• Title/Summary/Keyword: 상호작용 촉진 전략

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Childcare Teachers' Use of Strategies to Promote Peer Social Competence of Young Children and Difficulties in Implementing Strategies (보육교사의 유아간 상호작용 촉진전략 사용실제와 전략 사용시 겪는 어려움)

  • Kim, Hae Kyoung
    • Korean Journal of Child Education & Care
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    • v.17 no.2
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    • pp.75-98
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    • 2017
  • The purpose of this study was to examine practice of strategies childcare teachers use in order to promote peer interaction among young children and difficulties in implementing strategies by using mixed methodology. The participants of current study were 155 inservice childcare teachers and they completed SIPPY questionnaire. To investigate strategy practice with difficulties, 44 teachers participated in theme writing and 3 teachers were interviewed. SIPPY data were analyzed by SPSS 20.0 and theme writing and interview transcripts were coded by qualitative analysis procedure. Results are as follows; First, teachers in this study use more environmental and naturalistic activity strategies than intensive strategies. Depending on educational experience and education level, there was a statistically significant difference. Second, participants reported various natural activity strategies that they use in the classroom such as compliments, modeling, suggestion, cooperative activity plan. Based on the analysis of qualitative data, four categories of difficulties were presented such as environmental component, disconnection with families, child individual characteristics, and teacher component. Implications were discussed in terms of teacher education and teacher driven professional development program.

The Effects of the Robot Based Instruction for Promotion of Students' Interaction (로봇활용수업이 학생의 상호작용 촉진에 미치는 효과)

  • Kim, Kyung-Hyun
    • Journal of Engineering Education Research
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    • v.13 no.6
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    • pp.164-170
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    • 2010
  • This article explores the effects of the RBI(Robot Based Instruction) for promotion of students' interaction in elementary school. It was found that Cognitive Affective Metacognitive interaction is evenly spread in RBI. It was particularly high the ratio of metacognitive interaction. According to the analysis result of learner's activity by the detailing, it was observed that robot media promoted students' interaction. Also, metacognitive interaction about clarification and elaboration was promoted lively in the RBI situation. Therefore, RBI was helpful to promote of students' interaction in elementary school.

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Collaborative Learning Supporting Agent for Facilitating Peer Interaction (상호작용 촉진을 위한 협력학습지원 에이전트)

  • Suh Hee-Jeon;Moon Kyung-Ae
    • The KIPS Transactions:PartA
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    • v.12A no.6 s.96
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    • pp.547-556
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    • 2005
  • Online collaborative teaming, which has emerged as a new type of education in knowledge-based society, is being discussed actively in the areas of action learning at companies and project-based learning and inquiry-based learning at schools. It regards as an effective method for improving learners practical and highly advanced problem solving abilities, and for stimulating their absorption into learning through pursuing common goals of learning together. Different from individual learning, however, collaborative learning involves complicated processes such as organizing teams, setting common goals, performing tasks and evaluating the outcome of team activities .Thus, it is difficult for a teacher to promote and evaluate the whole process of collaborative learning, and it is necessary to develop systems to support collaborative learning. Therefore, in order to monitor and promote interaction among learners in the process of collaborative learning, the present study developed an extensible collaborative teaming supporting agent (ECOLA) in online learning environments.

The Effects of a Teaching Strategy Based on the Interactive Formative Assessment in Middle School Science Class (상호작용을 강화한 형성평가 수업전략이 중학교 과학학습에 미치는 영향)

  • Park, Jong-Yoon;Nam, Jeong-Hee;Yoo, Hee-Sun
    • Journal of The Korean Association For Science Education
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    • v.20 no.3
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    • pp.468-478
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    • 2000
  • In this study, the effects of a teaching strategy based on interactive formative assessment on students' science concept understandings and science-related attitudes were investigated. Students' perceptions toward this teaching strategy were also examined. Eight classes chosen from a co-ed middle school in Seoul. Four classes were assigned to the experimental group and the other four classes were assigned to the control group. After the instructions, tests regarding students' conceptions and science-related attitudes were administered. We also interviewed 24 students randomly chosen from the experimental group to investigate their perceptions toward the teaching strategy used. The results showed that the teaching strategy used was more effective for enhancing students' science concept understandings. However, there was no significant difference in science-related attitudes between the two groups. For the experimental group, no significant differences were found in the gain scores of the conceptions tests between the subgroups by previous achievement or cognitive levels. From interviews, it was found that students thought that the teaching strategy used encouraged much interactions and motivated them to think, and that teacher's appropriate feedbacks were helpful to their understanding scientific concepts.

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Study on Interactive Self-regulated Learning Strategy in Web-based Learning (웹 기반 학습에 있어서의 상호작용적 자기조절학습 전략 연구)

  • Han, Keun-Woo;Kim, Yung-Sik;Lee, Young-Jun
    • The Journal of Korean Association of Computer Education
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    • v.7 no.5
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    • pp.23-32
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    • 2004
  • Many web-based learning systems have been developed and used widely. Most of the researches on web-based learning systems assume learners' active participation in the learning activity. However, learners do not always actively participate in the learning. This paper presents a novel self-regulated learning strategy to create a learning environment that encourages learner's active participation. We have derived sub-strategies that can be implemented as a web-based system. The derived sub-strategies have been implemented as an advanced web-base system and are verified by an empirical study.

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A Case Study on Design of Theme-based Integrated Learning by Using QR Code (QR코드를 활용한 주제중심 통합학습 설계 사례연구)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.141-152
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    • 2013
  • This research aims at suggesting a case of designing theme-based integrated learning for usage smart media. New approach and direction for developing a gaming instructional design was suggested which can encourage learners to participate in. Quest-based learning, the learning environment design where learners conduct various learner-centered activities, plays an important role of reinforcing the motivation, promoting experiential and cooperative learning based on social interaction. The design using QR codes has been proved to be able to offer the learner-centered learning environment which includes social interaction strategy required for learners expanding their cognitive structure, motivation enhancing strategy encouraging their consistent participation in learning, complex problematic situation and scaffolding strategy emphasized by constructivism. And it is expected to contribute to promoting the design of theme-based integrated learning which is being demanded in the educational environment recently by combining systematic design process and strategies.

The Interface Design and Development of Learning Management System and Contents for Self-Directed Learning based on Interaction and Usability (상호작용성과 사용편이성에 기초한 자기주도 학습운영시스템과 학습컨텐츠의 인터페이스 설계 및 구현)

  • Baek, Soo-Hee
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.149-160
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    • 2005
  • The Purpose of this study is to embody self-directed learning management system and contents which are considered of learner's interactivity and usability in e-learning environment; It is based on self directed teaching and learning strategies. It divides type of interaction centering on the learners into four categories: (1) learner and instructor (2) learner and learner (3) learner and contents (4) learner and learning management system. The specific elements of learning management system is set up and embodied to present the interaction strategies according to the above-mentioned patterns, to improve the self-directed learning ability and to facilitate an online communication. The learning contents based on the self directed learning strategies, design the interface in due consideration of the learners' usability based on six strategies such as simple navigation, consistency, intuitive interface, linkage, user supports and immediate feedback. This research makes up for the weak points in the self-directed functions of learning management system and links up with learning contents, therefore it has a value to improve learner's interactivity and usability. It is expected that the research results can be helpful in quality improvement of e-learning environment.

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Platform Interaction and Strategy from the Perspective of Organizational Ecology (조직 생태학 관점에서 본 플랫폼 이해관계자들간의 상호 작용 및 전략)

  • Lee, Sungho;Bae, Sung Joo
    • Journal of Korea Technology Innovation Society
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    • v.22 no.2
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    • pp.220-241
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    • 2019
  • In order to provide theoretical guidance to research in platform strategy, we build the conceptual framework based on the organizational ecology and analyze symbiotic/competitive relationship between platform entities. Platform owner and service provider (i.e. complementors) make symbiotic relationship, where platform owner provide service provider user-base and platform resources such as marketing tools and platform technology, and service provider provide platform owner services which users utilize. In addition to symbiotic relationships, platform owner has competitive relationship with other platform owners, and service provider builds competitive relationship with other service providers. In these relationships, the strategy of platform owner affects service provider and service provider builds a strategy for their own survival and success. This type of interaction makes competitive dynamics in platform. However, previous platform literature focuses on strategies to enhance network effect from the perspective of platform owner. Thus, there is little attention on interaction among the service providers. Using the framework based on community ecology of organizational ecology, we analyze interaction and strategy between platform owner and service provider in the viewpoint of platform openness strategy and platform pricing strategy. This research contributes to the literature of platform strategy by providing a theoretical framework based on organizational ecology to deeply understand the dynamics of platform.

The Continuity and Transformation of Learning Strategies and Goals in Children's Activities across Settings and Tasks (다양한 과제와 맥락에서의 학습 전략과 목표의 연속성과 변환)

  • Kim, Rae-Young
    • Journal of the Korean School Mathematics Society
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    • v.13 no.4
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    • pp.635-653
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    • 2010
  • The purpose of this article is to investigate the relationship between children's goals and activities in terms of continuity and transformation of their learning through interactions between learners and practices across settings. By observing children's activities across settings and tasks and interviewing the children, I found that the continuity and transformation in learning are developed in the relationship between changing individuals and changing social context. In this process, social interaction with others plays an important role in changing their goals and strategies. The results imply that appropriate tasks and teachers' guidance are crucial to facilitate students' learning across settings.

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A Study on the Multi-Dimensional Interactivity in IP-Based Interactive Media: e-Learning Service Case (IP기반 양방향 매체에서의 다차원적 상호작용에 관한 연구: e-러닝 서비스를 중심으로)

  • Lee, Ji-Eun;Shin, Min-Soo
    • Information Systems Review
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    • v.10 no.3
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    • pp.39-64
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    • 2008
  • As digital convergence evolves, it is expected that the market of IP-based services like VoIP and IPTV will be expanded. In particular, IPTV market is expected to attract consumers' attention through various interactive services offering a variety of experiences to consumers. Interactivity sets apart old media from new one in terms of how to mediate effects of user satisfaction. The object of this study is to investigate (1) multi-dimensional Interactivities in an interactive medium based on IP and relationship among them, and (2) significant factors affecting cognitive absorption of interactive media users. This study aims to provide implications on how to develop strategies for IP-based media including e-learning system.