• Title/Summary/Keyword: 발견학습

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(Study on Efficient Teaching Methods Using Multi-Media) (멀티미디어를 이용한 효율적인 교수방법에 관한 연구)

  • 구명희;박완희
    • Journal of the Korea Computer Industry Society
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    • v.3 no.8
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    • pp.1117-1128
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    • 2002
  • This study suggests the most efficient teaching method by using multi-media. Based on the outcome of the engineering study, the multi-media and their contents will be applied to teaching methods, at first needing to provide concept and educational expecting effect of them. For multi-media using teaching methods, the study suggests the following 4; (1) teaching method for instructional learning, (2) teaching method for detective learning by guild, (3) teaching method for receptive loaming, (4) teaching method for exploration. Challenges still remained is to examine principles of teaching planning and relevant theories in order to apply the multi-media for the existing education, which should ask teachers in field to select more efficient teaching methods.

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Composing Principles of Mathematics Exercise Books for Low Achievers in Mathematics Induced by an Analysis of 'Suhak-ikhimchaek', Korean Elementary Mathematics Workbook (수학익힘책 분석을 통한 수학부진아용 연습교재 구성 방식 연구)

  • Kim, Soo-Mi
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.3
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    • pp.615-631
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    • 2010
  • Exercise is still an important method for mathematics learning and teaching, but there is only a few researches which involve the effectiveness of exercise in mathematics learning. This study is designed for giving some implications to researchers who are interested in developing mathematics exercise books for low achievers with respect to effectiveness. For this, 'Suhak-Ikhimchaek', the Korean elementary mathematics workbook, is chosen and in particular, 'multiplication number fact', one of the units of the book, is analyzed with the following respects: achievement levels of learners, arrays of exercise, the amounts and period of exercise, exercise type. Finally, this study proposes composing principles for developing exercise books for low achievers in mathematics.

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Rhythm and interval correction music therapy programs for children with developmental disabilities (발달 장애 아동을 대상으로 한 리듬·음정 교정식 음악 치료 프로그램)

  • Choi, Hee-ju;Ra, Hee-jae;Hwang, Eun-ji;Kim, Woo-yeon;Lee, Yong-woo;Koh, Seok-ju;Park, In-cheol
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.607-610
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    • 2020
  • 21세기 핵심 키워드 중 하나로 두뇌 산업이 떠오르고 있다. 미국, 일본 등 선진 국가에서는 이미 뇌 연구에 활발한 투자가 진행되고 있다. 이에 따라 본 논문에서는 출생과 성장기 뇌 발달에 문제가 발생하는 발달 장애 아동을 위한 음악 치료 프로그램을 개발하고자 한다. 효과적인 발달 장애 치료를 위해, 조기 발견 후 인지 학습 치료가 필요하다. 그 중 인지 기능과 자가 관리 기능을 기르는 것이 중요한데, 리듬 타이밍 훈련이 발달 장애 아동의 기억 능력 개선에 도움이 된다는 여러 입증된 연구 결과가 있다. 그러나 아직까지 발달 장애 아동을 위한 적절한 치료 방법이 없기에 본 논문에서는 인지 학습 치료가 필요한 아동에게 도움을 주기 위해 동요의 정확한 리듬, 음정을 학습하는 프로그램을 제안한다. 아동의 지속적인 흥미를 끌 수 있는 게임과 인지능력 훈련을 결합하였기에, 보다 좋은 학습 효과를 유도할 수 있을 것이다.

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Empirical Study on the Hallucination of Large Language Models Derived by the Sentence-Closing Ending (어체에 따른 초거대언어모델의 한국어 환각 현상 분석)

  • Hyeonseok Moon;Sugyeong Eo;Jaehyung Seo;Chanjun Park;Yuna Hur;Heuiseok Lim
    • Annual Conference on Human and Language Technology
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    • 2023.10a
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    • pp.677-682
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    • 2023
  • 초거대 언어모델은 모델의 학습 없이 학습 예시만을 입력에 추가함으로써 목표하는 작업을 수행한다. 이런 방식은 상황 내 학습 (In-Context Learning, ICL)이라 불리며, 초거대 언어모델 활용의 사실상의 표준으로 사용되고 있다. 하지만 이러한 모델은, 환각현상 등 사용상의 한계가 발생하는 상황이 다수 발생한다는 연구 결과가 나오고 있다. 본 연구에서는 초거대언어모델을 한국어 작업에서 사용하는 경우, 매우 간단한 수준의 종결어미 변환만으로도 성능 편차가 매우 크게 발생함을 확인하였다. 우리는 이에 대한 분석을 통해, 학습 예시의 어체와 추론 대상의 어체의 변환에 따라 초거대언어모델의 효용성이 크게 변함을 발견하고 이에 대해 분석한다. 나아가 우리는 본 실험 결과를 바탕으로, 어체에 대한 일관성이 유지된 형태의 한국어 데이터 구축이 이루어져야 함을 제안한다.

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Design and Implementation of Android-based Open U-Learning System for Improve Learning Effect : Focusing on 2009 revised science education courses (학습 효과 증진을 위한 안드로이드 기반의 개방형 U-러닝 시스템 설계 및 프로토타입 제작 : 2009년 개정 과학과 교육 과정 중심으로)

  • Kim, Youn-Soo;Lee, Ju-Hong
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.10
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    • pp.135-149
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    • 2014
  • This study proposed the ubiquitous learning system by finding the difficulties which students have in learning the course of science and analyzing the current learning applications that are used commercially. Through case studies, we found 4 problems. First, the request of long learning time by most of the existing video-based learning applications. Second, it is impossible to know their level of learning due to the lack of open learning contents. Third, it is difficult for learners to participate in interactive learning. Fourth, there are educational contents without considerations on the level of learners. To refine the difficulties due to these problems, we designed and implemented a new ubiquitous learning system which applies the small learning contents for short-term learning, open learning system and enhanced hierarchical learning contents. The system was implemented based on Android. It provides learners with useful science education. We conducted a questionnaire for third grade middle school students in order to show that the proposed system has a good educational effects. The questionnaire asks for the differences between the proposed ubiquitous learning system and the existing learning application. We concluded that the proposed system is better than the existing application by using t-test for improvement of learning effects using feedback with which students participate in interactive learning but not in unidirectional learning, and share the learning result.

A Study on the Teaching and Learning of Cultural Heritage from the Perspective of Constructivism (구성주의 관점의 문화재 교수·학습 연구 - 문화재청 인증 문화재교육 프로그램 분석을 중심으로 -)

  • PARK Sanghye
    • Korean Journal of Heritage: History & Science
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    • v.56 no.4
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    • pp.248-267
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    • 2023
  • Cultural heritage teaching and learning, which uses cultural heritage as educational content, has not been sufficiently analyzed and studied based on clear educational theories so far. Among educational theories, constructivism is a theory in which learning is a process of constructing learning contents determined by learners' individual experiences and interests, and the result is evaluated as a confirmation of whether or not they have the ability to carry out the process. Cultural heritage is a lively and interesting social and cultural product, and it is an educational content that has sufficient educational function and meaning for a textbook. It is considered to be a very meaningful study to apply the constructivist educational theory to the educational contents of cultural heritage with these characteristics. Based on this awareness of the problem, this study examined the characteristics and principles of constructivist teaching and learning, the characteristics of cultural heritage, and the principles of constructivist teaching and learning on a theoretical basis. In addition, from the perspective of constructivism, the current cultural heritage teaching and learning was analyzed and problems were derived. Based on this, the direction of cultural heritage teaching and learning is that the cultural heritage teaching and learning process should be learner-centered, the teaching and learning principle should be cognitive conflict, the teaching and learning content should be in the form of task solving, and teaching and learning activities should be cooperative. presented. In addition, an example of a program was presented to specifically show the actual state of teaching and learning of cultural assets from the perspective of constructivism. Cultural heritage teaching and learning research from the perspective of constructivism will be an opportunity to discover new meanings of cultural heritage that we have not yet found, and it will also serve as an opportunity to present and establish the direction of cultural heritage teaching and learning, which has been barren until now.

A Study on the Diagnosis Method of Knowledge Information in Computational Thinking using LightBot (라이트봇을 활용한 컴퓨팅 사고력에서 지식 정보의 진단 방안에 관한 연구)

  • Lee, Youngseok
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.33-38
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    • 2020
  • Modern society needs to think in new directions and solve problems by grafting problems from diverse fields with computers. Abstraction and automation of various problems using computing technology with your own ideas is called computational thinking. In this paper, we analyze how to diagnose and improve knowledge information based on computational thinking through the process of presenting a variety of problems in programming education situations and finding several problem-solving methods to solve them. To pretest the learners, they were diagnosed using a measurement sheet and a LightBot. By determining the correlation between the evaluation results and LightBot results, the learners' current knowledge statuses were checked, and the correlation between the evaluation results and the LightBot results, based on what was taught according to the problem-solving learning technique, was analyzed according to the proposed technique. The analysis of the group average score of the learners showed that the learning effect was significant. If the method of deriving and improving knowledge based on computational thinking ability for solving the problem proposed in this paper is applied to software education, it will induce student interest, thereby increasing the learning effect.

A Study on Problem Design for BPBL of Internet marketing subject in Mongolian Engineering College (몽골공과대학에서 인터넷 마케팅 과목의 BPBL 적용을 위한 문제 개발에 관한 연구)

  • Natsagdorj, Bayarmaa;Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.1
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    • pp.530-536
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    • 2017
  • The purpose of this study is to specify the procedures in problem design to employ BPBL and to design problems for learning subject content. The design of problems is crucial for the effectiveness of BPBL. Ineffective PBL problems could affect whether students acquire sufficient domain knowledge, activate appropriate prior knowledge, and properly direct their own learning. The procedures for designing good problems are composed of selection of educational content, figuring out the learner's characteristics, finding problems, setting roles and situations, and writing down problems. Using the procedures, we designed five integration problems covering the content of an Internet marketing subject. We can foster talent needed on a current industrial site with BPBL, not whole-class learning in a Mongolian engineering college. We made a plan for the Internet marketing subject based on BPBL in the Mongolian engineering college, and focused on the process of designing problems.

L2 Learners' Communication Strategies: A Data Convergence Analysis (제 2 언어 학습자의 의사소통 전략: 자료융합 분석)

  • Kang, Su-Ja
    • Journal of the Korea Convergence Society
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    • v.6 no.6
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    • pp.263-270
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    • 2015
  • L2 learners deal with communication problems encountered during the course of their oral communication by employing what are known as communication strategies(CSs). As CSs play a significant role in communication and language learning, identifying CSs that facilitate communication has become important in L2 research. However, there have been some controversies about how to identify CSs, especially about data sources: conversation data, retrospective interview data, or combining two types of data. Drawing on the advantages of converged data, this study aimed to identify CSs that L2 learners use in their English communication through a convergence analysis of data. In this qualitative case study, the data were collected from Korean L2 learners' conversations and retrospective verbal reports in stimulated recall interviews. Using a data convergence approach, various CSs were identified: definition replacement CSs, message change CSs, time-gaining CSs, and comprehension CSs. This study suggests the effectiveness of CSs in handling L2 communication problems and the usefulness of data convergence in L2 CS research.

Gamification in Smart Learning Design to Enhance Speaking Skills for EFL Young Learners (초등 학습자의 영어 말하기 능력 향상을 위한 교육 게이미피케이션 접목 스마트 러닝 설계)

  • Choi, Junghye Fran
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.7-16
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    • 2016
  • This research aims to suggest a gamified smart learning design for Korean EFL young learners' speaking proficiency. Gamification is the use of game-thinking and game mechanics in non-game contexts to engage users in solving problems. Thus, the gamified smart learning as gamification in education is designed not only to elicit students' participation but also to enhance speaking skills. Especially, this research based on the results of a pilot study is focused on easing the burden of homework as well as engaging the speaking English game for the primary students with a relatively short attention span. The game elements utilized in this study are competition, rewards, customized characterization and so on. Kakao Talk is selected for this gamified smart learning research because of its ease of accessibility, and multiple applicable functions for language learning such as voice recording, text messaging and sharing videos or photos. Gamification in smart learning can be a means of productive approach to contemporary EFL teaching and learning.