• Title/Summary/Keyword: educational tool

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A Study on the Internet-Based Educational Contents Development and Evaluation for Teacher Librarian's Competency (사서교사의 교수역량 신장을 위한 인터넷 기반 교육용 컨텐츠 개발 및 평가 연구)

  • Lee, Byeong-Ki
    • Journal of Korean Library and Information Science Society
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    • v.40 no.2
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    • pp.355-373
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    • 2009
  • School library concentrates its focus on how information literacy is implemented through the collaborative efforts of classroom teachers and teacher librarian. The role of teacher librarian and the competencies they need in order to succeed have changed over many years. However, current LIS education for teacher librarian has limitations in terms of institution, curriculum. In this research, I designed and implemented an Internet-based educational contents development and evaluation for teacher librarian's competency. This system was development by lecture authoring tool(LectureMAKER v2.0). This study tested the effectiveness of the system was verified by survey by 51 college students. The test paper consisted of 20 items(5 scale) for measuring teaching competencies of college students. This study verified effectiveness of the Internet-Based Educational Contents by two dependent samples t-test, Levene test.

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A Study on Enhancing Emotional Engagement in Learning Situation - Based on Development Case of English Learning Serious Game 'Word Collectrian' (학습 장면에서 감정 개입을 촉진하기 위한 기능성 게임의 활용 - 단어 시각화 기반의 영어 학습용 기능성 게임 '워드 콜렉트리안' 제작 사례를 바탕으로)

  • Lee, Haksu;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.95-106
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    • 2012
  • Emotion is very important feature in educational situation. Because it has high influence to memory, educational achievement, motivation. This study tried to find out possibility of serious game as emotional engagement tool in educational situation. We did our pilot experiment to elementary school students who are english as second language. In this L2 learning situation, we did our basic experiment with English language learning serious game called 'Word Collectrian". Word Collectrian has some features for emotional engagement. It has interaction for dynamic word visualization, providing context video for word usage, putting visualized word on learner's virtual home. According to experimental result, word Collectrian has possibility for educational achievement and emotional engagement effect.

Statistical Profiles of Users' Interactions with Videos in Large Repositories: Mining of Khan Academy Repository

  • Yassine, Sahar;Kadry, Seifedine;Sicilia, Miguel Angel
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.5
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    • pp.2101-2121
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    • 2020
  • The rapid growth of instructional videos repositories and their widespread use as a tool to support education have raised the need of studies to assess the quality of those educational resources and their impact on the quality of learning process that depends on them. Khan Academy (KA) repository is one of the prominent educational videos' repositories. It is famous and widely used by different types of learners, students and teachers. To better understand its characteristics and the impact of such repositories on education, we gathered a huge amount of KA data using its API and different web scraping techniques, then we analyzed them. This paper reports the first quantitative and descriptive analysis of Khan Academy repository (KA repository) of open video lessons. First, we described the structure of repository. Then, we demonstrated some analyses highlighting content-based growth and evolution. Those descriptive analyses spotted the main important findings in KA repository. Finally, we focused on users' interactions with video lessons. Those interactions consisted of questions and answers posted on videos. We developed interaction profiles for those videos based on the number of users' interactions. We conducted regression analysis and statistical tests to mine the relation between those profiles and some quality related proposed metrics. The results of analysis showed that all interaction profiles are highly affected by video length and reuse rate in different subjects. We believe that our study demonstrated in this paper provides valuable information in understanding the logic and the learning mechanism inside learning repositories, which can have major impacts on the education field in general, and particularly on the informal learning process and the instructional design process. This study can be considered as one of the first quantitative studies to shed the light on Khan Academy as an open educational resources (OER) repository. The results presented in this paper are crucial in understanding KA videos repository, its characteristics and its impact on education.

An Algorithm Learning Program with Robot (로봇 활용 알고리즘 학습 프로그램)

  • Lee, YoungJun;Lee, EunKyoung
    • The Journal of Korean Association of Computer Education
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    • v.12 no.1
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    • pp.33-44
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    • 2009
  • In this study, we selected an educational robot as a suitable tool to support algorithm learning for middle school learners through comparative analysis of various tools. Educational robot can provide tangible experiences for abstract concepts of algorithms. Therefore, we developed an algorithm learning program with educational robots to enhance intrinsic motivation and creative problem solving ability for middle school learners. Also, we implemented the developed program in middle schools and analysed the educational effects of the program. We found that the algorithm learning program with robots was helpful in enhancing learners' intrinsic motivation about algorithm learning and creative problem solving potential. These findings may offer useful direction for designing teaching and learning program for algorithm education. These results can be used as a basis for study on designing and developing algorithm learning program.

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A Study on the Development of Educational Program for Invention on the Basis of TRIZ (TRIZ(트리즈)를 활용한 발명교육프로그램 개발 연구)

  • Cho, Seung-ho;Jung, Jong-wan
    • 대한공업교육학회지
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    • v.31 no.1
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    • pp.86-109
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    • 2006
  • The purpose of this study was to reform the existing state of educational program for invention by TRIZ, theory of inventive problem solving. Major findings of the study were follows : First, students had a chance to get a inventive solution from the problem they were inventing. Second, the new educational program for invention was developed according to the procedures on the standpoint of pedagogy with the TRIZ. Third, according to the survey of the new educational program for invention has found that as follows: -Students were of help to know the invention, to be beneficial, but the basic concepts of TRIZ were not easy to them. -Student wished to advice their colleague the new program for invention, because they had chances to overcome a fixed idea, extend creativity and think. Fourth, TRIZ, the systematic method of problem solving for invention, provide students with the thinking method to overcome fixed ideas and the tool of knowledge.

A Development and Application Effect of Pro-Environmental Housing Life Educational Program Based on Education for Sustainable Development - Focused on the Upper Grade Elementary Students - (지속가능발전교육에 기반을 둔 환경친화적 주생활교육 프로그램 개발 및 적용 효과 - 초등학생 고학년을 대상으로 -)

  • Hwang, Hye-Young;Lee, Sang-Won
    • Hwankyungkyoyuk
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    • v.24 no.3
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    • pp.1-17
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    • 2011
  • The purpose of this study was to develop and apply the pro-environmental housing life educational program to improve of pro-environmental attitude for upper grade of elementary school and to verify its effectiveness and influence. To achieve the purpose, documentary and investigatory research was conducted and thereafter the program developed and implemented following 5 stages of analysis, design, development, implement and evaluation. The experiment was made progress as two-group pretest-posttest design, and the program was applied to a class for two hours every week in discretionary activity class for 6 weeks. A reconstructed questionnaire through Kim et al.(2000)'s test tool was used to survey the effects of students's attitudes on environment. The major results were as follows. First, the developed program focused on the main contents of pro-environmental housing life based on ESD. Second, this program had a positive effect on elementary school students' environmental attitude. Third, this program had a positive correlation(.588~.712) among the 3 subdomains of verbal commitment, actual commitment and affect. Fourth, according to qualitative analysis, students appear to be more concerned and interested in the pro-environmental housing life and environmental problem. In conclusion, the pro-environmental housing life educational program based ESD has a positive effect on elementary school students' environmental attitude. Therefore, more intensive research and follow-up study on teaching and learning methods should be highly considered.

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Big data text mining analysis to identify non-face-to-face education problems (비대면 교육 문제점 파악을 위한 빅데이터 텍스트 마이닝 분석)

  • Park, Sung Jae;Hwang, Ug-Sun
    • Korean Educational Research Journal
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    • v.43 no.1
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    • pp.1-27
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    • 2022
  • As the COVID-19 virus became prevalent worldwide, non-face-to-face contact was implemented in various ways, and the education system also began to draw much attention due to rapid non-face-to-face contact. The purpose of this study is to analyze the direction of non-face-to-face education in line with the continuously changing educational environment to date. In this study, data were visualized using Textom and Ucinet6 analysis tool programs to collect social network big data with various opinions. As a result of the study, keywords related to "COVID-19" were dominant, and keywords with high frequency such as "article" and "news" existed. As a result of the analysis, various issues related to non-face-to-face education, such as network failures and security issues, were identified. After the analysis, the direction of the non-face-to-face education system was studied according to the growth of the education market and changes in the educational environment. In addition, there is a need to strengthen security and feedback on teaching methods in non-face-to-face education analyzed using big data.

Utilizing the n-back Task to Investigate Working Memory and Extending Gerontological Educational Tools for Applicability in School-aged Children

  • Chih-Chin Liang;Si-Jie Fu
    • Journal of Information Technology Applications and Management
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    • v.31 no.1
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    • pp.177-188
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    • 2024
  • In this research, a cohort of two children, aged 7-8 years, was selected to participate in a specialized three-week training program aimed at enhancing their working memory. The program consisted of three sessions, each lasting approximately 30 minutes. The primary goal was to investigate the impact and developmental trajectory of working memory in school-aged children. Working memory plays a significant role in young children's learning and daily activities. To address the needs of this demographic, products should offer both educational and enjoyable activities that engage working memory. Digital educational tools, known for their flexibility, are suitable for both older individuals and young children. By updating software or modifying content, these tools can be effectively repurposed for young learners without extensive hardware changes, making them both cost-effective and practical. For example, memory training games initially designed for older adults can be adapted for young children by altering images, music, or storylines. Furthermore, incorporating elements familiar to children, like animals, toys, or fairy tales, can increase their engagement in these activities. Historically, working memory capabilities have been assessed predominantly through traditional intelligence tests. However, recent research questions the adequacy of these behavioral measures in accurately detecting changes in working memory. To bridge this gap, the current study utilized electroencephalography (EEG) as a more sophisticated and precise tool for monitoring potential changes in working memory after the training. The research findings were revealing. Participants showed marked improvement in their performance on n-back tasks, a standard measure for evaluating working memory. This improvement post-training strongly supports the effectiveness of the training program. The results indicate that such targeted and structured training programs can significantly enhance the working memory abilities of children in this age group, providing promising implications for educational strategies and cognitive development interventions.

Development of an Eclipse-based IDE for Educational Compilers (이클립스 기반의 교육용 컴파일러 통합개발환경)

  • Sung, U-Kyung;Kang, Hyun-Syug;Bae, Jong-Min
    • The Journal of Korean Association of Computer Education
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    • v.14 no.5
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    • pp.9-18
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    • 2011
  • Compiler development projects, which are designed and taught in compiler course, allow students to practice and absorb valuable amount of experience and techniques in developing compilers. However, both instructors and students face difficulties as they are often limited by insufficient hands-on time during course of an academic year along with a relatively high level of technologies involved when dealing with compilers. As well, most compiler's target systems use interpreter-based technologies which are rather limited in drawing student's attention. As a result compiler courses often end up being more of a theoretical course than practical. This paper presents a new integrated development environment (IDE) that will help overcome aforementioned difficulties and allow students to obtain both theoretical and practical knowledge more efficiently. The development environment includes a reference compiler with $Mindstorms^{(R)}$ NXT Robots as the target system, compiler development tool, target language test tool, and code generation visualizer. It is developed as a plug-in for the popular Eclipse IDE which enables easy access and great expandability. This integrated development environment allows students to understand compilers better and start their development faster.

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A Case Study of Artificial Intelligence Education Course for Graduate School of Education (교육대학원에서의 인공지능 교과목 운영 사례)

  • Han, Kyujung
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.673-681
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    • 2021
  • This study is a case study of artificial intelligence education subjects in the graduate school of education. The main educational contents consisted of understanding and practice of machine learning, data analysis, actual artificial intelligence using Entries, artificial intelligence and physical computing. As a result of the survey on the educational effect after the application of the curriculum, it was found that the students preferred the use of the Entry AI block and the use of the Blacksmith board as a physical computing tool as the priority applied to the elementary education field. In addition, the data analysis area is effective in linking math data and graph education. As a physical computing tool, Husky Lens is useful for scalability by using image processing functions for self-driving car maker education. Suggestions for desirable AI education include training courses by level and reinforcement of data collection and analysis education.