• Title/Summary/Keyword: classroom theory

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Finding the Way of Unifying the Theory and the Practice in Mathematics Education: Focused on Cobb's Research (수학교육연구의 이론과 현장의 실제사이의 간격 개선을 위한 방향탐색: Cobb 연구를 중심으로)

  • Lee, Chang Yeon;Joo, Hongyun;Choi-Koh, Sang Sook
    • School Mathematics
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    • v.16 no.4
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    • pp.709-726
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    • 2014
  • The purpose of the study was to pay attention to the studies of P. Cobb which have actively been quoted in the international research of mathematics education for the last three decades and to look at the result and effect of his research. In particular, we in-depth studied theories and the methods of the study which he has tried to reduce the gap in the theory and practice and investigated effects of his research to the Korean societies of mathematics education. Cobb made special effort to integrate radical constructivism and social constructivism and used emergent theory and symbolic interactionism as theoretical background of the study. Also he analyzed the mathematics classroom in individual and social perspectives based on the interpretive frames of social norm, sociomathematical norm and classroom-mathematical practices then dealt with equity and identity of the students. Because Cobb contributed significantly to the development of practical theory using design experiment as the method of studies, we presented the definition, characteristics, principles, processes and practices of the design experiment. We anticipate that his ways of research would be used as means of unifying the theory and the practice in school.

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Methods and Procedures of Ordering Theory and Hierarchical Analysis of Science Process Skills Using Ordering Theory (서열화 이론의 방법과 절차 및 이를 이용한 과학탐구기능 요소의 위계분석)

  • Lim, Cheong-Hwan
    • Journal of The Korean Association For Science Education
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    • v.12 no.3
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    • pp.91-107
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    • 1992
  • The Purpose of this study was to present the procedures and methods of ordering theory,and to search for a learning hierarchy among science process skills in each Piagetian cognitive reasoning level. One of the purpose of this is not to determine the clear and exact hierarchy but rather to demonstrate how ordering theoretic methods and procedures can be used to determine the hierarchy of logical relationships among a set of test items or the testing of a hypothesized hierarchy. Ordering theory was used to analyze five science process skills collected from 509 high school students. Ordering Theory has as its primary intent either the testing of hypothesized hierarchies among items at the determination of hierchies among items. Hierarchical relationships were identified within five science process skills. The results will be helpful in giving useful inform at ions to classroom teachers and science curriculum developer.

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The Flipped Classroom Design for Capability Enhancement of Big-Data Analysis (빅데이터 분석의 역량 강화를 위한 거꾸로 교실 설계 연구)

  • Jung, Byoungho;Kim, Byungcho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.2
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    • pp.127-145
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    • 2017
  • The purpose of this study is to empirical case study for the instructional design of flipped classroom by job-capability advancement of IT business majors. A student of IT business school has learned a lot of management educations for four years. But, they don't recognize a connection between school education and business practice. A subject based on the humanities, and social sciences consisted of mostly the memorization. The undergraduate class lack a practice's curriculum by a creative-oriented lesson rather than memorization-oriented. In particular, An IT business is now recognized as a significance emerging IT investment, the Internet of Things, information security, big data and strategy's ERP. For these reasons, it is important for an instructional design for understanding business practices of the students. Accordingly, Flipped classroom with participatory class be needed increasingly for students' practical sense. We will propose a design method of flipped classroom for inspiring business education. In this, new instructional design overturned traditional teaching method. After the student conducts a prior learn at home, school will accomplish a problem solving through question and answer. This design effected a boredom suppress and creative enforcement of student and an intimacy increase of instructor. In addition, A participatory class and reciprocal peer tutoring will be possible by a spontaneous self-directed learning of student. We were designed course of project type based on big data theory and application to target the fourth-year course. In conclusion, the new instruction provided a help to learning synergy between student and lecturer. During the lessons, the student showed improvement of business sense and enhanced problem solving capability. The lecturer has the intimacy through communication interaction with students.

Classroom Roll-Call System Based on ResNet Networks

  • Zhu, Jinlong;Yu, Fanhua;Liu, Guangjie;Sun, Mingyu;Zhao, Dong;Geng, Qingtian;Su, Jinbo
    • Journal of Information Processing Systems
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    • v.16 no.5
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    • pp.1145-1157
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    • 2020
  • A convolution neural networks (CNNs) has demonstrated outstanding performance compared to other algorithms in the field of face recognition. Regarding the over-fitting problem of CNN, researchers have proposed a residual network to ease the training for recognition accuracy improvement. In this study, a novel face recognition model based on game theory for call-over in the classroom was proposed. In the proposed scheme, an image with multiple faces was used as input, and the residual network identified each face with a confidence score to form a list of student identities. Face tracking of the same identity or low confidence were determined to be the optimisation objective, with the game participants set formed from the student identity list. Game theory optimises the authentication strategy according to the confidence value and identity set to improve recognition accuracy. We observed that there exists an optimal mapping relation between face and identity to avoid multiple faces associated with one identity in the proposed scheme and that the proposed game-based scheme can reduce the error rate, as compared to the existing schemes with deeper neural network.

The E-Learning for Practice Training Using Augmented Reality in the College Education (증강현실을 이용한 대학 e-Learning 실습교육)

  • Lee, Ki-Ho
    • Cartoon and Animation Studies
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    • s.40
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    • pp.443-476
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    • 2015
  • The university e-learning classes give a major focused on practical training in the art and design field are opened such as theory classes. The cyber universities that fully gives on-line classes even open as theory classes. They speak about difficulty and limitation of operating cyber class with practice. So, many of them organize off-line special lecture at the classroom in weekend. In the reason of studying that has the constraints of time and space, the student wastage rates in cyber universities are going higher. This research focused on giving an efficient e-learning practice environment in college e-learning courses, and operated scholastic achievement test between the augmented reality(AR) based practice education and the existing classroom based practice education. The subjects of study were totally 84 people who are the freshmen of the design department in the two-year diploma course college. They were divided 3 groups which one was treated AR based practice e-learning and two others groups were existing classroom based practice. Each of the group took the same treated lecture during 7 weeks. The first of the outcome was the AR based practice e-learning was more effective than existing classroom based practice on the side of scholastic achievement. The second, the AR based practice e-learning aroused increasing in the interest in class on the side of attribute factors. The third, the AR based practice e-learning group made higher level of studying immersion than others. In consideration of this experiment was processed in the regular college academic course, the finding by this research shows AR based major practice e-learning is an alternative lecturing strategy what can be supplemented existing classroom based academic teaching methods.

How Query by humming, a Music Information Retrieval System, is Being Used in the Music Education Classroom

  • Bradshaw, Brian
    • Journal of Multimedia Information System
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    • v.4 no.3
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    • pp.99-106
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    • 2017
  • This study does a qualitative and quantitative analysis of how music by humming is being used by music educators in the classroom. Music by humming is part division of music information retrieval. In order to define what a music information retrieval system is first I need to define what it is. Berger and Lafferty (1999) define information retrieval as "someone doing a query to a retrieval system, a user begins with an information need. This need is an ideal document- perfect fit for the user, but almost certainly not present in the retrieval system's collection of documents. From this ideal document, the user selects a group of identifying terms. In the context of traditional IR, one could view this group of terms as akin to expanded query." Music Information Retrieval has its background in information systems, data mining, intelligent systems, library science, music history and music theory. Three rounds of surveys using question pro where completed. The study found that there were variances in knowledge, training and level of awareness of query by humming, music information retrieval systems. Those variance relationships where based on music specialty, level that they teach, and age of the respondents.

A Study on Information Education and School Library (정보교육과 학교도서관에 관한 연구)

  • Yoo So-Young
    • Journal of the Korean Society for Library and Information Science
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    • v.26
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    • pp.53-74
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    • 1994
  • Creative thinking in education is a common assumption to be accomplish in this information age. Information education can contribute to build the ability to think creatively. The Author explored how information education conduces the creative thinking ability that is necessary to the development of independent and competent study for students themselves. The writer also expressed the integrated education makes students think synthetically and synthetic educational experience derives creative thinking. She based her arguments upon the theory of the psychology of memory and the Piaget's cognitive structure. To increase the effects of information education, it is necessary to integrate the curriculums and learning method of the information education and those of other areas of learning, i,e., languages, literatures, social sciences, sciences, mathematics, etc. Here, author asserted that the teaching of information skill within classroom curriculums for all subject areas can make the integrated effects on various classroom curriculums. On the basis of the findings of this study, the author recommended that every school needs to prepare enough books and other media for the students to drill information skill. Consequently, to build creative thinking ability for He students, librarians, classroom teachers and school principals who have influence on the information education, have to cooperate to initiate integrated information education for the student.

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A Study on the Comprehensive Approach to Health Education: Cooperative Learning (협동학습(Cooperative Learning)을 적용한 보건교육 수업에 관한 연구)

  • 김은주
    • Korean Journal of Health Education and Promotion
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    • v.21 no.3
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    • pp.151-177
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    • 2004
  • Recently, the educational community has attempted to implement the theory of multiple intelligences. In approaching multiple intelligences, teachers have applied the same structural approach which has been so successful with cooperative learning. Cooperative learning is easy to learn and implement, fun for teachers and students, and produce profoundly positive outcomes along a remarkable number of dimensions. Different structures are designed for different outcomes, including enhanced mastery of subject matter, improved thinking skills, team building, class building, development of social character and social skills, communication skills, classroom management, classroom discipline, and development of and engagement of each of the multiple intelligences. Cooperative learning is becoming an increasingly popular teaching strategy. In this study, it is aimed to clarify the application of cooperative learning in health education. Cooperative Learning in health education enhances student learning by: 1) providing a shared cognitive set of information between students, 2) motivating students to learn the material, 3) ensuring that students construct their own health knowledge, 4) providing formative feedback, 5) developing social and health group skills necessary for success outside the classroom, and 6) promoting positive interaction between members of different cultural and socio-economic groups. Cooperative Learning structures and techniques in health education are following. Flash Card, Focused Listing, Structured Problem-solving, Paired Annotations, Structured Learning Team Group Roles, Send-A-Problem, Value Line, Uncommon Commonalities, Team Expectations, Double Entry Journal, Guided Reciprocal Peer Questioning, What if. Because the purpose of health education is the practice, therefore health specialists have to guide powerful and effective teaching method The application of cooperative learning in health education may improve its effectiveness.

(De)Colonizing Literary Digital Annotating: A Student's Experience in the Classroom

  • Koo, Yeonwoo
    • International Journal of Advanced Culture Technology
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    • v.7 no.4
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    • pp.194-207
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    • 2019
  • This paper is the author's personal experience and interpretation as a student whilst participating in Professor Kyung-Sook Shin's English Literature graduate course, "Literature and Technology II: Feminisms and Digital Humanities," during the 2019 spring semester at Yonsei University, South Korea. Exploring the intersections of literary feminist theory and digital humanities, this paper examines not only the content, but also the methodology and political effects of collaboratively digitally annotating Elizabeth Barrett Browning's epic novel/poem, Aurora Leigh (1856) through the medium, Google Docs. In particular, this paper observes the students' interaction with the digital tools and literature-related pedagogy in two main parts. First, the democratic political nature of classroom culture when creating a new language/code during annotation. Second, the coexistence of cyberspace and the physical classroom space and its effect on time, specifically in the archival of the past, influencing of the future, and the splitting into the present multiverse. From a student's perspective in digital literary annotation, this paper shows that technology could become a way to decolonize and reprogram education to be more inclusive and collaborative.

Classroom Practice for Mathematics eased on Cognitive Constructivism in Primary School (인지적 구성주의에 따른 수학과 교육 현장 적용 연구)

  • Kim Pan Soo;Park Sung Taek
    • Journal of Elementary Mathematics Education in Korea
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    • v.3 no.1
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    • pp.21-39
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    • 1999
  • In this paper, we first exam the relation between Piaget's theory of cognitive development and cognitive constructivism. With it's outcome We find three principles of constructivist teaching-learning methods for primary mathematics These are as follows 1) active learning based on self-regulatory process 2) empirical learning by self initiated activities 3) individual learning derived from present cognitive structure and fits of new experiences. Finally we introduce several examples for classroom practice applied the above principles in primary mathematics.

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