• Title/Summary/Keyword: Learning Elements

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A Study of the Speaking-Centered Chinese Pronunciation Teaching Method for Basic Chinese Learners. (초급 중국어 학습자를 위한 발음교육 개선방안 - 말하기 중심 발음 교수법 -)

  • Lim, Seung Kyu
    • Cross-Cultural Studies
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    • v.35
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    • pp.339-368
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    • 2014
  • In Teaching Chinese as a Foreign Language, phoneme-based pronunciation teaching such as tone, consonants, vowels is the most common teaching methods. Based on main character of Chinese grammar: 'lack of morphological change' in a narrow sense, was proposed by Lv Shuxiang and Zhu Dexi, I designed 'Communicative oriented Chinese pronunciation teaching method'. This teaching method is composed of seven elements: one kind is the 'structural elements': phoneme, word, phrase, sentence; another kind is the 'functional elements': listening, speaking and translation. This pronunciation teaching method has four kinds of practice methods: 1) phoneme learning method; 2) word based pronunciation practice; 3) phrase based pronunciation practice; 4) sentence based pronunciation practice. When the teachers use these practice methods, they can use the dialogue and Korean-Chinese translation. In particular, when the teachers use 'phoneme learning method', they must use Korean and Chinese phonetic comparison results. When the teachers try to correct learner's errors, they must first consider the speech communication.

Learning Process Support Experience of Cerebral Palsy Children's mothers (뇌성마비 아동 어머니의 학업과정 지지 경험)

  • Baek, Kyoung-Seon
    • Journal of East-West Nursing Research
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    • v.7 no.1
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    • pp.48-60
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    • 2002
  • This study was conducted to understand and analyze experience of learning process support toward mothers of children who suffer from Cerebral Palsy, to generalize and structurize the meaning of practical learning process support, and to use the study results as basic materials for development of support model. Study subjects were 12 mothers who have Cerebral Palsy children attending an ordinary school and a school for handicapped children. Data were collected from November 10, 1999 to December 29, 2000 and from January 20 to March, 2001, for 2 months. Data were collected from un-structural and open questions. And the collected data were analyzed with the phenomenological analysis method proposed by van Kaam(1969). Study results obtained from this report were as follows; As for original materials about learning process support experience of cerebral palsy children's mothers, 48 technical expressions were derived from 97 pieces of original materials, they were categorized into 10 common elements. Those common elements were , , , , , , , , , . Based on the above results, it is suggested that the concept of learning process support toward children suffering from Cerebral Palsy should be structureized, and proper models should be developed.

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A Study on the Development of Environment Design STEAM Program in Coping with Climate Change for Elementary School Students (초등학생을 위한 기후변화대응 환경디자인 STEAM 교육프로그램 개발 연구)

  • Lee, Yun-Hee;Lee, Myung-A;Han, Hae-Ryon;Ban, Ja-Yuen
    • Korean Institute of Interior Design Journal
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    • v.25 no.6
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    • pp.15-22
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    • 2016
  • Recent changes in the Korean education policies are promoting the advances in science and technology and cultivating people of convergence talent. STEAM (science, technology, engineering, art and math) educational program is Korean styled convergence program for creative competent human resources. Therefore, Therefore the aim of this study is developing convergence hand-on educational program coping with climate change for elementary school students. For development of the program, we investigated the curriculum of the elementary school about the climate change, and allocated in the creative learning standard frame. Also, we selected themes related the climate change in the curriculum and learning activity. For more effective program to build the convergence competency, we analyzed the program based on creative problem based learning process and 4 core competency(creativity, communication, convergence, caring) elements. In conclusion, the STEAM program needs to develop by school curriculum and leaner's ability. For elementary school students, the STEAM program consists with creative problem based learning process. And the convergence educational program would analyze by the creative PBL process and convergence competency elements. So, this developing program has brought the promotion of the creative convergence competent talented person for the future global environment.

A Research on Gamification Methodology for Korean Language Education (한국어 교육을 위한 게임화 방법론 연구)

  • Kwon, Chong-San;Woo, Tack
    • Journal of Korea Game Society
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    • v.13 no.1
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    • pp.61-74
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    • 2013
  • In this paper we proposed a gamification methodology for Korean language education. We suggested gamification elements that increased the fun factor and induced immersion by analyzing the successful gamification cases which can be classified into three types; management, Implementation, and self-expression. Then, we analyzed Korean learning theory and methods to extract four key aspects, listening, speaking, vocabulary and culture from eight Korean learning function. Finally, by using Korean Wave contents, we proposed a Korean learning gamification methodology based on the gamification elements and the extracted four key aspects.

A Study on Analysis and Design of Metadata Model for Intelligent e-Learning System (지능형 학습 시스템을 위한 메타데이터 모형 분석 및 설계 연구)

  • Jang, Jin-Cheul;Hong, Seong-Yong;Yi, Mun-Yang
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.211-217
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    • 2011
  • Recent IT (information technology) environmental changes, such as emerging social network services or increasing user participation in multimedia environment, have made it necessary for e-learning systems to undergo changes in various ways. Metadata is an agreement for interoperability between different systems. The standardization of metadata for e-learning system has been driven by some domestic and international organizations, but applying diverse environmental changes into the design of e-learning metadata is in dire need. In this paper, we present a methodology for the analysis and design of modeling e-learning metadata and elicit the design requirements, on the basis of the metadata standard KEM 3.0, about the elements that are expected to be needed in future e-learning systems. Based on the requirements from the analysis, we present the three-layer model for classifying the requirements by the importance of metadata elements per Kana Model. An intelligent e-learning system is to be developed based on the proposed modeling design, which we hope to influence the development of an international standard in the future.

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A Usability Evaluation Study for Improving the Quality of e-Learning Contents User Interface in a Cyber University (사이버대학에서 이러닝콘텐츠 사용자 인터페이스의 질 개선을 위한 사용성 평가연구)

  • Sim, Hwa-Young;Song, Hae-Deok
    • The Journal of Korean Association of Computer Education
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    • v.17 no.1
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    • pp.13-23
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    • 2014
  • In the process of development the e-learning course at Cyber University, one important factor to be considered for the effective e-learning contents is the User Interface(UI) of the e-Learning content platform. The User Interface is important because the well-designed UI can help students to perform effectively and easily learning activities. Despite the importance of the usability, few attempts have been carried out to design the e-learning contents UI from the usability perspectives. Thus, the purpose of this study is to explore the usability design elements for the e-learning contents UI. For this purpose, a usability evaluation study on the e-learning contents UI of a cyber university at Seoul was conducted. Implications for the improvement of the current e-Learning contents UI was presented.

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Applying SCORM to Game Based Learning Contents (SCORM 적용 게임기반학습 콘텐츠 개발)

  • Choi, Yong-Suk
    • Journal of Digital Contents Society
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    • v.10 no.4
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    • pp.659-667
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    • 2009
  • ADL SCORM(Sharable Content Object Reference Model) has been widely accepted as a global reference model for standardizing e-learning technology, and SCORM 2004 4th Edition, a stable version of SCORM, gives content developers the efficient way to build interoperable and reusable e-learning contents. Recently, a number of research efforts have been taken to build on-line SCORM contents based on some traditional training or learning styles. However, they have lacked for supporting more sophisticated learning style such as game based learning, and especially they do not consider employing the specific components of SCORM model for developing game based learning contents in practice. In this work, we elicit some SCORM data elements that is useful for representing game run-time data, and apply those elements to SCORM sequencing of game based learning SCOs(Sharable Content Objects). We thus present the whole procedure of developing SCORM game based learning contents with a sample contents.

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The Effects of Elements of Learning Information's Record on the Correctness of Decision When Applied to the E-Learning based on CAT with SPRT Model (e-러닝 기반의 SPRT형 CAT모델에서 학습정보이력 요소의 적용이 판정의 정확성에 미치는 영향)

  • Kim, Kyung-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.10 no.5
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    • pp.71-79
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    • 2007
  • The purpose of this research is to show that elements of learning information's record(learning time and the score of practice test) have a significant effect on the correctness of decision when they are applied to e-Learning based on CAT with SPRT model. Especially, the score of practice test can be used in the real e-learning environment as its effect showed approximately 90% improvement. Therefore, if we apply learning information's record to SPRT in evaluation, we can evaluate the learner's ability more precisely and quickly, contributing to the enhancement of the individualization of learners. If an algorithm with variables from learning information's record can be developed, a better e-Learning evaluation program will be made in the future.

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A G-Learning Model of Interworking with Gameplay and Learning Play by Motivation Mechanisms (동기유발 기제를 한 게임플레이와 학습플레이 연동형 G러닝 모델)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.3-11
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    • 2011
  • The learning by computer games, is in the spotlight as an effective education method for the game generation. The current design methods for educational games is to design all needed game elements and learning elements which should be included in. So to design an educational game for motivation and learning effects, is generally difficult. In this paper, we propose the G-learning model IGLM which is interworked with gameplay and learning play by motivation mechanism, in order to solve the difficult problem. The comparative analysis of the proposed model IGLM on the design difficulty with the current design methods for educational games or G-learning, shows the proposed method can be a solution of the design difficult problem and is the best on the difficulty of, the freedom of, and the scope of designing the component parts of educational games or G-learning.

A Study on Learning Modules for Course Embedded Assessment of Soft Skills Program Outcomes (소프트스킬 프로그램 학습성과의 교과기반 평가(CEA)를 위한 학습모듈(안)에 관한 연구)

  • Kang, Sang Hee
    • Journal of Engineering Education Research
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    • v.23 no.6
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    • pp.40-50
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    • 2020
  • This paper proposes learning modules as a kind of integrated instruction model for soft skills program outcomes to enable CEA. Learning modules consist of course learning objectives(outcomes) described in detail, learning content(elements), learning activities(teaching learning methods), evaluation methods, evaluation rubrics so that they can be evaluated based on the performance criteria of the program learning outcomes. The unit of time for the learning module is 50 minutes. If this learning module is applied, it is expected that the soft skill program outcomes can be evaluated in the technical course. As a result of the expert feasibility study, the positive answers were much higher than the negative answers in most of the questions about the composition of the learning module or the method of managing the class.