• Title/Summary/Keyword: Educational Research

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What is School Mathematics? (학교수학이란 무엇인가?)

  • Lee, Seoung Woo
    • Journal of Educational Research in Mathematics
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    • v.25 no.3
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    • pp.381-405
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    • 2015
  • The nature of school mathematics has not been asked from the epistemological perspective. In this paper, I compare two dominant perspectives of school mathematics: ethnomathematics and didactical transposition theory. Then, I show that there exist some examples from Old Babylonian (OB) mathematics, which is considered as the oldest school mathematics by the recent contextualized anthropological research, cannot be explained by above two perspectives. From this, I argue that the nature of school mathematics needs to be understand from new perspective and its meaning needs to be extended to include students' and teachers' products emergent from the process of teaching and learning. From my investigation about OB school mathematics, I assume that there exist an intrinsic function of school mathematics: Linking scholarly Mathematics(M) and everyday mathematics(m). Based on my assumption, I suggest the chain of ESMPR(Educational Setting for Mathematics Practice and Readiness) and ESMCE(Educational Setting For Mathematical Creativity and Errors) as a mechanism of the function of school mathematics.

Effects of a Patient Educational Video Program on Bowel Preparation Prior to Colonoscopy (동영상 교육이 대장내시경 대상자의 장 정결 이행에 미치는 영향)

  • Cho, You Young;Kim, Hyeon Ok
    • Journal of Korean Academy of Nursing
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    • v.45 no.5
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    • pp.704-712
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    • 2015
  • Purpose: The purpose of this study was to evaluate the effects of an educational video program on bowel preparation for a colonoscopy. Methods: The study used a non-equivalent control group and non-synchronized design as a quasi-experimental research involving 101 participants undergoing bowel preparation for a colonoscopy (experimental group 51, control group 50 subjects) at W. university hospital, from Aug. 7 to Oct. 31, 2013. The control group received verbal education with an explanatory note while the experimental group received education using a video program. To measure knowledge of diet restrictions and compliance with ingesting bowel preparation solutions, a questionnaire, based on The Korean Society of Gastrointestinal Endoscopy's Guide (2003), developed by Sam-Sook You, was used after revisions and supplementation was done. To measure bowel cleanness, the 'Aronchick Bowel Preparation Scale' was adopted. Data were analyzed using the SPSS WIN 12.0 program. Results: A higher proportion of the experimental group showed a positive change in knowledge level on diet restrictions (U=1011.50, p =.035) and ingestion of bowel preparation solutions (U=980.50, p =.019), a higher level of compliance with diet restrictions (U=638.50, p <.001), ingesting bowel preparation solutions (U=668.00, p <.001) and the level of bowel cleanness (${\chi}^2$=17.00, p <.001) than the control group. Conclusion: The results of this study indicate that a video educational program for patients having a colonoscopy can improve knowledge, level of compliance with diet restrictions, ingestion of bowel preparation solutions, and bowel cleanness. Therefore video educational program should be used with this patient group.

Study on the Effectiveness of a Graphic Basic Design Course Based on Different Dimensions of Knowledge in a Flipped Classroom (다양한 지식 차원에 기반한 도형 기초 다자인 과정 플립클라스룸으로 효율성 연구)

  • Cheng, Qin;Pan, Yonghwan
    • Journal of the Korea Convergence Society
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    • v.11 no.11
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    • pp.103-114
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    • 2020
  • This paper's research objective is to test educational content with different dimensions of knowledge during a graphic basic design course, while also proposing teaching plans and opinions for courses in flipped classrooms as well as enhancing educational efficiency. It categorizes educational content of courses based on the dimensions of knowledge in the learning objectives of Bloom's taxonomy. 120 students are divided into four experimental groups to respectively under go flipped classroom learning by using different dimensions of knowledge involved in course content. Course pretests and post tests are used to obtain and analyze experimental data. Among this knowledge, factual and conceptual knowledge obtained during extra curricular independent learning as well as programmed and meta-cognitive knowledge obtained during in-class learning from a flipped classroom can stimulate student's learning initiative and also enhance learning efficiency. According to research results and student feedback, this paper will propose targeted categorization methods for course content and also suggest educational strategies for these courses' flipped classroom model.

A Comparative Analysis of Design Methods for Educational Games (교육용 게임디자인 방법들의 비교분석)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.25-35
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    • 2010
  • The generation who have had experienced computer games while growing up, are called game generation. The game generation has quite different styles of thinking and behavior from other generations. But present education methods for the game generation are not basically different from the education methods for other generations. Prensky argued that digital game-based learning is one of the few ways to meet the needs of the information age for the game generation. In this paper, we analyze the suitability of 4 design methods for educational games in comparison which were selected by the literatures survey. The suitability analysis was performed on the overall design method, the game design method, the education design method, the explicit of the design method, and the pros and cons. We suggest research topics on design methods for educational games which are needed to research in the future, based on the analyzed results.

Development of Puzzle-type Mobile Game Contents for Computer Education (컴퓨터 학습을 위한 퍼즐형 모바일 게임 콘텐츠 개발)

  • Park, Min-Kyung;Han, Keun-Woo;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.87-95
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    • 2005
  • A large part of the wireless Internet contents which the young people access through their mobile phones is mobile games. However, mobile games currently available in the market are mostly simple entertainment packages, and there are hardly any educational game contents. This research divided the middle school computer education curriculum into five parts-common PC knowledge, operating systems, word processor, Internet, and multimedia-and designed and implemented a crossword puzzles mobile game. The mobile game designed in this research was given an emphasis to allow access of school lesson contents anywhere and anytime through actual mobile telecommunication networks, so that the students may experience less barrier to more fun and entertaining educational contents. The developed educational mobile game was applied on 2nd year middle school students. The mobile game had positive educational effects.

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Verification of the Difference in Project Completing Abilities Depending on a Learning Style using an Educational Programming Language (교육용 프로그래밍 언어를 활용한 학습에서 학습양식에 따른 프로젝트 완성 능력의 차이 검증)

  • Jang, Yun-Jae;Kim, Ja-Mee;Lee, Won-Gyu
    • The Journal of Korean Association of Computer Education
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    • v.14 no.1
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    • pp.1-12
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    • 2011
  • Educational Programming Language has been reported to expand thinking ability and to give help in creative problem solving ability by numerous researches. Researchers are verifying the educational effects of EPL by applying it to various area, but researches in effective application of EPL is yet incomplete. Thus, for effective application of EPL, this research has verified the project completing ability depending on studying style targeted to college senior students. As results of verification, first, the results showed significant differences in project completing abilities depending on information processing methods, and learners who preferred self-reflecting introspection showed high scores. Second, in learning style the divergers showed the highest scores. This research suggested the necessity of guidance and detailed planning of self-reflecting introspective activity in ideas that would be realized by learners through searching for factors that could enhance the degree of project completion in programming learning using EPL.

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Study of Analysis about Learning Objectives of Informatics Textbooks in Middle School using Anderson's Taxonomy of Educational Objectives (Anderson의 교육목표분류법을 이용한 중학교 정보 교과서의 수업목표 분석에 관한 연구)

  • Choe, Hyun Jong
    • The Journal of Korean Association of Computer Education
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    • v.17 no.1
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    • pp.51-63
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    • 2014
  • Learning objectives is used to be a good guidance of a class evaluation and activity design for an effective teaching and learning activities in class. Anderson's taxonomy of Educational Objectives that was a revision of Bloom's taxonomy has presented in research field of other subject matters and used as a better guideline for analyzing learning objectives in textbook and achievement levels in test recently. This study has behaved some questionnaires for that Anderson's taxonomy is suitable for a guideline of stating learning objective in Informatics subject matter, and analyzed the learning objectives in 6 Informatics textbooks by Anderson's taxonomy. It has proposed that Anderson's taxonomy is satisfactory for expressing learning objective of Informatics subject matter in class and some dimensions, such as conceptual and procedural knowledge, understand, and apply, are much more used in learning objectives in 6 Informatics textbooks. This results will be a good case study in research about taxonomy of educational objectives and development of Informatics textbooks.

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Educational Using A Technology In The Education Of Future Mathematics Teachers (예비 수학 교사 교육에서 공학적 도구의 교육적 활용)

  • Kim, Nam-Hee
    • Journal of Educational Research in Mathematics
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    • v.21 no.4
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    • pp.345-359
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    • 2011
  • In this research, we designed an educational activities of exploring mathematics programs in a course of mathematics education in teacher's college. We divided future mathematics teachers into 8 groups and suggested 8 mathematics programs to them. Each group explored one mathematics program. We asked to future mathematics teachers exploring some cases that use effectively a mathematics program in the teaching of school mathematics. In the process of an exploring, we designed some activities of teaching and learning. We provided opportunities of long-term exploration, group learning, presentations, exercises, reflections to mathematics teachers. As a result, future mathematics teachers acquired basic knowledge on the usage of mathematics programs in school mathematics textbook. In addition, their capabilities that are needed to explore mathematics programs have been enhanced. Also they had learned the teacher's positive attitude through the activities of teaching and learning.

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Using Simulation for a Didactic Transposition of Probability (시뮬레이션을 활용한 확률 지식의 교수학적 변환)

  • Shin, Bo-Mi;Lee, Kyung-Hwa
    • Journal of Educational Research in Mathematics
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    • v.18 no.1
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    • pp.25-50
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    • 2008
  • Several previous studies suggested that simulation could be a main didactic instrument in overcoming misconception and probability modeling. However, they have not described enough how to reorganize probability knowledge as knowledge to be taught in a curriculum using simulation. The purpose of this study is to identify the theoretical knowledge needed in developing a didactic transposition method of probability knowledge using simulation. The theoretical knowledge needed to develop this method was specified as follows : pseudo-contextualization/pseudo-personalization, and pseudo-decontextualization/pseudo-deper-sonalization according to the introductory purposes of simulation. As a result, this study developed a local instruction theory and an hypothetical learning trajectory for overcoming misconceptions and modeling situations respectively. This study summed up educational intention, which was designed to transform probability knowledge into didactic according to the introductory purposes of simulation, into curriculum, lesson plans, and experimental teaching materials to present didactic ideas for new probability education programs in the high school probability curriculum.

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Middle-School Programming Classes Utilizing App Inventor Game Creation and the Analysis of their Educational Outcomes (앱 인벤터 게임 작성을 활용한 중학생의 프로그래밍 수업 및 학습 성과 분석)

  • Kim, Sungkyung;Kim, Sangchul
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.49-60
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    • 2018
  • In many countries, recently computer programming eduction has become mandatory for K-12 students. Generally since programming is difficult for K-12 students to learn, a lot of previous works have been published in which the study motivation and class satisfaction increased when game programming was applied to programming classes. We investigated a research in which we used game programming in the programming classes for middle-school students, and analyzed educational effects. In this paper, we described the specification of the games and our class model that were applied in the research. Also, we analyzed changes made to computation thinking abilities, creative thinking abilities, and perceived support for programming after the programming classes. As a result, it was found that those abilities and the perceived support were increased. Additionally, we applied Havruta learning, a kind of paired learning, in the programming class, and have known that it increased the educational outcome with respect to the traditional method.