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Design Strategy for Improving the Effect of Educational Contents for Public Institutions (공공기관 교육용 콘텐츠의 학습효과 증진을 위한 디자인 전략)

  • Park, Sung-Euk
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.444-453
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    • 2010
  • The Knowledge and information are rapidly built through networks; and, through this, epochal changes and developments are reoccurring in diverse societal economic cultural ways. Especially, digital-education emerging together with educational environment changes is taking its place as an educational system which will be able to replace traditional education methods by overcoming the limitations of time and space held by present education methods. The role of GUI(Graphic User Interface) design, which adds user cognitive power and convenience as a method of purveying innumerous information, is growing. Consequently in this research, through the analysis of educational contents utilized in public organizations, research is performed regarding an educational content design for a more effective education of learners.

The Effects of the Advance Organizer on Elementary School Students' Logical Thinking Ability and Self-Efficacy in Programming Class (선행조직자를 적용한 프로그래밍 학습이 초등학생의 논리적 사고력과 자기효능감에 미치는 영향)

  • Kim, Jong-Han;Choe, Hyun-Jong;Kim, Tae-Young
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.189-199
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    • 2011
  • The purpose of this study is to verify the effects of the advance organizer in programming class on elementary school students' logical thinking ability and self-efficacy. We developed our teaching-learning materials of programming for this purpose, Further, they are applied to the elementary school, and their effects are analyzed. Fourth grade students in elementary school were selected for the experiments of this study, For comparison, they were divided into a control group who taught by a traditional programming teaching method and an experimental group who taught by our advance organizer programming class. As a result, through before-and-after t-verifications performed on the experimental group and the control group respectively, we found statically significant differences between the two groups, and the effectiveness of our new programming teaching method was proved in both learner's self-efficacy and logical thinking ability.

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The Effects of Field-Oriented Capacity Upgrade Model(FO-CUP): H University Occupational Therapy Practice (임상중심 실무능력향상 교육모델(FO-CUP)의 융합적 효과성 연구: H대학 작업치료실습을 중심으로)

  • Kim, Keum-Sook
    • Journal of Convergence for Information Technology
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    • v.10 no.2
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    • pp.193-200
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    • 2020
  • This study proposes the Field Oriented Capacity Upgrade Program, an educational model for improving clinical practice of occupational therapy. The effectiveness of the self-directed learning ability and problem solving ability of students was compared by comparing the proposed educational model with the traditional teaching method. The research method was divided into the experimental group who participated in the model education and the control group who participated in the lecture class, and conducted similar experimental studies using the nonequivalent control group pretest-posttest design. In addition, the study participants conducted a preliminary and follow-up survey of a total of 135 students who participated in the education over three semesters. As a result of training using the proposed learning method, the experimental group improved self-directed learning ability and problem solving ability by 22% and 18%, respectively, compared to the control group. This study developed and proposed a new teaching-learning method to improve clinical practice of occupational therapy, and it is meaningful as a basic data of teaching-learning method to improve the ability required in various jobs.

Evaluation and Development of e-PBL for Cultivating Consciousness of Information and Communication Ethics (정보통신윤리의식 함양을 위한 e-PBL 개발 및 평가)

  • Lee, Jun-Hee;Yoo, Kwan-Hee
    • Journal of The Korean Association of Information Education
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    • v.14 no.3
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    • pp.437-447
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    • 2010
  • The purpose of this thesis was to design and develop an effective e-PBL(Problem-Based Learning) for cultivating consciousness of information and communication ethics. The proposed e-PBL is based on PBL which is one of the constructivism teaching-learning theories. Online learning and face-to-face classes were systematically combined for achieving the teaching-learning goals. And the main module for online learning run on Moodle, an open source learning management system. To examine educational effectiveness of the proposed e-PBL, an experimental study was conducted through the education content and method to the subject of two class in the second-grade of university located in OO city. For experiment 60 students(treatment group=30, control group=30) are participated. And they were randomly assigned to one of ten subgroups, comprising of six students, respectively. The results of this study showed that the education using proposed e-PBL is more effective in cultivating consciousness of information and communication ethics and learners responded positively than the education using traditional face-to-face PBL learning method.

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Linguistic Turn and the Education of Liberal Arts (언어적 전환과 인문교육)

  • Paik, Tohyung
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.279-288
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    • 2020
  • In this paper, we try to criticize a bias that liberal arts are not practical. First, I introduce holistic models of knowledge and constructivism in education. Second, I suggest 'linguistic turn' as another noticeable phenomenon. Language is an element of culture, but a priviledged one because culture, in itself, is linguistic. So culture is a sort of a text. We can see that liberal arts or humanities to deal with texts, contexts and languages can have an important role to read, understand and construct a world. So the rediscovery of the traditional model of the education of liberal arts like processes of graduating studies of liberal arts or humanities, is relevant to a new 'practical' model of reading and leading recent social transformations. An important point is academic contribution. And current situation called 'Knowledge-Based Society' also supports my point in another way. The situation of rapidly changing knowledge requires an education of problem-solving ability by unifying and reconstructing knowledge supporting with constructivism in education rather than the cramming system of education.

The Effects of Computer Science Program based on Specific Manipulative Activities in Achievement and Attitude of Learning (구체적 조작활동기반 컴퓨터과학 프로그램이 학업성취도 및 학습태도에 미치는 효과)

  • Park, Jung-Ho;Bae, Young-Kwon;Lee, Tae-Wuk
    • The Journal of Korean Association of Computer Education
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    • v.10 no.5
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    • pp.33-42
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    • 2007
  • The purpose of this study is to develop and applicate the computer science teaching-learning program to raise the next newest talented students in IT field. The experiment was conducted to analyze the effects of learners variables such as learning achievement and attitude at K elementary school in Chungcheongbuk-do during 8 weeks and samples were 74 students. The summary of results of this study are as follows : First, significant differences were not observed in part of achievement of learning between comparative group and the experimental group who used computer science program consisted of specific manipulative activities. However, the higher mean score means that teaching-learning based on specific manipulative activities have a positive effect on understanding contents of computer science. Second, it is found that students in experimental group respond more positively about computer science than comparative group.

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A Design of Collaborative Learning Module in Learning Management System Based on Blended Learning (블렌디드 러닝 기반의 학습관리시스템에서 협력학습 지원 모듈 설계 방안)

  • Ku, jin-hee;Choi, won-sik;Lee, kyu-nyo
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.732-737
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    • 2008
  • As e-learning is recognized in new education form, Learning Management System that manage general activity of learning to maximize effect of education is being developed actively. Usually, Learning Management System includes course registration and learning as well as learner's learning recording and tracking, evaluation in online. But, most systems is lacking a tool that learners can collaborate with companion learners, and planning learning and set valuation basis as leading. In this paper, we can expect effective collaborative learning activities because can make debate and team project smooth by suggesting collaborative learning module that can drive voluntary participation such as group formation, learning plan, mutually estimation as leading to learner in Learning Management System of blended learning base that support online and offline environment both.

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Students' Perspectives towards M-learning Achievement, and Disposition towards Mathematics Using a mobile phone (Mobile-Learning에 의한 수학학습에서 학생들의 인식변화, 성취도, 및 성향에 대한 연구)

  • ChoiKoh, Sang-Sook
    • Communications of Mathematical Education
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    • v.23 no.3
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    • pp.863-885
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    • 2009
  • In the era of wireless internet, we are apt to use a mobile phone for learning mathematics, besides the pc computer and the notebook computer. This study was to investigate the effect of M-learning when students were given a wireless mobile phone in terms of their perspectives towards the use of a mobile phone, achievement and attitudes towards mathematics. They were the 3th grader in a high school, who were expected to take Aptitude Test for the entrance of the university level. The most students who took an ubiquitous environment of M-learning showed it as a benefit for learning mathematics and did not spend time at other activities such as listening to music, sending text-message, playing games, etc, but at the M-learning activities. The students who engaged in the M-learning activities were improved a significantly higher score at Aptitude Test than the students who took the make-up courses in the school and also did a significantly higher disposition towards mathematics which was caused by curiosity among 7 components of the mathematical disposition.

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The Effects of Focus-on-Form Instruction on L2 Learners' Grammatical Achievement: Focusing on the Deductive and Inductive FFI (형태 초점 교수법이 제2 언어학습자의 문법 성취도에 미치는 영향: 연역적 방법과 귀납적 방법을 중심으로)

  • Hwang, Hee-Jeong
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.307-316
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    • 2021
  • This study aims to explore the effects of deductive FFI and inductive FFI in L2 learners' grammatical achievement and their reaction to the grammar instruction. 84 students were placed into three groups: 29 given deductive FFI(DG), 28 receiving inductive FFI(IG), and 27 with traditional instruction(CG). All students completed pre/post tests and questionnaires, and took a delayed post test 9 weeks after the treatment. For statistical anlayses of all the quantitative data, a one-way ANOVA, paired samples T-test, and repeated measures ANOVA were performed. The results indicated that both deductive and inductive FFI affected learners' grammatical achievement and their achievement was sustained over time. Deductive FFI was more effective than inductive FFI, whereas the IG students more positively changed their attitudes and perceptions to the grammar instruction. These findings of the study imply that FFI should be valued in an Korean EFL classroom, which would contribute to further longitudinal research for its sustainability.

A Study on the Implementation of Metaverse Education :Focused on Arts Education (메타버스기반의 온라인 교육 플랫폼 활용 가능성 연구 - 예술교육 중심으로-)

  • Gao, Si-Yang;Yoon, YoungDoo
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.540-547
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    • 2022
  • Online education is a major trend in the future education change and the COVID-19 pandemic has further accelerated the process. Online education has become an important part of the modern education system because of its stability and continuity. However, the disadvantages of traditional online education can reduce users' experience, thus upgrading online education is the key to future education. Metaverse, as a new platform for online education, redefines the occurrence space of online education, changes the teaching mode and learning and evaluation methods of online education, and shows its development potential. This research analyzed the characteristics of Metaverse and its technological development status, and then proposed an intelligent online education environment construction scheme based focused on Metaverse of art education.