• 제목/요약/키워드: Educational context

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Gifted Students' Viewpoints on Using Educational Technology in their Schools in the Saudi Context

  • Alammari, Abdullah
    • International Journal of Computer Science & Network Security
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    • 제22권5호
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    • pp.245-249
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    • 2022
  • This paper explored gifted students' perspectives on using educational technologies in their schools in the Saudi context. Adopting a descriptive research approach, a questionnaire was used to collect information from a sample of 196 gifted secondary school students in Jeddah. Findings showed that educational technology was used to a high degree, with an overall mean of 3.74 and 4.06 for the degree of importance of technological usage. Based on the findings, the researcher forwards some recommendations for effectively using such technologies to promote gifted students' abilities and talents.

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

  • 이병기
    • 한국비블리아학회지
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    • 제20권4호
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    • pp.85-100
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    • 2009
  • 본 연구는 교사와 학생들이 가르치고 배우는 상황 즉, 교육적 맥락을 고려하여 학교도서관의 목록 서비스를 제공한다면 목록의 유용성을 높이고, 교수-학습 과정과 목록 서비스를 직접적으로 연계시킬 수 있다는 전제하에 교육적 맥락에 관한 정보를 목록 데이터 요소에 추가로 목록 정보를 확장하기 위한 방안을 제시하였다. 우선 학교도서관의 정보자료와 교육 즉, 교수-학습 과정에 관련된 맥락 요인을 분석하고, 실제로 교육적 맥락 요소를 제공하고 있는 정보 시스템의 사례를 분석하여 교육적 맥락을 고려한 목록 정보의 확장 방안을 제시하였다. 분석 결과를 바탕으로 학교도서관 목록(DLS)에 추가로 기술해야 할 교육적 맥락 요소를 이용자(학생, 교사), 수업상황(교수방법, 수업목표, 교육과정, 평가방법, 학습집단 편성, 준비물, 수업환경), 자료 내용 유형(성격, 학문분야, 형태), 독서 상황(상황별 독서, 문학 주제), 관련 자료(교사 표현물, 학생 표현물) 등 5개 요소로 추출하였다.

교육용 게임에서 맥락의 의미 고찰 (Exploring meaning of the context into the educational game)

  • 박형성;백영균
    • 한국게임학회 논문지
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    • 제9권4호
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    • pp.11-20
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    • 2009
  • 본 연구의 목적은 게임 활용 학습에서 맥락이 갖는 의미를 고찰해 보는 것이다. 사회적 상호작용활동이 활발하게 이루어지는 게임에서 맥락이 어떠한 의미를 담고 있는지, 교육적 함의를 탐색해 봄으로써 게임의 교육적 활용과 개발에서 염두 해야 할 중요한 요소로서 인식시키고자 한다. 맥락은 학습자가 게임 활동과정에서 효율적으로 게임 상황을 파악하고 학습 문제를 인식하며, 문제해결과정에서 자기 주도적 학습을 촉진하여 게임에 내재되어있는 교육목표를 효과적으로 달성할 수 있는 촉매제 역할을 한다. 맥락은 상황에 따라서 가변적이고, 유동적이다. 또한 게임 속에서 펼쳐지는 다양한 환경에서 플레이어 마다 인식하는 범위가 다르다. 게임을 학습에 활용하는 측면에서 지식구성환경으로서 역할을 수행하기 위해서는 맥락이 고려된 설계와 개발이 선행 되어야 한다.

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An Exploration of Various Evaluation Methods to Improve Usability of Museum Mobile Device

  • Ahn, Mi-Lee;Cha, Hyun-Jin;Hwang, Yun-Ja;Kim, Hee-Jin
    • 대한인간공학회지
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    • 제30권6호
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    • pp.765-773
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    • 2011
  • Objective: This study aims towards exploring a model of the HCI evaluation methods to improve the usability of mobile device, based on a case of a Mobile PDA system in a Museum context. Background: Mobile PDA systems in a Museum context is widely utilized for the educational purposes, but it is criticized for low usability that the device only play a role in textbooks on legs without any interactive educational activities. Therefore, the usability improvements on the mobile PDA system should be considered. Method 1: This model was developed with a combination of the expert review and the user testing, and with a combination of the qualitative and quantitative studies. In more details, first of all, a qualitative study was conducted as a combination of three different methods: 1) expert review with heuristics, 2) interviews with persons working in a museum, and 3) contextual enquiry. Results 1: The experts review provided with critical usability issues, and the semi-constructive interview helped to understand the background of the mobile device. Lastly, the contextual enquiry showed user experience problems and directions of improving the device from user's perspective. Method 2: Based on the results of the qualitative study, a questionnaire was designed. Results 2: The analysis of the quantitative study was conducted to generalize the problems, and prioritize the direction of improving the device within the limitation of the cost and time in a museum. Conclusion: This study has implications in developing an example of a HCI evaluation model to improve the user experience of the mobile device as well as finding problems and directions of how to improve the mobile PDA systems in the museum. Application: In fact, most of the studies related to the evaluation of the mobile device have been conducted in a laboratory context due to the cost and time. This paper, however, attempted to apply to various HCI research techniques from different constituents in real context.

An Analysis of Korean Science Education Environment for 20 Years of TIMSS

  • Kwak, Youngsun
    • 한국지구과학회지
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    • 제39권4호
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    • pp.378-387
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    • 2018
  • In this research, the change of Korean middle-school science education environments is investigated through analyzing eighth graders' survey data collected over the past 20 years of TIMSS. We extracted educational context variables that provide meaningful information on changes of Korean science education, and have been surveyed more than 3 study cycles up to TIMSS 2015. The selected educational context variables include school resources and school climate from the school principal's questionnaires, and teacher characteristics and instructional activities from the teacher's questionnaires. For each context variable, we analyzed its trend over TIMSS cycles, and discussed its implications in light of Korean educational policy and curriculum changes. Based on the results, we recommended several ways that help to improve science teaching and learning in light of lab assistants, computer availability, teacher learning community, and middle school Earth science curriculum.

Digitalization and Diversification of Modern Educational Space (Ukrainian case)

  • Oksana, Bohomaz;Inna, Koreneva;Valentyn, Lihus;Yanina, Kambalova;Shevchuk, Victoria;Hanna, Tolchieva
    • International Journal of Computer Science & Network Security
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    • 제22권11호
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    • pp.11-18
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    • 2022
  • Linking Ukraine's education system with the trends of global digitalization is mandatory to ensure the sustainable, long-term development of the country, as well as to increase the sustainability of the education system and the economy as a whole during the crisis period. Now the main problems of the education system in Ukraine are manifested in a complex context caused by Russian armed aggression. In the context of war, problems include differences in adaptation to online learning among educational institutions, limited access to education for vulnerable groups in the zone of active hostilities, the lack of digital educational resources suitable for online learning, and the lack of basic digital skills and competencies among students and teachers necessary to properly conduct online classes. Some of the problems of online learning were solved in the pandemic, but in the context of war Ukrainian society needs a new vision of education and continuous efforts of all social structures in the public and private environment. In the context of war, concerted action is needed to keep education on track and restore it in active zones, adapting to the needs of a dynamic society and an increasingly digitized economy. Among the urgent needs of the education system are a change in the teaching-learning paradigm, which is based on content presentation, memorization, and reproduction, and the adoption of a new, hybrid educational model that will encourage the development of necessary skills and abilities for students and learners in a digitized society and enable citizens close to war zones to learn.

Formation of Legal and Professional Competence of Students of Higher Educational institutions in the Context Of The COVID-19 Pandemic

  • Myroslav Kryshtanovych;Iryna Khomyshyn;Viktor Bardachov;Hryhorii Bukanov;Iryna Andrusiak;Liudmyla Antonova
    • International Journal of Computer Science & Network Security
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    • 제23권12호
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    • pp.175-180
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    • 2023
  • The main purpose of the study is to identify the key aspects of the formation of legal and professional competence of students of higher educational institutions in the context of the COVID-19 pandemic. The modern system of public relations tightens the requirements for the professional and legal competence of specialists in all spheres of life. The development of a unified nationwide strategy in the field of education focused on the formation and development of young people's skills for life in the information society, is aimed at finding ways to form an active position of a future specialist, developing an experience of a holistic understanding of the professional activity, systemic action in solving new problems and tasks. The methodology includes a number of theoretical methods. Based on the results of the study, the main elements of the formation of legal and professional competence of students of higher educational institutions in the context of the COVID-19 pandemic.

A Proposal for Developing a Situated Learning Support Systems-Based on an MMORPG

  • PIAO, Cheng Ri
    • Educational Technology International
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    • 제6권2호
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    • pp.59-67
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    • 2005
  • The primary purposes of this study are to develop a Situated Learning Support System based on an MMORPG (Massively Multiplayer Online Role Playing Game) and to investigate applications of Situated Learning theory both hypothetically and practically. In Situated Leaning theory, cognition is interpreted as a dynamic system related to situation, context and activity. According to this theory, learning context, social interaction and personal direct experience are also emphasized. A virtual reality learning system based on an MMORPG provides context, social interaction and a learning environment able to provide direct experiences. However, such a system has been difficult for teachers to develop. This study aims to develop a support system facilitating the construction of a Situated Learning System based on an MMORPG. This study proposes new research and practical applications of Situated Learning theory using educational games.

Comunidades de Aprendizaje: Saberes y Habilidades Colectivas en Pequeños Productores Vinícolas del Noreste Mexicano

  • Lopez, Irma Eugenia Garcia;Garcia, Brianda Daniela Flores
    • 이베로아메리카
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    • 제23권2호
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    • pp.209-241
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    • 2021
  • Over the last few years, rural areas in northeastern Mexico have present significant changes in social, economic, and territorial aspects linked to the New Rurality. In this context, winemaking has become one of the most dynamic and growing activities in the regional economy. This emerging development has prompted different forms of appropriation and use of this space, but it also highlights the lack of access to knowledge for wine production due to the lack of formal educational centers. As a result, learning communities enable the development of skills and competencies through non-formal educational practices. The objective of this paper is to analyze the role of learning communities in non-formal educational environments, taking as a case study: a collective of small-scale wine producers in Parras de la Fuente, Coahuila. This research focuses on two perspectives of learning: appropriation and technology transfer, and promotion of Mexican wine culture. The main finding was to demonstrate the importance of including educational processes that respond to the context and needs of the community.

동시대(同時代) 학교건축(學校建築)의 디자인 경향(傾向)에 관한 연구(硏究) -1980년대 후반이후 학교건물을 중심으로- (A Study on Design Trends of the Contemporary School Architecture -Focused on School Buildings since the Second Half of the 1980's-)

  • 이화룡
    • 교육시설
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    • 제14권1호
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    • pp.5-13
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    • 2007
  • An architectural practice cannot help involving a social art as its own concept. Especially school buildings are subjected to the influence of not only the educational philosophy and the national curriculum, but also the sociocultural context with the change of the times. This study aims to explore the contemporary trends of school architecture and give new inspiration to the school design practice. After it establishes the 'contemporary' school architecture as school buildings built from the second half of the 1980's to the present time, this paper classifies them into 4 categories : popularist trend, traditional and regional tendency, revival of classicism and the pursuit of art for art's sake.