• Title/Summary/Keyword: 자기학습유도

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Analysis on Features of Prospective Mathematics Teachers' Motivation in Learning Mathematics (예비 수학교사의 수학 학습동기 특징 분석)

  • Lee, Jong-hak;Kim, Somin
    • Journal of the Korean School Mathematics Society
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    • v.23 no.4
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    • pp.491-508
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    • 2020
  • In this study, by measuring and analyzing the motivation of prospective mathematics teachers in learning mathematics, we tried to understand the features of prospective teachers' learning motivation and find the implications of developing expertise in terms of learning motivation. Prior research related to learning motivation identifies the three elements that consist of learning motivation as values, self-efficacy, and interest. Based on these elements, a survey tool was developed to investigate the learning motivation of prospective mathematics teachers. This survey was then carried out for 120 students in the mathematics education department of a local college. In addition, the survey asked what methods prospective teachers would choose for motivating their future students. According to the results of this study, the overall motivation of prospective mathematics teachers differed by grade (academic year) and there were significant differences between grades in self-efficacy and interest factors. In addition, the prospective teachers preferred to use interesting materials rather than inform the value of learning mathematics to induce learning motivation. Therefore, it is necessary to enhance this self-efficacy and interest in learning and to provide various material to strengthen this motivation for learning.

Education Content Service Platform Using the Near Field Communication based on IoT (IoT 기반의 근거리 통신 기술을 활용한 교육콘텐츠 서비스 플랫폼)

  • Ryu, Chang-su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.690-692
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    • 2014
  • Conventional one-way cramming education at schools has the disadvantage of poor student interest in learning, immersion, and learning efficiency as well as a limitation in realizing collective intelligence and collaborative learning. Therefore, an educational content service platform using a near-field communication(NFC) technology is required as a tool for encouraging the voluntary learning participation of students and increasing learning effectiveness through self-directed studying. This study focuses on the development of an educational content production system that creates high-quality education contents suitable for smart schools. In these schools, students and teachers generally communicate through an electronic blackboard using Bluetooth, which is an NFC technology. Further, the lecture notes of individual students are reproduced and collected as big data, which will facilitate the sharing of these notes.

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Design of the Smart Planner System for Students based on a Mobile Web App (모바일 웹앱 기반 학생용 스마트 플래너 시스템의 설계)

  • Ahn, Sungwoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.460-463
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    • 2013
  • 스마트 기기의 보급 활성화로 최근 주목받고 있는 스마트교육은 다양한 영역을 포함하고 있지만 주로 스마트 디바이스를 활용한 학습방법과 교육콘텐츠 개발 등 학습역량을 높이는데 집중되어 있다. 그러나 성공적인 교육을 위해서는 무엇보다도 학교생활 전반에 걸쳐 학습자와의 소통과 교감이 우선되어야 한다. 이를 위해서 대학과 일선 학과에서는 학생들과 소통을 위해 오프라인 기반 게시판이나 홈페이지를 활용해왔지만 더 이상 스마트 기기에 익숙해져 있는 학생들과 효과적으로 소통을 할 수 있는 수단이 되지 못하고 있다. 본 논문에서는 이러한 문제를 해결하기 위해서 모바일 웹앱기반 학생용 스마트 플래너 시스템을 제안한다. 제안하는 시스템은 학과의 프로그램 공지와 같은 단순 정보 전달에 국한되지 않고 학생이 스스로 학사일정을 체크하면서 자기 관리를 할 수 있는 수단을 제공해준다. 또한 다양한 학과 프로그램에 학생들이 자발적으로 참여할 수 있도록 유도하기 위한 인센티브 시스템 운영, SNS를 활용한 상호 커뮤니케이션을 포함하고 있다.

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A Research on Gamification Methodology for Korean Language Education (한국어 교육을 위한 게임화 방법론 연구)

  • Kwon, Chong-San;Woo, Tack
    • Journal of Korea Game Society
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    • v.13 no.1
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    • pp.61-74
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    • 2013
  • In this paper we proposed a gamification methodology for Korean language education. We suggested gamification elements that increased the fun factor and induced immersion by analyzing the successful gamification cases which can be classified into three types; management, Implementation, and self-expression. Then, we analyzed Korean learning theory and methods to extract four key aspects, listening, speaking, vocabulary and culture from eight Korean learning function. Finally, by using Korean Wave contents, we proposed a Korean learning gamification methodology based on the gamification elements and the extracted four key aspects.

A Study on the Introduction of Self-directed Pharmaceutical Training Education through the Analysis of Pharmaceutical Education in Korea and the U.S. (한국과 미국의 약사 연수 교육 분석을 통한 자기 주도적 약사 연수 교육 도입 방안)

  • Jeong, Su-Cheol
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.598-607
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    • 2019
  • The side effects of using drugs can greatly threaten the health of the public. The reality is that there are very few reports of current side effects. This can be activated by linking adverse drug reactions reporting to the Drug Utilization Review (DUR) currently used by pharmacies. A study of the U.S. medication management system, where drug use assessment is activated, can find ways to activate adverse drug reactions reporting. In 'Pharm IT 3000', which is used as a medication management program in pharmacies, we examined how to enable reporting of adverse drug reactions. The literature study and research on actual program operation have found a convenient way to report side effects by linking the Pharm IT 3000 prescription preparation assessment to the item.

Development of Web Coursewares for Middle School Computer Subject Applying Procedural Simulation Skill (절차적 시뮬레이션 기법을 적용한 중학교 컴퓨터 교과용 웹 코스웨어 개발)

  • Lee, Chul-Hyun;Cha, Jae-Heok;Ahn, Mi-Lee;Lee, Tae-Wuk
    • The Journal of Korean Association of Computer Education
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    • v.4 no.2
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    • pp.1-11
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    • 2001
  • The computer subject emphasizes practice centered teaching. The materials can be used in such practice teaching play a role as resources improving poor practice teaching environment. Web courseware can be used as teaching-learning materials causing motivation and interest to learners and enabling learning activity meeting students' level and requirement. So, we developed 15 web coursewares as teaching and learning materials for middle school Computer subject in this study. The design forms of web coursewares we developed are different each other. And then, lead teachers to develope teaching and learning materials originally and to apply them to teaching variously. In addition, the practice parts of web coursewares were made of form of sham learning appling procedural simulation skill. It enables individual practice of learners, so we expect improving one to many instruction environment somewhat.

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The Relationships among Scientifically Gifted Students' Science Related Attitudes, Learning Motivation and Learning Strategy (과학 영재의 과학에 대한 태도와 학습동기 및 학습전략과의 관계)

  • Chung, Choong-Duk;Kang, Kyung-Hee
    • Journal of The Korean Association For Science Education
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    • v.27 no.9
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    • pp.848-853
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    • 2007
  • The purpose of this study was to investigate the relationships among scientifically gifted students' science related attitudes, learning motivation and learning strategy. Subjects were 135 middle school students enrolled at a Center for Science Gifted and Talented Education. There was no difference among talented divisions according to science related attitudes. But the score of the female students were higher than that of the male in learning motivation and learning strategy. Some significant correlation coefficients were between learning motivation and learning strategy. Also significant correlation coefficients were among 'career interest in science' domain, 'leisure interest in science' and 'social implication of science.'

Digital Multimodal Storytelling: Understanding Learner Perceptions (디지털 멀티모달 스토리텔링: 학습자 인식에 대한 이해)

  • Chung, Sun Joo
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.174-184
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    • 2021
  • The present study intends to understand how multimodality can be implemented in a content course curriculum and how students perceive multimodal tasks. Twenty-eight students majoring in English were engaged in a digital storytelling assignment as a part of the content curriculum. Findings from the questionnaire and reflective essays that investigated students perceptions of digital storytelling showed that students felt that the assignment helped them engage in the task and felt motivated. In comparison to traditional writing tasks, students perceived digital storytelling to be more engaging and motivating, but felt that the assignment required more mental effort and caused more anxiety. By supporting students to explore technology and implement multimodal aspects in the learning process, digital storytelling can encourage engagement and autonomous learning to create meaningful works that are purposeful and enjoyable.

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.

Design and Implementation of Web Based Map Learning System (웹 기반 지도 학습 시스템의 설계 및 구현)

  • Kim, Jeong-A;Goh, Byung-Oh
    • Journal of The Korean Association of Information Education
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    • v.9 no.2
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    • pp.231-241
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    • 2005
  • There are two main purposes in learning map in the subject of social studies in understanding the map itself and growing the ability of construing connection and situation and reasoning by applying the map. However, the map learning leans to understanding the map itself in existing materials. Although there is an interaction between learners and the context, there is hardly any interaction between learners or between teachers. Therefore, this paper designs and implements the web-based map learning system using the constructivism to make the cooperative study possible through the interaction and to be able to teach the map learning based on learners. The characteristics of the system suggested in this paper are as below. First, learners study the basic factors of the map by themselves and enable them to give feedbacks after the evaluation. Also, it embodies to evaluate the context of study as a multiple question after studying the whole thing. Second, the participation is induced by bringing the interests of learners based on the web and the interaction between teacher and learner as well as between learners is strengthened by the bulletin board and chatting function. Third, the study of utilizing map is embodied by means of applying the study model of solving problems and suggesting useful tasks.

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