• Title/Summary/Keyword: 학습된 요소 공유

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The design of representation tool for constructing shared knowledge in CSCL (컴퓨터기반 협력학습에서 공유지식 형성을 위한 표상도구설계)

  • Shin, Yoonhee;Kim, Dongsik
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.73-85
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    • 2016
  • When using computer-supported collaborative learning(CSCL) tool where learners with different perspective are discussing in the same place, it is difficult to catch connection between specific position of learning content and written message by learners, share each other knowledge and opinion. This study investigated the phenomena responsible for causing "Un-shared knowledge" by literature research and designed collaborative representation tool based on described principle. A version of the Mediated annotation tool was developed for each problem identified and was subsequently tested by software evaluation standard and F.G.I. Final mediated tool will contribute to overcome knowledge sharing barriers, facilitate communication among students and describe high quality solution.

Differences in Presence, Immersion, and Situation Interest in Small Group Learning Using Augmented Reality Based on the Degree of Tool Sharing (증강현실을 활용한 소집단 학습에서 도구 공유 정도에 따른 현존감, 몰입, 상황흥미의 차이)

  • Taehee Noh;Jaewon Lee
    • Journal of the Korean Chemical Society
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    • v.68 no.2
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    • pp.93-106
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    • 2024
  • This study investigated differences in presence, immersion, and situational interest in small group learning using augmented reality, based on the degree of tool sharing. 84 eighth-grade students participated in small groups of four. Each group was randomly assigned to one of three environments based on marker and device sharing: the shared environment (shared marker and device usage), the mixed environment (shared marker and individual device usage), and the individual environment (individual marker and device usage). Small group learning using augmented reality was conducted for three class periods, focusing on the "Characteristics of Matter" unit. One-way ANOVA results for the dependent variables revealed that, compared to the shared environment, presence and situational interest were significantly higher in the mixed environment, while immersion and situational interest were significantly higher in the individual environment. MANOVA results for the sub-components of each dependent variable showed significant differences in realness for presence, antecedents and experiences for immersion, and instant enjoyment, novelty, and total interest for situational interest. Analysis of interviews and classroom observations indicated that students in shared and individual environments tended to use their devices individually when utilizing augmented reality. However, in mixed environments, students showed a tendency to use their devices collaboratively, leading to more active interactions. Based on these findings, environments for using tools to enhance the effectiveness of small group learning using augmented reality are discussed.

Design of Efficient Edge Computing based on Learning Factors Sharing with Cloud in a Smart Factory Domain (스마트 팩토리 환경에서 클라우드와 학습된 요소 공유 방법 기반의 효율적 엣지 컴퓨팅 설계)

  • Hwang, Zi-on
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.11
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    • pp.2167-2175
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    • 2017
  • In recent years, an IoT is dramatically developing according to the enhancement of AI, the increase of connected devices, and the high-performance cloud systems. Huge data produced by many devices and sensors is expanding the scope of services, such as an intelligent diagnostics, a recommendation service, as well as a smart monitoring service. The studies of edge computing are limited as a role of small server system with high quality HW resources. However, there are specialized requirements in a smart factory domain needed edge computing. The edges are needed to pre-process containing tiny filtering, pre-formatting, as well as merging of group contexts and manage the regional rules. So, in this paper, we extract the features and requirements in a scope of efficiency and robustness. Our edge offers to decrease a network resource consumption and update rules and learning models. Moreover, we propose architecture of edge computing based on learning factors sharing with a cloud system in a smart factory.

An Exploration for Types of Knowledge Building Discourse and Knowledge Building Processes in Middle School Students' Small Group Learning Using Augmented Reality (증강현실을 활용한 소집단 학습에서 나타나는 중학생의 지식 형성 담화 유형과 지식 형성 과정 탐색)

  • Nayoon Song;Yejin Lee;KiDoug Shin;Taehee Noh
    • Journal of The Korean Association For Science Education
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    • v.43 no.2
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    • pp.125-137
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    • 2023
  • This study analyzed the types of knowledge building discourse and knowledge building processes in small group learning using augmented reality. Eight 8th grade students took classes using augmented reality in solubility, boiling and melting points. These classes were carried out twice and all the classes were videotaped and recorded. Every student participated in a semi-structured interview. In the types of knowledge building discourse, the proportion of knowledge sharing and knowledge construction was similar. Beneath the knowledge sharing, the proportion of introductory level discussion was higher than identifying key elements of augmented reality. Recalling existing knowledge rarely appeared. Under the knowledge construction, the proportion of advanced level discussion was the highest and the proportion of sharing and critiquing ideas at a different level and efforts to rise above current levels of explanation was similar. The introductory level discussion and identifying key elements of augmented reality were developed into efforts to rise above current levels of explanation and sharing and critiquing ideas at a different level. Visualized results of knowledge building processes showed all the students' graph drew an upward curve, though cumulative number of impact value was different by each student. As a result of the study, effective ways of improving small group learning using augmented reality are discussed.

A Design and Implementation of Mathematics Education System based on XML (XML 기반 초등 수학 학습 사이트 설계 및 구현)

  • 김갑수;염용철
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10b
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    • pp.577-579
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    • 2000
  • 본 논문에서 제안하는 수학학습 시스템은 구성주의 원리에 입각하여 학습자 중심의 다양한 학습 방법을 통해 자발적이고 협동적인 학습이 가능하도록 설계하였다. 특히 XML 문서를 통해 수학과 교수학습 지도안의 표준을 지향하며 본 시스템을 통해 데이터가 공유될 수 있게 하였다. 본 시스템의 구성요소는 게임, 진단학습, Q/A, 그룹학습으로 구성되고 이들간의 상호 유기적인 관계를 구성하고 있다. 따라서, 본 시스템은 학습자가 스스로 학습할 수 있게 도와주는 다양한 학습방법에 의한 수학학습이 이루어질 수 있다.

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Effect of Learning Organization on Organizational Commitment and Turnover Intention in Social Welfare Organization: Focused on Senge Model (사회복지기관의 학습조직이 조직몰입 및 이직의사에 미치는 효과 : Senge모형을 중심으로)

  • Kang, Jong-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.2
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    • pp.665-673
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    • 2013
  • The main objective of this study was to investigate the effect of learning organization on social worker's organizational commitment and turnover intention in the social welfare organization. For the research, learning organization was consisted of shared vision, personal mastery, team learning and system thinking on the P. Senge's learning organization model. The results of this study were summarized as follows: Mean analyses showed that social workers perceived the level of learning organization had a higher than medium. By using a hierarchical multiple regression, shared vision, personal mastery and team learning had a positive effect on the social workers' organizational commitment. Shared vision and team learning had a negative effect on the social workers' turnover intention. This study finally discusses theoretical implications for future study and practical implications for learning organization strategies on the results.

A Case Study on the Effect of Online Cooperative Learning applied in Accounting Class (온라인 협력학습 회계수업 적용방안 및 효과에 관한 사례연구)

  • Song, Seungah
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.535-546
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    • 2022
  • This study tried to explore factors for improving academic achievement in online non-face-to-face education based on the survey results of a University's online cooperative learning Q&A. Due to the Corona situation, both professors and learners can easily feel psychological isolation due to the implementation of all non-face-to-face online classes. As one of the methods, it was intended to suggest the direction of future education to various teachers and learners by sharing class cases in which the online cooperative learning methodology was applied. Previous studies on non-face-to-face online learning, online cooperative learning, and learning promotion method were reviewed, and the online Q&A method was adopted as a specific learning promotion method to conduct research. In the Q&A process, learners were given an opportunity to check their learning content, share knowledge and communicate, and performance evaluation-related factors such as guaranteeing anonymity of the questioner and answerer, improvement points system, and absolute evaluation were asked. As a result of the survey analysis, it was found that they are the success factors of online cooperative learning. It is a small change that can be applied in practice in the future where online non-face-to-face learning is likely to continue, but by sharing meaningful cases of application of teaching methodologies, both professors and learners being motivated and actively involved in. It is expected that we will be able to suggest methods and directions for improving skills together by changing and supplementing the learning field.

A Meta-Data of Teaching and Learning Materials for Effective Application of ICT in Elementary Education (효율적인 ICT 활용 교육을 위한 교수.학습 자료 메타데이터)

  • Kim, Hun-Hee;Kim, Byeong-Seon;Kim, Chul
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.696-704
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    • 2004
  • 제7차 교육과정의 시행과 더불어 정부와 민간에서 모든 교과의 교수 학습에서 ICT를 활용할 수 있는 디지털 컨텐트를 다양하게 만들어 서비스하고 있으나 일관된 계획이나 표준안이 없이 필요에 따라 자료를 분류하여 만들어지다 보니 단위 수업 시간에 직접 투입하기에는 알맞은 자료를 검색하여 재가공을 하여 활용하거나 여과 없이 사용하게 되는 문제점이 제기되고 있다. 따라서, 본 연구에서는 단위 수업 중 자료투입시기를 분석하여 초등학교 교육환경에 필요한 메타데이터 요소를 탐색하고 메타데이터 요소를 추출하여 국제적인 메타데이터 표준인 DC Core Education 의 메타데이터 표준안을 기반으로 하는 멀티미디어 교육자료 검색 및 활용을 위한 베타데이터 요소를 추가 하였다. 초등교육 현장에서 생성되는 다양한 멀티미디어 교육 자료와 원상에 존재한 양질의 교육 정보 자원들을 일반적인 수업 흐름인 도입, 전개, 정리의 메타데이터 요소를 추가하여 통합검색과 체계적인 인터페이스를 제할 수 있는 기반을 마련함으로써 초등학교 교사가 쉽고 편리하게 단위 수업에 유용한 것을 찾아내고 수업에 투입할 수 있을 것이며 향후 교수학습 자료를 수업에 직접 필요한 형태로 분류하여 제공하여 효율적인 교수 학습 자료를 공유하게 함으로써 ICT활용 수업에 실제적인 도움을 줄 수 있을 것으로 기대된다.

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Courseware Formalization based on XML (XML기반 코스웨어 구조화)

  • 양경민;한성국
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.04b
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    • pp.697-699
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    • 2001
  • 현재 대부분의 코스웨어는 HTML 및 멀티미디어 요소로 작성되어 있다. 그러나 이들 자료들은 다른 용도로 재사용하기는 어렵다. 이러한 학습자료들은 Web에서 정보의 공유, 검색, 재사용 등이 유연하게 이루어져야 한다. 이에 본 논문은 계층적인 구조를 갖는 XML을 이용하여 효율적인 코스웨어를 구현할 수 있도록 DTD를 정의하여 검증(valid)된 XML문서를 만들고자 한다. 코스웨어 제작을 위해서는 교과의 내용 및 교육과정을 구조화하고 다양하게 만들어진 자료를 공유 및 재사용할 수 있는 표준이 필요하다. 본 논문에서는 이를 위해 Courseware DTD를 정의하고 표준 XML문서 형식의 코스웨어 제작 방안을 제시한다.

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A Study on Development of Creativity Improvement Learning Model using Collective Intelligence (집단지성을 활용한 창의력 증진 학습모형 개발 연구)

  • Chung, Young-Ho;Hong, Seong-Yong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.1040-1043
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    • 2013
  • 최근 IT기술의 발전은 교육의 패러다임을 변화시키는 중요한 요소로 작용하고 있다. 이러한 IT의 기술이 학습환경을 변화시키며 학습모형에도 영향을 미치고 있는 것이다. 특히 창의적인 생각이나 새로운 아이디어를 중요시 하는 국가적 교육 경쟁력이 핵심으로 작용하면서 창의력 증진을 위한 학습모형 개발 연구가 활발하게 진행되고 있다. 따라서 본 논문에서는 하나의 지식보다는 그룹의 지식이 강조되는 집단지성 기반의 창의력 증진 학습모형 개발에 대한 연구를 진행하였다. 기존의 학습모형은 교수자 중심적으로 지식을 전달하는 방식 이였다면, 본 연구에서는 교수자와 학습자, 참여자라는 집단의 생성과 학습 자료의 공유, 개방을 극대화 한 창의력 증진학습 모형을 제시하고자 한다. 또한 창의력 증진 학습모형을 위한 기술과 교육 그리고 소셜 네트워크의 통합적 적용 설계 모델을 제시한다.