• Title/Summary/Keyword: educational tool

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A Development of Research Tool for Mathematics Teachers' Perceptions of Mathematics Education (수학교육에 대한 우리나라 교사의 인식조사를 위한 조사도구 개발)

  • Kim, Hong-Kyeom;Jung, Sihun;Kim, Somin;Huh, Nan
    • Communications of Mathematical Education
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    • v.33 no.3
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    • pp.355-376
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    • 2019
  • Since the second comprehensive mathematics education plan was announced in 2012, many policies have been implemented based on it. However, due to many changes in various social situations and revision of the curriculum, new plans and policy proposals for mathematics education are strongly required. But, we need to recognize what the changes in the current social and educational situation ask for education in order to make meaningful policy. Therefore, in this study, we intend to develop an appropriate questionnaire to investigate mathematics teachers' perceptions and educational status of mathematics by analyzing former domestic and international studies on the related field and reflecting the educational situation in Korea. When developing questions, experts' opinions were consulted and preliminary on-site survey studies were conducted to maintain the suitability and reliability of the questions. Through these procedure, 33 questions were developed in three areas: teachers' recognition on mathematics education, educational status of mathematics education, and ICT utilization. It will be used as a tool to investigate math teachers' perception and current status of mathematics education and the results from this survey will be useful for developing mathematics education policies for the future.

A Study on improving the Functions of Authoring Tool for Educational Contents (교육용 콘텐츠 저작을 위한 개발 툴 기능 개선 연구)

  • Oh, MiJa;Shin, SungWook;Kim, MiRyang
    • The Journal of Korean Association of Computer Education
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    • v.17 no.3
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    • pp.101-112
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    • 2014
  • With the development of information and communications technologies, there have been increasing cases of services and use free educational materials in educational field through the Web. However, as most of the materials are provided in a finished form via the Web services, teachers are in a situation where they have difficulty in using the materials through development or revision according to their educational goals. In this background, this study aimed to develop requirements and functions necessary for the educational contents development tools by having teachers as actual users develop contents using existing tools of the educational contents development. As a result, this study developed 10 requirements, including intuitive interface environment, support for various multimedia materials, and diversification of output versions etc. Also, the study suggested 13 functions, including links with external resources, automatic format conversion function, usage and editing of existing documents, writing learner's answers, and hiding function etc.

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Implementation and Design of Metadata and Quality Evaluation Management Systems for Educational Serious Game (교육용기능성게임을 위한 메타데이터와 품질평가 관리 시스템의 설계 및 구현)

  • Yoon, Seon-Jeong;Park, Hee-Sook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.4
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    • pp.1020-1027
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    • 2013
  • Today, Educational serious games are occupying a large portion of the serious game market but there is a lack of the quality evaluation systems for providing useful quality evaluation information about educational serious game to user or developer. Although the existing metadata management system for serious game is developed, the system had not provided a function to manage the quality evaluation information for educational serious game. Therefor the development of quality evaluation management system of educational serious game is a very important challenge. We proposed design of the system for managing a metadata and a quality evaluation for educational serious game. The advantage of our system is that the system provide a lot of reliable useful information for general users and developers, and support an easy and convenient tool to manage the metadata and quality information to managers.

Innovative Educational Technologies in Management Training: Experience of EU Countries

  • Vitaliy, Kryvoshein;Nataliia, Vdovenko;Ievgen, Buriak;Volodymyr, Saienko;Anna, Kolesnyk
    • International Journal of Computer Science & Network Security
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    • v.22 no.6
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    • pp.45-50
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    • 2022
  • The article substantiates the feasibility of using and actively implementing innovative technologies in the practice of organizing the educational process. The need for the use of telecommunication technologies, which provide constant communication between students and the teacher outside the classroom, has been identified. Particular attention is paid to the latest approaches to the use of various forms of multimedia technologies in student education, which intensify the process of acceptance and assimilation of educational material by foreign students. The advantages of using innovative means of distance education are determined, which thanks to modern electronic educational systems allow students to receive quality higher education. Innovative technologies promote the development of cognitive interest in students, they learn to systematize and summarize the material studied, discuss and debate. In this regard, the reorientation of the system of higher education in Europe towards innovation is becoming the most important tool in ensuring the competitiveness of graduates in the labor market. In addition, the investment attractiveness of a university often depends on the innovative nature of the development of scientific, educational and practical activities of the subjects of the educational process, their inclusion in the national innovation system. The article analyzes that in the universities of the European Union in the training of specialists in the management of basic interactive methods, forms and tools are binary lecture, briefing, webinar, video conference, video lecture, virtual consultation, virtual tutorial, slide lecture, comp. utheric tests. Various classes on slide technology took active forms during the training of management specialists.

A Study on the Development of Assessment Tools for Evaluating the Achievement of Program Educational Objectives (프로그램 교육목표 달성도를 평가하기 위한 평가도구 개발에 관한 연구)

  • Kim, Han-Jong
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.1 no.1
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    • pp.72-78
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    • 2009
  • The program educational objectives(PEO) are defined as the goals that students should achieve in 3~4 years after graduation. Assessment tools for evaluating program educational objectives might be different for every program. In this paper, we developed and proposed assessment tools which include not only direct assessments through the present study but also indirect assessment through question rubrics. With the proposed assessment tools, we conduct a mimic evaluation for graduates and their employers in order to evaluate the degree of achievement of each PEO.

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Suitability and Readability Assessment of Printed Educational Materials on Hypertension (고혈압 교육 인쇄물의 적합성 및 이독성 평가)

  • Lee, Tae-Wha;Kang, Soo-Jin;Kim, Hye-Hyun;Woo, So-Ra;Kim, Sin-Hye
    • Journal of Korean Academy of Nursing
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    • v.41 no.3
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    • pp.333-343
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    • 2011
  • Purpose: The aim of this study was to assess the suitability and readability of printed educational materials for patients with hypertension in Korea. Methods: A total of 33 written educational materials related to hypertension were collected from public health centers, hospitals, and internet web site. Among them, we analyzed 19 materials which fit the inclusion criteria: leaflets (n=9), booklets (n=3), and guide book (n=7). Two trained nurses evaluate the materials using suitability assessment tool (SAM; Doak, Doak, & Root, 1996) and graded lexical items for teaching Korean (Kim, 2003). Results: Overall, 14 (73.7%) of 19 materials scored adequate, and 5 (26.3%) scored inadequate. On the average, the education materials contained 36.1% to 50.5% of 1st grade reading level words and 12.9% to 21.6% of 4th grade level and over. Conclusion: The reading level of the materials was higher than a 6th grade reading level. It is proposed that the written educational materials should be developed by health professionals according to suitability and quality by taking the target group's literacy capacity into consideration.

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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Caring for Patients with Malignant Pleural Mesothelioma in Japan: Evaluation of a Palliative Care Educational Program

  • Nagamatsu, Yasuko;Nakayama, Yukiko;Clayson, Helen;Natori, Yuji;Ohata, Misato;Matsuura-Moriguchi, Shino;Porter, Sarah E.
    • Asian Pacific Journal of Cancer Prevention
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    • v.15 no.21
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    • pp.9165-9170
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    • 2014
  • Purpose: This study evaluated the effect of an Educational Program on Palliative Care for MPM for Nurses in Japan. Program: The 5-h program consisted of lectures and care planning group work. Materials and Methods: This study used a pretest-posttest design with a single cohort of nurses and included a Difficulties in Palliative Care for Patients with MPM (DPCMPM) Scale with 15 items. The pre- and posttest scores were compared using a t-test. Results: We included 27 female nurses with a mean of 14.4 years of nursing experience. In 12 of 15 DPCMPM items, the posttest difficulty scores were lower than the pretest scores. Participants highly evaluated the program for validity, clarity, clinical usefulness, and the facilitators. The Palliative Care for MPM Handbook for Nurses was developed as an educational tool for clinical settings. Conclusions: The Educational Program on Palliative Care for MPM for Nurses was effective in reducing nursing difficulties.

The Influence of Educational Robot Experience on Children's Robot Image and Relationship Recognition (교육용 로봇 활용 경험이 유아의 로봇 이미지 및 관계 인식에 미치는 영향 연구)

  • Lee, KyungOk;Lee, Byungho
    • The Journal of Korea Robotics Society
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    • v.10 no.2
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    • pp.70-78
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    • 2015
  • The purpose of this study was to investigate how young children recognize the image of robots, and how they understand the relationship between themselves and robots based on school experience. 20 children from kindergarten A had no direct experience with educational robots, whereas 20 children from kindergarten B had experience in using educational robots in their classroom. Total 40 children from age group 5 class participated in this study. We collected data using interview and drawing test. The findings of the study are as follows: First, participating children recognized robots as having both the character of a machine and a human. But children with previous robot experience provided description of robots as a machine-tool. Both groups were not able to explain the structure of robots in details. Second, participating children understood that they can develop a range of social relationships with robots, including simple help to family replacement. There were mixed views on robots among the children with previous experience, but children with no experience described robots as taking the role of peers or family members. These findings could contribute to the development of robots and related programs in the field of early childhood education.

Use of Visual Digital Media to Develop Creativity: The Example of Video Games

  • V., Zabolotnyuk;S., Khrypko;I., Ostashchuk;D., Chornomordenko;A., Timchenko;T., Motruk;K., Pasko;O., Lobanchuk
    • International Journal of Computer Science & Network Security
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    • v.22 no.12
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    • pp.13-18
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    • 2022
  • In the post-information era, most of technologies have a visual part, or at least some functions related to visualization. It is also one of the popular means of presenting materials in education area. However, despite its popularity, the impact of visualization on the effectiveness of learning still remains controversial. Even more controversial is its usefulness in developing creativity, which is one of the most important skills for today's employee. The authors considered the use of visualization as a tool for the development of children's creativity on the example of learning video games, in particular, ClassCraft to distinguish features that, from the point of view of psychology, may lead to developing creativity even being not useful for educational purposes. It is concluded that video games useful for learning may have features, that are inappropriate in formal educational context, but important to develop creative thinking.