• Title/Summary/Keyword: Instructional design model

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Design and application of learner-centered coding class based on flip-learning and havruta learning method (플립드러닝과 하브루타 학습법에 기반한 학습자 중심의 코딩 수업 설계 및 적용)

  • Lee, Aeri
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.2
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    • pp.69-78
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    • 2018
  • When it comes to the value of modern education, teachers are required to perform the role of a helper to promote interaction between learners, the role of a manager to facilitate smooth learning, and the role of a guide who has expert knowledge in the learning contents. Therefore, this study investigated what kind of learner-centered teaching methods there are, which require teachers to perform the roles of helper, manager, and guide, and conducted a pedagogical research on coding education to explore class models for self-directed learning. Subsequently, a class model was proposed by applying the flipped learning and havruta learning to a coding class. In this study, the learner-centered education methods of flipped learning and havruta method were applied to constructing a coding class as a university general education course. The feature of this class is that it enables dynamic interaction between teachers and learners as well as active interaction between leaners in a classroom instruction. After applying the proposed method to the actual class and analyzing it, the students taught using suggested method were more positively assessed in learning interest than those taught using a traditional method. And that in academic achievement as well, suggested method was more effective.

A Study on the Operation of Education Using Library Using Flip Learning Techniques: Focusing on ubiquitous E-learning that reflects gaming elements

  • KIM, KiTae;WOO, HoSung
    • Fourth Industrial Review
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    • v.2 no.2
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    • pp.1-9
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    • 2022
  • Purpose - The purpose is to present an efficient library-use education model in the form of flip learning, reflecting traditional teaching methods and gamification elements even in such non-face-to-face and face-to-face situations after COVID-19. Research design, data, and methodology - Research on library use education, research on ubiquitous environment and gamification instructional design, flip the learning, and gamification elements are classified, compared, and analyzed to present educational models for library education, COVID-19 Pandemic situation, and subsequent library use education. Result - We propose an e-learning content development strategy for flipped learning-based library education. First, benchmark and use the existing educational contents. Second, a user-friendly interface is configured so that learners can flexibly organize their learning contents. Third, it allows learners to experience it directly or indirectly in a virtual space. Conclusion - If the e-learning environment can be standardized to the level of schools or educational institutions, a good educational model that can be used not only in library user education but also in other fields will be possible.

Developing a World Geography Gamification Lesson Plan with Digital Tools

  • Suji JO;Jiwon BYUN
    • Fourth Industrial Review
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    • v.4 no.1
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    • pp.11-18
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    • 2024
  • Purpose: The purpose of this study is to develop a geography class teaching and learning guide that enables learners to realistically explore the characteristics of the world's climate and geographical environment using digital tools. Research design, data and methodology: We review previous research on classes using goal-based scenario learning models, gamification, and digital tools, and explore tools that can be applied to world geography classes. Based on the exploration results, a goal-based scenario learning module is designed and a strategy for promoting educational gamification is established based on the ADDIE instructional design model. Results: The study comprises four sessions. Sessions 1-3 involve performance evaluations using a goal-based scenario learning module. Learners create game characters reflecting geographical characteristics, present results, and proceed with 3D modeling. In Session 4, a gamification class using Google Sites on the CoSpaces metaverse platform will be conducted. Conclusions: The study introduces a goal-based scenario learning model and a gamification class using digital tools to empower learners in exploring geographical diversity and its impact on lifestyles. Utilizing an accessible online platform, the study provides practical measures for integrating digital tools into geography education, addressing the current importance of digital technology in teaching.

A Study on the Current Status and Educational Needs of Low-experienced Teacher Librarians' Instructional Expertise (저경력 사서교사의 전문성 영역에 대한 교육적 요구도 분석)

  • Jeong-Hoon, Lim;Byoung-Moon, So
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.1
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    • pp.167-188
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    • 2023
  • This study reviewed the current status of low-experienced teacher librarians with less than 5 years and attempted to identify their educational needs through IPA analysis, Borich Priority Formula, and The Locus for Focus Model. A survey was conducted on low-experienced teacher librarians with less than 5 years of experience to analyze their process in the pre-service teacher training and experiences before an appointment and to identify teacher librarians instructional expertise. The results of the analysis of the study are as follows. First, there was a statistically significant difference between the importance and performance in all areas of instructional expertise of low-experienced teacher librarians. Second, 'reading education-practice progress' was recognized as a 'Keep up good work' with high importance and satisfaction, and 'library-based instruction planning, progress evaluation', 'information literacy-curriculum design', and 'digital and media literacy education-progress and evaluation' were recognized as areas of 'Concentrate here' through IPA analysis. Third, In the Borich Priority Formula, 'teaching-learning evaluation', 'teaching-learning progress', and 'teaching-learning plan' in the Library based instruction area showed the highest educational needs. Fourth, the library-based instruction was shown to the high discrepancy/high importancy area as same as the Borich Proity Formula. The results of this study can provide implications for improving the instructional expertise of teacher librarians.

Exploring Edutech-based Vocational Education and Training Model for Worker Training Programs

  • Kyung-Hwa Rim;Jungmin Shin;Ju-ri Kim
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.273-283
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    • 2023
  • Education has recently witnessed a rapid increase in the use of edutech worldwide. This study focuses on Korean workers and explores an edutech-based learning model for vocational education and training. Based on analyses of edutech cases and interviews with edutech experts, a draft edutech model was designed and the validity was evaluated based on two Delphi surveys with a panel of experts in the field. The study's findings suggest that edutech-based employee education and training should prioritize LXP orientation (last CVR=1, last Mean=4.70) , implement adaptive learning through learning analytics (last CVR=1, last Mean=4.90), enhance the human touch effect using edutech (last CVR=1, last Mean=4.90), and emphasize the importance of designing curricula that apply edutech in a step-by-step learning process while incorporating suitable instructional design for the key technologies involved in vocational training programs. In addition, it was revealed that there is a strong need to implement a method that makes each stage of the learning process more effective (before, during, and after). Edutech-based vocational training program should consider the interests of all stakeholders, including learners, instructors, vocational training institutions, and government agencies. Given the promotion of government-sponsored vocational training projects in Korea, the findings of this research are likely to have significant implications for the future of Korea's education and training policies.

The Development and Effects of WEB Instruction Programs for Drug Abuse Prevention in Korean Adolescents (청소년의 약물남용예방을 위한 웹 활용 학습 프로그램 개발 및 효과)

  • Min, Young-Sook
    • Journal of Korean Academy of Nursing
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    • v.30 no.4
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    • pp.1055-1065
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    • 2000
  • The purpose of this study was to develop, through the integration of instructional theory, a Courseware and to investigate the effectiveness of a web-based computer assisted instruction(WBI) program for preventing drug abuse, a serious problem for youth problem. During the first stage of this study done "Drug Abuse Prevention" Courseware was developed based on, Gagn & Brigg's instructional design theory, Keller's ARCS theory and the CAI model of Hannafin & Peck. For the second stage, the courseware was used to provide education for students adolescents in drug abuse prevention. This study used an quasi-experimental, one-group pretest-posttest design with a convenience sample of 36 male high school students who were at one high school located in Seoul. Data were collected using self-reported questionnaires which included a learning achievement tool, the Keller's IMMS (Instructional Material Motivation Survey), on attitudes to drug use, and on responses to the WBI instruction. Prior to the experiment, the "drug abuse prevention" learning method and the procedures of the study were explained to the students, and then the learning achievement of the subjects was measured as a pretest. The students were then given 2 weeks WBI utilizing the courseware. A post-test which included the pre-test learning achievement questionnaire and a survey of learning motivation and attitudes toward drug were given two weeks after the education was completed. The data analysis was done using SPSS/PC. Paired t-test was used to analyze the differences between the pre-test and post-test scores for learning achievement. The results of the analysis are as follows: There were significant differences in learning achievement between the pre-test and post-test(t=-18.62, p=0.000). The hypothesis, that learning achievement will be higher, after the class has used the courseware, than before was supported. The scores for learning motivation and attitudes toward drugs were also higher than the results of existing studies. In conclusion, this study suggests that WBI is an effective learning method in the prevention of drug abuse for adolescents as it can be used for self-learning and repeated learning as assisted instruction. Recommendation would be given that further research needs to be develped in the courseware by cognitive learning style and by multimedia courseware and virtual reality system.

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Instructional Design of m-Learning for Effective PBL in Engineering Education (공학교육에서 효율적 PBL을 위한 m-러닝 교수설계)

  • Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.3
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    • pp.619-623
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    • 2018
  • This paper aimed to design a computer course teaching-learning strategy for (m-learning?) to be used in a Problem Based Learning (PBL) environment. The research findings were as follows. Firstly, learning contents were provided as educational tools for mobile device usage. The educational contents provided were designed for effective usage on mobile devices, such as smartphones, thereby making mobile devices suitable for use as learning tools. Secondly, learning contents for PBL were provided. PBL problems (for computer engineering courses) were made with the principles of teaching plans. The learning objectives were achieved through the problem-solving progress of the learners and their self-directed and cooperative learnings. Thirdly, learning resources were provided that were easily accessible through smartphones, laptops and PDAs. This study is about the PBL instructional design of creative engineering design subjects, which aims to foster talent. The PBL model developed in this study consists of Analysis, Design, Development, Implementation, and Evaluation. We made a plan for creative engineering design subjects based on PBL, and focused on the process of PBL. This research was able to establish the basis for PBL usage in Engineering Schools and help achieve its ultimate goal of endowing professional intellectuals with creative problem-solving abilities.

The Development and Application of Practical Problem-based Lesson Plan on Consumer Choice of Genetically Modified Food - Focused on the 'Dietary Life' in High School Home Economics - (유전자변형식품 선택의 실천적문제중심 교수.학습 과정안 개발 및 적용 - 고등학교 식생활 영역 -)

  • Kang, Kyung-Hwa;Kim, Young-Nam
    • Journal of Korean Home Economics Education Association
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    • v.22 no.2
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    • pp.101-113
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    • 2010
  • The purpose of this study is to develop and evaluate the practical problem-based lesson plan for high school home economics class focusing on consumer choice of genetically modified(GM) food. The ADDIE instructional design model was applied. The first analysis step, practical problems were chosen based on the previous studies and the educational goal suggested in the 2007 revised curriculum. The next design and development steps, 4 hours of lesson plans were developed by reconstitution a chapter of Food Safety. Additional learning materials(17 student activity papers, 17 student reading materials, 3 teacher reading materials) were also developed. The implementation step, the lesson plans developed were applied to the S high school students in Bundang, Geyonggi-do. The last evaluation step, the perception change about GM food and the adequacy of teaching method were evaluated. As results, the studens' attitudes and minds towards the GM food were changed. The level of concern on GM food increased, and the ratio of students who would check whether GM food or not was increased. Also students showed high level of satisfaction on teaching method and materials.

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Developing a Customized Sexually Transmitted Infections (STIs) Smartphone Application for Adolescents: An Application of the Instructional System Design Model (청소년 성매개 감염병 교육을 위한 스마트폰 어플리케이션 개발과정)

  • Jeong, Soo-Kyung;Cha, Chi-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.2
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    • pp.651-659
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    • 2017
  • Although the need for education on sexually-transmitted-infections (STIs) for adolescents has been increasing, a limited number of adolescents receive STI education. Importantly, the exposure of youth to an STI during their adolescence period can seriously affect their genital health. Smartphones are an innovative medium that can be used to change individual behaviors, especially useful when used to educate adolescents. Therefore, we developed a customized smartphone application for Korean adolescents. The application was based on Dick and Carey's instructional system design model. In this paper, we describe the process for development of the smartphone application, and the strategies we applied to attract adolescents to use the smartphone application. Six experts verified the educational content of the application. The application's easygoing words were chosen to help adolescents understand the topic. Strategies such as cartoon clips, secret chat rooms, buttons changing color from blue to grey, questions and answers, and a repeated-learning function were used to attract Korean adolescents to the application. The smartphone application developed in this study could be used in schools, youth centers, and hospital centers to improve STI knowledge, STI prevention, and STI coping skills.

Simulation-based education program on postpartum hemorrhage for nursing students (산후출혈 산모 간호 시뮬레이션 교육 프로그램의 효과)

  • Kim, Miok;Ha, Juyoung
    • Women's Health Nursing
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    • v.26 no.1
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    • pp.19-27
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    • 2020
  • Purpose: This study was conducted to develop a simulation-based postpartum care education program for women with postpartum hemorrhage and to verify the effects of the program on postpartum care. Methods: This program was developed according to the ADDIE model of instructional system design, which consists of analysis, design, development, implementation, and evaluation phases. This quasi-experimental study used a non-equivalent control group pre- and post-test design, and data were collected from April 23 to May 4, 2015. To verify the effects of the program, 33 nursing students in the experimental group participated in a simulation program, whereas 31 students in the control group were given a case study. Results: The experimental group had statistically significantly higher scores for clinical performance (t=-4.80, p<.001), clinical judgment (t=-4.14, p<.001), and learning satisfaction (t=-10.45, p<.001) than the control group. Conclusion: The results of this study indicate that the simulation-based postpartum care education program for women with postpartum hemorrhage was effective for developing students' competency, implying that a similar program should be integrated into the clinical training component of the maternal nursing curriculum.