• Title/Summary/Keyword: Cooperative learning model

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A Study on the Educational Effect of the History of Fashion and Costume through a Comparison of General Lecture and IC-PBL(Industry-coupled Problem-based Learning) (일반 수업과 IC-PBL 적용 수업의 비교를 통한 패션복 식사의 교육 효과 연구)

  • Jung, Yeonyi;Lee, Youngjae
    • Journal of Fashion Business
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    • v.25 no.2
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    • pp.98-109
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    • 2021
  • The purpose of this study was to present the case of class operation by paralleling a general instructor's lecture class and a IC-PBL class in a fashion design major course and comparing the educational effects. The teaching model of this study was designed to improve the ability to use the knowledge gained in accordance with the needs of the industrial field and to develop an independent learning ability. It will provide meaningful data. This study measured and considered the qualitative items of self-efficacy and changes in class perception through interviews and questionnaires completed by the learners after experiencing each general class and IC-PBL class. The results of this study are, first, that in the History of Fashion and Costume class, the general teaching method and the IC-PBL teaching method were applied in parallel to design a class, and a method case was presented. Second, as a result of comparing the educational effects of the two teaching methods through a student questionnaire, IC-PBL was more effective in improving learning attitude, learning achievement and self-efficacy. In addition, after the IC-PBL class on History of Fashion and Costume, the students' negative perception of team activities improved, and the students' cooperative ability and creativity improved.

Instructional Design of m-Learning for Effective PBL in Engineering Education (공학교육에서 효율적 PBL을 위한 m-러닝 교수설계)

  • Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.3
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    • pp.619-623
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    • 2018
  • This paper aimed to design a computer course teaching-learning strategy for (m-learning?) to be used in a Problem Based Learning (PBL) environment. The research findings were as follows. Firstly, learning contents were provided as educational tools for mobile device usage. The educational contents provided were designed for effective usage on mobile devices, such as smartphones, thereby making mobile devices suitable for use as learning tools. Secondly, learning contents for PBL were provided. PBL problems (for computer engineering courses) were made with the principles of teaching plans. The learning objectives were achieved through the problem-solving progress of the learners and their self-directed and cooperative learnings. Thirdly, learning resources were provided that were easily accessible through smartphones, laptops and PDAs. This study is about the PBL instructional design of creative engineering design subjects, which aims to foster talent. The PBL model developed in this study consists of Analysis, Design, Development, Implementation, and Evaluation. We made a plan for creative engineering design subjects based on PBL, and focused on the process of PBL. This research was able to establish the basis for PBL usage in Engineering Schools and help achieve its ultimate goal of endowing professional intellectuals with creative problem-solving abilities.

On the Bayesian Fecision Making Model of 2-Person Coordination Game (2인 조정게임의 베이지안 의사결정모형)

  • 김정훈;정민용
    • Journal of the Korean Operations Research and Management Science Society
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    • v.22 no.3
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    • pp.113-143
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    • 1997
  • Most of the conflict problems between 2 persons can be represented as a bi-matrix game, because player's utilities, in general, are non-zero sum and change according to the progress of game. In the bi-matrix game the equilibrium point set which satisfies the Pareto optimality can be a good bargaining or coordination solution. Under the condition of incomplete information about the risk attitudes of the players, the bargaining or coordination solution depends on additional elements, namely, the players' methods of making inferences when they reach a node in the extensive form of the game that is off the equilibrium path. So the investigation about the players' inference type and its effects on the solution is essential. In addition to that, the effect of an individual's aversion to risk on various solutions in conflict problems, as expressed in his (her) utility function, must be considered. Those kinds of incomplete information make decision maker Bayesian, since it is often impossible to get correct information for building a decision making model. In Baysian point of view, this paper represents an analytic frame for guessing and learning opponent's attitude to risk for getting better reward. As an example for that analytic frame. 2 persons'bi-matrix game is considered. This example explains that a bi-matrix game can be transformed into a kind of matrix game through the players' implicitly cooperative attitude and the need of arbitration.

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Demand Response Based Optimal Microgrid Scheduling Problem Using A Multi-swarm Sine Cosine Algorithm

  • Chenye Qiu;Huixing Fang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.8
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    • pp.2157-2177
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    • 2024
  • Demand response (DR) refers to the customers' active reaction with respect to the changes of market pricing or incentive policies. DR plays an important role in improving network reliability, minimizing operational cost and increasing end users' benefits. Hence, the integration of DR in the microgrid (MG) management is gaining increasing popularity nowadays. This paper proposes a day-ahead MG scheduling framework in conjunction with DR and investigates the impact of DR in optimizing load profile and reducing overall power generation costs. A linear responsive model considering time of use (TOU) price and incentive is developed to model the active reaction of customers' consumption behaviors. Thereafter, a novel multi-swarm sine cosine algorithm (MSCA) is proposed to optimize the total power generation costs in the framework. In the proposed MSCA, several sub-swarms search for better solutions simultaneously which is beneficial for improving the population diversity. A cooperative learning scheme is developed to realize knowledge dissemination in the population and a competitive substitution strategy is proposed to prevent local optima stagnation. The simulation results obtained by the proposed MSCA are compared with other meta-heuristic algorithms to show its effectiveness in reducing overall generation costs. The outcomes with and without DR suggest that the DR program can effectively reduce the total generation costs and improve the stability of the MG network.

A Design and Implementation of Web-based Process Oriented Reading Education System (웹기반 과정 중심 독서 교육 시스템의 설계 및 구현)

  • Eum, Jung-Hwa;Lee, Jae-Ho
    • Journal of The Korean Association of Information Education
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    • v.7 no.1
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    • pp.57-68
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    • 2003
  • In this paper, we present a new model of web-based reading education system. The existing web-based reading education system was effective to reinforce interactions of the learners and elevate their reading interests, but the usability of web-based system was extremely unsatisfied during the process of reading required for a long time because it placed importance on the guidance as a result of reading. This paper has divided reading education activities depending upon the times: before reading, during reading and after reading, etc. Web-based reading strategies, which can be actively used at each stage, have been developed to do interaction actively among teachers, students and their parents. Furthermore, application methods of the strategies have been presented depending upon teaching-learning type of Korean language subject, such as professional's cooperative learning and problem solving learning, etc to revitalize reading guidance of regular Korean language class time.

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The Development of Competency-Based Extracurricular and its Operating System for developing creative-convergent talent (창의융합인재양성을 위한 역량중심 비교과과정 개발 및 운영체계에 관한 연구)

  • Kim, Young-mi
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.10
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    • pp.1987-1993
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    • 2016
  • The core value of the college of Interdisciplinary & Creative Studies is rely on the supporting system which can develop the learners' practical 'performing' competency. For aiming this, educational process of university constitutes the competencies which can be expected at the local field and develop the competency-oriented extracurricular & its operating system. Defining the creative convergent talent, as 'collaborative creative convergent one, bricoleur' and categorizes core competency named as TX competency. T competency contains humanities and the professionals of each major field needed. X competency consists of creative problem solving, convergent thinking ability, self-oriented learning ability and cooperative leadership. Developing extracurriculum & its operating system learners can be exposured the systemic learning and managing process. They can develop their potential abilities and can accumulate a proper mileage at their learning achievement. This research can be expected as a model of competency-based extracurriculum and its operating system which can develop learners' multiple competency overcoming the limit scope of curriculum.

A study on the Relationship between Leadership and Agile Culture: focusing on the mediating effect of Perceived Organizational Support(POS) (리더십과 애자일 문화간의 관계에 관한 연구: 조직지원인식의 매개 효과를 중심으로)

  • Kim, Tae-Wan;You, Yen-Yoo;Hong, Jung-Wan
    • Journal of Convergence for Information Technology
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    • v.11 no.6
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    • pp.226-242
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    • 2021
  • The purpose of this study was to examine the characteristics of Agile Culture, which is attracting attention as an organizational culture suitable for responding to changes in the recent corporate management environment, and to reveal the roles and relationships of leadership, Perceived Organizational Support(POS), and Agile Culture. The research was conducted on the employees of the National Agricultural Cooperative Federation and its subsidiaries, and SmartPLS 3.3.2 was mainly used for the research model test. As a result of the study, both Servant Leadership and Authentic Leadership had a positive effect on POS, and POS had a significant effect on all sub-dimensions of Agile Culture(Empowerment, Collective Intelligence and Continuous Learning). In addition, POS mediated the effects of the above two leaderships on Collective Intelligence and Empowerment, but there was no mediating effect in the relationship with Continuous Learning. These results suggest that leadership and Employees' perceptions of organizational support are important to build an Agile Culture.

Analyses of Science Education Theories in the Question Items of the Examination for Appointing Secondary School Science Teachers (중등과학교사임용시험 문항에 나타난 과학교육학 이론의 분석)

  • Lee, Bongwoo;Shim, Kew-Cheol;Shin, Myeong-Kyeong;Kim, Jonghee;Choi, Jaehyeok;Park, Eunmi;Yoon, Jihyun;Kwon, Yongju;Kim, Yong-Jin
    • Journal of The Korean Association For Science Education
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    • v.33 no.4
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    • pp.794-806
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    • 2013
  • The purpose of this study is to analyze what kinds of science education theories are targeted in the "Examination for Appointing Secondary School Science Teachers (EASST)." For the analyses, we extracted the contents related to the science education theories in the question items of the EASST of 2008 through 2012, and categorized those theories into science curriculum, history of science and philosophy of science, scientific inquiry, theory of teaching and learning, model of teaching and learning, and assessment. The results of this study indicated that the theory of teaching and learning appeared most frequently and there were high proportions of question items related to the following topics: contents in science curriculum, scientific method, contemporary philosophy of science, process of inquiry, Ausubel's theory, learning cycle model by Lawson, cooperative learning, criteria of performance assessment, and etc. While we, as science educators, believed that the other categories such as 'history of science' provides important topics for pre-service science teachers, questions items dealing with those were rarely found in the past EASSTs. As EASST has strong influences on the professional developments of pre-service science teachers, more research should be pursued on how much and what domains of science education theories would be appropriate for the test.

A Study on PBL Instructional Design for Creative Engineering Design Education (PBL을 적용한 창의공학설계 교수설계 방안 연구)

  • Lee, Keun-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.7
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    • pp.4573-4579
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    • 2014
  • In the 21st century, university education is changing from an objective knowledge and information to critical thinking and problem-solving ability. Moreover, university education should change rapidly towards a learner-centered educational environment because it has an educational goal to have college students experience authentic tasks they will be in charge of after graduation, and improves self-directed learning ability and cooperative learning ability. PBL is a pedagogical strategy for posing significant, contextualized, real world situations, and providing resources, guidance, and instruction to learners as they develop content knowledge and problem-solving skills. In problem based learning, the students collaborate to study the issues of a problem as they strive to create viable solution. For these advantages of PBL, the application of PBL in school has been enlarged. On the other hand, the application of PBL in engineering education has not been enlarged. To improve these instruction methods, the development or applications of new instructional methods will be needed. This study examined the PBL instructional design of a creative engineering design subject, which aims to foster talent. The PBL model developed in this study consists of Analysis, Design, Development, Implementation, and Evaluation. A plan of creative engineering design subject was developed based on PBL, and focused on the process of PBL. To determine the effects of this model, studies applying this instructional design to many lecturers should be implemented.

Design and Implementation of Web Based Map Learning System (웹 기반 지도 학습 시스템의 설계 및 구현)

  • Kim, Jeong-A;Goh, Byung-Oh
    • Journal of The Korean Association of Information Education
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    • v.9 no.2
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    • pp.231-241
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    • 2005
  • There are two main purposes in learning map in the subject of social studies in understanding the map itself and growing the ability of construing connection and situation and reasoning by applying the map. However, the map learning leans to understanding the map itself in existing materials. Although there is an interaction between learners and the context, there is hardly any interaction between learners or between teachers. Therefore, this paper designs and implements the web-based map learning system using the constructivism to make the cooperative study possible through the interaction and to be able to teach the map learning based on learners. The characteristics of the system suggested in this paper are as below. First, learners study the basic factors of the map by themselves and enable them to give feedbacks after the evaluation. Also, it embodies to evaluate the context of study as a multiple question after studying the whole thing. Second, the participation is induced by bringing the interests of learners based on the web and the interaction between teacher and learner as well as between learners is strengthened by the bulletin board and chatting function. Third, the study of utilizing map is embodied by means of applying the study model of solving problems and suggesting useful tasks.

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