• Title/Summary/Keyword: 디자인 기반 학습

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The Effects of Meta -Cognition Interface on Web-Based Learning (메타인지를 촉진하는 인터페이스가 웹기반 학습에 미치는 효과)

  • Kim, Jun-Hee;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.497-503
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    • 2007
  • 학습의 깊이의 단계를 Bloom은 지식, 이해, 적용, 분석, 종합, 평가라는 6가지의 단계로 나누면서 피상적인 학습과 감이 있는 학습으로 구분하였다. 최근 학습은 면대면 학습에서 뿐 아니라, 웹기반의 학습에서도 피상적인 학습 위주로 이루어진다는 비판을 받고 있고, 웹기반 학습에서는 자기조절 흑은 자기규제의 문제가 가장 큰 문제로 지적 받고 있다. 본 연구에서는 이를 해결하기 위한 방안으로서 감이 있는 학습을 촉진하고, 자기 조절을 촉진하는 메타인지를 웹기반학습에의 인터페이스 디자인에 적용하는 문제를 살펴보았다. 이를 알아보기 위해 메타인지 전략의 가장 핵심 요소인 '자기 점검'의 요소 중 학습 내용들 간의 위계 관계를 보여주는 지도 (MAP) 와 계획세우기를 도와주는 요소 (PLAN)를 기존 연구를 토대로 웹기반의 학습의 인터페이스로 구현하고, 이러한 요소들이 학습, 특히 Bloom이 말한 김이 있는 학습을 촉진하는지를 실험을 통해 살펴보았다. 메타인지를 활용한 웹기반 학습의 효과는 배운 내용의 사후 테스트 점수로 측정되었다. 일반적으로 웹상에서 이루어지는 학습의 일반적인 형태인 학습 중에 확인문제를 푸는 조건 (OX조건)과 확인문제와 학습 내용들 간의 위계 관계를 보여주는 지도를 제시하는 조건 (MAP조건), 이에 덧붙여 사전 계획세우기까지 모두 하는 조건 (PLAN조건)으로 나누어 실험이 진행되었다. 그 결과 첫째, 집단 간 참가자들의 전체적인 학습 점수는 MAP조건이 가장 낮고, OX조건이 중간, PLAN조건이 가장 높은 모습을 보였다. 그러나 이 차이가 통계적으로 유의미하지는 않았다. 또한 모든 조건의 집단에서 행해졌던 학습 중간의 OX점수는 집단별 점수의 차이가 통계적으로 유의미하지는 않았으나, 평균의 차이를 보여주었다. 둘째, 조건별 참가자의 학습 효과는 피상적인 학습수준(암기)에서는 통계적으로 집단 간 유의미한 차이를 보였다. 그러나 감이 있는 수준의 학습(문제해결)에서는 집단 간에 통계적으로 유의미한 학습의 차이를 보이지 않았다. 따라서 깊이있는 학습을 촉진하는 웹기반 학습의 인터페이스 디자인에 대해서는 추후 연구가 필요하다.

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A Study on Instructional Design and Effectiveness for Solving Real Life Problems based on Design Thinking (디자인 사고 기반 실생활 문제 해결을 위한 수업 설계 및 효과성 연구)

  • Bo Kyung Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.471-478
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    • 2023
  • Teaching and learning research is essential to prepare for the era of the 4th industrial revolution. We must strengthen the creative educational capabilities of prospective teachers by improving the curriculum and teaching-learning model of teacher training colleges. Future education should foster creative thinking based on communication and collaboration. In this study, we improved the future teaching and learning model and applied it to actual classes. In addition, we verified the effectiveness by conducting pre- and post-surveys on the capabilities of future creative teachers. The survey consists of common satisfaction questions and questions about future creative teacher capabilities. As a result of the analysis, we confirmed that the capacity of future creative teachers increased.

Designing an Instructional Model for Smart Technology-Enhanced Team-Based Learning (스마트 테크놀로지를 활용한 팀 기반 학습 모형 설계 연구)

  • Lee, Soo-Young
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.497-506
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    • 2013
  • The purpose of this study is to explore and develop a new instructional approach to a technology-enhanced, collaborative learning environment called Smart technology-enhanced Team-Based Learning (S-TBL). We designed a novel instructional model that combines mobile technology, collaborative teamwork, a problem-solving process, and a variety of evaluation techniques from the viewpoint of a conventional team-based model. Based on the traditional TBL model, we have integrated smart learning technologies: 1) to provide a holistic learning environment that integrates learning resources, assessment tools, and problem solving spaces; and 2) to enhance collaboration and communication between team members and between an instructor and his or her students. The S-TBL instructional approach combines: 1) individual learning and collaborative team learning; 2) conceptual learning and problem-solving & critical thinking; 3) both individual and group assessment; 4) self-directed learning and teacher-led instruction; and 5) personal reflection and publication.

The Effectiveness of Learning Performance on Supplementary Learning Tool based on Blog using Learner-Centric UI/UX Design in Higher Education (대학교육에서 학습자 중심형 UI/UX 디자인이 적용된 블로그 기반의 보조학습도구가 학습성과에 미치는 영향)

  • Bae, Ji-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.12
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    • pp.5531-5540
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    • 2011
  • The Learning Models including the design principle about web 2.0 use in education has been recently presented. In types of web 2.0 tools, blogs are the best tool that reflected the trends of web 2.0 and these are able to share a lot of information and contents. To invent new learning methods involving web 2.0, this study aims to get the results about effectiveness of learning performance on a supplementary learning tool based on blog using learner-centric UI/UX design in higher education. As a study tool, installation-type blog that can be designed as user-centric system is applied to experimental environment. This study presents the conclusion that supplementary learning tool based on blog using learner-centric UI/UX design influences on learning achievement and learning flow through the analysis of questionnaire results of learners, learning evaluation score of learners and assignments evaluation score of learners.

A Study on the Assessment of Program Outcomes Based on Capstone Design Course (캡스톤디자인 교과목 기반의 프로그램 학습성과 평가 연구)

  • Lee, Hee-Won;Kim, Sung-Hwan;Park, Keun;Kim, Jung-Yup
    • Journal of Engineering Education Research
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    • v.13 no.6
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    • pp.143-151
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    • 2010
  • This paper presents a case study on the assessment of program outcomes using the capstone design course based on 16-year management experience and improvements of the school of mechanical design and automation engineering in the seoul national university of science and technology. First, the program outcomes related with the capstone design course are introduced, and the assessment methods and items are described. Based on them, the assessment results in 2008 were obtained and a strategy to improve the results were built after analyzation. As for the strategy, we revealed the assessment items and good examples in an internet web site in advance. As a result, we were able to obtain about 3.3% improved assessment results in 2009. Finally, the validity, efficiency, internal stability, and sustainability of the assessment of the program outcomes using the capstone design course are addressed in terms of a notion of the course-embedded assessment.

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A Study on the Effects of Early Childhood Design Education Program Activities Based on Brain-Compatible Learning Principles (뇌 기반 학습원리를 적용한 유아디자인교육 활동이 유아의 창의성과 친사회적 행동에 미치는 영향)

  • Ahn, Gyoung Suk;Shin, Ae Sun
    • Korean Journal of Child Education & Care
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    • v.17 no.2
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    • pp.45-73
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    • 2017
  • The purpose of this study was to suggest the effects of early childhood design program based on brain-compatible learning principles. Subjects were thirty-six children from two class of I kindergarten and S kindergarten in K city. One class was assigned to an experimental group and had early childhood education program activities based on brain-compatible learning principles and the other class was assigned to a comparative group the general art education program activities. The results of this study are as follows. First, there was a significant difference between the experimental group and the comparative group in their fluency, originality, sensitivity of creativity. Second, participants in the experimental group also score higher on the helpful act, communication skill, sharing skill, empathy, and regulation of emotion. Therefore, early childhood design education program based on brain-compatible learning principles should be considered as a meaningful alternative method for promoting children's creativity and prosocial behaviors.

Development of SW Education Model based on HVC Learning Strategy for Improving Computational Thinking (컴퓨팅 사고 함양을 위한 HVC 학습전략 기반 SW교육모델 개발)

  • Sung, Younghoon
    • Journal of The Korean Association of Information Education
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    • v.21 no.5
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    • pp.583-593
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    • 2017
  • In order to overcome the difficulties of programming education for beginners, various research strategies such as UMC(Use-Modify-Create), design based learning, discovery learning and play learning are applied. In this study, we developed a HVC(History-VR Coding-Collaboration) learning strategy model for the improvement of learner's computational thinking. The HVC model is composed of a combination module of block type. We developed a 12th session storytelling - based virtual reality programming curriculum. As a result, HVC model and SW education program showed significant difference in improvement of learner's computational thinking.

Design of the Interactive Educational Game using the Digital Game-based Learning Methodology (디지털 게임 기반 학습 방법을 이용한 대화형 교육 게임의 설계)

  • Wahyutama, Aria Bisma;Agustin, Ririn Dwi;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.10
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    • pp.1337-1344
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    • 2021
  • This paper presents an interactive educational game design procedure using the DGBL (Digital Game-based Learning) methodology that will help developers to design a multipurpose educational game. The DGBL consists of five stages, which are Analysis, Design, Development, Quality Assurance, and Implementation & Evaluation. This paper is focusing only on the specific technologies included in the Analysis and Design stages based on the DGBL. The first Analysis stage consists of gathering requirements, determining game ideation and learning objectives, and the second Design stage consists of defining the game architecture and database scheme. In this paper, we have designed a lecturers introduction game for a new student or freshmen as a case study to apply the Analysis and Design stages based on DGBL, as well as showing the prototype result in the form of a storyboard.

The Effect of Design-Oriented Model (NDIS) based on Computational Thinking in SW Education (SW 교육에서의 컴퓨팅 사고력 기반 디자인 중심 모형(NDIS)의 효과분석)

  • Ju, Soo-Jin
    • The Journal of Korean Association of Computer Education
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    • v.20 no.2
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    • pp.13-21
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    • 2017
  • The purpose of this study is to verify the effect of the design - oriented model (NDIS) for enhancing learner's computing thinking in SW education. NDIS is a project-based learning model in which learners find real-life problems, analyze their needs, and design and implement them. In order to verify the effectiveness of NDIS, we experimented with middle level G education university students who had previously experienced SW education class. The traditional project model was applied to the control group and the NDIS model based on CT was applied to the experimental group. The experimental group showed a higher CT narrative performance evaluation score than the comparative group, which showed a significant difference. In addition, students showed a positive perception of self-confidence and CT improvement in solving real-life problems using computing.