• Title/Summary/Keyword: Experience of Learning

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Application of Long-term Slow Thinking(Flow) to Improve Mathematical Thinking Ability in the Process of Solving a Basic Calculus Problem (미적분 문제해결 과정에서 수학적 사고력 향상을 위한 몰입적 사고의 적용)

  • Lee, Dong-Kwon;ChoiKoh, Sang-Sook;Hwang, Nong-Moon
    • Journal of the Korean School Mathematics Society
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    • v.11 no.1
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    • pp.31-54
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    • 2008
  • The discovery method is known to be the most effective in improving students' mathematical thinking. Recently, the long-term slow thinking(LST) is suggested as a possible method to implement the discovery method into the real classroom. In this concept, we examined whether students can solve such a problem, as appears to be beyond their ability, by themselves(LST) or not. 10 middle school students of the ninth grade were selected for the study, who had no previous experience on the infinite concept of calculus of the high school course. They had tried to solve a problem about the calculus by their LST for three days. Two of students solved the problem by themselves and seven of students solved it with help of hints. This result shows that if students are given the opportunity of LST for rather difficult mathematical problem with appropriate guidance of a teacher, they might solve it by themselves. That is, LST could be a possible method for implementation of the discovery method.

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Using Smart Devices in a Future School to Explore the Effects of Science Classes on Positive Science Experiences and Science Learning Identity (미래학교의 스마트 기기를 활용한 과학 수업이 과학긍정경험과 과학 학습자 정체성에 미치는 영향 탐색)

  • Yu, Eun-Jeong;Kim, Kyung Hwa
    • Journal of the Korean earth science society
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    • v.41 no.2
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    • pp.176-193
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    • 2020
  • The purpose of this study was to explore the effects of science classes on positive science experiences and science learner identity, using smart devices in a future school: C middle school. We conducted a paired t test at the beginning and end of the first school year with first-grade students at the future school to investigate positive experiences with science (Shin et al., 2017). Additionally, first and second-grade students in future schools using smart devices wrote and drew their own depictions in science classes to explore science learner identity, based on a modified analytical framework (Luehmann, 2009). The results show that significant effects on science-related career aspirations, self-concepts, and academic emotions were produced by science classes using smart devices. Science classes using smart devices helped students improve their level of agency and activity, solve problems with immediate and sufficient feedback, and experience meaningful perceptions of the nature of science. On the other hand, if students were immature in terms of their use of smart devices, they felt pressured to participate in the classes. The results of this study can be used as a foundation for designing various classroom contexts for the use of smart devices.

The Effect of Mentoring on Beginning Chemistry Teacher's Teaching Practice (수업에 대한 멘토링이 초임화학교사의 교수실행에 미치는 영향)

  • Park, Hyun-Ju;Seong, Suk-Kyoung;Jeong, Dae-Hong
    • Journal of The Korean Association For Science Education
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    • v.31 no.8
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    • pp.1055-1076
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    • 2011
  • In this study, we investigated the changes in beginning chemistry teachers' teaching practice without mentoring program and after the implementation of mentoring program. Participants in our study included two chemistry teachers who have less than one year of teaching experience and three mentor teachers. We collected data such as video recordings of teacher's classes, interview, and recordings of mentoring after each class. The results show there were slight changes in teaching contents, teaching procedure, and explanation method without mentoring. On the other hand, there were a lot of significant improvement in classroom environment, teaching contents and teaching procedure, teaching-learning techniques, questioning and feedback, and explanation method after mentoring has been implemented. However, there were no easy changes in the teaching style, understanding of students, and ways of interaction with students in connection with teaching purposes. Based on the results of this study, we explored the possibilities of instructional improvement through mentoring on beginning chemistry teacher's teaching practice. Therefore, we consider that more systematic and long-term mentoring is necessary to improve professionalism in teaching beginning teachers. In particular, we propose mentoring programs reflecting the individual needs of beginning teachers.

Differences in self-efficacy between block and textual language in programming education using online judge (자동평가시스템을 활용한 프로그래밍 교육에서 블록형 언어와 텍스트형 언어 간 자기효능감의 차이)

  • Chang, Won-Young;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.23 no.4
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    • pp.23-33
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    • 2020
  • Online judge provides compilation, execution, and immediate feedback on the source submitted by the learner, and ensures the accuracy and reliability of the evaluation, but it's difficult to select the language according to the level of the learner because most of them provide only textual language. In this study, a block language for online judge was developed and applied to high school classes, and the difference in self-efficacy between the block language and the textual language group was confirmed. It was found that Block language group have more ability expectation to overcome disgust experience than textual language group and Textual language group have significant decrease in ability expectation to start activity and to continue activity. It implies that Block language has an effect on self-efficacy for afterward programming activities, and methods of teaching, learning and evaluation should be devised in the case of textual language so that student's self-efficacy does not deteriorate at the initial and ongoing stage of activity. The results of this study are meaningful in that it provide various implications of methods for enhancing self-efficacy in high school class of programming.

Middle School Students' Perceptions and Practice of Handwriting and Factors Affecting their Attitudes towards Handwriting (중학생의 필기에 대한 인식, 실태 및 필기태도에 영향을 미치는 요인들)

  • Jeong, Min-Seon;Shin, Namin
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.416-428
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    • 2014
  • This study aimed to identify middle school students' perceptions and practices of handwriting, and factors affecting their attitudes towards handwriting. Data were collected by means of a survey targeting 346 students enrolled in 9 middle schools(Male=172, Female=172, Unknown=2, M=13.5 years old, SD= .94). Interviews, too, were conducted with 12 students in order to identify the students' perceptions of handwriting. The analyses of both survey and interview data revealed the following: (1) the majority of the interviewee students believed that handwriting is useful for memory and summarization so as to get a better school grade, including performance evaluations; (2) Many of the interviewee students were unsatisfied with their handwriting skills, giving higher scores to their peers' handwriting; (3) 45.7% of the students reported that mother was the one who taught them how to write for the first time; and 49.7% of them had no learning experience of taking notes; (4) Girls than boys and 1st graders than 2 or 3 graders showed more positive attitude towards handwriting; and (5) A multiple regression analysis showed that all the variables entered in the regression model, including sex, grade, affective attitude toward hands-on activities, physical abilities, time spent using a computer, and perceptions of Korean characters, had significant impacts on the students' attitudes towards handwriting.

A Comparison of Mathematically Gifted and Non-gifted Elementary Fifth Grade Students Based on Probability Judgments (초등학교 5학년 수학영재와 일반아의 확률판단 비교)

  • Choi, Byoung-Hoon;Lee, Kyung-Hwa
    • Journal of Educational Research in Mathematics
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    • v.17 no.2
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    • pp.179-199
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    • 2007
  • The purpose of this study was to discover differences between mathematically gifted students (MGS) and non-gifted students (NGS) when making probability judgments. For this purpose, the following research questions were selected: 1. How do MGS differ from NGS when making probability judgments(answer correctness, answer confidence)? 2. When tackling probability problems, what effect do differences in probability judgment factors have? To solve these research questions, this study employed a survey and interview type investigation. A probability test program was developed to investigate the first research question, and the second research question was addressed by interviews regarding the Program. Analysis of collected data revealed the following results. First, both MGS and NGS justified their answers using six probability judgment factors: mathematical knowledge, use of logical reasoning, experience, phenomenon of chance, intuition, and problem understanding ability. Second, MGS produced more correct answers than NGS, and MGS also had higher confidence that answers were right. Third, in case of MGS, mathematical knowledge and logical reasoning usage were the main factors of probability judgment, but the main factors for NGS were use of logical reasoning, phenomenon of chance and intuition. From findings the following conclusions were obtained. First, MGS employ different factors from NGS when making probability judgments. This suggests that MGS may be more intellectual than NGS, because MGS could easily adopt probability subject matter, something not learnt until later in school, into their mathematical schemata. Second, probability learning could be taught earlier than the current elementary curriculum requires. Lastly, NGS need reassurance from educators that they can understand and accumulate mathematical reasoning.

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Recognition of Assessment Strategies of Pre-Service Elementary Teachers (예비초등교사들의 평가전략에 대한 인식 조사)

  • Ko, Eun-Sung;Park, Mimi;Lee, Eun Jung;Park, Min-Sun
    • Journal of Educational Research in Mathematics
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    • v.27 no.2
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    • pp.291-312
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    • 2017
  • According to the current research of educational assessment, formative assessment which focuses on improving students' learning has been emphasized. Consequently, integration between instruction and assessment is crucial and various assessment strategies are required. In order to use different assessment strategies in classrooms, teachers should experience strategies and reflect their strengths and weaknesses. In this study, pre-service elementary teachers experienced six assessment strategies (feedback, providing assessment standard, providing exemplary cases, self assessment, peer assessment, and written assessment), and their perceptions toward each strategy were investigated. During one semester, pre-service teachers experienced each of them and they answered questionnaire at the end of the semester. From the results, it is found that pre-service teachers presented different strategies that were most helpful in their cognitive and affective domain according to their perception of assessment. The results imply that different assessment strategies should be applied in instruction and teachers should extend their perception of assessment purposes.

An Empirical Approach for Gamer's Cognitive Model on Game Playing Experience : Towards Difference of Gamers' Expertise in World Warcraft Game (게임플레이 경험에 대한 게이머의 인지적 모형에 관한 실증적 접근 : World of Warcraft 게임에서 게이머의 전문성 차이를 중심으로)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.23-33
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    • 2009
  • This study aims to uncover the gamers' cognitive process during the gameplay and explore the differences between groups in the gamers' playing behavior according to their expertise: experts, intermediate players, and novices. To this end, the empirical experiment was conducted in 'World of Warcraft' game which is a good representative of MMO(Massively Multi-player Online) game currently. Verbal protocol and action protocol collected from the empirical experiment were analyzed according to the gamers' expertise. As a result of this study, we found that the different behavior patterns result from standardizing pattern of their actions for experts and forming the learning curves and the specific patterns of action for intermediate game players and novices. While three functional-actions as a collection action concentrates on the early stage of the game for experts, the novices' behavior pattern dispersedly appeared in all seven functional-action, such as search, combat, three type collections, avoid, and communication in the whole gameplay. This study represents the consistency and the difference derived from the comparison analysis between groups according to the expertise. This study is concluded with key implications to support game design guidelines according to experts, intermediate players, and novices. Consequently, the result of this study provides the basic to the development of MMO content for game novices.

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A New Perspective on Goal Construct: Goal as Decision-Making Process about Why, What, and How (목표개념에 대한 새로운 접근: "왜-무엇을-어떻게"에 대한 의사결정 과정으로서 목표)

  • Lee, Minhye
    • (The)Korea Educational Review
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    • v.23 no.1
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    • pp.113-138
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    • 2017
  • Questions of why, what, and how represent the new perspective on goal construct. This paper proposed a novel approach toward the goal construct as a dynamic decision-making process. A number of researchers have agreed that goals initiate and sustain human motivation. In spite of the consistency in emphasis on goals, there are apparent inconsistencies in definitions of goal construct across theories and research. These inconsistences hinder interdisciplinary communication about goal construct, which in turn leads to jingle-jangle fallacy. Therefore, on the basis of systematic literature review, I defined the goal construct as a multifaceted and hierarchical decision-making process to structure desired end-states. The first process is generating goals, which can be also called "why" process. During this phase, individuals generate cognitive schema about general direction of desired end-states based on the conscious and nonconscious interpretation of subjective experience. The second process is goal setting, which can be called "what" process. Here, individuals clarify contents of multiple goals and structure hierarchy and priority of them. The last process is implementing goals, "how" process. This process contains decision making about whether he/she decides to implement the goal or not and how to execute goal-directed behaviors. In the last section of this paper, I tried to suggest several practical applications of this new perspective for adolescents, who struggle with why-what-how to have goals in learning context.

Interface Application of a Virtual Assistant Agent in an Immersive Virtual Environment (몰입형 가상환경에서 가상 보조 에이전트의 인터페이스 응용)

  • Giri Na;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.1
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    • pp.1-10
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    • 2024
  • In immersive virtual environments including mixed reality (MR) and virtual reality (VR), avatars or agents, which are virtual humans, are being studied and applied in various ways as factors that increase users' social presence. Recently, studies are being conducted to apply generative AI as an agent to improve user learning effects or suggest a collaborative environment in an immersive virtual environment. This study proposes a novel method for interface application of a virtual assistant agent (VAA) using OpenAI's ChatGPT in an immersive virtual environment including VR and MR. The proposed method consists of an information agent that responds to user queries and a control agent that controls virtual objects and environments according to user needs. We set up a development environment that integrates the Unity 3D engine, OpenAI, and packages and development tools for user participation in MR and VR. Additionally, we set up a workflow that leads from voice input to the creation of a question query to an answer query, or a control request query to a control script. Based on this, MR and VR experience environments were produced, and experiments to confirm the performance of VAA were divided into response time of information agent and accuracy of control agent. It was confirmed that the interface application of the proposed VAA can increase efficiency in simple and repetitive tasks along with user-friendly features. We present a novel direction for the interface application of an immersive virtual environment through the proposed VAA and clarify the discovered problems and limitations so far.