• Title/Summary/Keyword: Educational learner

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Implications for the Direction of Christian Education in the Age of Artificial Intelligence (인공지능 시대의 기독교교육 방향성에 대한 고찰)

  • Sunwoo Nam
    • Journal of Christian Education in Korea
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    • v.74
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    • pp.107-134
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    • 2023
  • The purpose of this study is to provide a foundation for establishing the correct direction of education that utilizes artificial intelligence, a key technology of the Fourth Industrial Revolution, in the context of Christian education. To achieve this, theoretical and literature research was conducted. First, the research analyzed the historical development of artificial intelligence to understand its characteristics. Second, the research analyzed the use of artificial intelligence in convergence education from an educational perspective and examined the current policy direction in South Korea. Through this analysis, the research examined the direction of Christian education in the era of artificial intelligence. In particular, the research critically examined the perspectives of continuity and change in the context of Christian education in the era of artificial intelligence. The research reflected upon the fundamental educational purposes of Christian education that should remain unchanged despite the changing times. Furthermore, the research deliberated on the educational curriculum and teaching methods that should adapt to the changing dynamics of the era. In conclusion, this research emphasizes that even in the era of artificial intelligence, the fundamental objectives of Christian education should not be compromised. The utilization of artificial intelligence in education should serve as a tool that fulfills the mission permitted by God. Therefore, Christian education should remain centered around God, rooted in the principles of the Bible. Moreover, Christian education should aim to foster creative and convergent Christian nurturing. To achieve this, it is crucial to provide learners with an educational environment that actively utilizes AI-based hybrid learning environments and metaverse educational platforms, combining online and offline learning spaces. Moreover, to enhance learners' engagement and effectiveness in education, it is essential to actively utilize AI-based edutech that reflects the aforementioned educational environments. Lastly, in order to cultivate Christian learners with dynamic knowledge, it is crucial to employ a variety of teaching and learning methods grounded in constructivist theories, which emphasize active learner participation, collaboration, inquiry, and reflection. These approaches seek to align knowledge with life experiences, promoting a holistic convergence of faith and learning.

Design and Implementation of Game for Learning Game Production Principles: Centering on Scratch Language (게임 제작 원리 학습을 위한 게임의 설계 및 구현 : 스크래치 언어를 중심으로)

  • Lee, Hong-Sub;Jeong, Hyung-Won;Kim, Young-Kyo
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.403-410
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    • 2016
  • Computer game is a result of integration of various academic areas, and the production of computer game requires knowledge and experience from various areas. This study demonstrates a game production process using Scratch. The intent was to experience the game development process and the production principle through actually building the core functions of a game using Scratch. As such, the computer game production principle was understood and it was made possible to learn more easily and more enjoyably the functions of multimedia and programming necessary for the production process. As the result, the learning of game production principles using Scratch was found to enhance the interest of the learner, and help with the understanding of game structure and learning software/programming language.

Effect of Learning Activities through Contents Creation for E-book on Self-directed Learning Ability (전자책 콘텐츠 제작을 통한 학습활동이 자기 주도적 학습 능력에 미치는 효과)

  • Park, Sangwook;Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.35-44
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    • 2014
  • School education is changed to the learner-centered on 21th century knowledge base information-oriented society. The construction of infrastructure for smart education in the field of education has enabled various educational approaches using this and self-directed learning depending on the levels of learners. Thus, this study created the contents by applying ePUB format based-authoring tools for e-books to subject learning and analyzed the effect on the development of self-directed learning ability of learners. It was confirmed that the experimental group improved the self-directed learning ability better than the control group through e-book making activities from learning results on social studies and history curriculum of fifth graders. The result of this study showed a high level of satisfaction in all the subgroups of self-directed learning ability such as intrinsic motivation, openness to learning opportunities and autonomy.

Effect of Learner's Motivation on Professional Development in Vocational Education of Clothing Manufacturing (의류제조 직업능력개발교육 학습자의 학습참여동기가 교육 및 취업서비스만족도와 직업능력개발성과에 미치는 영향)

  • Jun, Hyun-Mi;Jeong, Jae-Chul;Park, Myung-Ja
    • Journal of the Korea Fashion and Costume Design Association
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    • v.19 no.4
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    • pp.75-91
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    • 2017
  • This study investigated how learning motivation affects satisfaction with training and employment services and its performance for participants in government-supported job skill development program of the clothing industry so as to provide fundamental data for developing a training program that fosters professionals and relieves the labor shortage in the clothing industry. 180 copies of questionnaires were statistically analyzed by SPSSWIN 21.0. Most trainees were low-income citizens in their 40s and 50s. They were divided into highly educated or low-educated. The results of the research are as follows: when the trainees were motivated by the goals of getting a certificate or a job, employment service satisfaction levels were influenced meaningfully. Secondly, educational satisfaction levels and occupational ability development also scored highly. Therefore, it is important to strengthen instructors' competency. Instructors must be required to have onsite experience so that they can provide authentic education that can be applied to the work field. The government should establish a compulsory training session for the trainers along with an incentive program so that they can catch up with up-to-date technology and trend. Third, the research shows that supporting business startup and job placement is important. Follow-up management systems should be provided in cooperation with relevant institutions of employment and business startups. Either outsourcing or placement of professional advisors is also needed.

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A Study on Developing the Participatory Educational Program of Agricultural Safety and Health for Farmers (농업인을 위한 학습자 참여형 안전보건 교육 프로그램 설계)

  • Kim, Jin-Mo;Hwang, Young-Hun;Sohn, Kyu-Tae;Cai, Li
    • Journal of Agricultural Extension & Community Development
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    • v.22 no.2
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    • pp.205-219
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    • 2015
  • The purpose of this study was to develop a participatory education program of farmer's safety and health. After investigating the concept and status of agricultural safety and health to identify the problem of farmer's safety and health, we made the model in 3 steps, consist of analysis, design, and development, based on the instructional system design and the participatory instructional method. We also applied the participatory instructional method to the program to facilitate a change in practice by making farmers understand the contents. The findings of this study revealed the followings: 1) we developed the education program focused on characteristics of farmers as learners; 2) the education program was developed based on the model for developing education programs and the specific procedures that we made up; 3) we designed the program in modules to increase the availability; 4) we raised the content validity of the learning contents in the safety and health education program targeting farmers; 5) manuals and supplementaries for teachers were developed from learner's textbooks.

Design and Implementation of MUG(Multi-User Graphic) Game for Elementary Students (MUG(Mutil-User Graphic)게임의 설계 및 구현 - 초등학생을 위한 -)

  • Ahn, Mi-Lee;Lee, Jeong-Ae
    • Journal of Digital Contents Society
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    • v.1 no.1
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    • pp.77-88
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    • 2000
  • Leading educational paradigm based on Constructivism drives for many changes in the field of education. It causes the shift from instructor-based to learner-based learning, and cooperative teaming amongst the learners. Multi User Game (MUG) which is a network-based cooperative game is popular among many college students. MUG is known to provide positive and creative activities encouraging learners to participate, reform and produce new knowledge and skills. Thus, it has potential as an effective learning tool. In this study, however, we have designed a prototype of Cooperative MUG Game for elementary students to learn within networked environment to play while learning new knowledge and skills. The elementary students will interact with the other students through chatting while playing MUG.

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A study for the Influences of Social Interaction on Developing Children's Sociability in the Web-Based Instruction -In the one class of elementary school- (웹기반 학습에서 사회적 상호작용이 아동의 사회성 발달에 미치는 영향에 대한 연구 -초등학교 1학급을 중심으로-)

  • Yeo, Min-Gu;Park, Sun-Joo
    • Journal of The Korean Association of Information Education
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    • v.5 no.1
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    • pp.49-64
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    • 2001
  • Thanks to the technological developments in the Internet, the Web-Based Instruction in the school practices has been available which is now taking its place as one of the new educational methods. With the increased interest in Web-Based Instruction, there appear a lot of materials and methodologies on utilizing the WEB to actively discuss and deal with the teaching-learning ways. Nevertheless, they comparatively tend to overlook the aspect of school guidance such as the development of sociability through social interaction which is an important element for building the personality of learner. This study has tried to design and apply the teaching-learning system for the promotion of social interaction in the Web-Based Instruction, and also made an investigation into the influences of social interaction on the development of children's sociability in the WEB field.

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Effects of SW Education Using App Inventor on Computational Thinking and Attitude towards Computer of Elementary School Students (앱 인벤터 활용 SW 교육이 초등학생의 컴퓨팅 사고력과 컴퓨터에 대한 태도에 미치는 영향)

  • Kim, KeoHyun;Yoo, InHwan
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.371-380
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    • 2017
  • SW education is considered important in the present age where various sciences converge. According to this tendency, SW education was included in the regular education course in Korea, which aims to develop the learner's CT. Therefore, researches on CT and educational tools are being activated. App Inventor is a simple app development tool that has many advantages over traditional tools. In this study, we developed and applied a SW instruction program that uses an App Inventor to develop CT for elementary school students. Moreover, CT was classified into two elements-calculative perception and calculative creativity- and performed tests after applying SW instruction programs. Furthermore, attitude towards computer were classified into three elements-c computer anxiety, computer preference, and computer confidence- and conducted tests. After performing paired t-test pretest-posttest matching samples on test outcomes, it was found that the CT of the learners who applied the program was increased, and the attitude towards computer also showed a positive change.

The effect of metacognitive activity using CAS calculator on high school first grade mathematics slow-learners' achievement of Algebra (CAS 계산기를 활용한 메타인지 활동이 고등학교 1학년 수학학습부진아의 대수학업성취도에 미치는 영향)

  • Kim, In-Kyung;Lew, Hea-Chan
    • Journal for History of Mathematics
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    • v.22 no.1
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    • pp.89-110
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    • 2009
  • This paper observed the effect of CAS calculator usage while studying algebra on the achievement of low-achievement students. Participants were composed of 70 low-achievement tenth grade students from a high school located in a metropolitan city. That had never used a mathematics educational calculator before. Target participants were divided into two groups: an experiment group that studied activity papers with the aid of a CAS calculator, and a control group that studied the same activity papers using only paper-and-pencil. The content of the activity papers for the two groups was the same, but the structure differed. Content consisted of numbers and operations, equations and inequalities(character and expressions), and functions. Students in the experiment group exhibited matacognition learning using a CAS calculator. The two groups completed mathematics achievement tests both before and after the activity papers. Therefore, ANCOVA analysis results showed that compared to the pretest, results of the experiment group improved considerably more than the control group.

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Fundamental study on the technology and application for the Next Generation Digital Textbook (차세대 디지털교과서를 위한 기반기술 및 적용에 관한 연구)

  • Sohn, Won-Sung;Han, Jae-Hyeop;Choy, Jin-Yong;Seo, Jong-Hoon;Choy, Yoon-Chul;Han, Tack-Don;Lim, Soon-Bum
    • Journal of The Korean Association of Information Education
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    • v.14 no.2
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    • pp.165-174
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    • 2010
  • The digital textbook project which embarked by the Ministry of Education, Science and Technology has focused on experiments and practices from the school designated by the government. However the previous research about digital textbook provides static interaction models and teaching-learning models analogous to web-based learning based desktop PC even the framework of the digital textbook is based of Tablet PC. This paper provides learning and teaching models for next generation digital textbook which based digital inking techinques for sketcth interface and AR(augmented reality) interactions between teacher and learner. The proposed method of this paper is applied to educational contents and we found positive effect which is supported by statistical experiments. The results of this study in the future and the future development of digital textbooks in effect will be an effective development plan.

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