• Title/Summary/Keyword: Experience of Learning

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Three Dimensional(3D) Education Game Development for Treatment Assistance with High-Functioning Autism

  • Tae-In Jang;Hyung-Joon Baek;Sojeong Lee;Hayoon Jo;Yuri Yoon;Janghwan Kim;R. Young Chul Kim;Chaeyun Seo
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.309-316
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    • 2024
  • Due to rapid socio-economic development and environmental changes, particularly autism spectrum disorder (ASD) in the context of Attention Deficit Hyperactivity Disorder (ADHD) and high-functioning autism, has become a significant social issue. This issue is increasingly recognized from a societal perspective rather than just an individual or family problem. But there remains a lack of information in frontline education. Traditionally, treatment for ASD has been conducted in specialized institutions, or by professional doctors, therapists, and counselors. There are still several challenges such as 1) accessibility to hospitals and transportation for children with ASD, 2) the maturity and competence of therapists, and 3) the lack of appropriate educational content. To solve these problems, we propose a supplementary 3D educational game process for children with high-functioning autism that utilize speech recognition technology and games designed for continuous and repetitive learning. Our proposed game content can be used at home, which incorporates Speech-To-Text (STT) technology and mini-games to help children indirectly experience and learn to handle unexpected real-life situations. With this approach, we will expect that the children can develop social skills and enhance the efficiency of their treatment.

Study on Elementary Pre-Service Teachers' Interest in Biological Topics and Activities (초등 예비 교사들의 생물 주제 및 활동에 대한 흥미 조사 연구)

  • Shim, Kew-Cheol;Kim, Jung-Min;Yeau, Sung-Hee
    • Journal of Korean Elementary Science Education
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    • v.26 no.4
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    • pp.468-474
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    • 2007
  • The purpose of this study was to examine the elementary pre-service teachers' interest in biological topics and activities. The instrument to survey the interest of them consists of 8 domains containing 27 topic items and 7 domains containing 12 activity items(three-point from 0 to 2 Likert scale). Data were collected from 108 pre-service teachers. The interest level in the topics was high, but the interest level in the activities was average. There was not different between interest levels of females and males in both topic and activity components (p > .05). Among the topics, the 'genetics' domain correlated strongly with the domains of 'nutrition and digestion', 'circulation', 'respiration' and 'nervous system', and the 'respiration' domain correlated with the 'circulation' domain(r >.450, p<.01). The correlation between the domains of 'out-of class experience activity' and 'visual information activity', and 'experimental performance following procedure' and 'discussing and debating'(r >.450, p<.01). This results suggested that the educational contents including learning materials and experiential activities be developed to activate the interest of elementary pre-service teachers in biology.

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Developing an Discrimination Test for the Information Gifted usign EPL at the Elementary School Level (EPL을 활용한 초등 정보 영재 판별 도구의 개발)

  • Kim, Hyun-Soo;Kim, Soo-Hwan;Han, Seon-Kwan
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.203-209
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    • 2011
  • This paper proposed new approach for the information gifted discrimination test usign EPL. We tried to distinguish high level thinking in the information gifted through test of this study. We designed discrimination test by the features of EPL and developed testing item tool like single-sprit and multi-sprite. These items are divided into adding block, changing the block order, modifying value io block, and changing a block. We designed this testing tool that the elementary students can solve items without an experience on learning programming language. We expect the testing tool io proposed this study will help to discriminate the information gifted effectively.

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A Case Study on Pedagogical Tasks in Mathematics Curriculum Integrating Dynamic Manipulation Environments and the Role of a Teacher (동적조작 환경이 융합된 수학교과과정에서의 교수-학습 과제 사례 분석과 교사의 역할)

  • Hong, Seong-Kowan
    • School Mathematics
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    • v.11 no.2
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    • pp.281-299
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    • 2009
  • In this paper, we show how dynamic manipulation environments can be integrated in the mathematics curriculum by presenting some pedagogical tasks manufactured by dynamic manipulation. These examples are composed to produce meaningful definitions through inductive experiments, to strengthen the thinking ability on continuity through the visualization, to make mathematics through investigation and finding, and to strengthen the ability of posing and generalizing problems. Through these examples students can observe the process of how mathematics is being invented, and they can experience how to solve mathematical problems using physical experiments in dynamic manipulation environments. When integration of dynamic manipulation into the teaching and learning of mathematics is applied, some difficulties can come out. To resolve such difficulties, a teacher must play the role of a co-worker of students in addition to the role of a scaffolder, coach, or close listener.

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A Discussion of schooling related 5-School-Day Week (주5일 수업제 도입에 따른 학력관과 학교교육의 방향 탐색)

  • Park, Chang-Un;Kim, Hoi-Yong;Cha, Cheol-Pyo
    • Journal of Fisheries and Marine Sciences Education
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    • v.24 no.1
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    • pp.79-94
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    • 2012
  • This study is attempted to explore direction for the schooling related 5-school-day week. For this end, first, the social background and educational meaning for the 5-school-day week were reviewed. It was found that there is a close connection between 5-school-day week and 5-work-day week. And learning by direct and actual experience is emphasized. Second, The present condition of the schooling were analysed. It was examined the guidelines for curriculum organization and time allotment proposed the 2009 revised national curriculum. Also, It was checked the educational background and qualifications, for example ratio of students to teaching staff, office of education, local government etc. Third, the direction for the schooling for 5-school-day week were discussed. The object of research related to the 5-school-day week was the applicabilities and limits of 2009 revised national curriculum. Also, It is necessary to establish a system of education office in local to work with the local government.

Development of an online robot programming education system based on Web 2.0 (웹2.0 기반의 온라인 로봇 프로그래밍 교육시스템 개발)

  • Sung, Young-Hoon;Ha, Seok-Wun
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.13-23
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    • 2010
  • In recent creativity becomes a new request in the knowledge and information age. Robot programming education is an effective teaching method for improvement of creativity. Existing robot programming tools includes text-based or GUI-based development environment. Most of programming tools provide a simple tutorial system without interactive activity for beginners. In this paper, we propose an online robot programming education system based on web2.0, which embedded collaborative code creating tool, interactive tutorial chat and video conference tool to support collaborative code creating via web 2.0. Knowledge sharing tool allows users to share their collaborative source code. Besides, it makes users gained the experience and knowledge of program designing efficiently.

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A Study on the Method of Mathematical Situation Posing (수학적 상황 설정 방법에 관한 연구)

  • 홍성민;김상룡
    • Education of Primary School Mathematics
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    • v.6 no.1
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    • pp.41-54
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    • 2002
  • The purpose of this study is to find out what mathematical situation means, how to pose a meaningful situation and how situation-centered teaching could be done. The obtained informations will help learners to improve their math abilities. A survey was done to investigate teachers' perception on teaching-learning in mathematics by elementary teachers. The result showed that students had to find solutions of the textbook problems accurately in the math classes, calculated many problems for the class time and disliked mathematics. We define mathematical situation. It is artificially scene that emphasize the process of learners doing mathematizing from physical world to identical world. When teacher poses and expresses mathematical situation, learners know mathematical concepts through the process of mathematizing in the mathematical situation. Mathematical situation contains many concepts and happens in real life. Learners act with real things or models in the mathematical situation. Mathematical situation can be posed by 5 steps(learners' environment investigation step, mathematical knowledge investigation step, mathematical situation development step, adaption step and reflection step). Situation-centered teaching enhances mathematical connections, arises learners' interest and develops the ability of doing mathematics. Therefore teachers have to reform textbook based on connections of mathematics, other subject and real life, math curriculum, learners' level, learners' experience, learners' interest and so on.

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A Guideline for Educational Game Engagement based on a Review of Designing and Developing Non-Digital Games literature An Actual Implementation of a Tabletop Game

  • Villegas, Tatiana Rincon;Torres, Eric Avila;Jeong, Jong-In;Gang, Sin-Cheon;Kim, Chang-Seok;Kim, Ui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.193-196
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    • 2019
  • Digital Game design with educational purposes and User Experience measurement via game analytics has been extensively covered in literature, however non-digital games such as tabletops in education and its corresponding educational impact have limited research. In this paper, we propose a guideline to create non-digital educational games from scratch and evaluate them based on the know-how of developers and the investigation of scholars who have studied the engagement factors related to the digital games and applied their findings to non-digital games. Along with the guideline we provide an actual implementation, a game called HXGN_766, meant to serve as scaffolding of computational thinking and rudimentary Python programing concepts. We believe both, guideline and game, can be a useful reference for those interested on game design, educational content design, game quality control check, and unplugged computer science activities. This is the first in a series of papers where the game design concept, the evaluation methodology and the game itself will be presented with more detail.

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Is a Robot better than Video for Initiating Remote Social Connections among Children? (원격로봇학습과 원격화상학습에 대한 아동 반응 비교)

  • Kim, Nuri;Han, Jeonghye;Ju, Wendy
    • Journal of Institute of Control, Robotics and Systems
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    • v.20 no.5
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    • pp.513-519
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    • 2014
  • Videoconferencing technology is increasingly used in classrooms to introduce children to people from other countries and cultures in order to provide a wider learning experience. However, with traditional screen-based video conferencing technology, research has shown that it is easy for students to miss non-verbal cues that play a key role in developing human relationships. To investigate how children interact differently when their interactions are mediated through screen-based video communication versus robot-mediated communication, we conducted a study with elementary students in Korea, comparing the use of both technologies to introduce classroom students with peer-aged individuals in America. Our findings show that the children displayed more positive emotions during certain tasks and exhibited more interest and intimacy to remote participants in the context of robot-mediated communication than with video-mediated communication.

A Study on Binomial Coefficient as an Enriched Learning Topic for the Mathematically Gifted Students (수학영재의 심화학습을 위한 이항계수 연구)

  • Yoon, Mabyong;Jeon, Youngju
    • Journal of the Korean School Mathematics Society
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    • v.19 no.3
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    • pp.291-308
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    • 2016
  • In this paper, we did a study on the definition and properties of binomial coefficients which can be seen with the topic for the enrichment of mathematically gifted students. Using this result, studied the problem of how to solve equations containing the binomial coefficients by using the mathematical induction, binomial theorem, the definition of the combination, and road network model situations. And such contents can be adequately dealt with the subject of mathematics enrichment gifted and talented Education because mathematically gifted students may well be the subject of inquiry. In addition, it can be used to study the subject to experience a deep sense of mathematics. As this research, it will be introduced as an example to guide students.