• Title/Summary/Keyword: educational learning elements

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A Study on the Operation of Education Using Library Using Flip Learning Techniques: Focusing on ubiquitous E-learning that reflects gaming elements

  • KIM, KiTae;WOO, HoSung
    • Fourth Industrial Review
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    • v.2 no.2
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    • pp.1-9
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    • 2022
  • Purpose - The purpose is to present an efficient library-use education model in the form of flip learning, reflecting traditional teaching methods and gamification elements even in such non-face-to-face and face-to-face situations after COVID-19. Research design, data, and methodology - Research on library use education, research on ubiquitous environment and gamification instructional design, flip the learning, and gamification elements are classified, compared, and analyzed to present educational models for library education, COVID-19 Pandemic situation, and subsequent library use education. Result - We propose an e-learning content development strategy for flipped learning-based library education. First, benchmark and use the existing educational contents. Second, a user-friendly interface is configured so that learners can flexibly organize their learning contents. Third, it allows learners to experience it directly or indirectly in a virtual space. Conclusion - If the e-learning environment can be standardized to the level of schools or educational institutions, a good educational model that can be used not only in library user education but also in other fields will be possible.

A Study on Quality Dimension and Improvement Priority for Enhancing University Educational Service Satisfaction (대학 교육서비스 만족도 향상을 위한 품질차원 및 개선우선순위 도출)

  • Chang, Youngsoon;Jung, Dajung;Kim, Donyun
    • Journal of Korean Society for Quality Management
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    • v.45 no.1
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    • pp.11-24
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    • 2017
  • Purpose: This study is on the priority for improving students satisfaction in university educational service. It explores the dimension of service quality and analyzes the relationship among quality elements, service satisfaction, and loyalty. Methods: This paper performs empirical studies by questionnaire survey. The Timko model is used for finding the degree of possible improvement of quality elements, and structural equation and regression models are used to analyze the effect of them on service satisfaction and loyalty. Also, explanatory factor analysis is used to investigate the quality determinants. Results: The quality dimension is composed of curriculum, employment support, interaction with outsiders, start-up support, learning support, counselling, and administration service. Curriculum, learning support, and administration service are positively correlated with service satisfaction, and service satisfaction has a positive effect on loyalty. Counselling service is an attractive element, and curriculum, start-up support, and learning support are indifferent elements. Conclusion: Comprehensive analysis shows that curriculum, academic advisor, and administration service have high priorities for improving educational service satisfaction.

ICT-oriented Training of Future HEI Teachers: a Forecast of Educational Trends 2022-2024

  • Olena, Politova;Dariia, Pustovoichenko;Hrechanyk, Nataliia;Kateryna, Yaroshchuk;Serhii, Nenko
    • International Journal of Computer Science & Network Security
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    • v.22 no.4
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    • pp.387-393
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    • 2022
  • The article reflects short-term perspectives on the use of information and communication technologies in the training of teachers for higher education. Education is characterized by conservatism, so aspects of systematic development of the industry are relevant to this cluster of social activity. Therefore, forecasting the introduction of innovative elements of ICT training is in demand for the educational environment. Forecasting educational trends are most relevant exactly in the issues of training future teachers of higher education because these specialists are actually the first to implement the acquired professional skills in pedagogical activities. The article aims to consider the existing potential of ICT-based learning, its implementation in the coming years, and promising innovative educational elements that may become relevant for the educational space in the future. The tasks of scientific exploration are to show the optimal formats of synergy between traditional and innovative models of learning. Based on already existing experience, extrapolation of conditions of educational process organization with modeling realities of using information and communication technologies in various learning dimensions should be carried out. Educational trends for the next 3 years are a rather tentative forecast because, as demonstrated by the events associated with the COVID-19 pandemic, the socio-cultural space is very changeable. Consequently, the dynamism of the educational environment dictates the need for a value-based awareness of the information society and the practical use of technological advances. Thus, information and communication technologies are a manifestation of innovative educational strategies of today and become an important component along with traditional aspects of educational process organization. Future higher education teachers should develop a training strategy taking into account the expediency of the ICT component.

Environmental Learning Elements Appeared In Dialogues of Social Interactions among Small Groups of Middle School Students at the Natural History Museum: A Case Study of the Natural History Hall in Gwacheon National Science Museum (자연사박물관 관람 시 중학생 소집단의 사회적 상호작용 중 대화에 드러난 환경 학습 요소 : 국립과천과학관 내 자연사관을 사례로)

  • Jung, Won-Young;Kim, Chan-Jong
    • Hwankyungkyoyuk
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    • v.23 no.4
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    • pp.15-31
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    • 2010
  • This research aimed for revealing social interaction-based environmental learning elements at the natural history museum. First, we carried out a survey of the perceptual change about 'the environment' concept. It was for confirming whether environmental learning occurred in visiting. Second, we found environmental learning elements through analyzing dialogues among small group members during looking around the museum. Social interaction-based environmental learning elements were classified into five; knowledge, affection, value, skill, behaviour. Each environmental learning element included several sub-elements, so we revealed totally 9 environmental learning sub-elements. By results, we said characteristics and possibility of the natural history museum as an informal environmental educational institution. It is meaningful for extending areas of environmental education.

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A Model of Collaborative Learning Based on On-line Game (온라인 게임을 응용한 협동학습 모형)

  • Roh Chang-Hyun;Lee Wan-Bok
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.8-14
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    • 2006
  • The social interest for collaborative learning and educational game has been increased. In this paper, we investigates the educational value of collaborative learning and game. Based on this investigation, we propose an educational on-line game model for collaborative learning. Although the proposed model is still conceptual design, it sufficiently shows that on-line RPG game can be a good collaborative learning method for young children. In detail, we speculate about the conventional educational method performed in normal school. And then, we describes the elements of a computer game which complies with the real collaborative learning program.

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Sharing Cognition LMS: an Alternative Teaching and Learning Environment for Enhancing Collaborative Performance

  • NGUYEN, Hoai Nam;KIM, Hoisoo;JO, Yoonjeong;DIETER, Kevin
    • Educational Technology International
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    • v.16 no.1
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    • pp.1-30
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    • 2015
  • The purpose of this research is to propose a novel social LMS developed for group collaborative learning with a think-aloud tool integrated for sharing cognitive processes in order to improve group collaborative learning performance. In this developmental research, the system was designed with three critical elements: the think-aloud element supports learners through shared cognition, the social network element improves the quality of collaborative learning by forming a structured social environment, and the learning management element provides a understructure for collaborative learning for student groups. Moreover, the three critical elements were combined in an educational context and applied in three directions.

A Study on Design and Practical Use of Multi-purpose Auditorium with Priority given to Variable Application in Educational Facility (다목적강당의 계획과 활용에 관한 연구 - 가변성 적용을 중심으로 -)

  • Chi, Hyun-Jung;Lee, Jung-Ran;Lee, Sang-Hong
    • Journal of the Korean Institute of Educational Facilities
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    • v.12 no.6
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    • pp.5-17
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    • 2005
  • The purpose of the study is to propose architectural design standards of the Multi-purpose Auditorium planning in educational facilities. The success of the design is measured by how well variable elements are applied to parts of Multi-purpose Auditorium and designed and equipped so that all groups-amateurs, professionals, youth, and adult alike-may use it effectively. The use of this facility will extend over a wide range, including concerts, plays, motion pictures, forums, and other forms of presentation. The wall, stage, roof, windows, and furnitures are important parts of Multi-purpose Auditorium and variable elements can applied to these parts. To successfully application of variable elements, it is necessary that these elements are considered in planning phase including time schedule planning. Various elements are permit a more informal and flexible arrangement and extensive learning activity.

A G-Learning Model of Interworking with Gameplay and Learning Play by Motivation Mechanisms (동기유발 기제를 한 게임플레이와 학습플레이 연동형 G러닝 모델)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.3-11
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    • 2011
  • The learning by computer games, is in the spotlight as an effective education method for the game generation. The current design methods for educational games is to design all needed game elements and learning elements which should be included in. So to design an educational game for motivation and learning effects, is generally difficult. In this paper, we propose the G-learning model IGLM which is interworked with gameplay and learning play by motivation mechanism, in order to solve the difficult problem. The comparative analysis of the proposed model IGLM on the design difficulty with the current design methods for educational games or G-learning, shows the proposed method can be a solution of the design difficult problem and is the best on the difficulty of, the freedom of, and the scope of designing the component parts of educational games or G-learning.

The Impact of Audiovisual Elements on Learning Outcomes - Focusing on MOOC -

  • Li Meng;Hong, Chang-kee
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.98-112
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    • 2024
  • As digital education progresses, MOOC (Massive Open Online Courses) are increasingly utilized by learners, making research on MOOC learning outcomes a necessary endeavor. In this study, we systematically investigated the impact of audiovisual elements on learning outcomes in MOOC, highlighting the nuanced role these components play in enhancing educational effectiveness. Through a comprehensive survey and rigorous analysis involving descriptive statistics, reliability metrics, and regression techniques, we quantified the influence of text, graphics, color, teacher images, sound effects, background music, and teacher's voice on learner attention, cognitive load, and satisfaction. We discovered that background music and text layout significantly improve engagement and reduce cognitive burden, underscoring their pivotal role in the instructional design of MOOC. We findings contribute new insights to the field of digital education, emphasizing the critical importance of integrating audiovisual elements thoughtfully to foster better learning environments and outcomes. Not only advances academic understanding of multimedia learning impacts but also offers practical guidance for educators and course designers seeking to enhance the efficacy of MOOC.

Gamification in Educational Institutions: Concepts and Difficulties

  • Bakhit Al-Salami, Sami Ben Shamlan
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.208-216
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    • 2022
  • This paper provides an account of gamification in education. Apart from its emergence, it clarifies how gamification differs from gaming and game-based learning. It also discusses the elements of gamification, its advantages and its principles. It also sketches the theoretical underpinning of the concept, the models, its various applications, and the obstacles to using it in the educational process.