• Title/Summary/Keyword: Young Learners

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Development of Motion based Training Contents: "3D Space Exploration" Case Study (동작 기반의 훈련콘텐츠 : "3D 우주탐험" 개발사례)

  • Lim, C.J.;Park, Seung Goo;Jeong, Yun Guen
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.63-72
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    • 2013
  • To enhance the effect of science educational contents, we developed a motion based training content: 3D space exploration. In this content, we used the 3D depth camera for user's motion recognition. Learners have to conduct the space station maintenance mission using the motion based natural and intuitive interface. The result this study is expected to propose the immersive training simulation for young science learners.

The Development of Evaluation Standards and Tool to Improve the Quality of Educational Web-Based Coursewares for Primary School Students (초등학교 웹 코스웨어의 품질 향상을 위한 평가 기준 및 도구 개발)

  • Ahn, Seong-Hun;Kim, Hong-Rea;Kim, Tea-Young
    • Journal of The Korean Association of Information Education
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    • v.5 no.2
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    • pp.258-267
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    • 2001
  • In this paper, We have developed the evaluation standards for web coursewares which can properly reflected each class-type teaching and learning theories, type of learning and characteristics of learners. We proved the proper of content, reliability and objectivity. Also, We have designed and developed the evaluation tool which runs on the web. The evaluation tools for the web coursewares developed in this paper presents the direction and standard to develop the web coursewares. Also, it will help learners to choose the web coursewares, because the evaluation results for web courseware notify on the web.

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Study on Interactive Self-regulated Learning Strategy in Web-based Learning (웹 기반 학습에 있어서의 상호작용적 자기조절학습 전략 연구)

  • Han, Keun-Woo;Kim, Yung-Sik;Lee, Young-Jun
    • The Journal of Korean Association of Computer Education
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    • v.7 no.5
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    • pp.23-32
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    • 2004
  • Many web-based learning systems have been developed and used widely. Most of the researches on web-based learning systems assume learners' active participation in the learning activity. However, learners do not always actively participate in the learning. This paper presents a novel self-regulated learning strategy to create a learning environment that encourages learner's active participation. We have derived sub-strategies that can be implemented as a web-based system. The derived sub-strategies have been implemented as an advanced web-base system and are verified by an empirical study.

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Applications of Experiential Learning Theory to Graduate Medical Education (졸업 후 의학교육에 경험학습이론의 활용)

  • Lee, Young Hee;Kim, Byung Soo
    • Korean Medical Education Review
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    • v.11 no.1
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    • pp.11-20
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    • 2009
  • The purpose of this study was to introduce the concepts of experiential learning and the Kolb's model, and to review some applications of experiential learning theory in graduate medical education. The published literature on GME and education for general practitioners applying the experiential theory and the Kolb's model was reviewed. Experience learning defined the cyclical learning process which emphasizes the learners' reflective thinking of the learners' concrete experiences and their active participation in continuous learning actives. Kolb includes this 'cycle of learning' as a central principle in his experiential learning theory. This is typically expressed as a four-stage cycle of learning. Kolb's cycle moves through concrete experience(CE), reflective observation(RO), abstract conceptualization(AC) and active experimentation(AE). Components of continuing education of the adult learner were based on autonomy, context of learning, and competence and performance as educational objectives. Some strategies for graduate medical education were reflective thinking, self-directed learning, morning reporting and feedback with peer review, etc. Opportunities for learning from experience in practical life can be made to enhance reflective thinking and performance of practitioners. Strategies to develop reflective practice among physicians should be explored by further research.

Middle School Mathematics Teachers' Responses to a Student's Mistaken Mathematical Conjecture and Justification

  • Kim, Young-Ok
    • East Asian mathematical journal
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    • v.29 no.2
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    • pp.109-135
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    • 2013
  • The purpose of the study was to investigate the reality of middle school mathematics teachers' subject matter knowledge for teaching mathematical conjecture and justification. Data in the study were collected through interviewing nine Chinese and ten Korean middle school mathematics teachers. The teachers responded to the question that was designed in the form of a scenario that presents a teaching task related to a geometrical topic. The teachers' oral responses were audiotaped and transcribed, and their written notes were collected. The results of the study were compared to the analysis of American and Chinese elementary and secondary teachers' responses to the same task in Ball (1988) and Ma (1999). The findings of the study suggested that teachers' approaches to explaining and demonstrating a mathematical topic were significantly influenced by their knowledge of learners and knowledge of the curriculum they teach. One of the practical implications of the study is that teachers should recognize the advantages of learning the conceptual structure of a mathematical topic. It allows the teachers to have the flexibility to come up with meaningful mathematical approaches to teaching the topic, which are comprehensible to the learners whatever the grade levels they teach, rather than rule-based algorithms.

Design and Implementation of XML-based Item Pool System Supporting Leveled Assesment (수준별 평가를 지원하는 XML 기반 문제은행 시스템의 설계 및 구현)

  • Choi, Sook-Young;Back, Hyon-Ki
    • The Journal of Korean Association of Computer Education
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    • v.6 no.1
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    • pp.95-107
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    • 2003
  • For effective web-based teaching and learning, it is necessary to estimate. whether activities for it have attained to the learning goal. In HTML and file based item pool systems, it is difficult to manage, to create questions into various forms, and to share with other systems. It is also not easy to provide suitable questions according to the level of learners. On the contrary, XML document can systematically create a structured information. Since XML represents a structure with meaningful information units, it can be effectively used to manage, search, and store documents. Therefore, we designed and implemented a web-based item pool system based on XML, which can support leveled assessment by analyzing the level of learners and providing appropriate questions according to it.

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Effects of English Grammar Teaching in Korean Context: A Meta-analysis (메타분석을 통한 영어 교과에서의 문법 교육의 효과 분석)

  • Lee, Je-Young
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.743-752
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    • 2016
  • This study aims to investigate the overall effects of teaching grammar in the Korean EFL classroom. A meta-analysis of 67 research findings in 30 articles was conducted to synthesize the results of these studies by calculating the mean effect sizes. This study reviewed and analyzed the previous studies in terms of subjects, treatment period, and types of grammar teaching. The results showed that teaching grammar in the classroom had beneficial effects on learners in general (d=.907). It was found to be more effective for middle school and university students than for elementary and high school students (Q=37.065, df=3, p=.000). There was no statistically significant difference in terms of treatment period and types of grammar teaching. Pedagogical implications and suggestions for Korean EFL learners are also discussed.

HTML5_-based Mobile Web Capture Video Learning System (HTML5_기반 모바일 웹 캡쳐 동영상 학습 시스템)

  • Lee, Yean-Ran;Lim, Young-Hwan
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.8-18
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    • 2013
  • In this paper, we capture learning while taking a video, play time and time line of the video frame in the form of areas that require re-learning in HTML5 mobile web store. When you select an image frame can display a list of the frame to take advantage of HTML5 Video tag up to 9 capture and save the playing time at the position. Implemented in a manner that runs Effects as compared to learning to run the entire frame capture learning and re-learning frame partial immersion learners matchumhyeong storytelling can be implemented. Interval Iterative Learning in a random order, so learners can level alignment by iterative learning on academic performance can have a positive effect.

Study on The Effect of Wiki Based Cooperation Learning on learning attitude and academic achievement (위키 기반 협동학습이 학습태도와 학업성취도에 미치는 영향 - 사회과를 중심으로 -)

  • Kim, KeunYoung;Ma, DaiSung
    • Journal of The Korean Association of Information Education
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    • v.17 no.1
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    • pp.53-61
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    • 2013
  • The proximity web 2.0 has in our daily life changes in the way we educate ourselves occur naturally. New generations of learners naturally study and utilize web 2.0 as part of general life, so they require an education method which considers this characteristic. One such method, WIKI Based Cooperation Learning has recently been studied. The object of this study is to establish any relationship between learners attitude and academic achievements when implementing WIKI Based Cooperation Learning in the subject of social studies.

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A Study on Developing the Model of Learner Satisfaction in Synchronous Online Entrepreneurship Education (동기식 온라인창업교육의 학습자만족 모델 개발)

  • Byun, Young Jo;Lee, Sang Han;Kim, Jaeyoung
    • Knowledge Management Research
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    • v.21 no.2
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    • pp.119-135
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    • 2020
  • Owing to pandemic (COVID-19), the traditional face-to-face education method has been changed to the non-face-to-face real-time online education methods. Using a real time-based video conference system, synchronous education can be adopted by face-to-face class easily. Specially, it is very important to minimize the difference in learning effects between face-to-face and non-face-to-face in Entrepreneurship education. In this study, in order to derive the factors that affect the satisfaction of learners in synchronous online education, authors collected data from learners taking a synchronous entrepreneurship course. Through previous research, learned the reality of education and the composition of lessons. Spatiotemporal effectiveness, mentor ability, and educational environment influence learning satisfaction. PLS-SEM results revealed that it was confirmed that only spatiotemporal effects affect learner satisfaction. However, the education environment (fluent operation and convenience of function use of real-time based online conference system) effect teaching presence, class structure, and spatiotemporal effects. Through this research, we hope to provide theoretical and practical support for developing effective teacher activities, proper lesson structure, convenient function of the conference system, and learner-centered online learning environment when developing synchronous online classes.