• Title/Summary/Keyword: Teaching-Learning Strategy

Search Result 450, Processing Time 0.029 seconds

The Analysis of Informatics Gifted Elementary Students' Computational Problem Solving Approaches in Puzzle-Based Learning (퍼즐 기반 학습에서 초등정보영재의 컴퓨팅적 문제 해결 접근법 분석)

  • Lee, Eunkyoung;Choi, JeongWon;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.19 no.1
    • /
    • pp.191-201
    • /
    • 2014
  • The purpose of this study is to propose strategies of puzzle-based learning for Informatics gifted education through analyzing Informatics gifted elementary students' computational problem solving approaches in puzzle-based learning contexts. Six types of educational puzzles, which are constraints, optimization, probability, statistically speaking, pattern recognition, and strategy, were used in teaching 14 Informatics gifted students for 8 sessions. The results of pre and post test and each students' answers were analyzed to identify why students were not able to solve the puzzles. We also analysed what essential computational strategies are needed to solve each type of puzzles, and what students did not know in solving puzzle problems. We identified some problems caused by puzzle representation methods, and various students' intuitions that disturb puzzle solving. Also, we identified essential computational strategies to solve puzzles: backtracking, dynamic programming, abstraction, modeling, and reduction of big problem. However, students had difficulties in applying these strategies to solve their puzzle problems. We proposed the revised puzzle-based learning strategies, which is based on the improved problem representation, just-in-time cognitive feedbacks, and web-based learning system.

The Effect of Creative Education Program with HTE through Blended Learning on the Creative Problem Solving Capability of Middle School Students (블렌디드 러닝을 통한 HTE 창의교육 프로그램이 중학생의 창의적 문제해결력에 미치는 영향)

  • Sul, AhChim;Kim, Hyoungbum;Kim, YoungKi;Heo, Youn-Jeong
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.7
    • /
    • pp.488-499
    • /
    • 2021
  • This study investigated the effects of the HTE creative education program, which applies blended learning methodology as a convergence class strategy between offline and online, on middle school students' creative problem solving capability. As a result of applying for five creative education practice programs in the classroom, it turned out that there was a statistically significant difference (p < .05) in the case of idea manipulation, visualization, comparison, idea generation, and deliberation, subordinate constructs of creative problem solving capability. Also, the program turned out to be positively effective, with a 0.14 point improvement in the pre and post-means of all middle school students, showing from 3.65 to 3.79 points, and 72% of middle school students who participated in the program were satisfied, and 68% were interested. According to the results, HTE creative education programs using blended learning turned out to be effective as a customized methodology in the COVID-19 situation and the era of the 4th Industrial Revolution, where various creative talents are needed. Therefore, the need for the development of creative education programs on various related topics and teacher training for teaching and learning methodologies of blended learning.

The Development of Game Addiction Treatment Program using Digital Storytelling (디지털스토리텔링을 적용한 게임중독치료교육 프로그램의 개발)

  • Han, Seon-Kwan;Cho, Eun-Ae
    • Journal of The Korean Association of Information Education
    • /
    • v.15 no.2
    • /
    • pp.171-178
    • /
    • 2011
  • The study proposed new approach for the developing a game addiction treatment program using digital storytelling. We chose 5 types of multimedia elements as educational contents for digital storytelling learning and prepared the teaching strategy for game addiction treatment. We applied the proposed program to 5 students who were included the high risk-user group of game addiction. We also conducted the game addiction tendency test, game usage time test, interview and the effectiveness test of proposed program. As a result of tests, the proposed program showed a positive effect that reduced the game addiction tendency. In the effectiveness test of proposed program, we found the result that 5 experimenters were improved the immersions, challenges, and social interaction, sense of accomplishment in digital storytelling program. We expect that this study will provide positive role and new education strategy for game addiction treatment.

  • PDF

A Research on the Successful Introduction Strategy for SW Education in K-12 focusing on the Perceptions of K-12 Students and Teachers on SW Education (초·중등학교에서 성공적인 SW교육 정착을 위한 방안 모색 - 초중등 학생 및 교사의 SW교육에 대한 인식을 중점으로 -)

  • Suh, Soonshik
    • Journal of Creative Information Culture
    • /
    • v.5 no.2
    • /
    • pp.135-143
    • /
    • 2019
  • In this study, the perceptions on SW education of K-12 students and teachers were surveyed and analyzed. At the primary school level, there was no significant difference in SW attitude based on school location. However, at the secondary level, students from metropolitan areas showed significantly higher SW attitude scores. In the case of gender, male students showed higher SW attitude scores both in primary and secondary schools. With regard to attitude differences based on prior experience of SW education, students with prior experience showed higher attitude scores in SW education in both primary and secondary schools. The awareness survey among teachers showed that both primary and secondary school teachers showed positive responses to SW education. For the successful induction of the SW education at K-12, four factors (participants, curriculum, teaching-learning method, and support from inside and outside of school) were highlighted.

Understanding of Percentages of Sixth Grade Students in Elementary School (초등학교 6학년 학생의 백분율 이해에 관한 연구)

  • Lee, Soo Eun;Chong, Yeong Ok
    • Journal of Elementary Mathematics Education in Korea
    • /
    • v.21 no.2
    • /
    • pp.309-341
    • /
    • 2017
  • This study aims to investigate an approach to teach percentages in elementary mathematics class by analyzing calculating strategies with percentage the students use to solve the percentage tasks and their percentages of correct answers, as well as types of errors with percentages the students make. For this research 182 sixth graders were examined. The instrument test consists of various task types in reference to the previous study; the percentages tasks are divided into algebraic-geometric, part whole-comparison-change and find part-find whole-find percentage tasks. According to the analysis of this study, percentages of correct answers of students with percentage tasks were lower than we expected, approximately 50%. Comparing the percentages of correct answers according to the task types, the part-whole tasks are higher than the comparison and change tasks, the geometric tasks are approximately equal to the algebraic tasks, and the find percentage tasks are higher than the find whole and find part tasks. As to the strategies that students employed, the percentage of using the formal strategy is not much higher than that of using the informal strategy, even after learning the formal strategy. As an insightful approach for teaching percentages, based on the study results, it is suggested to reinforce the meaning of percentage, include various types of the comparison and change tasks, emphasize the informal strategy explicitly using models prior to the formal strategy, and understand the relations among part, whole and percentage throughly in various percentage situations before calculating.

  • PDF

Understanding of Degree and Radian by Measuring Arcs (호의 측도로 도(Degree)와 라디안 이해하기)

  • Choi, Eun Ah;Kang, Hyangim
    • School Mathematics
    • /
    • v.17 no.3
    • /
    • pp.447-467
    • /
    • 2015
  • The purpose of this study is to examine how the learning experience understanding degree and radian as the measurement of arc affects the conceptual understanding of radian and measuring angle. For this purpose, we investigated pre-service teachers' understanding about measurement of angle using a length of arc, and then conducted a teaching experiment with two middle school students. The results of analyzing pre-service teachers' and students' response are as follows. Students' experience interpreting the concept of degree into measurement of arc had a positive effect on understanding of radian and students' learning process in which they got measurement of angle as measurement of arc enabled conceptual understanding of 'linear measuring'. Also a circle context and a strategy dividing by arc operated as effective strategies for solving various problems about an angle. Finally, we confirmed that providing direct manipulative activities as a chance to explore relationships between an angle and arc measure can help students' conceptual understanding of measuring angle.

A Research on PBL Implementation Strategy of Faculty Members Selected as a PBL Best Practicer (PBL 우수 사례자로 선정된 교수들의 수업운영 전략 탐색)

  • Keum, Hye-Jin
    • Journal of Convergence for Information Technology
    • /
    • v.9 no.10
    • /
    • pp.163-169
    • /
    • 2019
  • The purpose of this study is to examine about PBL implementation strategies employed by faculty members who have successfully managed PBL class. By adopting the inductive content analysis, this study has analyzed the contents related with the strategies about PBL implementation in the course result reports and best practice presentation materials made by 6 professors selected as a PBL best practicer of B university from the 2017 to the 2018. After the analysis, it is revealed that PBL best practicers have used 13 strategies in domain of classroom culture, learning facilitation, and assessment. The following further studies and supports have been suggest: First, a study on PBL best practice faculty member's implementation strategies should be further expanded. Second, a comparative study on the PBL implementation strategies between PBL best practice faculty members and general faculty members should be launched. Third, an organizational system to share PBL best practice faculty member's implementation strategies should be supported.

Analysis of Differences in Satisfaction with College Life of Freshmen According to on Smartphone Overdependence (스마트폰 과의존에 따른 신입생의 대학생활 만족도 차이 분석)

  • Park, Hye-Young;Lee, KyungHee
    • Journal of Convergence for Information Technology
    • /
    • v.11 no.2
    • /
    • pp.130-137
    • /
    • 2021
  • The purpose of this study is to explore methods to prevent and improve the problem of overdependence on smartphones by analyzing the differences in satisfaction with college life satisfaction of freshmen. For this, data on freshmen of KCYPS were extracted and used. The data were analyzed using non-hierarchical cluster(K-means) analysis, T-test, one-way ANOVA, and Scheffé tests. The results of this study are as follows. First, it has been shown that freshmen who are overdependent on smartphones experience inconvenience in their daily life, withdrawal and anxiety, and resistance. Second, there is no significant difference in the level of satisfaction with college life according to gender(t=-.015, p<.05). Third, it is shown that the level of satisfaction with college life of overdependent freshmen on smartphone is significantly lower compared to that of average and moderate dependent freshmen. Based on the results, it was suggested that university-level efforts such as emotional support and learning strategy support are needed for freshmen who are overdependent on smartphones.

Effect of Digital Storytelling based Programming Education on Motivation and Achievement of Students in Elementary school (디지털 스토리텔링 기반 프로그래밍 교육이 학습자의 동기 및 학업 성취도에 미치는 영향)

  • Kim, Kwang-Yeol;Song, Jeong-Beom;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
    • /
    • v.14 no.1
    • /
    • pp.47-55
    • /
    • 2009
  • The purpose of this study is to ermine the effect of digital storytelling as a strategy of programming education to improve students' learning motivation and achievement. To overcome the difficulty of programming education in elementary school and find teaching method which derives the students' motivation, we used a digital storytelling in programming class. Digital storytelling that is considered as an important factor of edutainment gives interest to learners with interaction and stories for programming materials. The result is that elementary school students are more interested in programming and attend actively and their motivation and achievement is improved. Therefore it can gives elementary school students a positive experience with programming that will hopefully contribute to a more positive attitude towards computer science.

Interaction Between Students and Generative Artificial Intelligence in Critical Mineral Inquiry Using Chatbots (챗봇 활용 핵심광물 탐구에서 나타난 학생과 생성형 인공지능의 상호작용)

  • Sueim Chung;Jeongchan Kim;Donghee Shin
    • Journal of the Korean earth science society
    • /
    • v.44 no.6
    • /
    • pp.675-692
    • /
    • 2023
  • This study used a Chatbot, a generative artificial intelligence (AI), to analyze the interaction between the Chatbot and students when exploring critical minerals from an epistemological aspect. The results, issues to be kept in mind in the teaching and learning process using AI were discussed in terms of the role of the teacher, the goals of education, and the characteristics of knowledge. For this study, we conducted a three-session science education program using a Chatbot for 19 high school students and analyzed the reports written by the students. As a result, in terms of form, the students' questions included search-type questions and non-search-type questions, and in terms of content, in addition to various questions asking about the characteristics of the target, there were also questions requiring a judgment by combining various data. In general, students had a questioning strategy that distinguished what they should aim for and what they should avoid. The Chatbot's answer had a certain form and consisted of three parts: an introduction, a body, and a conclusion. In particular, the conclusion included commentary or opinions with opinions on the content, and in this, value judgments and the nature of science were revealed. The interaction between the Chatbot and the student was clearly evident in the process in which the student organized questions in response to the Chatbot's answers. Depending on whether they were based on the answer, independent or derived questions appeared, and depending on the direction of comprehensiveness and specificity, superordinate, subordinate, or parallel questions appeared. Students also responded to the chatbot's answers with questions that included critical thinking skills. Based on these results, we discovered that there are inherent limitations between Chatbots and students, unlike general classes where teachers and students interact. In other words, there is 'limited interaction' and the teacher's role to complement this was discussed, and the goals of learning using AI and the characteristics of the knowledge they provide were also discussed.