• Title/Summary/Keyword: 선행학습

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Design and Development of Sensor-based Virtual Experiment Contents for Smart Phone (스마트폰의 센서를 이용한 가상 실험 콘텐츠의 개발 및 설계)

  • Chung, Kwang Sik;Kwon, Sooyoul;Huang, Wen-Hao
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.161-169
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    • 2013
  • Experiments and practices are critical instructional activities for teaching and learning natural sciences. However, by learning the experimental procedures in advance with the help of Virtual Experiments, natural science majors may address danger of handling chemicals before carrying out experiments in the laboratories. Virtual Experiments, a mobile learning app, provides learners with interactions between the learners and the contents by using the sensor built-in Android-platform smart phones. With the app, learners may handle the chemicals and experiment apparatuses, verify the reactions and assembly of the chemicals and instruments in advance. This paper describes the design and development of the Virtual Experiments in hope to promote the integration of mobile learning apps in order to better engage learners in the laboratories.

Antecedents and Outcome Variable and Mediating Effects of Continuous-Related Career Learning (지속경력학습의 선행 및 결과변인과 매개효과)

  • Ji, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.564-578
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    • 2015
  • The present study is aimed to investigate antecedents(person-job fit, human capital investment) and outcome variable(subjective career success) of continuous-related career learning, and to demonstrate mediating effects of continuous-related career learning. The data which was applied to analysis was collected from 241 office workers who have worked for automobile company in Ulsan and public companies in Jeju and applied temporal separation of measurement as an alternative for common method bias. The results are as follows. First, person-job fit, human capital investment affected to career-related continuous learning positively. Second, the impacts of career-related continuous learning to subjective career success was positively significant. Third, the mediating effects by career-related continuous learning demonstrated statistically significant in the links between antecedents-outcome variables as partial mediation. Implications of this study contribute to expand research area of continuous-related career learning with regard to job and organizational variables, and to facilitate of research interests on subjective career success. In addition, the mechanism of career advance was empirically proved by continuous-related career learning.

Design of Effective Teaching-Learning Method in Algorithm theory Subject using Flipped Learning (플립러닝을 적용한 알고리즘 이론교과목의 효과적인 교수학습방법 설계)

  • Jang, Sung-jin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.5
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    • pp.1042-1048
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    • 2017
  • Recently rapid changes in the industrial environment require new talents in companies. Flipped learning is drawing attention as an effective teaching-learning method. The existing traditional lecture teaching-learning method have various problems that the dropout rates of the student is high and the creative problem solving ability is hindered. In the case of the IT engineering college, most of the major theoretical courses require prior learning of the prerequisite coursework subjects. Therefore, effective teaching-learning methods must be developed to improve student participation and academic achievement. This paper proposes the flipped learning model consisting of five sets that combine the flipped learning and practice to improve student motivation and self - directed learning. Also, this paper analyzes the learning effect by applying it to the algorithm lecture of computer engineering and presents problem and utilization plan according to the result.

Testing for Learning: The Forward and Backward Effect of Testing (학습을 위한 시험: 시험의 전방효과와 후방효과)

  • Lee, Hee Seung
    • (The) Korean Journal of Educational Psychology
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    • v.31 no.4
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    • pp.819-845
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    • 2017
  • Although testing is usually done for purposes of assessment, previous research over the past 100 years indicates that testing is an effective tool for learning. Testing or retrieval practice of previously studied materials can enhance learning of that previously studied information and/or learning of subsequently presented new information. The former is referred to as the backward effect of testing whereas the latter is referred to as the forward effect of testing. Thus far, however, the literature has not isolated these two effects and most previous research focused on the backward effect. Only recent laboratory research provided evidence that there is a forward effect of testing. The present study provides a review of research on this forward and backward effect of testing, focusing on testing procedures of the effects, empirical evidence, current theoretical explanations, and issues to resolve in order to make use of testing effect in educational settings. The reviews clearly show that testing enhances memory of previously learned information by working as memory modifier and learning of newly presented information by affecting learners' metacognition, implying that testing is not just an assessment of learning, but also an effective tool for learning.

Analysis of Causes of Elementary e-Learning Dropouts and Strategies for Their Make-up (초등 전자교육 중도탈락 원인 규명 및 재수강 의사 분석)

  • Lee, MyungGeun;Choi, GouWoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.169-171
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    • 2013
  • 본 연구는 초등학생을 대상으로 전자교육 학습자의 학습이력에 따른 중도탈락 원인들을 규명하고 재수강 의사 결정에 차이를 보이는지 분석을 통해 학습자의 재수강을 높일 수 있는 방안을 검토하고 효율적인 전자교육 프로그램을 운영할 수 있도록 시사점을 제공하기 위한 것이다. 구체적으로는 초등 전자교육에서 학습이력별 중도탈락 원인을 규명하고 재수강 의사 결정에 차이가 있는지 분석하였다. 연구결과 첫째, 초등전자교육에서 학습자의 학습이력 중 특히 학습자의 이수율이 중도탈락율과 관련 있으며, 유의한 원인은 시간부족, 교육내용 방법 평가로 나타났다. 둘째, 시간이 부족하거나 교육내용 방법 평가 방법이 적절하지 않아 중도탈락한 학습자들의 50% 이상이 재수강 의사를 밝혔으며, 중도탈락 원인 중 학업능력은 재수강을 결정하는데 유의한 원인으로 파악되었다. 셋째, 중도 탈락자의 재수강을 유도하는 방안으로서는 초등 전자교육 수강자는 온라인 플래너를 활용하여 매일 1시간씩 학습 시간을 관리하는 것이 필요하며, 선행학습은 한 학기 전까지 다루는 것이 좋은 것으로 나타났다.

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Research on Developing Instructional Design Models for Flipped Learning (플립드 러닝(Flipped Learning) 교수학습 설계모형 탐구)

  • Lee, Dong Yub
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.83-92
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    • 2013
  • An emerging learning method, flipped learning, has gained much interest lately due to its process involving prior study followed by the students' classroom involvement, which direction matches that of the current educational policy that emphasizes self-directed learning. This study investigated the concept of flipped learning and explored ways to develop instructional design models that utilize it. Flipped learning is not a model that has been recently developed, as it uses the format of blended learning with the introduction of a new concept of prior learning that allows students to learn in advance through online lessons and video clips related with the classroom content to be covered. During class time, individualized supplementary or in-depth study is conducted on the basis of the students' prior learning. The main considerations for designing flipped learning are a flexible classroom environment, a shift in learning culture, intentional classroom content, and educators equipped with professional capability. The research proposes the development of instructional design models for flipped learning pursuant to such concept and considerations. Through this research, the concept of flipped learning can be comprehended; furthermore, flipped learning can be utilized more effectively in the teaching and learning environment.

A strategic Q&A system for self-directed study (자기주도적 학습을 위한 전략형 Q&A 시스템)

  • Lee, Hae-Bok;Kim, Kap-Su
    • Journal of The Korean Association of Information Education
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    • v.6 no.1
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    • pp.13-29
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    • 2002
  • Mathematical curriculum has been developed based on learners' level and difficulties of contents. Succeed in solving problem in mathematics depends on the completion of the precedent learning. Thus, it is important to diagnose students beforehand. It is also important to develop problem-solving skills for students. In this thesis, Q&A system is proposed to help students learn various problem solving skills in mathematics. Although the system is currently applicable to mathematics, it can be applied to any other subjects.

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Investigating the Relationships among Substantive Understanding, Scientific Literacy and Learning Intention in CSILE-based Inquiry Learning and Inquiry Ability (CSILE 기반의 탐구학습에서 지식의 이해, 과학적 소양, 학습 의도 및 탐구력의 관련성 규명)

  • Kim, Jee-Il
    • The Journal of Korean Association of Computer Education
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    • v.7 no.5
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    • pp.57-70
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    • 2004
  • This study is the subsequent study that has the objectives examining the relationships among 'substantive understanding', 'scientific literacy' and 'learning intention' in computer supported intentional learning environments and inquiry ability, variables for affecting knowledge construction derived from the finding out of the former study. As a result, the current study confirmed in CSILE the close correlation between 'the learning intention for scientific inquiry' and 'substantive understanding', between 'the learning intention for scientific inquiry' and 'scientific literacy'. Another result showed that 'scientific literacy' was the most significant predictor on inquiry ability. Base on the result of this study, the present researcher is about to make suggestions to stimulate learners' scientific literacy in CSILE-based inquiry learning.

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Developing User-friendly Hand Mouse Interface via Gesture Recognition (손 동작 인식을 통한 사용자에게 편리한 핸드마우스 인터페이스 구현)

  • Kang, Sung-Won;Kim, Chul-Joong;Sohn, Won
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.11a
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    • pp.129-132
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    • 2009
  • 컴퓨터의 소형화로 휴대성과 공간의 제약이 없는 컴퓨터 인터페이싱 방법의 필요성이 증가하고 있으며, 이와 관련하여 인간-컴퓨터 상호작용(HCI)을 위한 제스처 기반의 제어방식에 대한 연구가 활발하게 진행되고 있다. 기존의 손동작 인터페이스 구현들은 컴퓨터를 제어하기 위하여 사용방법에 대한 선행학습이 필요하였다. 이 논문은 사용자의 손 모양과 손끝 정보만을 가지고 선행학습이 요구되지 않는 간편한 인터페이스 구현방법을 제안하였다. 이를 위해 1대의 웹캠과 인텔의 오픈소스 영상처리 라이브러리 OpenCv를 사용하였다. 차영상과 화소값 기반의 영상처리과정을 통해 실시간으로 손 영역을 추적하고 이를 이진화 시켰다. 손가락의 움직임도 값이 변하지 않도록 중심모멘트를 설정하여 마우스 커서 움직임을 상대적으로 활용하였다. 상황에 따라 손 끝점을 절대적 좌표로 활용하여 손이 웹캠에서 벋어날 때 움직임을 자연스럽게 연결시켰다. 마지막으로 검지의 움직임 하나 만으로 마우스 클릭 이벤트를 수행함으로써 보다 사용자에게 친숙한 핸드마우스 인터페이스를 구현하였다.

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