• Title/Summary/Keyword: Collaborative ability

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Development and Effect of the Creative Problem Solving Capacity Education Program for University Freshmen Using Game component (게임적 요소를 활용한 대학 신입생의 창의적 문제해결 교육 프로그램 개발 및 효과)

  • Jeon, Shin-young;Park, Joo-Hee
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.139-150
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    • 2021
  • This study analyzed the effectiveness by developing an online program to enhance collaborative problem-solving capabilities for college freshmen using gamification. According to the research results, the operational model of the online program for enhancing collaborative problem-solving capabilities using gamification was presented in five stages: 1 preparation, 2 team building, 3 assessment, 4 feedback, and 5 achievement sharing. The results of the "pre-test" and post T-test of creative problem-solving capabilities, the variables related to creative problem-solving skills, academic challenge, creative thinking ability, and convergence value creation have been significantly improved. What should be discussed in the future is the need to experience collaborative problem solving process online, and to develop game design and platform that can discuss and communicate.

Collaborative Recommendation of Online Video Lectures in e-Learning System (이러닝 시스템에서 온라인 비디오 강좌의 협업적 추천 방법)

  • Ha, In-Ay;Song, Gyu-Sik;Kim, Heung-Nam;Jo, Geun-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.9
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    • pp.85-94
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    • 2009
  • It is becoming increasingly difficult for learners to find the lectures they are looking for. In turn, the ability to find the particular lecture sought by the learner in an accurate and prompt manner has become an important issue in e-Learning. To deal this issue, in this paper. we present a collaborative approach to provide personalized recommendations of online video lectures. The proposed approach first identifies candidated video lectures that will be of interest to a certain user. Partitioned collaborative filtering is employed as an approach in order to generate neighbor learners and predict learners'preferences for the lectures. Thereafter, Attribute-based filtering is employed to recommend a final list of video lectures that the target user will like the most.

Educational Effects of Flipped Learning on University Teaching Courses (대학 교직수업에 적용한 플립드 러닝의 교육적 효과)

  • Lee, Soon-Deok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.2
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    • pp.346-357
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    • 2019
  • The purpose of this study was to examine the effects of flipped learning and explore the learners' experiences. Data were collected from 64 students who participated in flipped learning for 7 weeks at N university. The results were as follows. First, after applying flipped learning, learners feel more comfortable learning together and prefer collaborative learning. Second, flipped learning had no significant effects on learner's overall metacognition, but it had positive effects on the awareness and cognitive strategies. Third, flipped learning had no significant effects on academic self-efficacy, but it positively affected the task difficulty preference and confidence of learners who had a lower level of collaborative tendencies. Fourth, flipped learning had no significant effects on SDL ability, but it positively affected the learning plan of learners who had a higher level of collaborative tendencies. Fifth, learners' class satisfaction of flipped learning was generally very high. We suggested a policy, instructional design and strategies for effective implementation of flipped learning.

Prospective Mathematics Teachers' Perceptions of Collaborative Problem-posing as a Means to Promote Students' Creativity and Character (창의성과 인성 교육 방안으로서 협력 문제 만들기에 대한 수학 예비교사의 인식)

  • Lee, Bongju
    • Communications of Mathematical Education
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    • v.36 no.3
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    • pp.373-395
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    • 2022
  • This study aimed to examine how prospective mathematics teachers (PMTs) perceive collaborative problem-posing (CPP) as a method to cultivate students' creativity and character in mathematics education. This is to propose the introduction of CPP at the stage of preparatory math teacher education as one of the ways to reinforce the creativity and character education capacity of PMT), and to attempt to be an opportunity to actively utilize CPP in math teaching-learning in the school field for the education of students' creativity and character. To achieve this objective, I designed PMTs taking the 'Educational Theories for Teaching Mathematics' course, required in the second year of university, to experience CPP tasks. Data were collected through questionnaires or interviews over three years on how PMTs recognized the CPP tasks as a tool to cultivate students' creativity and character in secondary schools. The results of the study are as follows. First, PMTs recognized regardless of their CPP experience that CPP might have a positive impact on improving students' ability to devise various ideas and that it positively influences students' attitudes toward building interpersonal relationships, including teamwork, respect, and consideration. Second, the experience of PMTs participating in the CPP made them more positively aware that CPP is effective in improving students' ability to elaborate on ideas. Third, the PMTs' experience of participating in CPP led to a more positive perception of the impact of CPP on the students' abilities and attitudes, namely, the students' ability to elaborate on ideas and their inner attitudes toward individuals, including honesty, fairness, and responsibility, and the attitude of students regarding logically presenting their opinions and making rational decisions. Finally, if there are downsides to the offline environment, an online environment may be more beneficial.

Tools for the Acquisition of Graphing Ability: Real-Time Graphing Technology

  • Kwon, Oh-Nam
    • Research in Mathematical Education
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    • v.6 no.1
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    • pp.53-63
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    • 2002
  • This study investigates the impact of Calculator-Based Ranger (CBR) activities in the performance of middle school students' graphing abilities of physical phenomena. Two issues about CBR activities on graphing abilities were addressed in this study; (1) the effect of CBR activities on graphing abilities, and (2) the influence of instructional styles on students' graphing abilities. Following the use of CBR activities, students' graphing abilities were significantly more developed in three components-interpreting, modeling, and transforming. Significant differences were found in students' achievement depending on instructional styles related to differentiation, which is closely connected to transforming distance-time graphs to velocity-time graphs. The findings of this study indicate that CBR activities may enhance students in constructing appropriate webs of related concepts and ability to qualitatively interpret graphs. Using collaborative CBR activities to introduce and explore graphing of physical phenomena is, therefore, recommended for inclusion in the secondary mathematics curriculum.

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The Effect of Young Children's Dyad Collaboration Based on Their Cognitive and Social Ability on Task Performance (인지적.사회적 변인을 함께 고려한 또래 쌍 협력활동이 유아의 과제 수행력에 미치는 효과)

  • Lee, Jeong-Hwa;Park, Jeong-Eon
    • Korean Journal of Child Studies
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    • v.30 no.1
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    • pp.127-148
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    • 2009
  • This study investigated the effects on task performance of dyad collaboration based on young children's cognitive and social ability. The 108 5-year-old subjects were assigned to a collaborative experimental group, a comparison group working individually in sorting, writing, and making a puzzle, or a control group. Data from before and after measurements on sorting and perspective taking tasks were analyzed by t-test and ANOVA. Results showed that (1) Children working in dyad collaboration obtained significantly more improvement in their performance on both tasks than those working individually. (2) Dyads composed of a child with high level social skill but low level intelligence and a child with low levels of both showed most improvement in performance on the perspective taking task.

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Exploring on Learning Process of Higher-Level Performers during Peer Tutoring in Mathematics (동료를 지도하는 수학 학습 능력 우수 학생의 학습 과정 탐색)

  • Lee, Hwan-Chul;Huh, Nan;Kang, Ok-Ki
    • School Mathematics
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    • v.12 no.2
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    • pp.177-191
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    • 2010
  • Small Group Collaborative Instruction in school settings has been endorsed by many educational experts over the years. Some studies found that learners greatly benefit from one another through communication and interaction with their peers. These studies previously indicated improvement of a learner‘s academic ability as well as the application of the affective domain when using this type of instruction. Lower-level students with limited mathematical abilities improved their problem-solving and conceptual thinking skills when tasked to work with other learners. On the other hand, the effectiveness of this process was questioned to be less evident with higher-level performers. Therefore, this study was designed to observe the efficacy of Small Group Collaborative Instruction on higher-level students and to explore their learning process as they interact with and teach lower-level students. This study observed that higher-level students use high-level mathematical thinking skills when helping lower-level students, and they improved problem-solving ability as well as communication skills.

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Improvement of Cognitive Rehabilitation Method using K-means Algorithm (K-MEANS 알고리즘을 이용한 인지 재활 훈련 방법의 개선)

  • Cho, Ha-Yeon;Lee, Hyeok-Min;Moon, Ho-Sang;Shin, Sung-Wook;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.6
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    • pp.259-268
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    • 2018
  • The purpose of this study is to propose a training method customized to the level of cognitive abilities to increase users' interest and engagement while using cognitive function training contents. The level of cognitive ability of the users was based on the clustering based on the users' information and Mini-Mental Statue Examination-Korea Child test score using the K-means algorithm applied collaborative filtering. The results were applied to the integrated cognitive function training system, and the contents order and difficulty level of the cognitive function training area were recommended to the user's cognitive ability level. Particularly, the contents difficulty control was designed to give a high immersion feeling by applying the 'flow theory' method that users can repeatedly feel tension and comfort. In conclusion, the user-customized cognitive function training method proposed in this paper can be expected to be more effective and rehabilitative results than existing therapists' subjective setting of contents order and difficulty level.

Analysis of Computational Thinking as Mental Skills (정신적 기술로의 컴퓨팅 사고력 분석)

  • Yu, Jeong-su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.221-224
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    • 2018
  • The abilities to effectively use and create technology to solve complex problems are the new and essential literacy skills of the twenty-first century. Digital literacy is an essential tool to support other subjects and all jobs. The digital literacy requires several thinking skills, an awareness of the necessary standards of behaviour expected in online environments, and an understanding of the shared social issues created by digital technologies. The government tried to cultivate communication ability to solve various problems creatively and efficiently through software education in the 2015 revised national curriculum and to raise communication ability and community consciousness through collaborative problem solving process. In this paper, we analyze whether the 2015 revised curriculum can develop digital literacy ability through educational contents of software curriculum.

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Analysing Digital Literacy Capabilities in Software Education Curriculum (소프트웨어 교육 교육과정에서의 디지털 리터러시 능력 분석)

  • Yu, Jeong-su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.383-386
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    • 2017
  • The abilities to effectively use and create technology to solve complex problems are the new and essential literacy skills of the twenty-first century. Digital literacy is an essential tool to support other subjects and all jobs. The digital literacy requires several thinking skills, an awareness of the necessary standards of behaviour expected in online environments, and an understanding of the shared social issues created by digital technologies. The government tried to cultivate communication ability to solve various problems creatively and efficiently through software education in the 2015 revised national curriculum and to raise communication ability and community consciousness through collaborative problem solving process. In this paper, we analyze whether the 2015 revised curriculum can develop digital literacy ability through educational contents of software curriculum.

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