• Title/Summary/Keyword: Learning Elements

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Design and Implementation of a Learning Organization for Autonomous Biosafety Management of Infectious Disease Laboratories by Knowledge Translation (지식확산에 의한 감염병 실험실의 자율적 생물안전관리 학습조직 설계 및 실행)

  • Shin, Haeng-Seop;Yu, Minsu
    • Journal of Environmental Health Sciences
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    • v.41 no.2
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    • pp.102-115
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    • 2015
  • Objectives: A learning organization was designed and implemented on the basis of the selection criteria and essential elements of knowledge translation theory. Methods: The learning organization was designed on the basis of biosafety harmonization criteria and risk management strategy and was implemented as the learning organization for biosafety management by the National Institute of Health, Korea Centers for Disease Control & Prevention. The effect of knowledge translation in the research institutions by evidence-based policy was verified. Results: The result of applying the knowledge translation theory involving all stakeholders showed a positive reaction in establishing and implementing biosafety management strategy and embodied risk assessment criteria and evoked sympathy with the necessity of learning and using of expert knowledge about risk assessment and risk management. All stakeholders initiated voluntarily action toward new human-network construction and communication between similar organizations. The learning organization's capability expanded the base of knowledge translation. Conclusion: These results showed that a learning organization could enhance the autonomous safety management system by diffusion of knowledge translation.

Analysis of 2009 Revised Chemistry I Textbooks Based on STEAM Aspect (STEAM 관점에서 2009 개정 화학 I 교과서 분석)

  • Bok, Juri;Jang, Nak Han
    • Journal of Science Education
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    • v.36 no.2
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    • pp.381-393
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    • 2012
  • This study was analyzed that what kind of elements for STEAM, except scientific commonsense, are contained in 2009 revised chemistry textbooks I for high school students. So first, elements of STEAM in textbooks were examined by following three sections; by publishing company, each unit and area of textbook. For reference, new sub-elements of STEAM were set because existing elements of STEAM is incongruent with current textbooks. As a result, most chemistry textbooks included elements of STEAM properly for inter-related learning with the other fields. Every textbook had its unique learning methods for utilizing elements of STEAM and they were unified as one way. Depending on textbooks, learning methods were little bit different from the others. Also, detailed elements of STEAM contained in textbooks were classified just 14 types. And they were even focused on a few elements according to sort of textbook. Thus, it seemed that there was a certain limitation of current education of STEAM in chemistry Field. By the unit, according to the curriculum, contained elements of STEAM were different. Almost all elements of STEAM were located in I section. Consequently, it is difficult to include elements of STEAM if mathematics or history were not existed in curriculum. Lastly, by the area, most of all elements of STEAM were included in reference section. Almost all elements of STEAM were focused on art and culture. Thus, STEAM was used for utilization about chemical knowledge in substance. Otherwise, convergence training for approach method was not enough in chemical knowledge.

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A Critical Analysis of Learning Technologies and Informal Learning in Online Social Networks Using Learning Analytics

  • Audu Kafwa Dodo;Ezekiel Uzor OKike
    • International Journal of Computer Science & Network Security
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    • v.24 no.1
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    • pp.71-84
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    • 2024
  • This paper presents a critical analysis of the current application of big data in higher education and how Learning Analytics (LA), and Educational Data Mining (EDM) are helping to shape learning in higher education institutions that have applied the concepts successfully. An extensive literature review of Learning Analytics, Educational Data Mining, Learning Management Systems, Informal Learning and Online Social Networks are presented to understand their usage and trends in higher education pedagogy taking advantage of 21st century educational technologies and platforms. The roles of and benefits of these technologies in teaching and learning are critically examined. Imperatively, this study provides vital information for education stakeholders on the significance of establishing a teaching and learning agenda that takes advantage of today's educational relevant technologies to promote teaching and learning while also acknowledging the difficulties of 21st-century learning. Aside from the roles and benefits of these technologies, the review highlights major challenges and research needs apparent in the use and application of these technologies. It appears that there is lack of research understanding in the challenges and utilization of data effectively for learning analytics, despite the massive educational data generated by high institutions. Also due to the growing importance of LA, there appears to be a serious lack of academic research that explore the application and impact of LA in high institution, especially in the context of informal online social network learning. In addition, high institution managers seem not to understand the emerging trends of LA which could be useful in the running of higher education. Though LA is viewed as a complex and expensive technology that will culturally change the future of high institution, the question that comes to mind is whether the use of LA in relation to informal learning in online social network is really what is expected? A study to analyze and evaluate the elements that influence high usage of OSN is also needed in the African context. It is high time African Universities paid attention to the application and use of these technologies to create a simplified learning approach occasioned by the use of these technologies.

Gamification in Educational Institutions: Concepts and Difficulties

  • Bakhit Al-Salami, Sami Ben Shamlan
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.208-216
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    • 2022
  • This paper provides an account of gamification in education. Apart from its emergence, it clarifies how gamification differs from gaming and game-based learning. It also discusses the elements of gamification, its advantages and its principles. It also sketches the theoretical underpinning of the concept, the models, its various applications, and the obstacles to using it in the educational process.

The Development and Application of Tutoring Strategy for On-line Programming Learning Based on Affective Learning Style of the Informatics Gifted (정보영재의 정의적 학습양식에 기반한 온라인 프로그래밍 학습 튜터링 전략의 개발 및 적용)

  • Kim, Jiseon;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.19 no.6
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    • pp.33-44
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    • 2016
  • In this study, learning preferences of the informatics gifted participating in on-line programming practice has been investigated and the tutoring strategy based on learning styles was developed and verified its effectiveness. On-line programming learning is the environment in which learning is done through interaction with a tutor. For determination of the students' learning styles, Grasha-Reichmann's learning style was utilized. Key elements, learning activity and feedback, of tutoring strategy were derived based on learning style and developed on-line programming learning tutoring strategy. To verify the effectiveness, six-class period of learning C-language of 173 middle and high school students based on learning styles was applied for 12 weeks. As a result, the experiment group applied with a tutoring strategy based on the learning style showed significant improvements in terms of satisfaction and achievement than the control group.

Analysing Differences of Learning Motivation According to Learning Styles in Project-Based Programming Learning (PBL 기반 프로그래밍 수업에서 학습양식에 따른 학습동기 차이분석을 통한 시사점 도출)

  • Kim, Byoung-Wook;Kim, Han-Sung;Lee, Won-Gyu
    • The Journal of Korean Association of Computer Education
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    • v.13 no.5
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    • pp.15-27
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    • 2010
  • Project-based learning is an effective teaching method for improvement of academic achievement and problem-solving ability so that is often applied to programming education. However, a strategy of enhancing motivation is required by a course design considering a learning style of students for advantage of PBL to take effect. Yet, studies on considerations with learning style still lack, when designing project-based programming learning courses for improvement of learning motivation. This research aims to address issues for consideration in designing PBL programming course. Accordingly, we analyzed learning motivation's difference between learning style in PBL programming class. We designed PBL programming course focusing ARCS model, where students making simulation The Kolb Learning Style Inventory is used to determine learning preferences. To assess students' motivation, Keller's Course Interest Survey was used in a pre-post-test-design. The result indicates that pre-post students' motivation differed. Also, we found considerations through comparing difference of ARCS model's detailed elements between learning styles.

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The Interface Design and Development of Learning Management System and Contents for Self-Directed Learning based on Interaction and Usability (상호작용성과 사용편이성에 기초한 자기주도 학습운영시스템과 학습컨텐츠의 인터페이스 설계 및 구현)

  • Baek, Soo-Hee
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.149-160
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    • 2005
  • The Purpose of this study is to embody self-directed learning management system and contents which are considered of learner's interactivity and usability in e-learning environment; It is based on self directed teaching and learning strategies. It divides type of interaction centering on the learners into four categories: (1) learner and instructor (2) learner and learner (3) learner and contents (4) learner and learning management system. The specific elements of learning management system is set up and embodied to present the interaction strategies according to the above-mentioned patterns, to improve the self-directed learning ability and to facilitate an online communication. The learning contents based on the self directed learning strategies, design the interface in due consideration of the learners' usability based on six strategies such as simple navigation, consistency, intuitive interface, linkage, user supports and immediate feedback. This research makes up for the weak points in the self-directed functions of learning management system and links up with learning contents, therefore it has a value to improve learner's interactivity and usability. It is expected that the research results can be helpful in quality improvement of e-learning environment.

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An Exploratory Study on the Design Principles of Adaptive Micro-learning Platform (적응형 마이크로러닝 플랫폼 개발원칙에 대한 탐색연구)

  • Jeong, Eun Young;Kang, Inae;Choi, Jung-A
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.517-535
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    • 2021
  • The development of digital technology has not only brought many changes to our lives, but also many changes to the online education environment. The emergence of micro-learning is to meet the needs of individual learners who hopes to receive personalized learning content immediately when they need it. Therefore, Micro-learning can be said to be 'adaptive' education. This research attempts to explore the development principles of adaptive micro-learning through literature research and case analysis. The results of the research draw four aspects of the development principles, including adaptive learning environment, adaptive learning content, adaptive learning sequence and adaptive learning evaluation, as well as detailed elements of each aspect. Micro-learning is a new form of e-learning that reflects the needs of the current society. As exploratory research, this research attempts to point out the direction for future follow-up research.

A Pedagogical Model Reflecting on Competency Analysis of of the Female Engineering Students in the Fourth Industrial Revolution (제 4차 산업혁명시대의 공과대 여학생 역량분석을 반영한 교수법 모델)

  • Baik, Ran
    • Journal of Engineering Education Research
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    • v.20 no.2
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    • pp.57-62
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    • 2017
  • The purpose of this study is to develop an educational model based on the capacity analysis of college students. In order to measure the learning ability of female science and engineering students, we used various tools to derive core competencies. The competency element of human resources implementation, the element of learning achievement area in the undergraduate education actual condition survey, and the analysis of the learning achievement elements of the engineering certification program were analyzed and the development of teaching method was searched to find ways to increase the competence of female students. In addition, we developed a model that can apply the development of pedagogy in the curriculum to the liberal arts, majors, and comparative courses, and presented the internship in field experience area, the improvement of on the spot learning, and teaching method and guidance to enhance the female students' competence. Also, as a case study of the proposed teaching method, new curriculum of 'Understanding of Big Data' which is the basis of the fourth industrial revolution technology in the second semester of 2016 was developed and applied to the education model. The results of this study are very positive, and we can expect the effectiveness of the new education model to enhance the learning ability and capacity of female students.

The Effects of Elementary Science Lessons Emphasizing Social Interactions on the Metacognition, Learning Motive and Academic Achievement (사회적 상호 작용을 강조한 초등 과학 수업이 메타인지, 과학 학습 동기, 학업 성취도에 미치는 영향)

  • Bae, Jin-Ho;Ok, Soo-Kyoung
    • Journal of Korean Elementary Science Education
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    • v.28 no.4
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    • pp.519-528
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    • 2009
  • The purpose of this study was to investigate the effect of social interaction on metacognition, learning motive and academic achievement in elementary science learning. The science lessons emphasizing social interactions that is applied to this study was comprised of 5 stages, 'introduction', 'inquiry activity', 'small group emergent activity', 'large group emergent activity', 'conclusion and assessment'. The results of this study were as follows: First, applying the learning model emphasizing social interaction to the experimental group led to a significant difference between the result of the pre- and post-test, regarding metacognition, especifically those of declarative knowledge. And meaningful difference was drawn from the results of all elements in the lower category of regulation of cognition between the experimental and comparison group. Second, a significant difference was found between the pre- and post-test regarding learning motive, especially those of attention, relation, and self-confidence. Third, after applying the learning model emphasizing social interaction to the science classes of the experimental group, students' academic achievement improved significantly in the post-test, compared to the results of pre-test.

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