• Title/Summary/Keyword: Learning Concepts

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Development of Class-Based Learning Applet on Numbers and Number Operations (수와 연산 학습을 위한 클래스기반 학습 애플릿 개발)

  • Kim, Min-Jeong;Kim, Kap-Su;Min, Mee-Kyung
    • Journal of Digital Contents Society
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    • v.8 no.2
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    • pp.235-243
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    • 2007
  • Students develop mathematical concepts through concrete operations in the area of mathematics. However, most of the learning contents provided on the web are not interactive and limit interactions with learners. To overcome the limitations, there have been needs to develop learning contents to support active interactions with students according to their cognitive levels. In this study, the curriculum of numbers and number operations in elementary mathematics was analyzed. Based on the object-oriented design principle, "Number Classes" on numbers and number operations were designed and implemented. A class-based learning applet was developed with theses "Number Classes". It was developed in small unit programs based on learning themes of mathematics in elementary schools. With this learning applet, the active explorations through easy operations will help students to learn concepts and principles of numbers and number operations. It will strengthen active interactions of students with computer.

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An Analysis on Congruency between Educational Objectives of Curriculum and Learning Objectives of Textbooks using Semantic Network Analysis - Focus on Earth Science I in the 2009 revised Curriculum - (언어네트워크분석을 이용한 교육과정 목표와 교과서 학습 목표와의 일치성 분석 - 2009 개정 교육과정의 지구과학 I을 중심으로 -)

  • Chung, Duk Ho;Lee, Jun-Ki;Kim, Seon Eun;Park, Kyeong Jin
    • Journal of the Korean earth science society
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    • v.34 no.7
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    • pp.711-726
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    • 2013
  • The purpose of this study was to investigate how congruently the learning objectives of Earth Science I textbooks match the 2009 revised Earth Science curriculum. For this purpose, we classified the learning objectives of curriculum and textbooks were into three factors including ability, cross-cutting concepts, and behavioral verbs. The text data were analyzed using the semantic network analysis method. The results are as follows. The learning objectives of textbooks with regard to ability factors mainly emphasized the cognitive and affective domain. In addition, the ability of inquiry performance was emphasized in the learning objective of the curriculum. The textbooks used various sub-frame of cross-cutting concepts in comparison with the curriculum. Both textbooks and curriculum used the term 'comprehension' the most as behavioral verbs. However, most behavioral verbs just remained at the level of cognitive system.

Development of Logarithm Units' Teaching·Learning Materials using Genetic Modeling and Application Cases (발생적 모델링을 활용한 로그 단원 교수·학습 자료 개발 및 적용 사례)

  • Oh, Jangrok;Kang, Sungmo
    • Journal of the Korean School Mathematics Society
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    • v.20 no.2
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    • pp.91-117
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    • 2017
  • In this paper, we develop a logarithm units' teaching learning materials using genetic modeling which is designed for students to construct by themselves and figure out mathematical knowledge conceptually, and we analyze the process of students' comprehension of logarithm concepts through genetic modeling activities. For this purpose, we divide logarithm units into three subunits and develop teaching learning materials which include genetic original contexts and are framed by the four pedagogic phases of genetic modeling, application, extraction, comprehension, and construction so that students themselves are capable of construct the concepts of logarithm units. The developed teaching learning materials are applied into lessons for two intermediate-basic students and two intermediate-advanced students. Through this, we examine students' conceptual construction process about logarithms units with the four pedagogical stages of genetic modeling applied, and analyze the depth of their comprehension about the logarithm units based on the general phases of mathematics-learning introduced by van Hiele, and then we suggest several pedagogical implications.

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Development of Sound Design Strategies for Promoting Self-regulated Learning Behaviors in Mobile Learning Environments

  • KIM, Taehyun
    • Educational Technology International
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    • v.13 no.1
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    • pp.101-144
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    • 2012
  • Students mostly precede their learning without any direct support of instructor in e-learning and mobile educational environment. Many useful strategies and tools to facilitate self-regulated learning behaviors in e-learning environment have been introduced, yet, the limit has been reached by only suggesting self-regulated strategies with visual information in the most researches. Accordingly, this research is intent to propose the sound design strategies that facilitate learner's self-regulated learning behaviors in mobile learning environment. To achieve the objective of the research, two research questions are presented. First, what are the sound design strategies that facilitate the self -regulated learning behaviors in mobile learning environment?. Second, what are the results of evaluating the developed sound design strategies in terms of facilitating self-regulated learning behaviors?. To solve these research questions, the literature reviews on characteristics of mobile learning, concepts and features of self-regulated learning and sound were done to establish the sound design strategies. Through formative research method targeting instructional designers, sound design strategies were modified and supplemented. The research to validate these was performed and to verify the effect of the derived sound design strategies, the usability test aimed at instructional designer and learners was conducted. The final sound design strategies through this research process were six general design strategies and the sixteen detailed strategies. This research is meaningful because this offers the basic research on sound information design which has been lacking and help upgrade the upper limit of instructional design which mainly focused on visual information in mobile learning environment that shows information in a small screen.

The Effects of Smart Media Based STEAM Program of 'Chicken Life Cycle' on Academic Achievement, Scientific Process Skills and Affective Domain of Elementary School Students (스마트미디어 기반의 '닭의 한살이' 융합인재교육(STEAM) 수업이 초등학생의 학업성취도, 과학 탐구 능력 및 정의적 영역에 미치는 영향)

  • Choi, Youngmi;Yang, Ji Hye;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.35 no.2
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    • pp.166-180
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    • 2016
  • This paper examines the effects on academic achievement, scientific process skills and affective domain for elementary students learning the 'Chicken life cycle' through traditional science class versus a smart media based STEAM approach. Students designed and built a hatching jar and created a smart media content for chickens using time-lapse technology. This STEAM program was developed to improve their scientific concepts of animals over nine periods of classes using integrated education methods. The experimental study took place in the third grade of public schools in a province, with the STEAM approach applied in 2 classes (44 students) and the traditional discipline approach implemented in 2 classes (46 students). The STEAM education significantly influenced the improvement of academic achievements, basic scientific process skills and affective domain. The results suggest that this STEAM approach for teaching scientific concepts of animal life cycles has the performance in terms of knowledge, skills and affect gain achievements in elementary school students' learning when compared to a traditional approach. Moreover, the smart media based STEAM program is helpful to lead students to engage in integrated problem-solving designs and learning science and technology.

A Web-based Virtual Laboratory System for Electronic and Digital Circuit Experiments Uing Multimedia

  • Kim, Dong-Sik;Lee, Sun-Heum;Choi, Kwan-Sun;Seo, Sam-Jun;Yoo, Ji-Yoon
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1178-1182
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    • 2004
  • This paper presents web-based virtual laboratory system for electronic and digital circuit experiments. Through our virtual laboratory, the learners will be capable of learning the concepts and theories related to circuit experiments and how to operate virtual experimental equipments such as multimeters, function generators, digital oscilloscopes, DC power suppliers and bread board etc. The proposed virtual laboratory system is composed of important components: Principle Classroom to explain the concepts and theories of electronic and digital circuit operations, Simulation Classroom to provide a web-based simulator to the learners, Virtual Experiment Classroom to provide interactive multimedia contents about the syllabus of off-line laboratory class, Assessment Classroom, and Management System. With the aid of the management System every classroom is organically tied together collaboration to achieve maximum learning efficiency. We have obtained several affirmative effects such as high learning standard, reducing the total experimental hours and the damage rate for experimental equipments.

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Probabilistic Neural Network Based Learning from Fuzzy Voice Commands for Controlling a Robot

  • Jayawardena, Chandimal;Watanabe, Keigo;Izumi, Kiyotaka
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.2011-2016
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    • 2004
  • Study of human-robot communication is one of the most important research areas. Among various communication media, any useful law we find in voice communication in human-human interactions, is significant in human-robot interactions too. Control strategy of most of such systems available at present is on/off control. These robots activate a function if particular word or phrase associated with that function can be recognized in the user utterance. Recently, there have been some researches on controlling robots using information rich fuzzy commands such as "go little slowly". However, in those works, although the voice command interpretation has been considered, learning from such commands has not been treated. In this paper, learning from such information rich voice commands for controlling a robot is studied. New concepts of the coach-player model and the sub-coach are proposed and such concepts are also demonstrated for a PA-10 redundant manipulator.

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App Inventor 2 As a Tool for Enhancement of Computational Thinking (Computational Thinking 향상 도구로서의 App Inventor 2)

  • Lim, Byeongchoon
    • Journal of The Korean Association of Information Education
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    • v.20 no.5
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    • pp.519-526
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    • 2016
  • MIT App Inventor 2, much like the other block-based programming languages such as Scratch and Alice, is a useful tool that can be utilized to improve the computational thinking skills for students. The coding and the execution of program are done mainly on the computer in Scratch programming, but in App Inventor 2 programming, the students can execute the program and get immediate feedback on the smart-phone in the middle of the programming. Therefore, we can expect better enhanced learning effect. In this study, it has been claimed that the learning of App Inventor2 can strengthen the computational thinking skills of our students by extracting four core concepts of the computational thinking and then showing how these concepts are applied through the learning of App Inventor 2.

A Suggesting of the Earth Science Lesson Model Based on the Creativity·Character Education (창의·인성교육 기반 지구과학 수업모형 제안)

  • Moon, Byoung-chan
    • Journal of the Korean Society of Earth Science Education
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    • v.8 no.3
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    • pp.297-308
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    • 2015
  • The purpose of this study was to suggest the earth science lesson model based on the creativity character education. To conduct this study, the curriculum revision in 2009 was analyzed by the causal mapping method. One after another, the creativity character education and earth system education were analyzed by the same method. Through as mentioned above, the key words which have relating concepts each other were picked out. Lastly, the key words were connected and compounded for the earth science lesson model based on the creativity character education. The model indicates that the earth science lesson based on the creativity character education requires the reconstructs of the processing and contents of the lesson. In other words, the teaching/learning must be progressed as corresponding between scientific facts and mental recognition, scientific concepts and compounding thinking skill, scientific laws and reconstructing thinking skill. In contents were reconstructed as relating to knowledge, creativity, characters and guidance counseling. The results of this study suggested the earth science lesson model based on the creativity character education needs developing and applying teaching/learning materials and managing discussing and cooperative learning.

A Web-based Distance Learning System for Robotics (웹기반 로봇 원격 교육시스템)

  • Hong Soon-Hyuk;Jeon Jae Wook
    • The KIPS Transactions:PartA
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    • v.11A no.7 s.91
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    • pp.583-589
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    • 2004
  • In robotics classes, various types of materials about robotics are still needed for helping students to understand concepts easily, and it is difficult for all students to perform actual experiments because of the lack of the real robots. In order to solve these problems, this paper develops a web-based distance learning system for robotics, which consists of multimedia content sand a 3-dimensional robot simulator. Students can easily get multimedia contents and understand concepts about robots. Also, they can use a 3-dimensional robot simulator to Perform virtual robot experiments and connection experiments with real robots.