• Title/Summary/Keyword: Design and learning

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

  • Kim, Hye-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.5
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    • pp.193-201
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    • 2011
  • This paper presents the holistic notion and model of an open social u-learning community, anchored with open content, providing an interactive online study group experience akin to sitting with study buddies on a world-wide campus quad. The interactive social u-learning community design helps conceptualize and maximize advantages of ubiquitous environment in learning. The model is enabled by state-of-the-art web technologies; real-time collaboration technologies for a highly interactive experience; intelligent recommender systems to help learners connect with relevant content and other learners; and mining and analytics to assess learner outcomes. Hence, u-learning design is highly scalable yet interactive and engaging.

Design and Implementation of Scratch-based Science Learning Environment Using Non-formal Learning Experience

  • Ko, Hye-Kyeong
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.170-182
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    • 2019
  • In this paper, we use scratch to design and develop non-formal learning experiences that are linked with contents of secondary science textbook to educational programs. The goal of this paper is to develop a convenient and interesting program for non-formal learning in a learning environment using various smart device. Theoretical approaches to mobile education, such as smartphones, and smart education support policies continue to lead to various research efforts. Although most of the smart education systems developed for students who have difficulty in academic performance are utilized, they are limited to general students. To solve the problem, the learning environment was implanted by combining the scratch, which is an educational programming that can be easily written. The science education program proposed in this paper shows the result of process of programming using ICT device using scratch programming. In the evaluation stage, we were able to display the creations and evaluate each other, so that we could refine them more by sharing the completed ideas.

Designing Service-learning Courses through the Analysis of Service-learning Course Syllabi and Faculty Survey

  • Kwon, Yoo-Jin
    • International Journal of Human Ecology
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    • v.10 no.1
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    • pp.99-112
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    • 2009
  • This study explored the consistency in service-learning courses through comparing course syllabi and faculty survey in order to incorporate a service-learning course into the Home Economics practicum. The first step was to examine how consistent were between the reasons for choice of service-learning and importance of overall civic learning goals, between the importance of civic learning goals and educational objectives on syllabus, and between planned activities and accomplished activities. This study collected the descriptive and quantitative data from the syllabi for service-learning courses and a faculty survey at Texas Tech University. The major findings were that there was meaningful consistency between: the reasons for choosing service-learning and the importance of overall civic learning goals, the importance of civic learning goals and educational objectives, and planned activities on syllabus assignment and accomplished activities on the faculty survey related to course components. Future research regarding service-learning course design would be required in detail, and practice in designing service-learning courses would be consistent between the syllabus and performance in actual courses.

Research on Developing Instructional Design Models for Enhancing Smart Learning (스마트 러닝 교수학습 설계모형 탐구)

  • Lim, Keol
    • The Journal of Korean Association of Computer Education
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    • v.14 no.2
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    • pp.33-45
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    • 2011
  • According to recent needs for 'smart learning', the concept of smart learning was reviewed by device, environmental, and theoretical approaches. The principle of smart learning includes three elements: First, rich instructional resources as learning contents. Second, participatory learning environments with interactions among teachers and learners as learning methods. Third, practical and realistic contexts as learning environments. Based on those characteristics, instructional designs for smart learning can be summed up as learning objectives, learning resources, instructional environments, instruction process design, instruction method development, implementation, and evaluation. As a conclusion, it is required to systematically develop instructional designs addressing specific learning settings to facilitate smart learning.

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Design and Implementation of LD Publication Engine to Support Various Teaching and Learning Methods (다양한 교수-학습 방법을 지원하는 LD Publication 엔진의 설계 및 구현)

  • Kim, Young-Keun;Lee, Chang-Hun;Roh, Jin-Hong
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.5
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    • pp.606-610
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    • 2010
  • In order to provide effective studies in accordance with the shifts in learning paradigms, an LD Publication engine, which is the former engine from the Learning Design (LD) based learning management system, was designed and implemented. The LD Publication engine analyzes the learning contents packages that have been prepared based on the LD and analyzes the constructions and meanings of the information files that describe learning activities in order to model them. The modeled data are fragmentized into effective and accessible forms from in the learning management systems and are then put into the database. LD based learning management systems provide learning effects and learner convenience designed to provide learners with a high performance learning platform. In addition, they will activate the development of content through the reproduction, reuse and sharing of the learning content, which will contribute to the expansion of infrastructures. These systems are also designed to enable linkages among learners' competences, preferences and portfolio, and thus the systems can be easily expanded.

A Study on the Effectiveness of the Instructional Design for Further Interaction on English Learning in a CMC Based Language Learning Environment: Focusing on University General English Education (CMC기반의 영어학습 환경에서 상호작용 촉진을 위한 교수설계가 영어학습에 미치는 효과 : 교양 영작문 과목을 중심으로)

  • 정양수
    • Korean Journal of English Language and Linguistics
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    • v.3 no.2
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    • pp.281-308
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    • 2003
  • The purpose of this study is to determine the effects of CMC-based English learning. In this study, CMC components were found to provide circumstances of facilitating interactions between student-student and student-student-teacher, which enabled students to accomplish language learning tasks. Findings of this study are as follows: First, CMC based language learning experience helps students have positive attitudes toward their English language learning. Second, student-student-instructor interaction group outperformed other groups in academic achievement and class activity participation. Third, cooperative learning groups more actively participated in the class activity than the individual learning group resulting in better academic performances. These findings supported the fact that cooperative learning with CMC components are useful in bringing more class participation and positive attitude that were believed to foster language learning than other groups in traditional language learning environments. This study suggests that the instructor needs to use instructional design strategies helpful to facilitate active interactions between instructors and students in order to achieve better effectiveness of English learning in a CMC based learning environment.

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Development of Learning Criteria and Contents Analysis of Clothing Domain in Technology and Home Economics for STEAM Education (융합인재교육(STEAM)을 위한 중학교 기술·가정교과 의생활 영역의 학습준거 개발 및 내용분석)

  • Park, Eun-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.2
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    • pp.145-159
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    • 2016
  • This study developed the learning criteria for Science, Technology, Engineering, Arts & Mathematics to establish the theoretical background of the education pursued by STEAM. The learning criteria was developed on a basis of 6 kinds of Technology Home Economics textbooks by 2009 Amended Curriculum, and the factors of STEAM were extracted according to related contents. From the results of this study, the unit 'Dress and Self-expression' assimilated T.E.A.M with learning related to clothing psychology, consumer behavior, fashion design, and Korean fashion. The unit 'eco-friendly clothing and fixing clothes' was found to assimilate S.T.E.A.M. with learning related to clothes science and dress structure. Accordingly we can understand this unit also consists of the S. T. E. A. M assimilation such as clothes science, fashion marketing, dress structure, dress aesthetics, design and so on. Both units 'dress and self-expression' and 'eco-friendly clothing and fixing clothes' were found to consist of suggesting situations, creative planning and emotional experience following the learning criteria of STEAM. Therefore, these units will be the basic material for developing STEAM programs centering upon 'Home Economics' among the curriculum.

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A Study on Developing Instructional Model for Flipped Learning on Pre-Service Math Teachers (예비수학교사교육에서의 플립드 러닝(Flipped Learning) 교수·학습 설계에 관한 연구)

  • Huh, Nan
    • Communications of Mathematical Education
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    • v.29 no.2
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    • pp.197-214
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    • 2015
  • This study is to design Flipped Learning classrooms of learner-centered education on the pre-service math teachers education. The study aims to explore the feasibility of teaching and learning method. To achieve the objectives of the study was to explore the teaching and learning model. Flipped learing classroom design includes a main step of a typical process of teaching system. And we designed the model based on the ADDIE Model. This model contains the design steps and the Flipped learning component of the teaching and learning design model. Designed classroom presented in three steps that are before classroom, during classroom and after classroom.

A Study on Deep Reinforcement Learning Framework for DME Pulse Design

  • Lee, Jungyeon;Kim, Euiho
    • Journal of Positioning, Navigation, and Timing
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    • v.10 no.2
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    • pp.113-120
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    • 2021
  • The Distance Measuring Equipment (DME) is a ground-based aircraft navigation system and is considered as an infrastructure that ensures resilient aircraft navigation capability during the event of a Global Navigation Satellite System (GNSS) outage. The main problem of DME as a GNSS back up is a poor positioning accuracy that often reaches over 100 m. In this paper, a novel approach of applying deep reinforcement learning to a DME pulse design is introduced to improve the DME distance measuring accuracy. This method is designed to develop multipath-resistant DME pulses that comply with current DME specifications. In the research, a Markov Decision Process (MDP) for DME pulse design is set using pulse shape requirements and a timing error. Based on the designed MDP, we created an Environment called PulseEnv, which allows the agent representing a DME pulse shape to explore continuous space using the Soft Actor Critical (SAC) reinforcement learning algorithm.

Instructional Design in the Cyber Classroom for Secondary Students' Basic English Language Competence

  • Chang, Kyung-Suk;Pae, Jue-Kyoung;Jeon, Young-Joo
    • International Journal of Contents
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    • v.12 no.2
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    • pp.49-57
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    • 2016
  • This paper aims to explore instructional design of a cyber classroom for secondary students' basic English language competence. A paucity of support for low or under achieving students' English learning exists particularly at the secondary level. In order to bridge the gap, there has been demand for online educational resources considered to be an effective tool in improving students' self-directed learning and motivation. This study employs a comprehensive approach to instructional design for the asynchronous cyber classroom with the underlying premise that different learning theories can be applied in a complementary manner to serve different pedagogical purposes best. Gagné's conditions of learning theory, Bruner's constructivist theory, Carroll's minimalist theory, and Vygotsky's social cognitive development theory serve as the basis for designing instruction and selecting appropriate media. The ADDIE model is used to develop online teaching and learning materials. Twenty-five key grammatical features were selected through the analysis of the national curriculum of English, being grouped into five units. Each feature is covered in one cyber asynchronous class. An Integration Class is given at the end of every five classes for synthesis, where students can practice grammatical features in a communicative context. Related theories, pedagogical practices, and practical web-design strategies for cyber Basic English classes are discussed with suggestions for research, practice and policy to support self-directed learning through a cyber class.