• Title/Summary/Keyword: Meaningful Learning

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Environmental Learning Elements Appeared In Dialogues of Social Interactions among Small Groups of Middle School Students at the Natural History Museum: A Case Study of the Natural History Hall in Gwacheon National Science Museum (자연사박물관 관람 시 중학생 소집단의 사회적 상호작용 중 대화에 드러난 환경 학습 요소 : 국립과천과학관 내 자연사관을 사례로)

  • Jung, Won-Young;Kim, Chan-Jong
    • Hwankyungkyoyuk
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    • v.23 no.4
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    • pp.15-31
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    • 2010
  • This research aimed for revealing social interaction-based environmental learning elements at the natural history museum. First, we carried out a survey of the perceptual change about 'the environment' concept. It was for confirming whether environmental learning occurred in visiting. Second, we found environmental learning elements through analyzing dialogues among small group members during looking around the museum. Social interaction-based environmental learning elements were classified into five; knowledge, affection, value, skill, behaviour. Each environmental learning element included several sub-elements, so we revealed totally 9 environmental learning sub-elements. By results, we said characteristics and possibility of the natural history museum as an informal environmental educational institution. It is meaningful for extending areas of environmental education.

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Content Modeling Based on Social Network Community Activity

  • Kim, Kyung-Rog;Moon, Nammee
    • Journal of Information Processing Systems
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    • v.10 no.2
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    • pp.271-282
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    • 2014
  • The advancement of knowledge society has enabled the social network community (SNC) to be perceived as another space for learning where individuals produce, share, and apply content in self-directed ways. The content generated within social networks provides information of value for the participants in real time. Thus, this study proposes the social network community activity-based content model (SoACo Model), which takes SNC-based activities and embodies them within learning objects. The SoACo Model consists of content objects, aggregation levels, and information models. Content objects are composed of relationship-building elements, including real-time, changeable activities such as making friends, and participation-activity elements such as "Liking" specific content. Aggregation levels apply one of three granularity levels considering the reusability of elements: activity assets, real-time, changeable learning objects, and content. The SoACo Model is meaningful because it transforms SNC-based activities into learning objects for learning and teaching activities and applies to learning management systems since they organize activities -- such as tweets from Twitter -- depending on the teacher's intention.

Development of Problem-Based Learning in an English-Mediated College Science Course: Design-Based Research on Four Semesters Instruction

  • LAHAYE, Rob;LEE, Sang-eun
    • Educational Technology International
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    • v.19 no.2
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    • pp.229-254
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    • 2018
  • Universities in Korea have driven universities' new attempts to adopt more learner-centered and active learning in English. Problem-based Learning (PBL) is one of the well-known constructive teaching and learning methodologies in higher education. Our research goal was to design and develop the optimal PBL practices for a college physics course taught in English to promote learning and course satisfaction. For four semesters, we have tried and adjusted PBL components, and looked at the trend of the exam scores and group work achievement in each semester. We found that the number of problems and the duration of problem solving are the critical factors that influence the effect of PBL in a college physics course taught in English by going through iterative implementation. The iterative process of applying, designing, and constructing PBL to physics classes was meaningful not only in that we have found the optimal PBL model for learning a college physics course, but also in that we have been reflecting on the continuous interaction with learners during the course.

Case Study of Publishing and Using Open Courseware: Perspectives of Instructors, Students, and an Evaluation Group

  • YOU, Jiwon;PARK, Sung Hee
    • Educational Technology International
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    • v.11 no.2
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    • pp.149-172
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    • 2010
  • Knowledge can be more meaningful when it is shaped and personalized through interaction with others. Implementation of open learning environments such as open courseware or shared knowledge communities has gradually become more common. A case study which investigated instructors' experiences and perceptions of publishing and using open courseware in the classroom was conducted at a university in Korea. Responses from participating students and an evaluation group regarding how they perceived open learning environments were also examined. Based on the inductive analysis of the data, this study discusses advantages and challenges of publishing open courseware and collaborative learning environments. Also, practical guidelines for developing reusable learning materials are suggested.

A Study on Educational Implications of the Consciousness Theory of John Dewey (존 듀이 의식이론의 교육적 의미 탐구)

  • LEE, BYUNG-SEONG
    • Philosophy of Education
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    • no.39
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    • pp.191-221
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    • 2009
  • The aim of this study is to analyse of elements and structure of consciousness theory in the 1887 Psychology written by John Dewey, and to research its educational implications. Conclusions are as follows: Firstly, consciousness theory articulated in first edition of Dewey's Psychology was influenced by neo-Hegelian G. S. Hall, and then characteristics of its theory was metaphysical and idealistic. But after of researching the work of William James, his approach to consciousness changed surprisingly from idealistic to experimental. His experimental approach and scientific attitude to it influenced the formation and development of advanced theories in his epistemology, axiology and pedagogy. Secondly, the structure of consciousness expressed by Dewey has three forms such as knowledge, feeling and will(or volition). This forms are too dynamic and unitary. Dewey considered cognition, feeling, will to be integral functions of each self. The tripartite functions of self, moreover, are unified in will. In other word, will combines subjective feeling and objective knowledge as one self. Will regulates impulse because it powers some stimulus into activity of self. In this view point, his theory of consciousness differs from traditional theories about consciousness for emphasizing dynamic relations and functions. Thirdly, Dewey's theory of consciousness will give some important implications to educational field. It is necessary to fundamental arguments about conscious conditions of learners as a human. For it is impossible to establish some aim of learning, to organize meaningful contents of learning, and also to create some effective methods of learning without consideration of this conditions. And it is important to construct and organize the contents and methods of learning for widening and deepening of educational experiences. Then consciousness and experiences of learners interact each other, so then they will produce some meaningful results of learning in this process.

Natural Education Programs for Personalization of Environment : - Cases of Michigan 4-H Children's Garden, Binder Park Zoo, and Natural Education Programs of National Parks in the United States (자기환경화를 가능하게 하는 자연교육 프로그램 - 미국의 미시건 4-H 어린이 정원, 바인더 파크 동물원 및 국립공원 사례를 중심으로)

  • 이선경;김상윤;윤여창
    • Hwankyungkyoyuk
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    • v.11 no.2
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    • pp.102-117
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    • 1998
  • Responsible environmental behavior of Youths who will live in the 21C needs the ‘Personalization of Environment’, which means the process or the result of awareness to the non-personal environment as the personal environment to show the responsible environmental behaviors through the intended physical and psychological contacts to environment. This study intended to analyze various programs of national parks, zoo, children's garden and Project Learning Tree in the United States and to discuss the possibility of ‘personalization of environment’ and implication for environmental education of Korea. Literature review, field trips, personal interviews and internet searches were used to collect information and data. Programs of North Cascade National Park, Mt. Rainier National Park and 4-H Children's Garden in Michigan State University showed the cases of direct personalization of environment focusing on the direct contact with nature. The programs of Binder Park Zoo in Battle Creek and Project Learning Tree showed the possibilities of indirect personalization of environment forming meaningful relationships with nature through various indirect activities. It is suggested that various natural education programs in Unites States make nature and places meaningful for the people and it needs to be applied for the environmental education programs in Korea.

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A Review of Computer Vision Methods for Purpose on Computer-Aided Diagnosis

  • Song, Hyewon;Nguyen, Anh-Duc;Gong, Myoungsik;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
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    • v.3 no.1
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    • pp.1-8
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    • 2016
  • In the field of Radiology, the Computer Aided Diagnosis is the technology which gives valuable information for surgical purpose. For its importance, several computer vison methods are processed to obtain useful information of images acquired from the imaging devices such as X-ray, Magnetic Resonance Imaging (MRI) and Computed Tomography (CT). These methods, called pattern recognition, extract features from images and feed them to some machine learning algorithm to find out meaningful patterns. Then the learned machine is then used for exploring patterns from unseen images. The radiologist can therefore easily find the information used for surgical planning or diagnosis of a patient through the Computer Aided Diagnosis. In this paper, we present a review on three widely-used methods applied to Computer Aided Diagnosis. The first one is the image processing methods which enhance meaningful information such as edge and remove the noise. Based on the improved image quality, we explain the second method called segmentation which separates the image into a set of regions. The separated regions such as bone, tissue, organs are then delivered to machine learning algorithms to extract representative information. We expect that this paper gives readers basic knowledges of the Computer Aided Diagnosis and intuition about computer vision methods applied in this area.

A Study of the Classification and Application of Digital Broadcast Program Type based on Machine Learning (머신러닝 기반의 디지털 방송 프로그램 유형 분류 및 활용 방안 연구)

  • Yoon, Sang-Hyeak;Lee, So-Hyun;Kim, Hee-Woong
    • Knowledge Management Research
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    • v.20 no.3
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    • pp.119-137
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    • 2019
  • With the recent spread of digital content, more people have been watching the digital content of TV programs on their PCs or mobile devices, rather than on TVs. With the change in such media use pattern, genres(types) of broadcast programs change in the flow of the times and viewers' trends. The programs that were broadcast on TVs have been released in digital content, and thereby people watching such content change their perception. For this reason, it is necessary to newly and differently classify genres(types) of broadcast programs on the basis of digital content, from the conventional classification of program genres(types) in broadcasting companies or relevant industries. Therefore, this study suggests a plan for newly classifying broadcast programs through using machine learning with the log data of people watching the programs in online media and for applying the new classification. This study is academically meaningful in the point that it analyzes and classifies program types on the basis of digital content. In addition, it is meaningful in the point that it makes use of the program classification algorithm developed in relevant industries, and especially suggests the strategy and plan for applying it.

Analysis of Structural Relationships Among Metaverse Characteristic Factors, Learning Immersion, and Learning Satisfaction: With Gather Town (메타버스 특성요인과 학습 몰입 및 학습 만족도 간의 구조적 관계 분석 : 게더타운을 대상으로)

  • Kim, Na Rang
    • The Journal of Information Systems
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    • v.31 no.1
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    • pp.219-238
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    • 2022
  • Purpose The purpose of this study is to investigate the structural relationships between interest, interaction level, presence, which are the characteristics of metaverse, learning immersion, and learning satisfaction, which are learning factors. Design/methodology/approach A questionnaire survey technique was used to achieve the purpose of the study. A questionnaire survey was conducted from November 22 to December 5, 2021, with students with experience in non-face-to-face classes using Gather Town and a total of 114 copies of the questionnaire excluding those with insincere answers were used for empirical analysis. SPSS Win ver.23.0 was used for basic statistical analysis, and AMOS 22.0 was used for the establishment and analysis of a structural equation model. Findings According to the study findings, interest and interaction levels had effects on learning immersion and learning presence, self-efficacy on learning presence, and learning immersion and learning presence on learning satisfaction. This study is meaningful in that it conducted an empirical study to find variables for improving learning immersion by conducting classes based on metaverse. Based on the findings of this study, it was found that interest and interaction, which are the biggest characteristics of metaverse, sustain learning participation and immersion and increase presence thereby enhancing learning satisfaction so that the possibilities of metaverse as a next generation education platform passing the limit of existing real time video platforms can be peeped.

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.