• Title/Summary/Keyword: 참여 학습

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Design and Implementation of Intelligent Tutoring Systems for Problem Based Learning (문제중심학습을 위한 지능형 교수 시스템 설계 및 구현)

  • Jeong, Un-Sun;Choi, Yong-Suk
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.808-810
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    • 2005
  • 문제중심학습은 학습자 스스로의 통제에 의한 학습자 중심의 자기주도적 학습이 특징이므로 학습자의 적극적인 참여를 유도하기 위하여 학습과점에 적절한 전략이 필요하다. 본 논문의 학습내용은 논리식 간략화이며, 학습자의 적극적인 참여 유도를 위하여 논리식 간략화 과정과 결과에 대한 즉각적인 피드백을 제공하는 지능형교수시스템(Intelligent Tutoring Systems)을 구현한다. 피드백에 관련된 알고리즘을 지능적으로 제공하기 위하여 논리식 간략화 알고리즘은 Tabulation Method를 이용한다. 본 논문의 지능형교수시스템(ITS)을 학습에 적용하면 논리식의 간략화 과정식과 결과 식에 대한 정오 판정은 물론 학습 활동에 맞아 떨어지는 즉각적인 피드백이 제공되므로 학습자 스스로 학습내용에 대한 인지도를 확인할 수 있다. 또한 학습 활동에 꼭 필요한 피드백을 제공하므로 학습에 대한 흥미를 유발시키고 지속화하여 적극적이 학습참여와 완전학습이 가능하다.

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A Case Study of Programming Languages Education using Learning Community (학습 공동체를 활용한 프로그래밍 언어 교육 사례 연구)

  • Kim, Kyong-Ah;Ahn, You Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.333-334
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    • 2013
  • 프로그래밍 언어 교육은 컴퓨터 분야의 필수 과목으로 교육되고 있으나 교수자와 학습자에게 가장 어려운 과목으로 인식되고 있다. 본 연구에서는 명지전문대학에서 시행하고 있는 튜터링 제도를 프로그래밍 언어 수업에 적용하여 학습공동체(피어 튜터링)를 활용한 학습 지원 프로그램을 프로그래밍 언어 교육에 적용한 사례를 제시하고 학습자에 미치는 영향을 조사하였다. 학습 공동체 프로그램의 참여는 자발적으로 이루어졌으며. 활용 결과 학습자들의 성적이 단기간의 프로그램 참여로 많이 향상되지는 않았지만 튜터와 튜티 모두 프로그래밍 과목에 대한 흥미가 유발되고, 수업 참여도가 높아졌으며, 참여하지 않은 그룹과 비교하여 탈락자 감소에는 도움이 되었던 것으로 판단된다.

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Distant Education for Improving of Learning′ Participation (상호작용과 수준별 학습을 지원하기 위한 원격교육 시스템)

  • 조혜숙;김숙연;장시웅
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2003.05a
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    • pp.477-480
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    • 2003
  • The development of distant education on the internet has undergone a great change. However, many of the educational ways force to students to acquire the technical skills by repeatedly practising the contents. These learning styles have certain advantages, for example, providing feedback without delay and constant learning, but they also have disadvantages. For instance, they reduce the motivation and interest level of the students. And if the students don't participate in class, they simply will not improve in their ability. This study provides a solution which will has an influence on the other classes. We can utilize self-learning, interactive and leveled studying with animation and teaching aids.

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Participation Metaphor for Learning and Its Implication for Science Teaching and Learning

  • Oh, Phil-Seok
    • Journal of the Korean earth science society
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    • v.27 no.2
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    • pp.140-148
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    • 2006
  • This is a theoretical study of which the goal is to investigate the meaning of a participation metaphor (PM) for learning and draw its implication for teaching and learning science. The review of relevant literature reveals that the PM is associated with the view of learning as ongoing participation in sociocultural practices within a community, and that cognitive apprenticeship is an instructional model related closely to the PM. It is then suggested that a community of learners should be developed if science teaching and learning are to be implemented in line with the PM. Finally, the present study briefly introduces a high school science club as an exemplar of science learning community, including what should be considered in science education research.

A Study Exploring the Relationship of Educational Participatory Motivation and Educational Satisfaction among Adult Social Work Students of a Cyber University (사이버대학교 사회복지학 전공자들의 학습참여동기와 학업만족도)

  • Lim, Hyo-Yeon;Lee, Soon Min
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.403-415
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    • 2014
  • This study explored three types of educational participatory motivations among 196 adult social work students at one of Cyber University in Seoul, Korea. and examined the relationship of educational participatory motivations and educational satisfaction, aiming to provide suggestions for increasing adult social work students' educational satisfaction. Results revealed that students had goal-oriented motivation the most, followed by learning-oriented motivation and activity-oriented motivation. Results showed that age and three types of educational participatory motivations, in order of goal-oriented, learning-oriented, and activity-oriented motivations, influenced educational satisfaction. In conclusion, this study suggested that cyber universities should improve educational environments including educational curriculum, in order to meet adult social work students' goal-oriented motivation, and provide methods to satisfy adult social work students' activity-oriented motivation, reflecting their altruism. In addition, young social work students' educational participatory motivations should be explored to increase their educational satisfaction.

An Analysis of Preferred Learning Methods to Encourage Participation of Programming Learners (프로그래밍 학습자들의 학습 참여 활성화를 위한 선호 학습 유형 분석)

  • Ahn, You Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.439-440
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    • 2019
  • 본 연구에서는 프로그래밍 수업에 참여하는 학습자들을 대상으로 프로그래밍 학습의 예 복습과 교수자의 학습 지원 등에 대한 생각을 먼저 설문으로 조사하고 그 결과에 따라 교수자가 수업 내외에서 학습자들이 다양한 학습 활동들을 할 수 있도록 지원한다. 그리고 학기말에 학습자들을 대상으로 제공된 학습 방법들 중에 어떤 방법을 선호하는지를 설문조사하여 분석해보았다. 연구 결과를 통해 향후에는 학생들이 선호하는 학습 방법을 파악하고 제공함으로써 학생들의 학습 동기와 의욕을 향상시켜 보다 적극적인 학습 참여를 유도할 수 있을 것으로 기대한다.

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The Effect of Logistics Education Using Metaverse on Learning Participation and Learning Satisfaction (메타버스 활용 물류 교육이 학습 참여와 학습 만족에 미치는 영향)

  • Cho, Sang-Lee;Shin, Hak-Sung
    • Journal of Korea Port Economic Association
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    • v.39 no.3
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    • pp.61-73
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    • 2023
  • When conducting metaverse-based logistics education, educational, entertainment, and sense of reality were presented as preceding factors as factors that content should have, and the effect on learner satisfaction by mediating learner participation was verified. The results and implications are as follows. First, educational, entertainment, and presence were found to be important factors that can improve learners' participation. Since it is a content provided as part of university education, it can be expected that the educational value will be the highest, but entertainment has been identified as the most influential variable. Therefore, in order for metaverse-based logistics education to induce learners' participation, it is necessary to plan contents that students can enjoy and enjoy. Second, it was found that learner participation has a positive effect on learning satisfaction. Although it is a virtual world, if it is real and you can interact with other learners, you will be satisfied with your learning. Therefore, it is necessary to develop contents that can induce learners' participation in order to continuously provide learning satisfaction when providing metaverse-based logistics education.

A Study on the Learning Community Participation According to Learner Characteristics (학습자 특성에 따른 학습공동체 참여 차이에 관한 연구)

  • KIM KYUNG HEE;CHOI JOO YOUNG
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.199-206
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    • 2023
  • This study attempted to examine the relationship between college students' participation in the learning community according to the characteristics of learners. To this end, the learning community divided the subject-linked learning community into a foundation learning community and an advanced learning community. Learner characteristics were classified by gender, grade, and major. A cross-analysis was conducted to examine the difference between participation in the foundation learning community and the advanced learning community according to the learner characteristics. The results are as follows. First, the participation of female students in the foundation learning community and the advanced learning community was higher than that of male students, but it was not statistically significant. Second, it was found that there was a significant difference in participation in the learning community according to the grade. In the case of the foundation learning community, the participation rate of the first and second year students was relatively high, and in the case of the advanced learning community, the ratio of the third and fourth year students was relatively high. Third, as a result of examining the differences by major, it was found that the participation rate of health and welfare universities was high in both the foundation learning community and the advanced learning community. Based on these results, discussions and suggestions are presented.

An Analysis of Study Achievement based on Learning Types for Peer Tutoring Learners in Computer Programming Class (컴퓨터 프로그래밍 수업에서 피어 튜터링 학습자의 학습 유형에 따른 학업성취도 분석)

  • Ahn, You Jung;Kim, Kyong-Ah
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.339-340
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    • 2013
  • 본 논문에서는 컴퓨터 프로그래밍 수업에 참여한 학습자들이 수업과 병행되어 운영된 피어 튜터링 프로그램에 참여하였을 때, 참여한 튜터링 팀의 구성원들의 학습 수준 차이 정도와 튜터링 운영 방법 및 자신의 역할에 따라 수업에서 학습한 내용에 대한 학업성취도가 어떻게 달라지는지를 분석하였다.

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A Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning (Kinect 게임 활용 수업에서 학습자의 참여적 학습 경험에 대한 사례 연구)

  • Ryoo, EunJin;Kang, Myunghee;Park, Juyeon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.363-374
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    • 2019
  • Recently, there is an increasing interest in game based learning as a teaching method for digital native learners. This study set kinect game contributes to engaged learning as the competition and cooperation play (achievement goals, interaction), the digital game play (multisensory stimulation, fantasy and curiosity, chance, accurate feedback, control), and the body movement play (embodied cognition, presence). After performing classes using the motion recognition game developed for the elementary school history class, this study conducted semi structured interviews based on engaged learning elements of kinect game based learning for students who were successfully participating in learning. In the result, each element appeared to a successful learner. Based on these results, this study hopes to assist researchers as a basic evidence to introduce kinect game-based learning for engaged learning.