should be included in. So to design an educational game for motivation and learning effects, is generally difficult. In this paper, we propose the G-learning model IGLM which is interworked with gameplay and learning play by motivation mechanism, in order to solve the difficult problem. The comparative analysis of the proposed model IGLM on the design difficulty with the current design methods for educational games or G-learning, shows the proposed method can be a solution of the design difficult problem and is the best on the difficulty of, the freedom of, and the scope of designing the component parts of educational games or G-learning.

Study on the Expansion of School Library Catalog Considering Educational Context (교육적 맥락을 고려한 학교도서관 목록 정보의 확장에 관한 연구)

  • Lee, Byeong-Ki
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.20 no.4
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    • pp.85-100
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    • 2009
  • This study suggested the expansion strategies of school library catalog considering educational context which should be used teaching and learning process. To achieve the purpose of research, this study derived educational context categories by comparing and analyzing teaching and learning related factors, information resource related factors. Also, this study analysed case system considering educational context. Based on the results, this study designed the catalog data elements as an element to be added to an existing school libraries system(DLS). The derived data element is end user(teacher, students), instructional situations (teaching method, instructional object, curriculum, evaluation type), resource type(feature, discipline, format), reading situation(contextual reading, literature topic), related materials(teacher representation, student representation).

A Revision of Evaluation Chart and an Evaluation of Site-Based Environmental Education Programs (체험환경교육 프로그램 보고서 평가틀의 개선 및 프로그램 평가)

  • Park, Tae-Yoon;Noh, Kyung-Im;Jung, Cheol
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.7 no.5
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    • pp.1-11
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    • 2004
  • The purposes of this study are to revise an site-based environmental education(EE) Program evaluation chart and to evaluate site-based EE programs using the chart. For revising the evaluation chart, several elements in the former chart were changed, infused, deleted, integrated, or split. The points of some elements in the former chart were also changed. The revised chart consist of 38 elements in 6 areas: purpose and goal, teaching and learning plan, teaching and learning process, educational effect and programs evaluation, Program characteristic, and program operation. Using the revised chart, the researchers evaluated 159 site-based EE programs, funded by the Korean Ministry of Environment in 2002. The result indicated that the mark of 'teaching and learning plan' area is higher than other areas, while the mark of 'educational effect and programs evaluation' is the lowest. On the basis of evaluation, the researchers offered some recommendations for the Korean site-based EE programs.

A Design of Digital Portfolio Assessment System in Ubiquitous Computing (유비쿼터스 컴퓨팅 환경에서 디지털 포트폴리오 평가 시스템 설계)

  • Park, Jung-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.1
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    • pp.214-220
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    • 2008
  • This study aims to design a digital portfolio assessment system in ubiquitous computing(DPASUbi). To achieve that goal, the following issues were worked: Review of various theoretical discussions on portfolio and an analysis of existing programs to select elements to be included in the DPASUbi. Educational evaluation scenarios for the DPASUbi were developed based on the elements. The system was designed on reflecting these elements, that is, learning activities, assessment and usage of portfolio, ubiquitous technology and database. This system will provide guidance on what methods and assessment procedures should be applied in the ubiquitous computing environment totally different from the conventional one. Also, The new system will be helpful in indicating what kind of techniques should be required in the real educational evaluation.

A Study on Development of Checklist for Evaluation of School Crime Risks - Focusing on Analysis of CPTED Evaluation Index for School Facilities at Domestic and Foreign - (학교 범죄 위험성 평가를 위한 체크리스트 개발 연구 - 국내·외 학교시설 CPTED 평가지표 분석을 중심으로 -)

  • Hwang, Sung-Eun;Kim, Jin Wook;Yoo, Yong-Heum
    • Journal of the Korean Institute of Educational Facilities
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    • v.23 no.1
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    • pp.23-32
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    • 2016
  • This research aims to securement of crime prevention for school violence and invasion from outside etc. For crime prevention efficiency secure, It has purpose for school current state comprehension and prevention essential elements deduction autonomously etc. Furthermore, school facility crime dangerousness evaluation checklist is looked for autonomous monitoring tools. This checklist made from analysis of frequency, importance and check availability of 6 native and foreign existing CPTED evaluation's 360 indexes. Then, 81 indexes was derived from analysis, and that indexs verified through focus group interview. Finally, total 47 articles checklist emerged with general details, external school, internal school, and school administrative managements. Through this checklist, school can select essential elements of the preferential crime prevention autonomously, and so it is expected to prompt improvement of crime dangerousness elements, school violence and reduction of crime rate.

Impacts of Badges and Leaderboards on Academic Performance: A Meta-Analysis

  • KIM, Areum;LEE, Soo-Young
    • Educational Technology International
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    • v.23 no.2
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    • pp.207-237
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    • 2022
  • As technological changes continue to accelerate every day, meeting the needs of a shifting educational landscape requires leaving an exclusively "in-person" education behind. Gamified learning environments should be carefully designed in light of conflicting studies to suit students' needs. The purpose of this meta-analysis is to draw conclusive results regarding the application of the most commonly used game elements in education, i.e., badges and leaderboards, through a comprehensive analysis of their impact on academic performance in online learning. Review Manager (RevMan 5.4) was used to analyze eligible studies selected from Emerald, SAGE, ERIC, EBSCO, and ProQuest between January 2011 and January 2022. Analyzing 37 studies found that using leaderboards and badges in online education enhanced academic performance when compared to traditional learning without gamification (SMD = 0.39). The badge-only intervention showed a larger effect size (SMD = 0.33) than the leaderboard-only intervention (SMD = 0.27). Badges and leaderboards together exhibited a larger effect size (SMD = 0.48) than individual game elements (SMD = 0.40). The impact of the game elements on academic performance was greater in the humanities (SMD = 0.51) than in STEM fields (SMD = 0.32) and was greater for K-12 students (SMD = 0.63) than for college students (SMD = 0.31). This study contributes to a timely discussion of the use of badges and leaderboards in COVID-19 online learning trends and provides relevant data for designing integrations of online education and gamification models.