• Title/Summary/Keyword: Learning Elements

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Directions of Science Education for the Gifted and Scientific Creativity (과학적 창의성과 과학영재교육의 방향)

  • 서혜애
    • Journal of Gifted/Talented Education
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    • v.14 no.1
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    • pp.65-89
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    • 2004
  • The article attempts to suggest s a direction of science education in terms of development of creative human resources based on discussion about scientific literacy and scientific creativity. Students are supposed to develop scientific attitude, inquiry skills, problem solving ability through science learning, and be prepared for the 21st century of rapidly developing age. The paper introduces definitions of scientific literacy and scientific creativity and discuss their meanings within science education in general as well as for the gifted. To enhance students' scientific creativity, science education should strengthen content of science related to technology, integrated science content, personal and social views, social inquiry for problem solving. In particular, science education for the gifted should emphasize students' holistic views in interpreting data, ability to connect artistic aspects to science process, intuitions to explain scientific phenomena and pursue of personal satisfaction. It may be said that science education and science education for the gifted is realized when students have opportunities to experience such elements in their science learning.

A Study on the Application and the Effect of Business Culture Class Using Keller's ARCS Motivational Model (Keller의 ARCS 동기모델을 적용한 비즈니스문화 수업과정 설계 및 효과에 대한 연구)

  • Kim, Bu-Ja
    • Journal of Digital Convergence
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    • v.16 no.2
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    • pp.73-82
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    • 2018
  • The purpose of this study was to apply Keller's ARCS motivational model to the business culture lessons and to examine the effects on cultural knowledge, interest, awareness and attitude of university students. To accomplish this purpose, the teaching-learning method applying ARCS model for business culture was designed, aiming to improve all elements of learning motivation such as attention, relevance, confidence and satisfaction. The experiment was conducted with two groups as follows; one experimental group that received instruction using ARCS model and the other comparison group that received traditional lecture instruction. Both the instruction using the ARCS model and the traditional lecture instruction was effective in increasing knowledge of culture. The instruction using the ARCS model was verified to improve interest in culture, understanding of others from other cultures, motivation to create culture, perception of importance of culture, and perception of necessity of culture education. But the traditional lecture instruction did not show statistically meaningful effects on cultural interest, awareness and attitude.

Development of Open Clinical Training Program to Improve Radiology-Major Students' Clinical Competency (방사선(학)과 재학생의 임상적응 향상을 위한 개방형 임상실습 프로그램의 제안)

  • Kim, Seon-Chil
    • Journal of radiological science and technology
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    • v.33 no.3
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    • pp.193-201
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    • 2010
  • This study aimed to develop an open clinical training program to improve radiology graduates' clinical competency in the hospital setting to raise quality of patient-centered medical service. Development of the training program is similar to that of an instructional system design model. The program was developed according to the ADDIE model. Elements of each phase were collected. Draft of the program was constructed from literature review and clinical demands. Preliminary training program was implemented to sample students with the draft. After consultation with related professionals, the program was modified and completed. Professional groups assessed content validity of the program. Five continuous phases of the program - analysis, design, development, implementation, and evaluation - accommodate changes in clinical environment and demands. They also provide adequate learning needs. Effectiveness of the program and appropriateness of contents in each phase achieved a satisfactory level of significance. This program reflected demands from medical fields and effective learning programs. The purpose of the open clinical training program is to train radiological technologists in clinical setting to actively engage in patient-centered medical service and to help utilize their professional knowledge.

A Novel Branch Method for Designing Educational Contents (교육용 컨텐츠 설계를 위한 새로운 분기방법)

  • 오용선
    • The Journal of the Korea Contents Association
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    • v.2 no.4
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    • pp.1-8
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    • 2002
  • In this paper, we propose a novel branch method which improve learning effects of the digital contents using a user-friendly access method by taking any conceptual object as the unit of interface. The conceptual objects may exist as a part of one or more contents pages, and we can access them to repeat, replay or return to the original branch point, that elevates the interactions of the digital contents. This method is useful for all kinds of digital contents, but it is especially effective to make educational contents in the field of science, engineering, and language courses because they contain various conceptual elements such as blocks of modeling, mathematical equations, and memorizing units. In addition, if we realize the blanch method proposed in this paper with the conventional page-branch or title-branch methods in the same contents, user interaction will be maximized and learning effects of the contents maybe beautifully improved.

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Development of Mobile-application based Cognitive Training Program for Cancer Survivors with Cognitive Complaints (암 환자를 위한 앱 기반의 인지건강훈련 프로그램의 개발)

  • Oh, Pok Ja;Youn, Jung-Hae;Kim, Ji Hyun
    • Korean Journal of Adult Nursing
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    • v.29 no.3
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    • pp.266-277
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    • 2017
  • Purpose: The purpose of this study was to design a mobile-application of a cognitive training program for people who have chemo-related cognitive complaints. Methods: The program was developed based on the network-based instructional system design proposed by Jung. The program consisted of several tasks centered on four cognitive domains: learning, memory, working memory, and attention. For memory learning, a target-image and all its elements (color, position, and number) were presented on the screen that had to be recognized among a number of distractor-figures. In working memory training, the previous learned target-figure according to the level of difficulty had to be remembered among many different figures. In attention training named "Find the same figure," two identical symbols in a grid-pattern filled with different images were presented on the screen, and these had to be simultaneously touched. In attention training named "Find the different figure," a different symbol in a grid pattern filled with same figures had to be selected. This program was developed to train for a minimum of 20 min/day, four days/week for six weeks. Results: This cognitive training revealed statistically significant improvement in subjective cognitive impairments (t=3.88, p=.006) at six weeks in eight cancer survivors. Conclusion: This cognitive training program is expected to offer individualized training opportunities for improving cognitive function and further research is needed to test the effect in various settings.

Design and Implementation of a Motivation Model Using Edutainment Strategy on Mobile Learning Environments (에듀테인먼트 전략을 활용한 모바일 학습 환경에서의 동기 모형의 설계 및 구현)

  • Kim, Chang-Gyu;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.99-107
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    • 2008
  • Over online education based on wired Internet technologies, due to recent development of various mobile technologies, education based on mobile environment becomes popular. In the meanwhile, the young students are more interested in game-based education that provides more interaction and instant feedback than one-way cramming education. The purpose of this thesis is to develop a new motivation model for mobile environment and apply the model to the elementary school students. The proposed model, based on Keller's motivation model, is designed to increase study effects through motivating students with various game strategies. The proposed motivation model has the following characteristics. First of all, the best game genre can be provided for each study theme in early planning stage. Second, the model can allow students to have more interests in their study activity by providing various edutainment elements. Third, a stage of producing game synopsis and concrete scenario is included in motivation model. The stage enables more complete combination of game and mobile motivation strategies. Finally, the proposed model allows contents developed to be appled in teaching plan without any refinement. That is, the model allows a teaching plan to be extracted from study contents instantly.

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MIMO Fuzzy Reasoning Method using Learning Ability (학습기능을 사용한 MIMO 퍼지추론 방식)

  • Park, Jin-Hyun;Lee, Tae-Hwan;Choi, Young-Kiu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.175-178
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    • 2008
  • Z. Cao had proposed NFRM(new fuzzy reasoning method) which infers in detail using relation matrix. In spite of the small inference rules, it shows good performance than mamdani's fuzzy inference method. But the most of fuzzy systems are difficult to make fuzzy inference rules in the case of MIMO system. The past days, We had proposed the MIMO fuzzy inference which had extended a Z. Cao's fuzzy inference to handle MIMO system. But many times and effort needed to determine the relation matrix elements of MIMO fuzzy inference by heuristic and trial and error method in order to improve inference performances. In this paper, we propose a MIMO fuzzy inference method with the learning ability witch is used a gradient descent method in order to improve the performances. Through the computer simulation studies for the inverse kinematics problem of 2-axis robot, we show that proposed inference method using a gradient descent method has good performances.

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The Effects of Project-Based Organizational Resources on the Business Performance (프로젝트 조직자원이 경영성과에 미치는 영향)

  • Jin, Sangjoon;Oh, Minjeong;Park, Sohyun
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.41 no.3
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    • pp.30-40
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    • 2018
  • The purpose of this study is to examine the effect of project-based organizational resources on the business performance in the resource-based view (RBV) and dynamic capability one and analyze their relationship through an integrated model. The RBV argues that firms get competitive advantages when they have VRIN characterized resources but dynamic capability view argues that RBV has its limitation under volatility so it enables them to obtain competitive advantages in ever changing environments. This study analyzes data collected from 270 survey questionnaires on the project management related staff at the project-based organization among major companies in Korea. The result demonstrates that two project organizational resources on strategic and executional management with VRIN characteristics are found to bring positive effects on the organizational dynamic capabilities and also the dynamic capabilities such as integration & reconfiguration, organizational learning are verified to bring meaningful positive effects on the business performance. On the other hand, unlike previous studies, ambidexterity has quite a weak effect on the business performance. Therefore, we expect that the resources of the project-based organization with VRIN lead to strengthen the firm's business performance through organizational dynamic capabilities and produce high performance through the integrated model of RBV and dynamic capability one. The study has academic meanings that widely confirm the effects and characteristics of main elements of VRIN project organizational resources on the business performance of competitive advantage through the dynamic capabilities of the organization by the regression on the precedent studies regarding the project management resources and their relationship with the VRIO characteristics. The practical implication is that it is preferentially necessary for the organization to obtain VRIN resources and organizational dynamic capabilities, especially organizational learning to have sustainable competitive advantages.

A Study on Development of Teaching Materials for App Inventor Programming Using the Waterfall Model (워터폴 모델을 적용한 앱 인벤터 프로그래밍 교재개발 연구)

  • Seol, Moon-Gu;Son, Chang-Ik
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.409-419
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    • 2013
  • The aims of this paper were to review the usable possibility of the educational App Inventor Program in the field of programming education and to develop programming teaching materials that can overcome limitations of the established programming instruction. The study showed that the learners' motivations were strengthened through smart device programs. Containing the elements of STEAM, the teaching materials were developed for the logical and systematic learning that deals with elementary students' real-life situations, and that helps children follow the procedures of software development. By introducing the Waterfall Model to the process of programming, students are able to follow the software developers' thinking process. In addition, beyond the simplistic programming language and simply acquiring related knowledge, the App Inventor programming was designed to enhance students' higher-order thinking skills such as creativity, problem solving ability, collaborative thinking, and so forth.

Development of Game Programming Education Model 4E for Pre-Service Teachers (예비교사를 위한 게임 프로그래밍 교육모델 4E 개발)

  • Sung, Younghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.561-571
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    • 2019
  • Programming education generally includes problem analysis process, automation through algorithms and programming, and generalization process. It is a good software education method for students in improving computing thinking. However, it was found that beginners had difficulties in understanding instruction usage, writing algorithms, and implementing programming. In this study, we developed a game programming education model and curriculum for programming education of pre-service teachers. The 4E model consisted of empathy, exploration, engagement and evaluation. In addition, it is configured to learn game core elements and core command blocks by each stage. To help the pre-service teachers understand the use of various programming blocks, a three-step teaching and learning method was presented, consisting of example learning, self-game creation, and team-based projects. As a result of applying and verifying the curriculum for 15 weeks, it showed significant results in the 4E model and pre-service teachers' perception of block programming competence and the level of computational thinking on the submitted game project results was also high.