• 제목/요약/키워드: Project-based Teaching and Learning

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메타버스를 활용한 이공계 대학원생 팀 프로젝트 기반 교육 프로그램 개발 사례 연구 (A Study of Developing Graduate Student Team Project-based Learning Program in the Science and Technology Field Applying Metaverse Technology)

  • 전주희;김마리;김보경;강규리
    • 공학교육연구
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    • 제26권6호
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    • pp.19-29
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    • 2023
  • This study aims to develop and apply a metaverse-based instructional design model for the education in science and technology. It analyzed the concept and characteristics of metaverse, existing non-contact education models, and major teaching strategies systematically. Based on the prior researches, an instructional design model using metaverse is developed that presents metaverse-related teaching strategies and design principles for the before-, during-, and after-lesson phases. Then, this model was applied to a project-based learning program, conducted a perception survey on instructors and learners, and revised the metaverse instructional design model based on the results of the survey. In the Metaverse Instructional Design Model, before-lesson phase is a physical and psychological preparation stage for class participation, which includes familiarization with the Metaverse learning environment, formation of expectations for education, and self-directed pre-learning. During the lesson, to effectively deliver the lesson content, it is necessary to build confidence in the learning environment, promote learning participation, provide reference materials, perform team projects and provide feedback, digest learning content, and transfer learning content. The after-lesson phase provides strategies for ongoing interaction between learners and mentors. This study introduces a new instructional design model that utilizes metaverse and shows the potential of metaverse-based education in science and technology. It also has important implications in that it provides practical guidelines for the effective design and implementation of metaverse-based education.

XML을 이용한 프로젝트 학습사이트의 설계 및 구현 (Design and Implementation of Project Learning Site by Using XML)

  • 최현근;하태현
    • 한국디지털정책학회:학술대회논문집
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    • 한국디지털정책학회 2005년도 추계학술대회
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    • pp.613-628
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    • 2005
  • The purpose of this study was to design and implementation of project learning site by using XML. The development of the Internet site for project learning was planned as per preparation, development and test/application stages. At the stage of preparation, literature and cases were reviewed to find the elements of design principles needed for development of a project learning program and those required in the actual development. At the stage of development, the elements of the design principles and those for the actual development, both explored from the stage of preparation were used to develop a draft Internet site for project learning. The elements used for the development of the Internet site for project learning were motivation, specification of learning goals, reminiscence of preceding knowledge, positive participation in teaching activities, learning-guide feedback, evaluation, reinforcement and correction. It is changing web based format. XML advent because of HTML limitations of web based internet and expand it's field. XML is able to gather data on HTML of text based format, thus it is possible to control it's inside. It is expected that many teachers apply this model to their classes and show realistic results.

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XML을 이용한 프로젝트 학습사이트의 설계 및 구현 (Design and Implementation of Project Learning Site by Using XML)

  • 최현근;하태현
    • 디지털융복합연구
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    • 제5권2호
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    • pp.123-134
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    • 2007
  • The purpose of this study is to design and implementation of project learning site by using XML. The development of the Internet site for project learning was planned as per preparation, development and test/application stages. The research shows that the elements used for the development of the Internet site for project learning are to give learners motivation, specification of learning goals, reminiscence of preceding knowledge, positive participation in teaching activities, learning-guide feedback, evaluation, reinforcement and correction. It is expected that many teachers apply this model to their classes and show realistic results to motivate their students.

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직무배정 수업기법의 학습성과 향상도 측정 (Measurement of Improved Learning Outcomes using Job Assignment Teaching Method)

  • 김상균
    • 한국산학기술학회논문지
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    • 제12권12호
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    • pp.5633-5638
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    • 2011
  • [1]은 직무배정을 통한 조별과제 수행이 동료평가 방식의 문제점 개선에 효과가 있음을 보여줬으나, 그러한 학습방법이 학습성과에 부정적 영향을 주는가에 대한 고찰이 필요함을 제시하고 있다. 이와 관련하여 직무배정 수업 기법이 학습성과에 어떠한 영향을 주는가를 분석하는 것이 본 연구의 목적이다. 이를 위해 본 연구에서는 조별과제 수행 시 조원별로 차별화된 직무를 배정하여, 이에 대한 학습자의 학습성과 변화를 학습자 스스로의 평가, 교수자 입장의 평가로 나누어 분석하는 방법을 사용하였다. 분석결과는 직무배정을 통한 조별과제 수행기법은 학습자 스스로의 평가, 교수자 입장의 평가 모두에서 학습성과의 향상을 나타냄을 보였다. 본 논문에서 제시한 변화된 조별과제 수행 방법을 공학교육의 교과과정에서 적절히 활용한다면 조별과제 수행 과정의 학습성과 향상에 기여할 것으로 기대한다.

정보과학 창의성 향상을 위한 프로젝트 기반 교수-학습 방법에 대한 연구 (A Study on the Teaching-Learning Methods for Improvement of Creativity on Information Science Applying Project-based Learning)

  • 김호숙;김형석
    • 정보교육학회논문지
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    • 제18권4호
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    • pp.529-540
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    • 2014
  • 우리는 수 과학 영재 고등학생들의 정보과학 창의성 향상을 위한 효과적인 정보과학 교수-학습 방법을 제안하였다. 학생들은 현실적 응용문제를 해결하는 정보과학 팀 프로젝트의 수행을 통하여 창의적 문제해결 능력과 팀워크 능력을 향상할 수 있다. 이러한 교육목표를 효과적으로 달성하기 위하여 기본과정과 응용과정으로 구성되는 2단계 정보과학 수업 방법과 체계적 프로젝트 수행 단계를 설계하고, 소규모 협력 학습 전략과 입체적 평가 방안을 적용하였다. 논문에서 제안한 프로젝트 기반 교수-학습 방법의 학습 효과를 분석한 결과, 정보과학 창의성의 지적 정의적 및 사회적 영역에서의 효과적인 교육 목표 달성을 확인할 수 있었다.

앱을 이용한 프로젝트관리 학습 커뮤니티에 관한 연구 (A Study on Project Management Learning Community using Application)

  • 조도은;김시정
    • 한국항행학회논문지
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    • 제15권6호
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    • pp.1126-1131
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    • 2011
  • 최근 교육의 패러다임이 학습자 중심으로 변화되면서 새로운 수업모델의 하나로 프로젝트 기반 수업에 대한 관심이 증대되고 있다. 대학에서는 이러한 변화를 수용하여 창의적으로 변화를 창출 할 수 있는 차세대 인재를 육성하는데 교육의 목표를 두고, 그에 따른 연구가 활발히 진행되고 있다. 본 연구에서는 대학에서 실시되는 설계 교과목의 주된 교과 내용인 프로젝트를 수행하는데 있어서, 최소화된 교수자의 개입과 주도적인 학습자 중심의 교수학습 모델을 제안하였다. 제안된 모델은 프로젝트 기반 수업의 지원체제, 팀 편성방법, 학습자의 다양한 상호작용 방법, 교수자의 팀워크 모니터링 방식 등을 제시하였으며, 이를 최근 사용이 급증하고 있는 스마트폰을 이용한 프로젝트관리 어플리케이션으로 설계 및 구현하였다.

온라인 프로젝트기반 학습모형 적용과 효과: 공학회계 사례 (Effects of Online Project-Based Learning Application: A Case of Engineering Accounting Course)

  • 김문수
    • 공학교육연구
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    • 제25권2호
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    • pp.13-21
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    • 2022
  • In many existing studies, the analyses on the application and effect of the project-based learning model (PBL), a student-centered teaching and learning strategy, have been emphasized and carried out in various majors and courses. This case study analyzes the effects of applying a project-based learning model to the engineering accounting course for engineering students in 2021 in the context of the COVID-19 pandemic, compared with the offline course in 2019 and the simple online course in 2020. Project team consisting of 2-3 students carried out online collaborative learning activities for solving open-ended problems through the 5-step PBL procedure including presenting the final result. Except for this online PBL application in 2021, textbooks, lecture contents, assignments, and tests were implemented the same for each semester for three years. Through lecture evaluation and survey by students, the online PBL application semester showed higher effects in inducing student-centered learning, lecture satisfaction, and student competency improvement compared to the non-applying semesters, further, it was evaluated that the online PBL application to the course and evaluation method were more appropriate than other semesters. It is expected that the online PBL method and operation procedure applied in this study can be utilized as a best practice for the design and operation of various online courses for student-centered collaborative learning activities and educational effects.

Promoting Learner Autonomy through the CALL Projects

  • Chong, Larry-Dwan
    • 영어어문교육
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    • 제9권1호
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    • pp.1-21
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    • 2003
  • Learner-centered approach has been a recent research focus in the second language acquisition, but few studies have dealt with how to develop learner autonomy, particularly in a computer-assisted language learning environment. The paper first illustrates the importance of promoting learner autonomy in the EFL context and elaborates the three main factors contributing to its development. Then it focuses on how the CALL research project promotes autonomous learning through a small-scale study in Gyeongju University. Both quantitative and qualitative methods have been employed to examine whether in the CALL project learners exercise control over their own learning and evaluate the outcome. The results indicate that due to a flexible syllabus, highly motivating research topics and the network-assisted environment, learners do take responsibility for most aspects of learning and thus the CALL project proves to be a promising approach for autonomous learning.

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커뮤니케이션매체 특성과 교수행위 특성이 협력적 상호작용과 프로젝트 성과에 미치는 영향 (The Impact of Characteristics of Communication Media and Instruction Behavior on Collaborative Interaction and Project Performance)

  • 고윤정;정경수;고일상
    • Asia pacific journal of information systems
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    • 제18권4호
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    • pp.83-103
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    • 2008
  • In the new web based learning environment which has recently emerged, a variety of new learning objectives and teaching methods suited to this learning environment have been adopted. Recently, web based project-based learning methods have received a great deal of attention from those wishing to improve learning performance. The objective of this study is to identify the impact of characteristics of communication media and instruction behavior on collaborative interaction and project performance through web based group projects. The characteristics of communication media were divided into richness, flexibility, and ease of use, and the characteristics of instruction behavior were divided into support and expression, which are independent variables. Collaborative interaction as a mediate variable, was divided into information sharing and negotiation. Project performance was the dependent variable. To verify the proposed research model empirically, an experiment was conducted in which learners participated in on-line and off-line courses with group projects. The group project was conducted virtual product development(VPD), and designed a web-site about the VPD. At the end of the project, a survey was conducted. Of the 270 students, 239 responded. The students were assigned to groups of 3 or 4 members, and represented different genders and levels of computer competence. The reliability, validity, and correlation of research variables were analyzed using SPSS 14.0, and the measurement model and the structural goodness-of-fit of the research model were verified through SEM analysis using Lisrel 8.54. We found important results as follows; First, richness and ease of use has positive impacts on each of sharing information and negotiation. This suggests that richness and ease of use are useful in sharing information which is related to the task and agreeing in opinions among group members. However, flexibility has not positive impacts on sharing information and negotiation. This implies that there is no great difference in performance of PC and information literacy of user. Second, support and expression of instructor have positive impacts on sharing information and negotiation. This indicates that instructors play an important role in encouraging learners to participate in the project and communicating with them, sharing information related to the project, making a resonable decision and finally leading them to improve a project performance. Third, collaborative interaction has a positive impact on project performance. This result shows that if the ability to share information and negotiate among students was improved then a project performance would be improved as well. Recently, in the state of revitalized web based learning, it is opportune that web-based group project is practically conducted, and the impact of characteristics of communication media and characteristics of instruction behavior on sharing information, negotiating among group members and improving a project performance is verified. On the basis of these results, we propose that forms of learning, such as web based project, could be one of solution which is to enforce interaction among learners, and ultimately improve learning performance. Moreover web-based group project is able to make up for a weakness which makes it difficult to make interpersonal relations or friendship among learners in computer mediated communication or web based learning.

창의적 캡스톤 디자인을 활용한 팀 프로젝트수업 운영에 따른 학습만족도 및 이해도 변화에 관한 연구 (A Study on the Change of Learning Satisfaction and Comprehension of Team Project Instruction Using Creative Capstone Design)

  • 김창희
    • 디지털산업정보학회논문지
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    • 제13권4호
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    • pp.179-191
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    • 2017
  • The purpose of this study is to investigate the change of comprehension degree about learning satisfaction and capstone class by applying the subject which draws idea for team project task in college to creative capstone design program. The Capstone Design Program is designed to train fieldworkers with creative problem solving skills and is widely applied as a problem-solving course in team-based projects. In this paper, based on the case study of the 'fusion capstone design' operated in the first semester of 2015 ~ 2017, the capstone design course was established in the course of designing ideas for problem solving. The results of this study are as follows: First, the questionnaire about capstone design instruction process, instruction method, and learning achievement satisfaction were analyzed. As a result, understanding of capstone design was found to be higher than that of class before class, and satisfaction of performance course, method of teaching performance and learning outcome were obtained.