• Title/Summary/Keyword: Experience of Learning

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Development and Construct Validation of the Achievement Emotions Questionnaire-Korean Middle school Science(AEQ-KMS) (한국 중학생의 과학영역 성취정서 질문지(AEQ-KMS) 개발과 타당화)

  • Jeon, Jiyung
    • Journal of The Korean Association For Science Education
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    • v.34 no.8
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    • pp.745-754
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    • 2014
  • Students experience a variety of achievement-related emotions during the process of learning the science curriculum. The purpose of this study is to develop an achievement emotions questionnaire for Korean middle school science curriculum to measure the achievement emotions that middle school students experience during study of this curriculum, and verified its validity. The Achievement Emotions Questionnaire-Korean Middle School Science is based on the English version of the Achievement Emotions Questionnaire, developed with reference to Korean middle school science curriculum and the characteristics of science study, from the perspective of the control-value theory of achievement. It has 232 questions, configured to measure nine achievement emotions across three types of academic settings. The questionnaire results can be treated with a high degree of confidence according to the result of our validation, which also verified that the achievement emotions of these students are configured with four internal criteria (learning strategy, achievement motivation and course grade), as suggested by the control-value theory; this in turn verifies that the nine achievement emotions are sufficiently distinctive across study situations. Last, it was verified that the questionnaire has sufficient external validity based on a comprehensive examination of the relation between science achievement emotions and the four criterion variables for each student. This suggests that through the development and implementation of this quantitative questionnaire, basic ground was provided to understand the achievement emotions experienced by middle school students learning the science curriculum.

A Study of the Key Factors and Expected Outcomes of Convergence Education using a Delphi Technique (융합교육 핵심요인과 기대효과에 대한 델파이 분석)

  • Cho, Eunbyul;Lee, Seon-Young;Shin, Jongho;Hong, Yoon-Jeong
    • Journal of Gifted/Talented Education
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    • v.25 no.1
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    • pp.37-58
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    • 2015
  • The purpose of this study was to investigate the characteristics of convergence education through the Delphi survey targeting 19 teaching professionals. The Delphi survey was completed three times, drawing key factors and expected outcomes which explain the characteristics of convergence education. The key factors of convergence education were classified as 'educational design', 'teachers' expertise' and 'educational environment'. Educational design focused on the qualitative characteristics of leaner's experience. Teachers' expertise was teacher's active and supportive roles in relationship with fellow teachers and learners. Educational environment was the psychological factors with which various subjects can realize convergence education. The expected outcomes were classified as 'learner's cognitive characteristics', 'leaner's affective characteristics', and 'teacher and educational system'. The expected outcomes of convergence education leads to psychological changes for learners to increase the advanced learning experiences and to pursue values of education itself. Compared to similar concepts, convergence education has some unique characteristics in which many of regular learners in educational settings and various topics are targeted. It also focuses on psychological factors of various subjects and qualitative natures of leaners' learning experience for the advanced learning. Especially, these results have significance in understanding the nature of convergence education, focusing on educational practices through teachers'perspectives.

An analysis and teaching of cultural contents in the first-grade High School English textbooks (고등학교 1학년 교과서에 나타난 문화소재 분석과 지도방안)

  • Im, Byung-Bin;Gu, So-Young
    • English Language & Literature Teaching
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    • v.11 no.1
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    • pp.155-177
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    • 2005
  • In the EFL context, Korean students don't have enough opportunities to directly experience the target culture, prompting the need to offer some well-organized culture education in class. The goals of this study are to analyze how many cultural contents are reflected in High School English textbooks and to suggest an implication for cultural learning. These textbooks were carefully examined, focusing on the cultural contents, by four categories: 'cultural skill section', 'cultural patterns', 'related language skills', and 'target countries'. The results of the analysis were like the following: First, although many of the textbooks are dealing with the culture skill sections, their contents were still wanting consistency and were small in quantity. Second, as for the cultural patterns, the pages dealing with behavioral culture were 43%, spiritual culture, 35.7%, material culture, 21.3%. Third, as for the related language skills, the cultural contents in the textbooks were organized in the order of listening, reading, speaking, writing, and cultural skill sections. Since it is impossible to separate language skills from culture, we suggest that the aspects of target culture should be incorporated in various forms into the learning situations. Fourth, as for the issue of target countries, the contents about the general or whole English culture were insufficient. So we suggest that English textbooks should play an essential role in providing students with various cultural information about various English speaking countries.

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Gender Differences in Problematic Online Behavior of Adolescent Users over Time (남녀 청소년 소비자의 온라인 문제행동 차이에 대한 종단 분석)

  • Kim, Jung Eun
    • Human Ecology Research
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    • v.53 no.6
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    • pp.641-654
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    • 2015
  • This study identifies and tracks changes gender differences in adolescent users' problematic online behavior. This study used Korea Youth Panel Survey (KYPS), which has tracked respondents over 7 years, with self-control theory and social learning theory applied as a theoretical framework. The model included individual-level variables such as self-control and respondent's experience of problematic behavior (offline), as well as socialization variables such as the number close friends who engaged in problematic offline behavior, parent-child relationships, and parental monitoring. Dependent variables included problematic online behavior, unauthorized ID use (ID theft) and cyberbullying (cursing/insulting someone in a chat room or on a bulletin board). Control variables consisted of academic performance, time spent on a computer, monthly household income, and father's educational attainment. Random and fixed effects models were performed by gender. Results supported self-control theory even for the within-level analysis (fixed effects models) regardless of gender, while social learning theory was partially supported. Only peer effects were found significant (except for unauthorized ID use) among girls. Year dummy variables showed significant negative associations; however, academic performance and time spent using computers were significant in some models. Father's educational attainment and monthly household income were found insignificant, even in the random effects models. We also discuss implications and suggestions for future research and policy makers.

Generative Interactive Psychotherapy Expert (GIPE) Bot

  • Ayesheh Ahrari Khalaf;Aisha Hassan Abdalla Hashim;Akeem Olowolayemo;Rashidah Funke Olanrewaju
    • International Journal of Computer Science & Network Security
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    • v.23 no.4
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    • pp.15-24
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    • 2023
  • One of the objectives and aspirations of scientists and engineers ever since the development of computers has been to interact naturally with machines. Hence features of artificial intelligence (AI) like natural language processing and natural language generation were developed. The field of AI that is thought to be expanding the fastest is interactive conversational systems. Numerous businesses have created various Virtual Personal Assistants (VPAs) using these technologies, including Apple's Siri, Amazon's Alexa, and Google Assistant, among others. Even though many chatbots have been introduced through the years to diagnose or treat psychological disorders, we are yet to have a user-friendly chatbot available. A smart generative cognitive behavioral therapy with spoken dialogue systems support was then developed using a model Persona Perception (P2) bot with Generative Pre-trained Transformer-2 (GPT-2). The model was then implemented using modern technologies in VPAs like voice recognition, Natural Language Understanding (NLU), and text-to-speech. This system is a magnificent device to help with voice-based systems because it can have therapeutic discussions with the users utilizing text and vocal interactive user experience.

The Education and Development of Foreign Culture by Digital Multimedia Contents (외국문화 교육을 위한 디지털 멀티미디어콘텐츠 활용과 개발)

  • Nam, Suk-Hee
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.59-66
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    • 2012
  • The Multimedia Contents, such like movies, internet and so on, are the most effective teaching means for generation c[content] learners who are accustomed to the multimedia environment. First, the multimedia contents become appropriate materials in that they help the learners understand the culture and lifestyle of its country through practical and vivid information. Second, they are useful leaning tools for the students who prefer visual media to improve interest and understanding. Third, as students have the time for developing their own contents based on given information, they understand the contents better and also have a indirect learning experience of culture. This means that the learning using multimedia contents has an influence on students' academic achievement. As a result, it is desirable for the application and development of multimedia contents to be suggested as an effective teaching method for foreign culture.

VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.17 no.2
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    • pp.463-470
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    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

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A Study on the STEAM Program Development of Zero Energy House Design for Middle School Students (중학생을 위한 제로에너지 주택디자인 STEAM 교육프로그램 개발 연구)

  • Lee, Yun-Hee;Lee, Myung-A;Han, Hae-Ryon;Lee, Jae-Kyung
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.24-32
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    • 2017
  • STEAM education is an effective teaching method to develop self-problem-solving skills through creative thinking. In order to revitalize STEAM education, various program models are being developed recently. The purpose of this study is to develop a STEAM education program based on the project-based learing method that includes the process of solving global environmental problems. The STEAM element was extracted by linking the zero energy house design with the middle school curriculum, and the STEAM education program was developed considering career activities. It was analyzed whether the developed program can improve STEAM core competence and job preparation ability. The education program was conducted for middle school students and the program was evaluated through questionnaires. In order to strengthen the STEAM competency, project-based learning method was applied and it was able to enhance the active problem solving ability of learners. In addition, opportunities for career experience could be provided through career exploration programs and various activities. Through this STEAM education program, it is expected to contribute to cultivating human resources with convergence knowledge and core competency.

Revolutionizing Brain Tumor Segmentation in MRI with Dynamic Fusion of Handcrafted Features and Global Pathway-based Deep Learning

  • Faizan Ullah;Muhammad Nadeem;Mohammad Abrar
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.1
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    • pp.105-125
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    • 2024
  • Gliomas are the most common malignant brain tumor and cause the most deaths. Manual brain tumor segmentation is expensive, time-consuming, error-prone, and dependent on the radiologist's expertise and experience. Manual brain tumor segmentation outcomes by different radiologists for the same patient may differ. Thus, more robust, and dependable methods are needed. Medical imaging researchers produced numerous semi-automatic and fully automatic brain tumor segmentation algorithms using ML pipelines and accurate (handcrafted feature-based, etc.) or data-driven strategies. Current methods use CNN or handmade features such symmetry analysis, alignment-based features analysis, or textural qualities. CNN approaches provide unsupervised features, while manual features model domain knowledge. Cascaded algorithms may outperform feature-based or data-driven like CNN methods. A revolutionary cascaded strategy is presented that intelligently supplies CNN with past information from handmade feature-based ML algorithms. Each patient receives manual ground truth and four MRI modalities (T1, T1c, T2, and FLAIR). Handcrafted characteristics and deep learning are used to segment brain tumors in a Global Convolutional Neural Network (GCNN). The proposed GCNN architecture with two parallel CNNs, CSPathways CNN (CSPCNN) and MRI Pathways CNN (MRIPCNN), segmented BraTS brain tumors with high accuracy. The proposed model achieved a Dice score of 87% higher than the state of the art. This research could improve brain tumor segmentation, helping clinicians diagnose and treat patients.

A Study on Development of a Curriculum for Teachers in Culture & Art Education: Focused on Cartoon & Animation Courses (문화예술교육을 위한 교사차원 교육과정 개발과정 연구 -만화 애니메이션 과목을 중심으로)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
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    • s.43
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    • pp.387-433
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    • 2016
  • The ability to develop curriculums is a crucial factor in evaluating the expertise of a teacher who teaches culture & art education. Establishing a one-year plan for classes is an effort to create a well-designed curriculum for the year and also to foresee the big picture of classes in the corresponding year. A curriculum should not be composed of merely educational content or a series of knowledge and skills. It should be well-designed, based on principles of a coherent plan. This study examines organizational principles on which common curriculums are based on and looks at how a curriculum can be designed, especially for cartoon & animation classes, as part of Culture & Art education, and which factors should be considered in planning. In the process of forming such a curriculum, these steps should be followed: considering educational standards for cartoon animation classes; determining the learning experience, organizing the learning experience; and, lastly, evaluating the level of learning. In addition, effective teaching strategies that reflect the characteristics of a class on cartoon animation should be formulated. This study suggests actual examples of an effective annual curriculum for cartoon animation classes based on all the factors presented above.