• Title/Summary/Keyword: 교수설계요소

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A Study on the Efficiency of Large-Scale Classes through Small Group Cooperative Learning (소그룹 협동학습을 통한 대단위 수업의 효율성 연구)

  • Chang-Hwan Sung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.431-441
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    • 2023
  • In a good class, the elements that make up the class are organically related as a system. The goal of the class is to foster the ability of students to fully understand the educational content of the subject and then apply it to their professional areas. Therefore, for ideal classes, it is necessary to design students to acquire the necessary theories and apply them practically. The question We always ask ourselves during lectures is how to effectively give large-scale lectures for students. This is also the concern of all professors in charge of large-scale lectures opened across various major fields. Now is the time to find ways to effectively give lectures on a large scale. We studied how it is most effective to design and implement various factors such as lectures, presentation and group organization, assignment, group presentation, professor's group presentation guidance, lecture materials posting, questions and answers, group presentation feedback, final report writing, and grade calculation.

Development and application of algorithm judging system : analysis of effects on programming learning (알고리즘 자동평가 시스템의 개발 및 적용 : 프로그래밍 학습 효과 분석)

  • Chang, Won-Young;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.17 no.4
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    • pp.45-57
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    • 2014
  • Many studies on algorithm judging system which verifies the correctness and the time efficiency of your program have been underway recently, most of which are on an online judging system focused on programming contests. However this study is mainly about development and application of the judging system based on client-server. Especially, we designed to promote metacognition and motivation which are emphasized in CRESST model, and implemented the total system that consists of the problem, data set, validation program, and user service environments. We applied our system to elementary, middle, and high school students, and We noticed a significant difference of average score between the experimental and control group in posttest and concluded that the teaching method using our system gave the bigger positive effects on programming learning.

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A Study on the Development of an Online Information Literacy Instructional Model for Elementary School Students in Public Libraries (공공도서관의 초등학생 온라인 정보 리터러시 교육모형 개발연구)

  • SangEun Cho;KyungMook Oh
    • Journal of the Korean Society for information Management
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    • v.41 no.2
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    • pp.71-96
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    • 2024
  • This study focused on the fact that limitations of implementing school-centric models and standards of information literacy construction. This study was conducted with the purpose of developing and validating an instructional model to effectively design and practice online information literacy instruction for upper elementary school students based on a public library. Through a review of prior literature and analysis of current status and cases, a primary model was developed including the definition and area of information literacy, learning stages and activities, conceptual and procedural model, and teaching and learning plan. In addition, the first and second expert surveys were conducted to evaluate the internal validity of the model. The final model was derived by synthesizing and converging the collected opinions. As a result of the study, the final model consisted of 7 areas: 'Information literacy concept', 'Instruction component area', 'Conceptual model', 'Procedure model', 'Design principles and detailed guidelines', and 'Learning Steps and Activities' and 'Teaching and Learning Plan'.

Development of mathematical program based on user experience for self-directed learning (사용자 경험에 기반한 자기주도학습 수학 프로그램 개발)

  • Lee, GaRam;Kim, JeongEun;Gu, SeongWoo;An, WonJu;Cho, KyooLak
    • The Journal of Korean Association of Computer Education
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    • v.19 no.3
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    • pp.21-34
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    • 2016
  • This study aims to develop user experience based mathematical program for self-directed learning. To meet its aim this program is designed and developed according to the process and method of 'ADDIE', general design model of education program. The features of this program are as follows. First, teacher can set questions conveniently through intuitive system of web and learner can solve questions at anytime and anywhere through instant access to application. Second, learner can solve different types of questions based on powerful question database and teacher can provide instantaneous feedback on them. Third, learner's circulation learning can be possible by utilizing paper-video explanation and wrong answer note and teacher supports learner's active learning management though group achievement management.

A Robot Programming Teaching and Learning Model to Stimulate and Maintain Professional High School Student's Learning Motivation (전문계 고등학교 학습자의 동기 유발 및 지속을 위한 로봇 프로그래밍 교수 학습 모형)

  • Jung, Ung-YeoI;Lee, Eun-Kyoung;Lee, Young-Jun
    • The Journal of Korean Association of Computer Education
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    • v.12 no.4
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    • pp.13-21
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    • 2009
  • Educational robots have various potentialities to support programming learners because it is interesting enough to improve the learners' participation and motivation. Nonetheless, some researches assert that the use of educational robot does not necessarily lead to effective and successful learning. With respect to these serious problems, the researchers are emphasizing that it is needed to overcome the probable 'Novelty Effect' by means of considering specific features of the robot programming environment and the participants. We analyzed and found some features of robot programming teaching and learning environment and professional high school students through reviewing of the literatures, and then conducted delphi research to abstract motivational strategies and to develop their applying methods with the specific features. We developed a robot programming teaching and learning model for stimulating and maintaining professional high school student's motivation, which includes 5 factors and 21 strategies.

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Mobile-based course evaluation survey management system (모바일 기반 강의평가 설문 관리 시스템)

  • Park, Ki-Hong;Jang, Hae-Sook;Jang, Ki-Cheol
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.385-386
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    • 2014
  • 적절한 강의평가는 질 높은 강의가 될 수 있도록 역할을 하기도 한다. 강의평가는 교수에게 좋은 강의를 철저히 준비 할 수 있도록 유도하는 외적 자극요소인 동시에 강의개선에 대한 피드백 효과를 주어 보다 나은 강의를 할 수 있게 해준다. 또한 학습의 주체인 학생에게는 배울 권리를 보호 받을 수 있다는 유익함을 준다. 본 연구는 강의평가 방식중 하나인 설문지를 모바일 기반에서 편리하게 관리하며, 그 설문을 통해 나타난 결과를 토대로 교수가 질 높은 교육을 할 수 있는 피드백 효과를 얻도록 하는 시스템을 설계하고자 한다.

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A Study on Development of Creativity Improvement Learning Model using Collective Intelligence (집단지성을 활용한 창의력 증진 학습모형 개발 연구)

  • Chung, Young-Ho;Hong, Seong-Yong
    • Annual Conference of KIPS
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    • 2013.05a
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    • pp.1040-1043
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    • 2013
  • 최근 IT기술의 발전은 교육의 패러다임을 변화시키는 중요한 요소로 작용하고 있다. 이러한 IT의 기술이 학습환경을 변화시키며 학습모형에도 영향을 미치고 있는 것이다. 특히 창의적인 생각이나 새로운 아이디어를 중요시 하는 국가적 교육 경쟁력이 핵심으로 작용하면서 창의력 증진을 위한 학습모형 개발 연구가 활발하게 진행되고 있다. 따라서 본 논문에서는 하나의 지식보다는 그룹의 지식이 강조되는 집단지성 기반의 창의력 증진 학습모형 개발에 대한 연구를 진행하였다. 기존의 학습모형은 교수자 중심적으로 지식을 전달하는 방식 이였다면, 본 연구에서는 교수자와 학습자, 참여자라는 집단의 생성과 학습 자료의 공유, 개방을 극대화 한 창의력 증진학습 모형을 제시하고자 한다. 또한 창의력 증진 학습모형을 위한 기술과 교육 그리고 소셜 네트워크의 통합적 적용 설계 모델을 제시한다.

A Study about Components for Interaction on e-Learning and Mobile Learning Environment (이러닝과 모바일 러닝의 상호작용에서 요구되는 요소에 관한 연구)

  • Han, Gum-Ju;Moon, Nam-Mee
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06b
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    • pp.156-160
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    • 2007
  • 정보 통신 기술의 발전으로 교육 환경은 이러닝(e-Learning)과 모바일 러닝(Mobile Learning)이 지원되는 융합(convergence)된 네트워크 환경이 구축되고 있으며, 새로운 교수법을 필요로 한다. 학습자의 학습 환경(learning environment)에 따라 이러닝과 모바일 러닝이 상호작용(interaction)하여 학습 활동이 끊김없이(seamless) 수행되도록 한다. 본 논문에서는 이러닝과 모바일 러닝 환경에서 학습 활동을 수행하는 과정에서 상호작용하는 레이어를 설계한다. 각 레이에의 흐름(flow)에서 필요한 요소로 메타데이터(metadata)를 도출하고, 메타데이터를 다른 요소에서 필요로 할 때 재사용(reusable)할 수 있도록 하였다.

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Case study of Ontact PBL Development and Application to Improve Teaching Presence & Learning Presence (교수실재감 및 학습실재감을 높이기 위한 Ontact PBL 개발 및 적용 사례 연구)

  • Lee, Seong Ah
    • Journal of Christian Education in Korea
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    • v.70
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    • pp.303-337
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    • 2022
  • The purpose of this study is to realize Ontact PBL that can sufficiently contain interactive elements that can increase the perception of reality between professors and students in an environment without human contact. This is a class designed, developed, and operated ontact PBL for the first semester of 2021. As a result of diagnosing the realism of teaching and learning for students who took the class, the average teaching realism improved significantly by 0.95. This was found to be effective in improving the sense of realism in teaching as there were many related opinions in the reflective journal on students' classes. In addition, there was an effect on learning presence, and it was confirmed that emotional presence, which is a sub-element of learning presence, significantly improved by 0.7, social presence by 0.5, and cognitive presence by 0.6. Learning presence also confirmed the students' reflection on the class, and it was possible to judge that Ontact PBL was effective in improving the sense of presence.

Development of Evaluation Criteria on Digital Text-book (디지털 교과서의 평가 준거 개발)

  • Jeong, Young-Sik
    • The Journal of Korean Association of Computer Education
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    • v.11 no.3
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    • pp.13-20
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    • 2008
  • The Ministry of Education, Science and Technology has been developing the digital textbooks from 2007. But the evaluation criteria on the digital textbooks is not prepared, so it is difficult to develop excellent digital textbooks and to select superior ones. In this study, we researched into the concept, attributes and functions of the digital textbook in order to select the evaluation indicators, based on the literature reviews of digital textbooks, core evaluation measures and criteria were identified. And three methods were employed: a Delphi study, expert forums, and simulation tests. The results of these studies led the development of an evaluation criteria which consisted of four evaluation areas and 74 questions. The four evaluation areas consisted of content area, instrument design area, platform area and user area.

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