• Title/Summary/Keyword: Traditional Classroom

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A Study on the Segmentation for Adaptation of Web Contents in Smart Learning Environment (스마트 학습 환경에서 웹 콘텐츠 적응을 위한 부분화에 관한 연구)

  • Seo, Jin Ho;Kim, Myong Hee;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.325-333
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    • 2016
  • The development of smart technology has brought the conversion of closed traditional e-learning contents into open flexible smart learning contents consisting of learner-centered modules, without the constraints of time and space by use of smart devices from the uniformed and passive classroom between teachers and learners. It has been demanded an open, personalized and customized teaching and learning contents of smart education and training systems according to wide supply of various smart devices. In this paper, we discuss about the status of the smart teaching and learning systems and analyze the characteristics and structure of the web contents for smart education and training systems by use of smart devices. And we propose a method how to block web contents, to extract them, and adapt personalized segments of web contents by adaptive algorithm into smart learning devices. We extract blocks from the web contents based on the smart device information and the preference information of the learners from existing web contents without the hassle of learners environment. After specifying a block priority from the extracted web contents by the adaptive segment algorithm, it can be displayed directly to the screen to fit the individual learning progress of the learners.

A Study of Science Teaching Models for Management Biological Misconceptions on High School Students (고등학생들의 생물 오개념 처치를 위한 수업모형 연구)

  • Chung, Wan-Ho
    • Journal of The Korean Association For Science Education
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    • v.17 no.3
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    • pp.333-343
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    • 1997
  • The purpose of the present study was to investigate an appropriate instructional model in order to remedy students' misconception. As hypotheses of this study, three instructional models, cognitive conflicting, hypothesis testing, and learning cycle models, on biological 'osmosis' concept were tested in 176 high school students. Results of the present study are as follows: 1. All groups used one of three instructional models showed a statistically significant improvement in conceptual change on the 'osmosis' concept between before and after the instruction. In addition, the three hypothesized instructional models were more effective in conceptual change than a traditional expository instruction. 2. There was a statistically significant difference among three experimental groups. Cognitive conflicting model and hypothesis testing model was more effective than learning cycle models. 3. An interviewing after instruction showed that students who had scientific concept on the 'osmosis' through the instruction could effectively apply the concept to other context more than students who had no scientific concept through instruction. The present study indicated that instructional model play an important role on students' conceptual change in science classroom. According to the result of this study, the instruction emphasizing students' active participation in class and scientific reasoning process is more appropriate to remedy misconception that the instruction using students' passive participation in class and expository teaching procedure. This study also indicated that students' concept acquired through instruction is one of important factors to apply it to other context.

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A Study on Changes in Learners' Recognition of 21st Century Learner Competencies through Science-centered STEAM Class (과학중심 STEAM 수업을 통한 학습자가 인식하는 21세기 학습자 역량 변화)

  • Shim, Su-min;Shin, Youngjoon
    • Journal of Korean Elementary Science Education
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    • v.36 no.2
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    • pp.143-154
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    • 2017
  • The purpose of this study is to examine the educational effects of STEAM class by focusing on $21^{st}$ century learner competencies based on burning and extinguishing unit. Two 6th grade classes were divided into experimental group and comparison group to treat the experimental group with elementary science class using STEAM class. General class according to teacher manual was implemented for the comparison group. Elementary science class applying STEAM class was conducted for 9 lessons throughout the experimental period. The result of this study are as follows. Elementary science class with STEAM class had significant effect on 21st century learner competencies compared to traditional instructor-led classroom. Looking specifically, it was a significant difference in the three domains of the seven domains (problem solving, collaboration, flexibility). The study results indicated that STEAM class was effective in improving learners'recognition of 21st century learner competencies.

A Case Study on the Remodeling Plan of Closed School as Elderly Facility And Developing Composition Type -Implication of Okchun Dongyi Middle School- (폐교를 활용한 노인요양시설 리모델링 사례와 평면유형 개발 -옥천군 동이면 동이중학교를 대상으로-)

  • Nam, Yun-Cheol
    • Journal of the Korean Institute of Rural Architecture
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    • v.13 no.4
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    • pp.99-106
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    • 2011
  • Since 1982, schools have been closed down by urbanization in rural areas. 3,386 schools had been closed down by March 2010. The average 300 schools was closed down every year. 55.7% closed schools were sold, 14.5% closed schools were rented. 6.3% closed schools have been utilized as education facilities. First, the closed school should be utilized as education facilities. And it should be utilized as public facilities as well as welfare facilities for local residents. This paper presents a case of the welfare facility remodeled using Don-Yi middle school in Okcheon-Gun, Chungcheongbuk-Do and propose the unit care composition. The main contents is composed of posts, beams floors, stairs. Masonry infill walls and windows ware improved. Corridors were placed. A classroom were divided into 2 rooms with the Korean traditional heating system(on-dol) for four. Other conveniences were designed for a cafeteria, recreation, a restroom as space required. It is effective to utilize the closed school that has magnificent views and orientation, space construction. The Unit-care system is proposed by 4 types developments.

Adaptive Hypermedia for eLearning: An Implementation Framework

  • Dutta, Diptendu;Majumdar, Shyamal;Majumdar, Chandan
    • Journal of Korea Multimedia Society
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    • v.6 no.4
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    • pp.676-684
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    • 2003
  • eLearning can be defined as an approach to teaching and teaming that utilises Internet technologies to communicate and collaborate in an educational context. This includes technology that supplements traditional classroom training with web-based components and learning environments where the educational process is experienced online. The use of hypertext as an educational tool has a very rich history. The advent of the internet and one of its major application, the world wide web (WWW), has given a tremendous boost to the theory and practice of hypermedia systems for educational purposes. However, the web suffers from an inability to satisfy the heterogeneous needs of a large number of users. For example, web-based courses present the same static teaming material to students with widely differing knowledge of the subject. Adaptive hypermedia techniques can be used to improve the adaptability of eLearning. In this paper we report an approach to the design a unified implementation framework suitable for web-based eLearning that accommodates the three main dimensions of hypermedia adaptation: content, navigation, and presentation. The framework externalises the adaptation strategies using XML notation. The separation of the adaptation strategies from the source code of the eLearning software enables a system using the framework to quickly implement a variety of adaptation strategies. This work is a part of our more general ongoing work on the design of a framework for adaptive content delivery. parts of the framework discussed in this paper have been imulemented in a commercial eLearning engine.

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Case Study for Increasing the Learning Effect In Cyber Lecture (사이버 강좌에서 학습 효과를 높이기 위한 사례 연구)

  • Um, Jong-Seok;Cho, Sae-Hong
    • Journal of Korea Multimedia Society
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    • v.16 no.10
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    • pp.1230-1237
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    • 2013
  • Cyber lectures were expected to replace the traditional classroom lecture, yet they were criticized due to the inefficiency. With educational technology supplemented, cyber lectures have improved their efficiency through the coherence of superior planning ability and improvement in computer and network technology. This paper's purpose is to understand the factors that improve educational efficiency of cyber lectures. Cyber lecture for IT subject for software practice is created to test the educational efficiency as lecture on theories will not distinctively show the lecture efficiency. The survey was conducted to students and statistical analysis was done on collected data to analyze the factors that influence educational efficiency of created lecture.

How to improve English communicative proficiency in primary schools by performing games and songs in English classes (게임과 노래를 통한 초등영어 학습지도)

  • Im, Byung-Bin
    • English Language & Literature Teaching
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    • no.4
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    • pp.85-116
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    • 1998
  • Since the 1980's language teachers have been urged to take more communicatively oriented practice instead of traditional audio-lingual and grammar-translation instruction. However, there are many reasons why communication-centered teaching approaches haven't been easily adopted in Korea. First of all many English teachers haven't been prepared for communicative language teaching. And class size is very large. Another reason is that students' reading and writing skills are more important than their speaking and listening skills to enter colleges. But the world has been changing rapidly. We have many chances to meet foreigners and to talk to them. So many students want to improve their communicative proficiency. The purpose of this study is how to improve their communicative proficiency by performing games in English classes. There are many advantages of using games and songs in the classroom. First, games are motivating and challenging. Second, students can improve their four skills(speaking, writing, listening and reading skills) by using games and songs. Thirdly, games and songs help students to study English without their conscious efforts and to practice English repeatedly because they are interested in them. Fourthly, games and songs create a meaningful context for language use. Lastly, students can learn English with less tension and anxiety. Therefore, English games and songs are worthy of using in classes. To use English games and song more effectively, more various and useful materials have to be developed for English teachers and have to be introduced pertinently into classes.

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Architectural Design Approach of New Medical Education Building Fit for Pedagogy Changes (미래 의학교육을 위한 의과대학 신축의 건축디자인 방향성)

  • Kim, Namju
    • Korean Medical Education Review
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    • v.17 no.3
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    • pp.97-104
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    • 2015
  • This literature review explores relevant research and evaluation on pedagogy and physical learning spaces. This study also is intended to encourage discussion among stakeholders on the best medical school developments, in light of emerging learning trends relevant to their institutions. The study has revealed that new environments for learning are being designed or reshaped in response to changing pedagogical approaches, to incorporate new information technology, and to accommodate the changing abilities of new generations of learners. Formal teaching spaces for large groups with a 'sage on a stage' are becoming less common than smaller lecture rooms, although classrooms form a large component of universities and will continue to dominate in the future. However, the traditional layout of these spaces is being transformed to incorporate multiple learning modes. Classrooms should be profound places of revelation and discovery. A well-designed space has the ability to elevate discourse, encourage creativity, and promote collaboration. Within the classroom walls, a learning space should be as flexible as possible, not only because different teachers and classes require different configurations, but because in order to fully engage in learning, students need to transition between lectures, group study, presentations, discussions, and individual work time.

The development of web-based logic circuit learning contents applying scaffolding (스캐폴딩을 적용한 웹기반 논리회로 학습 콘텐츠 개발)

  • Yoon, Seon-Mi;Choi, Dong-Min;Chung, Il-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.817-820
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    • 2008
  • Development of computer and internet has permitted cyber education transcending time and space, which escapes traditional classroom. As a result, the study of learner's own leading in Web-based instruction environment can be possible. In order to perform it effectively, suitable helps and advices, called scaffolding, must be offered. In this pater, we select a principle of computer in information technology basic subject of technical high school, and design and implement the web contents that provide the proper scaffolding for learners.

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Another discovery in the technology-based classroom : Joy's Similar Quadrilaterals (테크놀로지 환경에서의 수학적 발견 탐구학습 : Joy의 닮은 사격형)

  • Jung, In-Chul
    • Journal of the Korean School Mathematics Society
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    • v.8 no.3
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    • pp.411-422
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    • 2005
  • Along with the continual debate relating to the use of technology, especially since LOGO in 1980, technology has always been the issue to the society of mathematics education about what is the role of technology in teaching and learning, how it can facilitate for the better understanding of learners, especially what we can do more with it comparing to the traditional teaching and learning environments. Here I propose a way of using technology[GSP] for creative exploration, which makes it possible to extend our knowledge that leads to new discovery.

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