• Title/Summary/Keyword: 학습자 경험 교육

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A case study of understanding the embodied metaphors for AI education (인공지능 교육을 위한 체화된 메타포 이해 : 언플러그드 활동을 중심으로)

  • Ahn, Solmoe
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.419-424
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    • 2021
  • The purpose of this study is to understand the educational context including the actual learning process and learner perception using the embodied metaphor in AI education. To this end, a class was designed to utilize the embodied metaphor-based unplugged activity through a qualitative approach. Matrix analysis technique was used to analyze the data collected throughout the course of the class to analyze the experiences and perceptions according to the characteristics of the learner, and the learning context. The results of the study were: First, there was a difference according to the learner's prior experience in the effect on the representative knowledge and the subsequent practice process. Next, the embodied metaphor-based unplugged activity showed soft landing effects on practice and text coding. Finally, the organic integration of unplugged and plugged-in classes helped learners understand the potential of computational thinking.

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Identifying Characteristics of Korean Language Learners Enrolled in University-attached Lifelong Learning Institutions in Hong Kong (홍콩의 한국어 학습자 특성 연구 - 홍콩의 대학 부설 평생교육기관 학습자를 대상으로)

  • Lee, Hyun Ju;Lee, Young-Min
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.368-379
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    • 2022
  • This study aims to understand the characteristics of Korean language learners and propose appropriate teaching plans for them through a focus group interview with Korean language instructors who had experience in teaching Korean at university-attached institutions in Hong Kong. For this purpose, the investigator interviewed ten instructors who taught Korean for at least five years. Korean language learners in Hong Kong who were in their twenties, but there were diverse age groups, including those in their fifties or older. Their motivations for learning Korean included the Korean Wave and the influence of support from the Continuing Education Fund by the Hong Kong government. Korean language learners in Hong Kong were characterized by active learning desire and effort, continuous learning intention, passive performance in speaking, and sensitivity to the disclosure of private information. Based on these findings, the study proposes to devise teaching and learning methods based on various age groups in a class and teaching methods for speaking that reflect the characteristics of Korean language learners in Hong Kong to teach Korean more effectively. The study is significant as a field study that examines the learning motivations, learning attitudes, and difficulties with Korean study of Korean language learners based on an unprecedented survey of the characteristics of common local Korean learners in Hong Kong.

Explore the relationship between John Dewey's "One Experience" and Jill Deleuze's "Learning": From Teaching to Learning (듀이의 '하나의 경험'과 들뢰즈의 '배움'의 의미 관계 탐구: 가르침 중심에서 배움 중심으로)

  • Eom, hye-yoon
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.251-252
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    • 2018
  • 의미 있는 '하나의 경험'은 성장을 가져온다. 존 듀이는 '하나의 경험'을 하나의 예술작품이 만족스럽게 완결에 이르게 되고, 계속해서 고민하던 어떤 문제에 대한 해결책이 마침내 도출되는 것이라 말한다. 독서를 하거나 책을 쓰는 것 등도 언젠가는 종결에 이르게 되는데, 이러한 경우의 종결은 단순히 중지(cessation)가 아닌 하나의 과정의 결과인 것이다. 이러한 경험은 하나의 통일체(a whole)이며 그것 자체의 개별화된 특질과 자급자족(self-sufficiency)을 갖추고 있다. 바로 이러한 특징을 갖는 경험을 '하나의 경험'이라고 부르는 것이다. 학교 현장의 교육과정에서 '하나의 경험'이 되는 배움이란 교육적인 의미와 가치로서 인정되고 평생 기억에 남는 교육 경험 활동이라 할 수 있다. 학습자 입장의 배움, 자발성에 근거한 들뢰즈의 '배움' 이론이 '하나의 경험'으로 기억되는 의미 있는 가치로의 가능성을 탐구하고자 한다.

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Design of an Educational Symbolic Coding Application for Drone Education (드론 교육 적용이 가능한 교육용 심볼릭 코딩 어플리케이션 설계)

  • Ok-Kyoon Ha;Ju-hyeon Lee;Dong-myung Kim;Byeong-chan Choi;Hyeong-guk Jo;Min-jae Kang
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.375-376
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    • 2023
  • 정보기술의 발전으로 인해 코딩 교육의 중요성이 부각되고 있다. 코딩 교육과 다양한 분야와 융합된 교육 모델이 제시되고 있으며 그 중 드론을 활용한 코딩 교육 방법이 일부 존재하지만 오락성이 강조되거나 드론 조종에 초점을 두고 있어 코딩 역량 향상에는 한계가 있다. 본 논문에서는 학습자의 안전성을 보장하고 코딩 역량 향상을 위해 드론 교육에 적용 가능한 교육용 심볼릭 코딩 어플리케이션을 제시한다. 제시하는 어플리케이션은 사용자가 SW 설계 수준의 순서도 기반 심볼릭 코딩을 학습하고 코딩 결과를 드론 시뮬레이션 또는 실제 드론에 적용하여 확인할 수 있는 기능을 제공한다. 이를 통해 학습자들에게 실제적인 코딩 경험을 제공하고 창의적인 문제 해결 능력과 창의성 향상을 기대할 수 있다.

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Case Study of Applicability of PBL-Based Instruction of Integrated Medicine and Lifescience Class in School of Dentistry (통합 의생명 과목 수업에서의 PBL 적용 사례 연구)

  • Park, Bongsoo;Kim, Hyeoncheol;Cho, Bonghye;Park, Haeryoun;Oh, Heejin
    • Journal of Science Education
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    • v.43 no.3
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    • pp.342-362
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    • 2019
  • This study is to explore the applicability of PBL classes in undergraduate education at a School of Dentistry. To do this study, PBL modules were developed and applied to the students with different background knowledge to easily learn Integrated Medicine and Lifescience classes. Participants were 12 students in the first year of Integrated MS program at P University. Four tutors who majored in Dentistry and had PBL teaching experience participated. As a result of the PBL classes, students' concepts and knowledge about gene expression and expression were expanded, and they recognized the importance of self-directed learners and experienced the importance of collaborative learning. PBL tutor presented a positive assessment of attending PBL class experience and the educational need for PBL instruction. The results of this study show the possibility of PBL as a model for Integrated Medicine and Lifescience class in Dentistry education.

Understanding the Language Learner from the Imagined Communities Perspective: The Case of Korean Language Learners in the U.S. (상상공동체 관점을 통한 한국어 학습자 동기 이해)

  • Lee, Siwon;Cho, Haewon
    • Journal of Korean language education
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    • v.28 no.4
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    • pp.367-402
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    • 2017
  • The current study seeks to understand the multi-faceted desires of language learners through the theoretical lens of imagined communities (Norton, 2001). Particularly, the study focuses on the learners of Korean language-one of the less commonly taught languages in the U.S. that has received relatively less attention in previous literature on second language motivation. The study analyzed and compared the narratives told by eleven Korean language learners in a post-secondary language program, and identified four types of imagined communities: Communities of K-pop Culture, Communities of Professionals, Communities of Korean Family and Relatives, and Communities of ethnic Koreans. The study found that these imagined communities were not restricted to a specific region or an ethnic group but encompassed various populations connected through the use of Korean language. The study also found variability within what has been readily labelled as heritage motivation (or motivation related to heritage), as well as striking differences between heritage language learners and non-heritage language learners in terms of their scope of imagination.

User Experience(UX) Qualitative Evaluation of Dialogue e-learning contents (대화형 이러닝 콘텐츠에 관한 사용자 경험(UX) 질적 평가)

  • Lee, Youngju
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.623-631
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    • 2020
  • In the era of COVID-19 global pandemic, e-learning has become new standards and daily life in the name of 'new normal'. This study developed dialogue e-learning contents as opposed to monologue e-learning which is unidirectional and instructor centered and conducted qualitative user experience evaluation of dialogue e-learning contents. A total number of 20 adult students participated and were individually interviewed. Qualitative data analysis was performed. The findings include students' positive perceptions of dialogue e-learning contents such as empathy for various ideas and new format. With regard to personal preference, 55% of participants preferred dialogue e-learning contents because it enables them to focus and share real experiences. Meanwhile, in terms of learning effects, 60% participants selected monologue e-learning contents and mentioned adequate explanations of concepts and explicit information delivery. Based on the results, suggestions on the design and development of dialogue e-learning contents were presented.

Design and Implementation of Web-based PBL System for Improving Learner's Interaction (학습자간의 상호작용 증진을 위한 웹기반 문제중심학습 시스템 설계 및 구현)

  • Lee, Jun-Hee
    • The Journal of Korean Association of Computer Education
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    • v.11 no.3
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    • pp.57-65
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    • 2008
  • In the web- based educational system, how to improve interaction among learners are very important by the Internet. Therefore interpersonal interaction is essential for a good educational environment. In this paper, a web-based PBL(Problem-Based Learning) system is designed and implemented to improve learner's interaction. I investigated how the method for improving interaction affect PBL activities and how students perceive the web-based PBL learning experience. The result of experiment showed that the suggested system facilitated learners' self-directed learning process and interaction.

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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.

A Study on Education Application of Digital Concrete Poetry through the Web Interactivity (웹 인터랙티비티를 통한 디지털 구체시의 교육적 활용에 관한 연구)

  • Park, Min-Hee;Kim, Jung-A;Yim, Sung-Yul;Choung, Yu-Jean;Kim, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.97-102
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    • 2008
  • In this paper, we propose an educational content which can be applied to the web interactivity. Rapidly growing digital media has been applied to various fields and made people experience multiple media. The development of digital media also influenced education. As a result, the environment of computer-based education was produced based on CD-ROM titles, video, and the web. Active communication with students is impossible using traditional educational methods. However, the students' motive for learning can be enhanced through the digital media. In this paper, we apply concrete poetry which is simple, brief, and focused on visualization to the web environment. It has made people easily and interactively access the web to learn better through participation. We also applied concrete poetry to the web based educational games for self-motivated learning.

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