• Title/Summary/Keyword: Memorization learning program

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Development of a C-Language Learning Tool using Console Wrapper (Console Wrapper를 활용한 C언어 학습도구 개발)

  • Hwang, Giu-Duck;Choi, Sook-Young
    • Journal of Digital Convergence
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    • v.7 no.3
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    • pp.113-122
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    • 2009
  • The majority of programming education in the learning place attaches importance more to grammar, memorization of the imperative sentence and explanation of the program language itself than the specific way to use the target language. In addition, it is mainly used to teach theoretical knowledge based on the text. Consequently, current programming education has not interested learners in the programming learning and has not improved their ability in programming problems of the real world. We therefore developed a learning tool of C-language, which is based on the Console Wrapper. The purpose of proposing the learning tool was to make the programming education break from the typical theoretical learning and to let learners be interested in the programming education. By using the dynamic screen instead of the static console screen, the learners could enjoy learning the program. As a result of this study, we could know that the programming education using our learning tool is more effective than the typical C language programming education.

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The Effect of Online Extracurricular Program for University Freshmen: Focusing on the Case of K University (신입생 대상 온라인 비교과 프로그램 효과 분석: K 대학 사례)

  • Park Hyejin;Cha Seungbong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.2
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    • pp.27-37
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    • 2023
  • The purpose of this study was to analyze the effect of the online extracurricular program operated by the university. The program contents applied in the study included learning strategies such as time management, goal setting, note taking, and memorization methods. The program used in the study was operated in an online environment, and the content was developed between 27 and 29 minutes. The developed contents can be taken using the learning management system. The variables selected to analyze the effects of this program were learning strategies and learning flow, and satisfaction was also included to examine the responses of program participants. The results of the study are as follows. First, learning strategies and learning flow showed statistically significant differences. This result is because the content was composed of meaningful sub-topics by selecting the elements necessary for learning activities. Second, as a result of program satisfaction analysis, it was confirmed that the average for all questions was high. Among them, the average of the item that the theme and contents of the program were useful was the highest. Third, open responses were analyzed by classifying them into cognitive and affective domains. In the cognitive domain, meanings such as knowledge, understanding, and application were presented as keywords, and in the affective domain, a number of keywords for motivation and attitude change were presented. This study is significant in that it provided practical programs necessary for university freshmen and analyzed their effects.

Effectiveness of Multimedia Program in Computer-assisted Vocabulary Learning (컴퓨터 보조 학습을 통한 멀티미디어 어휘교육의 효율성)

  • Choi, Michelle Mi-Hee
    • Journal of Digital Contents Society
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    • v.12 no.1
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    • pp.123-131
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    • 2011
  • The purpose of this study is to discover if the use of computer technologies in computer-assisted language learning, in the aspect of vocabulary learning, is both effective and useful. The technique of using multimedia lessons, using the computer, offers a variety of language learning tasks in relation to the four basic language learning skills. Korean students have been accustomed to a cramming style of education, and they utilize rote memorization for learning vocabulary. This study consisted of surveys and experiments, using specific multimedia language learning courseware exercises on three different age groups. The study explores the issues and problems that followed, and how teachers could effectively apply or enhance their vocabulary teaching through computer-assisted multimedia which is suited for a variety of levels versus the classroom off-line vocabulary learning application which is suited to one level.

User-oriented Adaptive English Typing Program Implementation using Python (파이썬을 이용한 사용자 중심의 적응적 영문 타이핑 프로그램 구현)

  • Kim, Hye-Suk;Lee, Ho-Jun;Tak, Dong-Kil
    • Journal of Digital Contents Society
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    • v.19 no.8
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    • pp.1575-1584
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    • 2018
  • In this paper, we implemented a user - oriented adaptive English typing program using class and function structure provided by Python to get English learning effect while effectively typing English on PC. The user of the implemented English typing program creates a text file of required English example sentences and links them to use it for direct English typing exercise. In addition, based on the English sentence used in the English typing exercise, it is possible to obtain the English learning effect by providing the ability to perform the memorization test. The interface of the program is structured in the form of a game so that it can be accessed interestingly, and the ranking among the users is disclosed to provide a positive function. We expect that the implemented program will improve the user's English typing speed and improve the English learning effect.

Development and Application of Artificial Intelligence STEAM Program for Real-time Interactive Online Class in Elementary Science - Focused on the Unit of 'Life of Plant' - (초등과학 실시간 쌍방향수업을 위한 인공지능 융합교육프로그램의 개발과 적용 - '식물의 생활' 단원을 중심으로 -)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.40 no.4
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    • pp.433-442
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    • 2021
  • The purpose of this study is to develop an artificial-intelligence STEAM program for real-time interactive online class for elementary science and to analyze its effect on science academic achievement and creative problem-solving ability. The applied unit was 'Life of plant', a 4th grade science subject with high difficulty in teaching and learning mainly by memorization. The theme of the program is 'Creating a doctor of plant artificial intelligence chatbot'. The results of this study were as follows: The program developed in this study had a positive effect on elementary school students' science academic achievement and creative problem-solving ability. Therefore, the artificial intelligence STEAM program for elementary science interactive online class is effective in improving students' scientific academic achievement and creative problem-solving ability, and further research on artificial intelligence STEAM education theory, method, and practice is required.

Science Teachers' Diagnoses of Cooperative Learning in the Field (과학교사들이 진단한 과학과 협동학습의 실태)

  • Kwak, Young-Sun
    • Journal of the Korean earth science society
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    • v.22 no.5
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    • pp.360-376
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    • 2001
  • This qualitative research investigated in-service science teachers' perceptions about cooperative learning and their perceived barriers in implementing cooperative learning in their classrooms. The underlying premise for cooperative learning is founded in constructivist epistemology. Cooperative learning (CL) is presented as an alternative frame to the current educational system which emphasizes content memorization and individual student performance through competition. An in-depth interview was conducted with 18 in-service science teachers who enrolled in the first-class teacher certification program during 2001 summer vacation. These secondary school teachers's interview data were analyzed and categorized into three areas: teachers' definition of cooperative learning, issues with implementing cooperative learning in classrooms, and teachers' and students' responses towards cooperative learning. Each of these areas are further subdivided into 10 themes: teachers' perceived meaning of cooperative learning, the importance of talk in learning, when to use cooperative learning, how to end a cooperative class, how to group students for cooperative learning, obstacles to implementing cooperative learning, students' reactions to cooperative learning, teachers' reasons for choosing (not choosing) student-centered approaches to learning/teaching, characteristics of teachers who use cooperative learning methods, and teachers' reasons for resisting cooperative learning. Detailed descriptions of the teachers' responses and discussion on each category are provided. For the development and implementation of CL in more classrooms, there should be changes and supports in the following five areas: (1) teachers have to examine their pedagogical beliefs toward constructivist perspectives, (2) teacher (re)education programs have to provide teachers with cooperative learning opportunities in methods courses, (3) students' understanding of their changed roles (4) supports in light of curriculum materials and instructional resources, (5) supports in terms of facilities and administrators. It's important to remember that cooperative learning is not a panacea for all instructional problems. It's only one way of teaching and learning, useful for specific kinds of teaching goals and especially relevant for classrooms with a wide mix of student academic skills. Suggestions for further research are also provided.

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