• Title/Summary/Keyword: Gifted learners

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The Effect of Learning Using Virtual Reality Technology on Learning Motivation (가상현실 기술을 활용한 학습이 학습 동기에 미치는 영향)

  • Kim, WooKyum;Choi, DongYeol;Kwak, SeungCheol;Kim, HeeSoo
    • Journal of Science Education
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    • v.43 no.3
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    • pp.271-283
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    • 2019
  • This study examines the effects of virtual reality learning materials on the learners' learning motivation. For this study, we developed a virtual reality learning material for geological learning that allows observation of the characteristics of rocks in Korean topography that is closely related to learning contents. A 15-hour class was conducted with 91 students using virtual reality learning materials developed for first-year science high school students in D city. ARCS learning motivation strategy was used. Pre-test was conducted before the start of the classes and post-test was conducted after the classes. Statistical processing was analyzed using R-3.5.1 version program. As a result, the utilization of virtual reality learning materials has significant effects on attention concentration, satisfaction, and confidence in the learner's motivation factors. Using virtual reality in geological classes, students' interest in learning activities improve their immersion and concentration, which helps them understand the learning contents better.

The impact of puzzle based algorithm learning on problem solving skill of learners (퍼즐 기반 알고리즘 학습이 학습자의 문제 해결력에 미치는 영향)

  • Choi, JeongWon;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.4
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    • pp.1-9
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    • 2015
  • Problem solving is essential skill for all students in the $21^{st}$ century. In particular, as the computing system ensures the effectiveness of problem solving in the various disciplines and real life, interest in learning algorithms to design a problem solving process is increasing. In order to improve problem solving skill, students should not only understand algorithm design skills but also apply appropriate skills to solve faced problem. In terms of these the puzzle can be considered a preferred learning tools to improve problem solving skill. Therefore, in this study we designed puzzled based algorithm learning and analyzed the impact of puzzle based algorithm learning on problem solving skills of leaners. As the results of research, we confirmed that the puzzled based algorithm learning took positive effect on enhancing problem solving skills of the learners.

Impact of Robot Programming Education in Application of Web 2.0 on Improving Problem Solving Ability (웹 2.0을 활용한 로봇프로그래밍 교육이 문제해결력 신장에 미치는 영향)

  • Bae, Young-Kwon;Nam, Jae-Won
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.468-475
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    • 2010
  • We survey the effects of robot programming education using web 2.0 on improving problem solving ability. For this, we constructed a robot programming education system using springnote based web 2.0 and taught computer gifted students of D region. Furthermore, we investigated about the problem solving ability when the robot programming education using web 2.0 is executed. In conclusion, the robot programming education using web 2.0 stimulate problem solving ability for learners.

Analysis of the Users' Viewing Characteristics of YouTube Video Contents Related to Science Education (과학교육 관련 유튜브 동영상 콘텐츠 이용자들의 시청 특징 분석)

  • Jeong, Eunju;Son, Jeongwoo
    • Journal of Science Education
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    • v.45 no.1
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    • pp.118-128
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    • 2021
  • In this study, as the viewing characteristics of users of YouTube video content related to science education, 'Inflow and Access' is analyzed to find out the interaction between learners and the system, and 'Reaction and Subscription' to find out the interaction between learners and contents. To this end, the YouTube channel "Elementary Science TV," was selected as the subject of research. The channel is mainly focused on the contents of elementary science textbooks, STEAM, and gifted education. The channel's data of YouTube studio was analyzed. The following results were obtained through data analysis: first, as a result of 'Inflow and Access' analysis, YouTube video content related to science education was most often introduced through external links, and the access device was mainly a computer. Second, as a result of the analysis of 'Reaction and Subscription,' 'like' and commenting performed as a reaction to the video were less than 1% of the number of views. Most users watch without a subscription, and watch for longer when using self-directed. Although this study was analyzed through a limited channel called 'Elementary Science TV,' we were able to discover a little about the users' viewing characteristics of YouTube video contents related to science education. In the future, it is expected that it can be used as a basic material for creating videos related to science education for remote classes, establishing a science education video platform.

Elementary Mathematics Education Research Trends in Japan - Focused on the last 10 years - (일본의 초등수학교육 연구 동향 - 최근 10년간을 중심으로 -)

  • Jin, Yeong Su;Kang, Hong Jae
    • Journal of Elementary Mathematics Education in Korea
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    • v.18 no.2
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    • pp.341-355
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    • 2014
  • The purpose of this study was to analyze the research trends of elementary mathematics education in Japan. For this purpose, 192 papers published by Japan Society of Mathematics Education for the last 10 years(2004-2013) were analyzed according to there criteria. First, as for research topics, the frequent topics in order were instructional design and methods (36.7%), analysis of curriculum and textbook, general studies, learners' perspectives and abilities, evaluation, teacher education, education engineering and parish. Second, the contents were researched by the order of number and operations (47.4%), geometry, regularity, measurement and probability and statistics. Finally, research subjects of this study were researched by the order of students(39.3%), teachers. Papers dealing with lower graders as well as pre-service teachers were rare. And article dealing with low-achievers and gifted students were not founded. On the basis of this result, we hope it will provide the follow-up and the idea of the elementary mathematics education in Korea and also help various and balanced development.

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A Study on e-PBL System for Improvement of Self-Directed Learning Ability (자기주도적 학습능력 향상을 위한 e-PBL 시스템 연구)

  • Seo, Seong-Won;Kim, Eui-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1471-1476
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    • 2013
  • This research examines how PBL(Problem-based Learning; PBL) system affects to 'Self-directed learning ability', by developing and applying it to the participants of "Science Cyber Conference" - the web based on-line debating learning program - among those students of the Affiliated Institute of Science gifted education of K University, for 16weeks. With this, also the cognizance of learners for the PBL class process are looked into together. After conducting the program applied with the web-based PBL strategy, the participants 'Self-directed learning ability' showed the remarkable change statistically (p<.05). Especially it showed the meaningful changes in six sections (p<.05), among those subdivided seven sections of 'Self-directed learning ability', with the one exception, 'Self-confidence as a Learner'. They also showed the positive response to the class which adopted the web-based PBL strategy.

The predictability of science experience, school support and learning flow on the attitude of scientific inquiry in physical computing education (피지컬 컴퓨팅 교육에서 과학적 탐구 태도에 대한 과학경험, 교육지원, 학습몰입의 예측력 규명)

  • Kang, Myunghee;Jang, JeeEun;Yoon, Seonghye
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.41-55
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    • 2017
  • The physical computing education, as the emerging field, is a form of education that helps learners to develop the attitude of scientific inquiry by developing meaningful and creative output through the integration of hardware and software elements. Based on the literature, the authors of the study used science experience, school support and learning flow as the variables that predict the outcome variable which is the attitude of scientific inquiry. The authors collected data from 64 fourth and sixth graders who studied physical computing at an institution for the gifted and talented in Korea and then analyzed them using descriptive statistics, correlation, multiple regression and simple mediation analysis methods. As a result, science experience and learning flow significantly predicted the attitude of scientific inquiry. In addition, learning flow mediated the relationship between science experience and the attitude of scientific inquiry, and the relationship between school support and the attitude of scientific inquiry. Based on these results, the authors propose that to promote the attitude of scientific inquiry in physical computing education, strategies must be implemented for improving science experience, school support and learning flow in instructional design.