The purpose of this study was to develop the problem solving instruction facilitating novice learner to represent the problem. For the purpose, we mainly focused on three aspects of problem solving. First, learner should represent the targeted problem and its solutions for problem solving. Second, from crucial notions of cognitive load theory, learner's mental load should be optimized for problem representation. Third, for optimizing students' mental load, experts may support making their thinking more visible and mapping from their intuition to expert practice. We drew the design principles as follows. First, since providing worked examples for the targeted problem has been considered to minimize analogical errors as well as reduce cognitive load in problem representation at line of problem solving and instructional research, it is needed to elaborate the way of designing. The worked example alternatively corresponds to expert schema that consists of domain knowledge as well as strategies for expert-like problem representation and solution. Thus, it may help learner to represent what the problem is and how to solve it in problem space. Second, principle can be that expert should scaffold learner's self-explanations. Because the students are unable to elicit the rationale from worked example, the expert's triggering scaffold may be critical in that process. The unexplained and incomplete parts of the example should be completed not by expert's scaffold but by themselves. Critical portion of the expert's scaffold is to explain about how to apply and represent the given problem, since students' initial representations may be reached at superficial or passive pattern of example elaboration. Finally, learner's mental model on the designated problem domain should be externalized or visualized for one's reflection as well as expert's scaffolding activities. The visualization helps learner to identify one's partial or incorrect model. The correct model of learner could be constructed by expert's help.
The purpose of the study was to examine the effects of the Horticulture Job Skill course based on the employment practice model on personal performance indicator of vocational rehabilitation for university students with disabilities. In the first step of this study, an employment practice model was developed by a focus group composed of six specialists from the industry and academia. The second step consisted of selecting the items of personal performance indicator related to horticulture vocational rehabilitation among all items of vocational rehabilitation. The third step was selecting students to participate in the study. The next step was coming up with a pilot instructional design based on the employment practice model. The final step was examining the effects of pilot course (horticulture job skill) based on the employment practice model on personal performance indicator of vocational rehabilitation for university students with disabilities. As a result, there were significant improvements after treatment in the experimental group with indicator 1 (managing) from 1.8±0.155 to 4.2±0.267, indicator 2 (planting) from 1.5±0.114 to 4.45±0.153, indicator 3 (using tool) from 3.2±0.186 to 4.6±0.112, indicator 4 (packing) from 2.05±0.153 to 4.45±0.114, indicator 5 (decorating) from 2.65±0.150 to 5.5±0.114, indicator 6 (cleaning) from 2.85±0.131 to 4.45±0.114, indicator 7 (observing) from 2.4±0.112 to 4.45±0.112, and indicator 8 (laboring) from 2.35±0.109 to 4.1±0.180. However, the control group did not show any significant improvement after 15 weeks of the program. This study determined that the Horticulture Job Skill course based on the employment practice model has an effect on improving the individual performance of vocational rehabilitation for university students with disabilities. Finally, horticulture education-based on the employment practice model will contribute to vocational rehabilitation for university student with disabilities.
Objectives: The objectives of this research were to develop and evaluate a mobile application for navigation program for cancer patients who might experience some difficulties in obtaining and understanding further schedules, directions due to flooding information at a time and scattered educational materials. Methods: A mobile application was developed an educational mobile app for cancer patients based on a systematic instructional design model called ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. The developed application was evaluated by 76 users through a questionnaire of satisfaction. Results: A mobile app contains educational contents for cancer patients, based on their satisfaction, demand and knowledge about cancer education and information services. It contains management of symptoms, management of my schedule, and information about chemotherapy, FAQ, symptoms dangerous enough to contact the hospital, personal history about how to overcome cancer, hospital convenience facilities and education schedule of cancer center. A result of the evaluation of user's satisfaction showed 59.4% responding 'Satisfied' and 27.4% 'Very satisfied'. Conclusion: The personalized information and education contents for cancer patients by using the mobile application was given to cancer patient and then educational outcomes became more effective. The development of the application which persons can use regardless of time and place enables health care providers to acquire the foundation of the patients-oriented educational system. Education satisfaction and knowledge level was increased, after using mobile application.
Journal of the Korea Society of Computer and Information
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v.17
no.1
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pp.117-123
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2012
The purpose of this study is to design and develop the e-mentoring system which supports the effective information education and to evaluate the usability of the system. Through literature reviews of related studies, an effective e-mentoring performance model was drawn. An e-mentoring system was designed and developed based on the model. 237 middle school students who had participated in e-mentoring for the information education evaluated the usability of the system. As a result of it, the system was considered good in both category(supporting mentoring(M=3.63), technology(M=3.78). The means of subcategories of 'supporting mentoring'(instructional easiness, psychological safety, and adaptability) were scored 3.65, 3.30, 3.43 respectively. And means in the subcategories of 'technology'(usefulness, accuracy, and look & feel) were 3.90, 3.64, and 3.73. It can be concluded that the e-mentoring system developed in this study was effective in mentoring information education.
This study aims to develop and apply Person-Centered Nursing educational program for clinical nurses. This study followed the ADDIE instructional design model to develop the Person-Centered Nursing educational program for clinical nurses. To investigate the effect of application, a non-equivalent control group posttest-pretest design was used to evaluate the clinical nurse's self-awareness, interpersonal relationship competency, self-esteem, co-worker support, and nursing job satisfaction. The results of the study showed that the self-awareness, interpersonal relationship competency, co-worker support and nursing job satisfaction scores of the control and experimental groups were significantly different between the groups based on time of measurement. Person-Centered Nursing competency was identified as a crucial element in addition to the knowledge, skills, and attitude essential to a clinical nurses.
Journal of the Korea Institute of Information and Communication Engineering
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v.21
no.5
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pp.1042-1048
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2017
Recently rapid changes in the industrial environment require new talents in companies. Flipped learning is drawing attention as an effective teaching-learning method. The existing traditional lecture teaching-learning method have various problems that the dropout rates of the student is high and the creative problem solving ability is hindered. In the case of the IT engineering college, most of the major theoretical courses require prior learning of the prerequisite coursework subjects. Therefore, effective teaching-learning methods must be developed to improve student participation and academic achievement. This paper proposes the flipped learning model consisting of five sets that combine the flipped learning and practice to improve student motivation and self - directed learning. Also, this paper analyzes the learning effect by applying it to the algorithm lecture of computer engineering and presents problem and utilization plan according to the result.
Epistemological development process of the Fundamental Theorem of Calculus is considered in a history of mathematical notions and the genetic process of the Fundamental Theorem is arranged by the order of geometric, algebraic and formalization steps. Based on this, we studied students' episte- mological obstacles and error and analyzed the content of textbooks related the Fundamental Theorem of Calculus. Then, We developed the "Folding Back Model" of the fundamental theorem of calculus for students to lead meaningful faithfully. The Folding Back Model consists of "the Framework of thou- ght"(figure V-1) and "the Model of genetic understanding of concept"(figure V-2). The framework of thought in the Folding Back Model is included steps of pedagogical intervention which is used "the Monitoring working questions"(table V-3) by the mathematics teacher. The Folding Back Model is applied the Pirie-Kieren Theory(1991), history of mathematical notions and students' epistemological obstacles to practical use of instructional design. The Folding Back Model will contribute the professional development of mathematics teachers and improvement of thinking skills of students when they learn the Fundamental Theorem of Calculus.
Background: The purpose of this study was to develop a structured and individualized smoking prevention program for adolescents by utilizing a multimedia computer-assisted instruction model and to empirically assess its effect. Method: For the purpose of this study, a guide book of smoking prevention program for middle and high school students was developed as the first step. The contents of this book were summarized and developed into an actual multimedia CAI smoking prevention program according to the Gane & Briggs instructional design and Keller's ARCS motivation design models as the second step. At the final step, the short-tenn effects of this program were examined by an experiment. This experiment were made for middle school and high school students and the quasi experimental design was the pretest - intervention - posttest. The measured data was attitude, belief, and knowledge about smoking, interest in the program, and learning motivation. Result: The results of this study were as follows: First, the guide book of a smoking prevention program was developed and the existing literature on adolescent smoking was analyzed to develop the content of the guide book. Then the curriculum was divided into three main domains on tobacco and smoking history, smoking and health, adolescent smoking and each main domain was divided into sub-domains. Second, the contents of the guide book were translated into a multimedia CAI program of smoking prevention througn Powerpoint software according to the instructional design theory. The characteristics of this program were interactive, learner controllable, and structured The program contents consisted of entrance(5.6%), history of tobacco(30%), smoking and health(38.9%), adolescent smoking(22.2%), video(4.7%), and exit(1.6%). Multimedia materials consisted of text(121), sound and music, image(still 84, dynamic 32), and videogram(6). The program took about 40 minutes to complete. Third, the results on analysis of the program effects were as follows: 1) There was significant knowledge increase between the pre-test and post-test with total mean difference 3.44, and the highest increase was in the 1st grade students of high school(p<0.001). 2) There was significant decrease in general belief on smoking between the pre-test and post-test with total mean difference 0.28. In subgroup analysis, the difference was significantly higher in the 1st grade of high school (p<0.001), low income class (p<0.001), and daily smokers (p<0.01). 3) There was no significant difference in attitudes on his personal smoking between the pre-test and post-test. 4) The interest in the program seemed to lower as students got older. The score of motivation toward this prevention program was the highest in the middle school 3rd grade. Among sub-domains of motivation, the confidence score was the highest. Conclusion: To be most effective, the smoking prevention program for adolescents should utilize the most up-to-date and accurate information on smoking, and then instructional material should be developed so that the learners can approach the program with enjoyment. Through this study, a guide book with the most up-to-date information was developed and the multimedia CAI smoking prevention program was also developed based on the guide book. The program showed positive effect on the students' knowledge and belief in smoking.
Journal of the Korea Academia-Industrial cooperation Society
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v.19
no.9
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pp.7-12
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2018
In the society where the paradigm of knowledge is rapidly changing and developing, convergence emphasizing the connection between knowledge and technology in various fields is significant. In order to cultivate these creative-convergent talents, STEAM(Science, Technology, Engineering, Arts, and Mathematics) is being considered important to make them equipped with creative thinking ability and core competence required in the future society and help them devise new ideas escaping from the branches of study. This study is about convergence instructional design of computer with marketing subject, which aims to foster talent. The results of this study are as follows. First, the structured process of convergence lessons. Second, the convergence lesson was based on a cyclic process with steps : selection of the subject concerned, selection of a topic, designing the lesson, mapping out the lesson plan and developing problems, having a final discussion on the whole lesson, performing the lesson and evaluating the lesson. Third, the development of the problems about the introduction of computer engineering and Internet marketing subject for convergence lessons. To make an effect of this model, studies applying this instructional design to many lectures should be implemented.
Journal of the Korea Academia-Industrial cooperation Society
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v.19
no.12
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pp.872-877
/
2018
STEAM is an acronym for Science, Technology, Engineering, Arts, and Mathematics. It is considered important to equip students with a creative thinking ability and the core competences required in future society, helping them devise new ideas emerging from branches of study. This study is about the convergence of instructional design in private finance for the life sciences, which aims to foster talent through problem-based learning (PBL). Skills like collaboration, creativity, critical thinking, and problem solving are part of any STEAM PBL, and are needed for students to be effective. STEAM projects give students a chance to problem-solve in unique ways, because they are forced to use a variety of methods to solve problems that pop up during these types of activities. The results of this study are as follows. First is the structured process of convergence lessons. Second is the convergence lesson process. Third is the development of problems in the introduction of private finance and the life sciences for a convergence lesson at Dornod University. Learning motivation shows the following results: understanding of learning content (66.6%), effectiveness (63.3%), self-directed learning (59.9%), motivation (63.2%), and confidence (63.3%). To make an effective model, studies applying this instructional design are to be implemented.
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