• Title/Summary/Keyword: connectivism

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Synchronous and Asynchronous Engagement in Virtual Library Services as Learning Support Systems from the Perspectives of Post-Graduate Students: A Case Study-Graduate Students: A Case Study

  • Alenzuela, Reysa;Kamilova, Yelizaveta
    • Journal of Information Science Theory and Practice
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    • v.6 no.1
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    • pp.45-64
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    • 2018
  • The global information economy is transforming the way people connect with each other, learn new things, and contribute to the knowledge society. With the online platform, library services have also expanded beyond face to face interaction. Although studies of virtual reference services have been made in different parts of the world, a case study discussing various forms of online reference engagement in Kazakhstan has not been written. While most of the theories on connectivism emphasize the context of instruction, the researchers of this paper discussed the tenets as they relate to online engagement. Applying the theory of connectivism, this paper explores through a mixed method the use of various online platforms to enhance engagement connecting library users to information. Findings revealed that differences in patterns of interactions as to platforms, types of queries, and users reveal that students, faculty, and other members of the academic community served by the library have various preferences for communication. The case study further showed that respondents have not maximized the use of VLS but interest in using both synchronous and asynchronous services is clear. Finding connections between sources of information, creating useful information patterns, is essential in learning. Amplifying awareness on the use of VLS giving emphasis to the unique features of each service is useful in order to enable students to see how this platform facilitates learning.

e-Friendly Personalized Learning

  • Caytiles, Ronnie D.;Kim, Hye-jin
    • International Journal of Internet, Broadcasting and Communication
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    • v.4 no.2
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    • pp.12-16
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    • 2012
  • This paper presents a learning framework that fits the digital age - an e-Friendly PLE. The learning framework is based on the theory of connectivism which asserts that knowledge and the learning of knowledge is distributive and is not located in any given place but rather consists of the network of connections formed from experiences and interactions with a knowing community, thus, the newly empowered learner is thinking and interacting in new ways. The framework's approach to learning is based on conversation and interaction, on sharing, creation and participation, on learning not as a separate activity, but rather as embedded in meaningful activities such as games or workflows. It sees learning as an active, personal inquiry, interpretation, and construction of meaning from prior knowledge and experience with one's actual environment.

Connectivism and New Direction of SW Education (커넥티비즘과 SW 교육의 새로운 방향)

  • Kim, Dong Man;Lee, Tae Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.103-104
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    • 2018
  • 이 연구는 디지털 네트워크 세상으로 인한 새로운 학습이론인 커넥티비즘을 알아보고 SW 교육이 나가야할 방향을 알아보았다. 커넥티비즘에서 학습은 지식이나 정보를 연결하는 과정으로 정의하고 학습자가 기존에 알고 있는 지식을 바탕으로 새로운 지식을 끊임없이 연결하거나 단절시키는 과정이 반복된다고 말한다. 커넥티비즘에 따른 SW 교육의 새로운 방향을 제시하면, 1)SW 학습 목표는 지식의 연결과정으로 다양성과 가변성을 내포하여 설정하고, 2)현재 정보 교과서 개발 체재의 변화와, 3)협업과 네트워킹이 강조되는 도구를 활용한 SW 교육 활동을 지향하며, 4)교육 비용 절감을 위한 적시학습(just-in-time learning) 지향 및 5)SW 교육 목적에 합리적 의사결정을 통한 연결 지식 배양 역량을 추가하고, 6)문제 해결학습 보다는 문제발견학습을 중시하도록 설정해야 한다.

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An Exploratory Study about the Activity Framework for 3D Printing in Education and Implementation (3D 프린팅 활용 교육 프레임워크 제안 및 적용의 탐색적 연구)

  • So, Hyo-Jeong;Lee, Ji-hyang;Kye, Bokyung
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.451-462
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    • 2017
  • This study selected 3D printing that is highly likely to be adopted in schools. This research was conducted in two stages: 1) proposing the learning activity framework for utilizing 3D printing in education, and 2) exploring the potential of integrating 3D printing in the school field. The '3D printing learning activity framework' proposed in this study includes four phases that are categorized according to the complexity of problem-solving processes and collaborative interaction: Step 1 as production through replication, Phase 2 as means of imaginary expression, Phase 3 as near problem-solving, and Phase 4 as expanded problem-solving. Next, we conducted the field study with 23 students in the 6th grade math class where they learned the various solid shapes and volumes through 3D printing-integrated activities. The lesson was considered as Phase 1, which is the production through replication. Overall, the results showed that the participants had positive perceptions about the efficacy of 3D printing activities, the quality of learning experience, and satisfaction. On the other hand, it was found that the usability of 3D printers and CAD program needs further improvement The contribution of this study can be found in the learning activity framework that can guide 3D printing activity design in school, and in the exploration of enhancing the connection between 3D printing activities and curricular relevance beyond simple interest toward a novel technology.

Understanding of Generative Artificial Intelligence Based on Textual Data and Discussion for Its Application in Science Education (텍스트 기반 생성형 인공지능의 이해와 과학교육에서의 활용에 대한 논의)

  • Hunkoog Jho
    • Journal of The Korean Association For Science Education
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    • v.43 no.3
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    • pp.307-319
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    • 2023
  • This study aims to explain the key concepts and principles of text-based generative artificial intelligence (AI) that has been receiving increasing interest and utilization, focusing on its application in science education. It also highlights the potential and limitations of utilizing generative AI in science education, providing insights for its implementation and research aspects. Recent advancements in generative AI, predominantly based on transformer models consisting of encoders and decoders, have shown remarkable progress through optimization of reinforcement learning and reward models using human feedback, as well as understanding context. Particularly, it can perform various functions such as writing, summarizing, keyword extraction, evaluation, and feedback based on the ability to understand various user questions and intents. It also offers practical utility in diagnosing learners and structuring educational content based on provided examples by educators. However, it is necessary to examine the concerns regarding the limitations of generative AI, including the potential for conveying inaccurate facts or knowledge, bias resulting from overconfidence, and uncertainties regarding its impact on user attitudes or emotions. Moreover, the responses provided by generative AI are probabilistic based on response data from many individuals, which raises concerns about limiting insightful and innovative thinking that may offer different perspectives or ideas. In light of these considerations, this study provides practical suggestions for the positive utilization of AI in science education.