• Title/Summary/Keyword: 학습자 경험 교육

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Meaning and Practice of the Teaching and Learning based on Everyday Life in Geography Subject Matter (지리과 생활중심 교수-학습의 의미와 실제)

  • 장의선;김일기;이민부;박승규
    • Journal of the Korean Geographical Society
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    • v.37 no.3
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    • pp.247-261
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    • 2002
  • This study suggests that the contents and methods focusing on the leamer's geographical experience of everyday life and environments, are very effective for teaching and teaming in geography subject matter. The contents have to be selected and structurized from private geographies about their region of everyday life for teaming abstractive and scientific concepts of geography. Scientific concepts of geography, i.e. geographical concepts become 'scope'for selecting the contents and these systematic structure substitutes 'sequence'. The criteria by which selected contents of teaching and teaming based on everyday life may consist of three elements: region as leamer's place for everyday life; concrete experience of the place; and leamer's changing geographical experiences.

e-러닝 성공전략 - 디지털 시대의 기업교육 패러다임 `e-러닝`

  • 김영순
    • Korea Information Communication Reporters Association
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    • s.6
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    • pp.20-21
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    • 2001
  • 집합식 교육의 대안으로서 최근 기업 환경에서 인식되고 있는 인재육성 방법이 바로 e-러닝이다. 이는 비즈니스와 정보기술 분야에서 나타나던 디지털 혁명의 영향력이 교육에서도 그 반향을 일으킨 것으로써, 교육의 틀 자체를 급속한 변화에 대처할 수 있도록 바꾸어 놓은 것이다. 과거처럼 획일적인 교육방법과 지식을 제공하는 대신에, e-러닝은 학습자가 다양한 학습환경 및 자원에 자유롭게 접근할 수 있게 함으로써 새로운 학습 경험을 할 수 있는 기회를 제공한다.

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Comparison of a Learner's Experience on Zoom and Spatial (줌과 스페이셜의 학습자 경험 비교 평가)

  • Yejin Lee;Kwang-Tae Jung
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.535-541
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    • 2022
  • Zoom has been most popularly used as a non-face-to-face online class tool since COVID19, but due to the recent spread of the metaverse, the use of the metaverse platform is increasing. In particular, since a metaverse platform 'Spatial' provides online classroom creation and various learning functions, and various interactions between instructors and learners or learners and learners are possible, it is highly likely to be used in university classes. Since Zoom and Spatial each have their own strengths and weaknesses for the purpose of class use, it is necessary to find out the strengths and weaknesses of each by comparing and analyzing the learner's experience in class use. In this study, a quantitative analysis of usability, immersion, and satisfaction and a qualitative analysis of individual opinions were performed in order to compare and analyze the learner's experience. SUS (System Usability Scale) was used for usability evaluation, and Magnitude Estimation method was used for immersion and satisfaction evaluation. Thirty-five people who had participated in classes using Zoom and Spatial participated as subjects in this study. Zoom was higher than Spatial at the significance level of 0.05 in usability and satisfaction. On the other hand, the immersion in class was higher in Spatial than in Zoom. Since Spatial provides online classroom creation and various learning functions, and provides various interactions and fun elements between instructors and learners or learners and learners, the immersion in classes was high. If the user interface and interaction of Spatial are improved in the future, it is judged that it can be used as an effective online teaching tool that can replace zoom in university classes.

A Study of Standardization Model of Learner Information in e-Learning (이러닝에서의 학습자 정보 표준화 모형 연구)

  • Joung, Young-Ran;Kwak, Duk-Hoon
    • The Journal of Korean Association of Computer Education
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    • v.7 no.4
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    • pp.77-91
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    • 2004
  • The standardization of learner information is needed for exchanging learner information in e-learning system with another educational institution. And also it is needed for providing customized educational service to the learner's characteristics. The purpose of this study is to develop standardization model of learner information that is focused learner's characteristics and performance in higher educational situation. Earlier researches related to the standardization of learner information are analyzed and added some ideas from instructional theory for dealing with meaningful information about learners. The draft standardization model of learner information with 33 of items in 3 areas is proposed. For the validation of this model proposed, we surveyed from 26 of universities that have been experienced e-learning service. It was divided into mandatory and optional items to the result of the survey.

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Studying the Possibility of Puzzle Based Learning for Informatics Gifted Elementary Student Education (초등정보영재 교육을 위한 퍼즐 기반 학습 가능성 탐색)

  • Choi, JeongWon;Lee, Eunkyoung;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.16 no.5
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    • pp.9-16
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    • 2013
  • Computational thinking is an ability to resolve problems that may be applied to the various real world problems and is regarded as the core of computer science. Computational thinking may be improved through experiences of analyzing problems and of selecting, applying, and modeling strategies appropriate for problem-solving. In order to enhance computational thinking of learners, it is important to provide experiences of solving various problems. This study designed puzzle based learning in order to educate learners principles of problem solving, let them have experiences of interest and insight, and provide them with problem solving experiences. The puzzle questions used for learning were classified into six types - constraints, optimization, probability, statistics, pattern recognition, and strategies. These questions were applied to Informatics gifted elementary students and, after their education, their computational thinking and problem solving inventory significantly improved.

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An Analysis of Student Satisfaction According to Learning Experience for Non-Face-to-Face and Face-to-Face Methods in Programming Class (프로그래밍 수업에서 비대면과 대면 방식에 대한 학습경험에 따른 만족도 분석)

  • Kim, Kyong-Ah;Kim, Ji Sim;Ahn, You Jung;Oh, Suk;Jin, Myung Sook
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.645-647
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    • 2022
  • 코로나 팬더믹으로 인한 비대면 수업은 지속적인 운영을 통해 개선·발전되었다. 2022학년도부터 대면수업으로 전환되면서 온라인 플랫폼에 대한 적응력이 높아지고, 비대면 수업 경험이 축적된 학습자들을 위한 대면 수업의 변화가 필요하게 되었다. 본 논문은 프로그래밍 수업에서 비대면 방식과 대면 방식에 대한 경험이 있는 학습자들의 수업방식에 따른 만족도 및 의견을 조사·분석함으로써 서로 다른 두 방식의 장점을 활용한 수업모델을 모색하는데 필요한 학습자 의견 도출에 그 목적이 있다. 조사 결과, 학습자들은 대면 수업을 선호하나 비대면 학습경험이 많을수록 대면 수업에서의 단점을 비대면 수업을 통해서 해소할 수 있는 부분이 있음을 인지하고, 비대면 방식을 대면 수업에 활용하는 것을 긍정적으로 생각하는 것으로 나타났다. 이를 통해 향후 대면 프로그래밍 수업에서 비대면 방식을 결합한 하이드리드 방식의 수업 운영을 통한 수업 효과 증진 모델이 필요한 것으로 사료된다.

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Analysis on Pre-service and In-service Teachers' Participation in Cyber Education (예비교사와 현직교사의 사이버교육 참여 경험 분석)

  • Jo, Mi-Heon;Lee, Ok-Hwa
    • Journal of The Korean Association of Information Education
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    • v.9 no.2
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    • pp.197-208
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    • 2005
  • For the wide spread of cyber education, it is important to understand the instructional characteristics of cyber education and its applications in the educational sites which help to cope with the practical needs and problems. This study was conducted to analyze the experience of cyber classes(working hours, tasks and evaluation, satisfaction level and instructional effectiveness, suggestions for cyber education) and use of instructional methodology (instructional activities, interaction frequencies, cooperative learning activities, instructional activities toward knowledge building). The data was collected from pre-service teachers(403) and in-service teachers(318) in June 2004. The results were that pre-service and in-service teachers all consider the satisfaction level and academic achievement level of cyber classes lower than that of FTF classes. Particularly the boring presentation of instructional materials and the inadequate instructional strategies for cyber classes were the biggest complains, and lack of interaction among peer groups and with instructors, lack of learning opportunity for cyber instructional strategies, limited group activities, lack of interaction with experts were followed. Limited types of evaluation also showed that cyber classes focus on results more than the process of students' academic achievement.

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Development of an online robot programming education system based on Web 2.0 (웹2.0 기반의 온라인 로봇 프로그래밍 교육시스템 개발)

  • Sung, Young-Hoon;Ha, Seok-Wun
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.13-23
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    • 2010
  • In recent creativity becomes a new request in the knowledge and information age. Robot programming education is an effective teaching method for improvement of creativity. Existing robot programming tools includes text-based or GUI-based development environment. Most of programming tools provide a simple tutorial system without interactive activity for beginners. In this paper, we propose an online robot programming education system based on web2.0, which embedded collaborative code creating tool, interactive tutorial chat and video conference tool to support collaborative code creating via web 2.0. Knowledge sharing tool allows users to share their collaborative source code. Besides, it makes users gained the experience and knowledge of program designing efficiently.

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Analysis on the Effectiveness of Learner-centered Evaluation in Software Education (소프트웨어 교육에서 학습자 중심 평가의 효과 분석)

  • Sung, Jaeho;Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.5 no.2
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    • pp.165-171
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    • 2019
  • As the interest in software education grew, the Ministry of Education was also required to provide software education for practical course of grades 5-6. In this study, learner-centered evaluation was applied to software education to analyze its effectiveness. It is hoped that many teachers will apply learner-centered evaluation to software education to become more effective software education in school. In a learner-centered evaluation, students can expect positive effects by actively participating in classes and engaging in active learning activities. Through learner-centered evaluation, we have taken into account the various background variables to see how students' three aspects, creativity, problem-solving ability and information-use ability change, and how learner-centered evaluation affects these abilities in software education. The result of research have shown that in software education, learner-centered evaluations have all had significant effects on creativity, problem-solving ability and information-use ability, as well as the existence of entry/scratch study experience.

Tutors' Content Expertise and Experience on Student Satisfaction in Problem-Based Learning Nursing Curriculum (간호학 교육에서의 문제중심학습에서 튜터의 내용전문성과 튜터경험에 따른 학습자 만족도)

  • Kim, Soo-Jin
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.551-559
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    • 2018
  • The purpose of this study is to identify the differences of student satisfaction depending on tutor's content expertise and experience in PBL of nursing. Nursing department, the subject of this study, is operating Hybrid PBL Curriculum that integrates the courses in nursing for all grades. Tutor's expertise was categorized based on their final dissertations and the clinical fields for which they worked. Tutor's experience in PBL is less than one year for beginners and more than 10 years for experts. After the PBL class for 6 weeks, the 3rd grade students were surveyed. The results showed that there was a statistically significant difference in the student satisfaction according to the content expertise, however, the student satisfaction depending on tutor's experience and the interaction effect between tutor's content expertise and experience were not significant. This study has raised the importance of the role of tutor as content expert in PBL. It is suggested that future studies be repeated for more tutors with diverse subject areas and majors to examine the differences between diverse variables other than student satisfaction.