• Title/Summary/Keyword: Communication-oriented Class

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The Convergence Effects of a Class using Action Learning on 4C Core Competencies of Dental Hygiene Students (액션러닝을 활용한 수업이 치위생학과 학생의 4C 핵심역량에 미치는 융합적 효과)

  • Jang, Kyeung-Ae
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.103-108
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    • 2018
  • This study aims to investigate the Convergence effects of a class using action learning on 4C core competencies of college students. A survey was conducted before and after the action learning class with the same questionnaire for some dental hygiene students in Busan. The collected data were analyzed by using the paired t-test with SPSS 24.0 program. As a result of comparing communication ability, critical thinking propensity, creative problem-solving ability, and cooperative self-efficacy scores, the score of each area after the class was higher compared to before the class, and significant outcomes were shown in the sub-factors as well(p<0.001). In conclusion, it was found that the class using action learning affects the 4C core competencies required. It is urgent to change the teaching method to self-directed learning rather than knowledge-oriented learning.

A Case Study of a Play-oriented Block Coding Class (놀이 중심의 블록 코딩 수업 사례 연구)

  • Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.619-624
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    • 2023
  • As the importance of digital competency education is highlighted, this study is a case study on block coding classes for elementary school students during vacation for the purpose of bridging the information education gap among students. The purpose of this study is to design and operate a play-centered block coding class program and find out if it is effective in improving students' interest. As a result of completing the teaching plan through the second consultation and revision, running the class, and analyzing the change in learning interest of the students through the t-test, the play-oriented block coding class designed in this study was effective in improving students' interest. In addition, it was possible to discover interesting elements such as student-led learning process and immersion through realistic play activities, friendship, collaboration, and communication through group activities. This study is significant in suggesting a plan to increase learning interest for students who are new to coding.

Object-Oriented Field Information Management Program Developed for Precision Agriculture

  • Sung J. H.;Choi K. M.
    • Agricultural and Biosystems Engineering
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    • v.4 no.2
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    • pp.50-57
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    • 2003
  • This study was conducted to develop software which provides automatic site-specific field data acquisition, data processing, data mapping and management for precision agriculture. The developed software supports acquisition and processing of both digital and analog data streams. The architecture was object-oriented and each component in the architecture was developed as a separate class. In precision agriculture research, the laborious task of manual ground-truth data collection will be avoided using the developed software. In addition, gathering high-density data eliminates the need for interpolation of values for un-sampled areas. This software shows good potential for expansion and compatibility for variable-rate-application (VRA). The FIM (Field Information Management) computer program provides the user with an easy-to-follow process for field information management for precision agriculture.

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Exploring Lecturers' Perceptions of Virtual University General English Courses

  • Lee, Eun-Jin
    • International Journal of Contents
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    • v.16 no.3
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    • pp.87-100
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    • 2020
  • This research explored the impact the thoughts and opinions of lecturers teaching university general English courses have on their virtual classes and discussed the differences and similarities in their perspectives. As a research methodology, the Q-method was used, which usually consists of five steps: Q-population, Q-statements, Q-participants, Q-sorting, and factor analysis using PQMethod, a computer software program. A total of 30 statements were finally selected and 26 people directly involved in teaching online university general English courses were selected as participants in this study. Based on the results of the factor analysis, this research discovered three different factors, which were interaction & content-oriented, online teaching favored, and content-oriented. The results of this study can contribute to developing the future directions of virtual university general English classes to help learners improve their English skills and prepare lecturers for the future.

The Flipped Classroom Design for Capability Enhancement of Big-Data Analysis (빅데이터 분석의 역량 강화를 위한 거꾸로 교실 설계 연구)

  • Jung, Byoungho;Kim, Byungcho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.2
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    • pp.127-145
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    • 2017
  • The purpose of this study is to empirical case study for the instructional design of flipped classroom by job-capability advancement of IT business majors. A student of IT business school has learned a lot of management educations for four years. But, they don't recognize a connection between school education and business practice. A subject based on the humanities, and social sciences consisted of mostly the memorization. The undergraduate class lack a practice's curriculum by a creative-oriented lesson rather than memorization-oriented. In particular, An IT business is now recognized as a significance emerging IT investment, the Internet of Things, information security, big data and strategy's ERP. For these reasons, it is important for an instructional design for understanding business practices of the students. Accordingly, Flipped classroom with participatory class be needed increasingly for students' practical sense. We will propose a design method of flipped classroom for inspiring business education. In this, new instructional design overturned traditional teaching method. After the student conducts a prior learn at home, school will accomplish a problem solving through question and answer. This design effected a boredom suppress and creative enforcement of student and an intimacy increase of instructor. In addition, A participatory class and reciprocal peer tutoring will be possible by a spontaneous self-directed learning of student. We were designed course of project type based on big data theory and application to target the fourth-year course. In conclusion, the new instruction provided a help to learning synergy between student and lecturer. During the lessons, the student showed improvement of business sense and enhanced problem solving capability. The lecturer has the intimacy through communication interaction with students.

Development of An Intelligent G-Learning Virtual Learning Platform Based on Real Video (실 화상 기반의 지능형 G-러닝 가상 학습 플랫폼 개발)

  • Jae-Yeon Park;Sung-Jun Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.79-86
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    • 2024
  • In this paper, we propose a virtual learning platform based on various interactions that occur during real class activities, rather than the existing content delivery-oriented learning metaverse platform. In this study, we provide a learning environment that combines AI and a virtual environment to solve problems by talking to real-time AI. Also, we applied G-learning techinques to improve class immersion. The Virtual Edu platform developed through this study provides an effective learning experience combining self-directed learning, simulation of interest through games, and PBL teaching method. And we propose a new educational method that improves student participation learning effectiveness. Experiment, we test performance on learninng activity based on real-time video classroom. As a result, it was found that the class progressing stably.

New Fashion Industry Trend Corresponding to New Media & Internet Infrastructure (뉴미디어 및 인터넷 시대에 부응하는 패션산업의 새로운 동향)

  • 김수진;한명숙
    • The Research Journal of the Costume Culture
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    • v.10 no.3
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    • pp.293-305
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    • 2002
  • This paper describes the new trends of fashion industry in the era of digital media and Internet paradigm, where fashion is no longer just static contents. Fashion becomes crucial and dynamic contents for infotainment, mobile Internet, and digital media. As therefore, the fashion industry could be positioned as fashion information industry and key elements of fashion communication. In the future, fashion education should be repositioned as dynamic Intermediary not only for traditional textile design, costume design, and merchandising, but also for dynamic fashion information provider, fashion communication and fashion-oriented media related to digital Information, and Internet. As a case study, we briefly describe the successful co-marketing strategies of world-class luxury fashion brands, fashion media, and Internet service provider.

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An Exploratory Analysis of Constructivist Teaching Practices and Science Teaching Interactions in Earth Science Classes

  • Shin, Myeong-Kyeong
    • Journal of the Korean earth science society
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    • v.31 no.5
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    • pp.521-530
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    • 2010
  • This study aimed to explore how to characterize the earth science inquiry in schools in terms of science teaching interaction and constructivist teaching practice. The constructivist teaching practices were analyzed with Reformed Teaching Observation Protocol (RTOP) in three aspects including (1) student oriented class implementation, (2) subject knowledge and representation, and (3) classroom communication. Fourteen earth science classes were observed and scored with RTOP. The class was evaluated to be transitional stage in terms of constructivist teaching, e.g., moving toward student-centered teaching practice. Especially, Korean teachers tend to lean their classes more on propositional knowledge than procedural knowledge. To interpret science teaching interactions, an earth science teacher with a RTOP top rank was selected. Her class was then videotaped for detailed analysis. I adopted the analytical framework of communicative approaches and discourse patterns among the five aspects of interactions presented by Mortimer and Scott (2003). It was found that this earth science teacher used more authoritative patterns than the dialogic. In addition, she used IRE discourse pattern more frequently. Interestingly, teachers interacted with their students more frequently in the form of repeated (or IRE chain pattern), that is IRFRF (teacher initiation-student response-teacher feedback-student response-teacher feedback) in the context of dialogic communicative approaches, while simple IRE occurred in an authoritative approach. In earth science classrooms, typical interaction may well be constructed in the form of IRFRF chains to allow students free conjectures and abduction.

Design and Implementation of a Paper Submission Management System Using Domain Object Interface and Object Oriented Design Patterns (객체지향 설계 유형 및 도메인 객체 인터페이스를 이용한 논문 투고 관리 시스템 설계 및 구현)

  • Sim, Chun-Bo;Jung, Se-Hoon;Lim, Eun-Cheon;You, Kang-Soo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.5 no.5
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    • pp.449-458
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    • 2010
  • Recently, the interest on object oriented design patterns has been increased considering to reusability of software and efficiency of maintenance expense in designing software architecture. In this paper, we design the paper submission management system applicable to specific domain using domain object interface based on object oriented design patterns, and then implement it with Java and XML. The proposed system applies method of implementation by assemblying each system objects with upward after system entire architecture design by combining properly downward method and upward method and applies with GoF Design pattern. As well as, we convert domain data of system into the form of various persistent objects through XML, and minimize the complexity of system by not adopting method that generates domain object as in Class with automatic. Finally, the implementation of our system can be used in general C/S environment, but we implement system user GUI using the XSLT built in general web browser in consideration for user convenience and consistency.

The Effects of Introspective or Outgoing Personality Type on Programming Learning Motivation and Self-Directed Learning (내·외향적 성격이 프로그래밍 학습 동기와 자기주도적 학습에 미치는 영향)

  • Kim, Semin;You, Kangsoo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.8
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    • pp.1061-1067
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    • 2018
  • In the $4^{th}$ industrial revolution of the latest, the development of the technique in the software field decides the success or failure of a country. With the trend of it, each country makes a countless effort on the education of software. This study reconstructed a questionnaire of the type of personality and conducted a research applied to learners with the help of professionals. I observed the attitude of learners during the programming class and the influence of it on the learning ability of self-oriented learning and learning motivation. As a result of it, there came up with a significant difference (at the side of self-oriented studying and the motivation of studying) depending on the type of personality of learners. Therefore, we can look forward to increasing the effects of self-oriented learning and self motivation by applying to the merits of each type of personality.