The Journal of Korean Association of Computer Education
/
v.9
no.4
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pp.55-61
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2006
The Personal Software Process(PSP) is a rigorous, measurements based process designed to help software developers produce high-quality codes. Learning PSP requires substantial and tedious record keeping including clerical computations with plenty of data occurred at every project. The required task reduces the educational effect and motive by time consuming characteristic and easy occurrence of errors. To alleviate these problems, a web-based PSP log system having streamlined mechanism of data manipulation is designed and implemented at this study. Three years of experiment shows that the system not only improves productivity and accuracy of the process but also allows students and instructors to focus on learning and teaching PSP, rather than PSP data collection.
Journal of Elementary Mathematics Education in Korea
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v.19
no.2
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pp.205-230
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2015
The purpose of this study is, targeting 5th and 6th grades mathematically gifted elementary students, to analyze the effect of independent study project learning on self-directed learning ability and mathematical self-efficacy, and based on the results, examine the implications that independent study project learning has in special education for the gifted. In order to solve the study problems, 5th grade mathematically gifted elementary students(40) and 6th grade mathematically gifted elementary students(39) who had passed the selection criteria of D education institute for the gifted and had been receiving special education for the gifted were selected. The study results are as below. First, although self-directed learning ability had no significant difference at p<0.05, it statistically had some differences in averages between pre-test and post-test results. Second, although mathematical self-efficacy had no significant difference at p<0.05, it statistically had some differences in averages between pre-test and post-test results. Third, in the aspects of self-directed learning ability and mathematical self-efficacy, independent study project learning had a more positive effect on 5th grade mathematically gifted elementary students than 6th grade mathematically gifted elementary students. In addition, it had significant differences in 'the level of mathematical tasks', a sub-level of mathematical self-efficacy, and 'the openness of learning', 'the initiative of learning', and 'a sense of responsibility for learning', sub-levels of self-directed learning ability. These results imply that independent study project learning has a positive effect on self-directed learning ability and mathematical self-efficacy of mathematically gifted elementary students so that it could be meaningfully used as a teaching method for special education for the gifted at educational sites of independent study project learning.
Problem/Project based learning(PBL) is a student-centered teaching method in which students collaboratively solve problems and reflect their experiences. According to the results of PBL study and the experiences of the authors in PBL instruction, this paper introduced the necessities, output and significance of learning process PBL evaluation method and sums up our PBL evaluation process. The issue of appropriate and fair evaluation has been raised in untact (non-contact) university mathematics education due to the novel coronavirus (COVID-19) of the year 2020. To this end, when we had the course on for the summer semester held at S University in the summer of 2020. To ensure the fairness in evaluation and to improve the quality of our college math education, the PBL evaluation method was fully adapted. As a result, most of the students who took the lecture have learned a wide range of related knowledge without a single exception, and students agreed it is an ideal, fair, rational, and effective evaluation method applicable to other online courses in the era of untact education. This case was summarized in detail and introduced in this paper.
Journal of the Korea Academia-Industrial cooperation Society
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v.12
no.6
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pp.2543-2547
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2011
This paper suggests a new method for team-based learning which is focusing on the individual job assignment to solve the possible problems of free riders, dysfunctional conflicts, and hostility among students. Especially, it examines that if a method using job assignment could reduce the adverse effects of peer evaluation. This study was executed during one semester. Each team was organized with seven members and an independent job among seven different jobs was assigned to each member. At the end of the semester, it was examined that if individual job assignment had solved the possible problems of free riders, dysfunctional conflicts, and hostility among students. Finally, this study found that a new method of team-based learning using a job assignment lessened a problem of free riders, and reduced dysfunctional conflicts and hostility among students comparing with the peer evaluation method. The suggested method in this paper, which focuses on the job assignment of team project, could improve the efficiency of team-based learning in education course.
Proceedings of the Korean Geotechical Society Conference
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2002.03a
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pp.445-452
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2002
In the field of civil and geotechnical engineering, students conduct a variety of soil tests to fulfill undergraduate soil mechanics course requirement. There is a range of problems in soil laboratory instruction, such as, some students not getting hands on experience of conducting tests because of inadequate number of apparatus, time constraints and inability in exciting students to seriously conduit the experiments, However when these laboratory soil tests are simulated with multimedia interaction ann visualization techniques, the students conceptual understanding of soil mechanics is enhanced. The simulation program for website teaching is a computer based instructional package intended to complement, and potentially replace, some physical testing in a real soil laboratory. The overall aim of this project is to develop an experimental simulation program toward active learning and development of critical thinking skills, including data interpretation, understanding of the precesses and influential factors, and problem solving. Therefore enable students to access website to team experimental procedure at any time or place.
The College of engineering's capstone design is student-team-centred learning based on project-based learning and is one of the most important courses for students aiming to be competent professional engineers capable of solving real industrial problems. Therefore, in order to resolve the capstone problems, various face-to-face contacts such as frequent industrial site visits, multiple meetings with diverse people including team members, and repeated contacts with course-supervising and team-advising professors are prerequisite processes. However, according to the transition to fully online education due to the global pandemic of COVID-19, capstone design courses for 2020 and 2021 were also conducted online. Based on the modified students' evaluations of educational quality (SEEQ) with 3 perspectives such as curriculum, teaching-staff and students themselves, this study compares their evaluations of offline capstone designs from 2013 to 2019 and online capstone designs in 2020 and 2021 in the context of COVID-19. In 3 perspectives, the difference in students' evaluation of the online capstone between the beginning and the end of the course shows a positive effect, which is better than the offline capstone. Also, in various dimensions for each perspective, the online capstone shows a better evaluation than the offline capstone. These findings suggest that the online capstone design curriculum can be expected to have educational effects as well as students' satisfaction with the online curriculum in the future.
The study applied a narrative inquiry to the undergraduate interdisciplinary course taught for three years(2012~2014). Narratively I have described interactions among teachers' and students' performing the interdisciplinary consilience course with various situations such as place, curriculum and class interaction. I have specifically illuminated a three-dimensional narrative inquiry space embracing the dilemma of the consilience curriculum, PBL(Problem Based Learning) and TBL(Team Based Learning), and an effective presentation. The result of the study is as follows: First, the ratio of giving lecture is high. The burden of doing project will be reduce if the teacher decreases the lecture up to one fourth, gives students enough time to finish their tasks, and gives them advice for a better project. Second, for opening the interdisciplinary consilience class maintaining previous college curriculum, each department has to put a 'consilience course' on the existing curriculum that allows teachers open the consilience course whenever they need to teach with other department teachers. Third, an effective teaching method using the PBL(Problem Based Learning) in Team Based Learning environment is making students to consider projects as problem situations to solve and to apply the problem situations to PBL method. Lastly, teachers should give students lots of opportunities for presenting what they have learned in the class. Three times of presentation as a team member is ideal in a semester but the way of presenting has to be changed. The students in next year will relieve the tension of 30 minute instead of 15 minute, two days instead of one day for the team presentation.
The purposes of this case study were (1) to explore one experienced teacher's views on Earth Systems Education and (2) to describe and document the characteristics of the Earth Systems Education (ESE) curriculum provided by an exemplary middle school science teacher, Dr. J. All the essential pieces of evidence were collected from observations, interviews with the experienced teacher and his eighth grade students, informal conversations, document analysis, and field notes. The $NUD^*IST$ for MS Windows was used for an initial data reduction process and to narrow down the focus of an analysis. All transcriptions and written documents were reviewed carefully and repeatedly to find rich evidence through inductive and content analysis. The findings revealed that ESE provided a conceptual focus and theme for organizing his school curriculum. The curriculum offered opportunities for students to learn relevant local topics and to connect the classroom learning to the real world. The curriculum also played an important role in developing students' value and appreciation of Earth systems and concern for the local environment. His instructional strategies were very compatible with recommendations from a constructivist theory. His major teaching methodology and strategies were hands-on learning, authentic activities-based learning, cooperative learning, project-based learning (e.g., mini-projects), and science field trips. With respect to his views about benefits and difficulties associated with ESE, the most important benefit was that the curriculum provided authentic-based, hands-on activities and made connections between students and everyday life experiences. In addition, he believed that it was not difficult to teach using ESE. However, the lack of time devoted to field trips and a lack of suitable resource materials were obstacles to the implementation of the curriculum. Implications for science education and future research are suggested.
Since 2015, the government has been striving to strengthen the software capabilities required for future talent through software-oriented university in Korea. In the university selected as a software-oriented university, basic software education is given to all departments such as humanities, social science, engineering, natural science, arts and the sports within the university in order to foster convergent human resources with different knowledge and software literacy. In this paper, we analyze the contents of basic software education for twenty universities selected as software-oriented universities. As a result of analysis, most of the basic software education which is carried out to the students of the non-majors students was aimed at improvement of problem solving ability centered on computational thinking for future society and improvement of convergence ability based on computer science. It uses block-based educational programming language and text-based advanced programming language to adjust the difficulty of programming contents and contents reflecting characteristics of each major. Problem-based learning, project-based learning, and discussion method were used as the teaching and learning methods for problem solving. In the future, this paper will help to establish the systematic direction for basic software education of non-majors students.
Korea is promoted STEAM education since 2011. Furthermore, in high school education, based on the in-depth elective course's teaching and learning contents of science. The STEAM program can improve students' competence because it encourages to self-directed learning through the vocational project performance. Therefore, in this study, we researched a design education program for the experience of fusion and complex design based on STEAM education concept. We developed an education program to design insulation wall systems using up-cycling concepts to increase energy efficiency. As a result, the characteristics of the fusion education and the theoretical study about the learner-centered education curriculum, the analysis of the high school curriculum, the STEAM elements, The program was revised and supplemented through consultation with STEAM experts. In addition, the developed program was applied to high school students, and each step were analyzed based on the educational method theory. The following results were obtained. First, this study presented a program to cope with the needs of high school intensive education. Second, it provided learning motivation by combining flipped-learning as a way to train STEAM education contents. Third, it is required to develop differentiated and continuous program development and data sharing Fourth, in order to operate and promote the future environment design STEAM school, it is necessary to expand educational programs for high school students in the region through linkage with various universities.
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