• Title/Summary/Keyword: 교육 학습 요소

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중학교 1학년 직관기하영역에서의 증명요소분석

  • Jo, Wan-Yeong;Jeong, Bo-Na
    • Communications of Mathematical Education
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    • v.15
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    • pp.141-146
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    • 2003
  • 중학교 기하교육의 목적은 학생들의 수학적인 상황을 보는 기하학적인 직관과 논리적 추론능력의 향상이다. 그러나 이 두 가지 모두 만족스럽지 못한 실정이다. 본 고에서는 중학교 기하교육의 문제를 직관기하와 형식기하의 단절이라는 보고, 직관기하에서 증명의 학습요소를 미리 학습하여 직관기하와 형식기하를 연결하자는 대안을 제시한다. 이를 위해 7-나 교과서의 증명요소를 분석하고자 하였다. 관련문헌을 검토하여 7가지 증명의 학습요소를 선정한 후, 교과서를 분석하였다. 분석 결과, 기호화를 제외한 다른 증명의 학습요소는 매우 빈약한 것으로 나타났다. 직관기하 영역에 대한 교과서 구성이 개선될 필요가 있음을 알 수 있다.

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The Study On Learning-Effect Improvement Of Distance-Learning (원격교육 학습효과 개선을 위한 연구)

  • 이근무
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.05d
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    • pp.829-833
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    • 2002
  • 가상교육 원격교육이 미래 교육의 확고한 대안으로 제안되고 있는 이 때 , 이런 학습 코스웨어들을 보급하기만 하면 교사와 학생들이 많이 사용할 것이고 이를 통해서 수업의 효과성과 학습의 질이 향상되어, 궁극적으로는 지식정보사회가 요구하는 경쟁력을 갖춘 인력이 배출될 것이다라는 가정이 현재의 교육 이데올로기이다. 그러나 이들에 대한 다양한 비팝과 역 기능들을 수렴하여 효과적인 가상교육이 이루어 져야한다. 가상교육이 단순히 정보를 제공하는 기술적 도구가 아닌 '교육'이 되기 위해서 교수-학습 내용의 질을 우선적으로 확보할 것이 요청된다. 이러한 요청에 대한 가상교육 학습의 구조와 요소를 고려한 학습요소구성을 위한 통합과 효과성을 제고 할 수 있는 전략을 제안하고자 한다.

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Effect of Science Learning Motivation and Science Self-Efficacy on the Science Learning Flow of Preservice Elementary Teachers (초등예비교사의 과학 학습동기, 과학적 자기효능감이 과학 학습몰입에 미치는 영향)

  • Lee, Hyeong-cheol
    • Journal of Korean Elementary Science Education
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    • v.41 no.1
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    • pp.162-172
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    • 2022
  • This study aimed to investigate the effects of science learning motivation and science self-efficacy on the science learning flow of preservice elementary teachers. The study recruited 77 preservice elementary teachers during their sophomore year from the B university of education. Descriptive statistics, correlation coefficient, and multiple regression were used for data analysis. The results were as follows: science learning motivation and science self-efficacy exerted a significant positive correlation with and a statistically significant effect on science learning flow. Satisfaction was the main influential subelement of science learning motivation. For science self-efficacy, the main influential subelements were emotional stability and language encouragement. Moreover, it was deduced that self-efficacy exerted a greater effect on science learning flow than science learning motivation.

Considering Elements of Game Design based on Leaner's Gender (성별 차이를 고려한 교육용 게임 디자인 요소 분석)

  • Jang, Hye-Jung;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.128-136
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    • 2011
  • Although learners learn with the same educational games, they show differences in successes. This is because they do not share the same individual characteristics. Currently, there are various studies conducted on effective education according to gender among other characteristics of learners off-line. When this effective educational method according to gender is applied to educational games, it will create more effective outcomes. In addition, this study observed the effective educational method according to gender and learning styles. Through the observation, the considering factors for educational game designs according to the learners' gender was defined. These considering factors were categorized into cognitive and perceptive factors, with each definitions reflected on the characteristics of each gender. This study has its meanings in that it has conducted theoretical results of the considering factors for educational game designs based on reference studies. This study will be utilized as a reference study when designing various games.

An Exploration of Interaction Factors and Analysis on Interaction-Level of Synchronous Online Education in University (대학 실시간 온라인 교육에서의 상호작용 요소 탐색과 수준 분석)

  • Han, Hyeong-Jong
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.14-25
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    • 2021
  • The purpose of this study is to explore what are the interactive factors of synchronous online education in university and identify the level of interaction. This study used mixed research method. As a result of the interaction level, it was recognized that face-to-face education could be more interactive than synchronous online education. Synchronous online education could have better interactive between instructor and learner, and among learners than asynchronous online education. Factors which influencing the interaction were as follows: small group activities and scaffolding, diversification of communication channels and integration of learner's question in learning content. Detrimental elements were distance felt between instructor and learners, low intimacy among learners, content-focused lecture, restrictions on non-verbal communication, unstable systems and misusing microphones. The necessary factors to promote interaction are planning interactive class activities, etc. Based on the results, it was to suggest what kinds of efforts are needed to make interaction more effective in terms of teaching and learning method & activity, tool & system, and environment.

An Analysis and Definition of Software Education Learning Elements for Pre_service Elementary Teacher (예비 교사들의 소프트웨어 교육의 학습 요소 정의 및 효과 분석)

  • Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.23 no.3
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    • pp.245-254
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    • 2019
  • In the 2015 revision curriculum, software education must be conducted for 17 hours in elementary school fifth or sixth grade. Pre_service elementary teachers should be able to teach software. In this study, learning factors according to the achievement criteria for software education will be defined for pre-service elementary teachers. Pre-service teachers were taught by learning elements. As a result, the pre_service teachers were able to create teaching and evaluation materials for each learning element. It was also found that the pre-service teachers improved their ability to teach software education in elementary school based on these materials.

A Study about Learning Elements and Teaching Methods of Information Ethics in Primary and Secondary School by Expert Survey (전문가 설문에 의한 초·중등학교의 정보윤리 학습요소 및 교수법 연구)

  • Choe, Hyunjong
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.12
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    • pp.259-267
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    • 2012
  • The objectives of this study are to study and propose the learning elements and it's teaching methods for Information Ethics by expert survey. In recent days, Internet is the new field of our living, but teaching the students in elementary and secondary schools the subject of Information Ethics which purpose is to have positive attitude of utilizing Internet is not properly executed. The first step to teach Information Ethics in schools is to choose the learning elements in Information Ethics. Therefore, this paper is to choose the learning elements and re-arrange them with point of view to elementary and secondary schools. And more, in order to teach the students the learning elements of Information Ethics effectively, we propose the proper teaching methods to the learning elements by teacher's survey. The learning elements and teaching methods in Information Ethics is not the perfect guide to teach students in school, but the output of this study will be the good guide to revise the Information Ethics-related curriculums and product the textbooks about Information Ethics.

Extraction of Learning Contexts and Analysis of Informatics Textbooks in Order to Teach The Computational Thinking in Middle School (계산적 사고 교육을 위한 중학교의 학습요소 추출과 정보 교과서 분석)

  • Jong, Choe Hyun
    • The Journal of Korean Association of Computer Education
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    • v.16 no.6
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    • pp.45-54
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    • 2013
  • Computational thinking has been a powerful key recently to open a new paradigm era in the curriculum of Informatics subject and the community of computer science education. But the quality and quantity of domestic research about it has been very poor in comparison with other countries. Therefore, this study focuses on the definition, learning steps and learning contexts about computational thinking education using some professional questionnaires and analyses of related other countries' literatures. The learning contexts that were extracted by several previous works could be used as the factor to analyze the curriculum of Informatics subject and textbooks in middle school; these could be helpful to teach the ability of computational thinking in middle school. Results of these questionnaires show that the three steps and 13 learning contexts of computational thinking education are properly well-formulated. The 5 of 13 learning contexts, such as data collection, are missing in 2009 revised-Informatics curriculum in middle school as well as the seven Informatics textbooks that used in middle school contained 10 of 13 learning contexts for computational thinking education.

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A Study on the Effectiveness of AI-based Learner-led Assessment in Elementary Software Education (초등 소프트웨어 교육에서 AI기반의 학습자 주도 평가의 효과성 고찰)

  • Shin, Heenam;Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.7 no.3
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    • pp.177-185
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    • 2021
  • In future education, the paradigm of education is changing due to changes in learner-led and assessment methods. In addition, AI-based learning infrastructure and software education are increasingly needed. Thus, this study aims to examine the effectiveness of AI-based evaluation in future education by combining it with learner-led assessment. Using AI education and evaluation literature and Step 7 of the Learner-Driven Software Assessment Method, we sought to extract evaluation elements tailored to elementary school level in conjunction with the 2015 revised elementary practical course content elements, software understanding, procedural problem solving, and structural evaluation elements. In the future, we will develop a grading system that applies AI-based learner-led evaluation elements in software education and continuously demonstrate its effectiveness, and help the school site prepare for future education independently through AI-based learner-led assessment in software education.

The effects of the use of relevance and volitional elements strategy to learning motivation and achievement (관련성과 의지 요소 전략의 사용이 학습 동기 및 학업 성취에 미치는 영향)

  • Lee, In-Young;Suh, Soon-Shik
    • 한국정보교육학회:학술대회논문집
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    • 2006.08a
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    • pp.148-1-148-7
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    • 2006
  • 학습에 동기부여를 위한 도전들이 있는 상황을 증진시키는데 효과적이고 도움이 되는 정보에는 어떠한 종류들이 있는지 조사되고 있다. 특히 Keller(1998)의 동기유발 요소 중에서도 학습자들의 요구나 흥미, 학습할 내용과의 관련성을 제시하는 것이 학습 동기와 학업성취를 높인다고 밝히고 있다. 그러나 이런 동기유발 요소만으로 학업성취가 높아지는 과정을 모두 설명하기는 부족하다. 웹기반 학습에서는 학습에 대한 의지를 지속시키지 않으면 학습자들이 학습에 대한 인지적 과부하와 방향상실을 경험하게 되어 오히려 학습의 효과가 떨어지게 된다. 이러한 관련성과 학습 의지적 요소에 관한 선행연구들을 바탕으로 웹 기반 학습에서 관련성과 학습 의지 요소 전략의 사용이 학습 동기 및 학업성취에 미치는 영향을 밝히고자 한다.

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