• 제목/요약/키워드: Collaboration Learning

검색결과 411건 처리시간 0.021초

미래학습에서의 Learning by Teaching 적용가능성 (Reconsidering the Concept and Potential of Learning by Teaching)

  • 최효선
    • 의학교육논단
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    • 제23권1호
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    • pp.3-10
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    • 2021
  • Learning by teaching (LbT) has long been recognized as an important learning behavior that constructs meaning based on interactions between learners. This study aimed to explore the meaning of LbT as an important learning activity for future implementation in education. LbT is based on the cultural historical activity theory and sociocultural learning theory, as developed by scholars including Vygotsky. These frameworks value the construction of meaning based on language, and LbT is reported to be effective in constructing meaning. In addition, within the zone of proximal development posited by Vygotsky, learning through interaction between learners improves academic achievement, higher-order thinking, deep learning, and reflective learning. LbT also promotes students' learning presence, and strengthens various competencies such as collaboration and communication skills. Interactive behavior between learners in the form of LbT has been explored as an approach to teaching and learning, with methods including peer learning, peer tutoring, peer teaching, peer mentoring, Lernen durch Lehren, and peer-assisted learning. LbT has also been applied as a learning method. In the future, LbT has boundless potential to improve learning through activities such as flipped learning or online learning based on interactions between learners.

Roles of the Faculty and Librarian in the Collaborative Relationships at Vietnamese Universities: A Qualitative Methodology

  • Nguyen, Lan Thi;Tuamsuk, Kulthida
    • Journal of Information Science Theory and Practice
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    • 제8권1호
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    • pp.33-44
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    • 2020
  • This article is a part of a doctoral research project on developing the faculty-librarian collaboration model to support learning and research at Vietnamese universities. The findings of this study have crucial significance in drawing a broader view of the importance of faculty-librarian collaboration and the roles of such collaborators at Vietnamese universities. Qualitative methodology was used to formulate related topics and achieve these research objectives. Semi-structured interviews were carried out at four universities in Vietnam with three key informants, including the faculty, librarian, and administrators (dean/vice dean of faculty, director/deputy director of the library). From March to April 2019, researchers conducted 29 interviews with three participant groups. The striking results of this research showed that the faculty and librarians realized the significance of a collaborative relationship and expect that Vietnamese universities will design and deploy a model to boost the effectiveness of this collaboration. Besides this, the study found that the collaborators play certain important roles within the collaborative relationship, for instance, that of reference, coordinator, special lecturer, cooperator, and information user.

또래협력학습 경험에 의한 유추문제해결능력의 증진 (Improvement in Analogical Problem Solving by Peer Collaborative Learning)

  • 김민화;박희숙;최경숙
    • 아동학회지
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    • 제23권1호
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    • pp.55-70
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    • 2002
  • The influence of peer collaboration on children's analogical abilities was studied with 120 9-year-old participants. After the pre-test, which determined the analogical level of the children, each child was assigned to 1 of 4 different learning conditions: cued/non-cued peer collaborative learning, or cued/non-cued individual learning conditions. The post-test showed changes in their analogical abilities. That is, results showed that cued peer collaborative learned improved the analogical abilities of the children, but the pattern of improvement was different by prior level of analogical abilities. We explained improvement in analogical ability by the context effect of peer collaborative learning and by the interactive effect of context with basic cognitive abilities of the children. We suggested implications of the present results for educational practice.

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사람과 사회 중심의 기본의학 학습성과 (Human and Society-Centered Learning Outcomes in Basic Medical Education)

  • 김대현
    • 의학교육논단
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    • 제18권3호
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    • pp.150-155
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    • 2016
  • Learning objectives for human and society-centered basic medical education to improve physicians' ability to practice in a Korean context were developed by the Korean Association of Medical Colleges in 2015-2016. The task-force committee identified eight domains for medical practitioners: human illness, reflection and self-improvement, patient safety, communication and collaboration, medical ethics, legal issues, social accountability, and professionalism. A total of 172 enabling learning outcomes and 42 terminal learning outcomes were identified by the workshop. The workshop members were representatives from 41 medical schools, the Korean Medical Association, and a scientific group (medical ethics, legal issues, and medical communication). The curriculum for "medical humanity and social medicine" was first published in 2007. The human and society-centered learning objectives that were developed will be revised annually.

Design Guidelines of Convergent Education Environment Based on Design Thinking through STEAM Theory

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.56-63
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    • 2023
  • I proposed the architectural guideline for educational environment based on design thinking approach to integrate and enhance learners' activities and achievements. The physical environment of design education learning space should be applied by teaching methods and learning activities, especially for STEAM-based convergent education, the architectural space conditions should support the design process based on design thinking. The learning environment conditions influence design education with physical design factors and learners' communication, and the flexible environment based on design thinking, which is crucial for design education. The 3 steps of design thinking experiences also allow students to learn the context of ideas, skills and outcomes. Therefore, I argued that the learning surrounding based on design thinking needs flexible and mobile, connected, integrated, organized, and team-focused environments to support learners' understanding, participation, and collaboration, and to achieve the design process based on research findings. For spaces for convergent learning environments based on design thinking, common design principles should be reviewed, such as coexistence with technology, safety and security, transparency and spatial extension, multi-purpose space and outdoor learning.

대학과 협력한 초등수학 교사학습공동체의 발달 과정에 관한 연구 (A Study on the Development of Professional Learning Community in Mathematics Based on the Collaboration with University and Its Affiliated Elementary School)

  • 김남균
    • 한국수학교육학회지시리즈A:수학교육
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    • 제56권1호
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    • pp.119-130
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    • 2017
  • The purpose of this study is to explain the long term growth and development of elementary teachers' Professional Learning Communities(PLC) about mathematics implemented on an institutional basis. Especially, it is meaningful to analyze and present the development process and characteristics of PLC, which was started by the basis on the collaboration of a National University of Education and its affiliated elementary school. In this study, PLC activities during three years were analyzed according to the capacities and dimensions of a professional learning community. The developmental capacity of the PLC analyzed in this study can be summarized as follows. In the first year, development of organizational competence in terms of capacity, resources, structure, and system of exchanges was the main factor in personal competence, and the development of individual competence began to share collective learning and practice. In the second year, personal exchanges were active in all the topics of activities, and personal level competence was activated such that more activities of critical knowledge formation were performed on an individual level. On the basis of the development of the individual level formed in the second, individual competence and organizational capacity developed. Factors that have influenced the development of capacities of PLC include: disclosure of activities outside the community, participation in outsiders, provision of procedures to share equal participation and leadership, voluntary and critical participation of teachers, improvement of mathematics teaching methods, sharing themes and visions.

게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning) (PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images)

  • 이현석
    • 디지털융복합연구
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    • 제17권11호
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    • pp.467-474
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    • 2019
  • 디지털콘텐츠 산업의 핵심 요소인 게임 애니메이션 영상은 그 수요의 확대에 따라 관련 인력 양성이 갈수록 전문화되고 있다. 게임 애니메이션 영상 분야의 교육은 창의적 사고와 융합적 태도 그리고 문제해결 능력이 중요시 되는 창의 융합 참여형 인재양성에 있다. 이에 본 논문은 게임 애니메이션 영상 분야 창의융합 참여형 인재 양성을 위한 프리프러덕션 중심의 PBSL(Project based Self Learning) 수업모형을 제시하고자 한다. 이를 위한 연구의 전개는 창의융합 인재의 구성요소와 프로젝트 수업의 특성, 그리고 관련 직무 역량에 대해 문헌을 중심으로 고찰하였으며, 이에 따른 PBSL수업모형의 핵심요소는 창의성, 융합적 태도, 자율성으로 분류 하였다. 이를 기초하여, 창의적 사고와 융합적 태도 그리고, 학생들의 자율성이 실현될 수 있는 프로젝트 형의 'Project Based Self Learning' 수업모형을 개발한다. PBSL을 적용한 D대학교 <콘텐츠워크?> 수업에 대해 사례분석하고, 설문조사를 진행한 결과 자율성 측면이 창의성과 융합적 태도에 비해 만족도가 높게 나왔으며, 이는, 학생 스스로 프로젝트 진행에 대한 자율성과 동기부여가 향상되었음을 알 수 있다. 다만, 만족도가 낮게 분석된 융합적 측면에 대한 추후 보완이 필요하다.

PBL을 활용한 <문화와 철학의 이해> 수업 사례 연구 (A Case Study on the class of Using PBL)

  • 박해랑
    • 문화기술의 융합
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    • 제7권4호
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    • pp.435-440
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    • 2021
  • 본 연구는 2020-2학기 00_대학교 <문화와 철학의 이해>라는 균형교양교과목에서 실시한 PBL(문제중심학습) 수업 사례를 통해 그 학습의 효과를 고찰한 것이다. 학습을 통한 효과는 다음과 같다. 첫째, PBL(문제중심학습)은 교수자와 학습자 간의 적극적인 상호작용이 충분히 이루어진다. 비대면 학습이 장기화되고 있는 실정에서 PBL교수법은 교수자-학습자, 학습자-학습자 간의 충분한 상호작용이 이루어진다. 둘째, PBL학습은 교과목 특성에 맞는 다양한 문제를 적극적으로 활용하고, 역할 분담과 협업의 과정을 적극적으로 활용할 수 있다. 셋째, 문제 상황에 대한 비판적 인식을 확장할 수 있다. 본 수업 사례에서 확인한 한계점은 첫째, <문화와 철학의 이해>라는 교과목의 특성상 세계문화 현상에 대한 논의는 충분히 가능하지만, 철학이라는 관점에서 논의가 되어야 한다. 철학적 부분을 분히 검토하여 적절하게 적용해야 한다. 둘째, 비대면 온라인에서 팀 작업이 쉽지 않다는 점이다. 오프라인 수업에서 팀을 이루어 학생들이 논의의 과정을 거친다면 훨씬 효과적인 학습이 이루어질 수 있을 것이다.

학습자의 경험 분석을 통한 플립 러닝의 재해석 (Reconstructing the Meaning of Flipped Learning by Analyzing Learners' Experiences)

  • 이예경;윤순경
    • 공학교육연구
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    • 제20권1호
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    • pp.53-62
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    • 2017
  • This paper explored how university students viewed flipped learning from their own perspectives. Using qualitative research methods, 5 students from a Computer Graphics course at a mid-scale university in Seoul were interviewed for this purpose. Researchers collected data about their learning experiences, emotions, and reflections about flipped learning in general and its components such as online materials, in-class activities, and instructor guidance. Research findings indicated that students were not so much conscious about the unfamiliarity of the class, the increased work load, nor the online lectures. They rather prioritized 'what they could actually learn' from the course, and thus defined flipped learning as a method which enabled students to constantly check and fill in the gaps in their learning through team-based activities and prompt feedback from the professor. A combination of students' positive attitude and active participation in team-based activities, the overall atmosphere of the department which supported interactivity and collaboration, the professor's emphasis on learning-by-doing and student-centered learning appeared to form their notions of flipped learning. The use of technology did not appear to heavily impact students' conceptions of flipped learning. Researchers suggest that pedagogical beliefs of the professor, culture surrounding the learner, and the good match between the course content and instructional strategies are central for designing a successful flipped learning class.

상호작용이 가능한 사회적 U-LEARNING 공동체 설계 (Interactive Social U-Learning Community Design)

  • 김혜진
    • 한국인터넷방송통신학회논문지
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    • 제11권5호
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    • pp.193-201
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    • 2011
  • 본 논문은 개방형 콘텐트에 기반하여 세계 모든 지역 학우들과 상호작용적인 온라인 학습 그룹 경험을 제공하는 개방형 사회적 u-learning 공동체에 대한 전체론적 개념 및 모델을 표현하였다. 상호작용적인 사회적 u-learning 공동체 설계를 통해 학습에 있어서 유비쿼터스 환경이 가지는 장점들을 개념화하고 극대화하도록 한다. 제안된 모델은 최신 웹 기술, 고도의 상호작용을 가능하게 하는 실시간 협력 기술, 관련 콘텐트 및 다른 학습자와 해당 학습자를 연결하여 주는 지능형 추천 시스템, 학습자의 학습 결과를 평가하고 분석하는 기법 등을 통해 가능하다. 따라서, u-learning 설계는 상호작용적이고 매력적이면서 고도로 측정 가능 시스템이어야 한다.