• Title/Summary/Keyword: Instruction Design

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Design and Implementation of SIP-based Presence Agent Server (SIP기반 Presence Agent 서버 기능 설계 및 구현)

  • Hyun, Wook;Huh, Mi-Young;Park, Sun-Ok;Kang, Shin-Gak
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.585-588
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    • 2005
  • The Presence Agent Server receives user's presence information via PUBLISH request message and let subscribers to know that information. IMPP client has a functions for PUA(presence user agent) as a base operational entity. In some circumstance, the client has both pua and pa logical entities. However presence agent server has take part only of PA. In this paper, we describes the design and implementation that contains modules based configurations and approaches for presence agent server. Also, we describe how we handle each events and database API instruction set.

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A Study on the WBI System Design & Implemented based on the Component (컴포넌트기반의 웹 기반 교육시스템 설계에 관한 연구)

  • Jeon, Ju-Hyeon;Hong, Chan-Gi
    • The KIPS Transactions:PartD
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    • v.8D no.6
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    • pp.673-680
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    • 2001
  • When the developers develop the software, the cost and time of the software development can be reduced by using blocks that are implemented previously. We call these implemented blocks components. In the early stage of Web-based Instruction, it didn't gain preference in spite of it's benefit of convenience. The main reason is, I think, the lack of generality at the education system which eventually results in unsatisfactory facilities compared with the requirement of teachers and students. And the early systems don't make good use of the plenty data in distributed environment, and don't show so good reliablity due to lack of systematic design and development. In this paper, we suggest WBI developing technology using the concept of WBSE. WBI developing is consist of component of pre-developed education software, integration of component using its reusability, and production of more requirement-satisfactory education software.

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Research on Cognitive Load Theory and Its Design Implications for Problem Solving Instruction

  • KWON, Sukjin
    • Educational Technology International
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    • v.11 no.1
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    • pp.93-117
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    • 2010
  • The purpose of this study was to develop the problem solving instruction facilitating novice learner to represent the problem. For the purpose, we mainly focused on three aspects of problem solving. First, learner should represent the targeted problem and its solutions for problem solving. Second, from crucial notions of cognitive load theory, learner's mental load should be optimized for problem representation. Third, for optimizing students' mental load, experts may support making their thinking more visible and mapping from their intuition to expert practice. We drew the design principles as follows. First, since providing worked examples for the targeted problem has been considered to minimize analogical errors as well as reduce cognitive load in problem representation at line of problem solving and instructional research, it is needed to elaborate the way of designing. The worked example alternatively corresponds to expert schema that consists of domain knowledge as well as strategies for expert-like problem representation and solution. Thus, it may help learner to represent what the problem is and how to solve it in problem space. Second, principle can be that expert should scaffold learner's self-explanations. Because the students are unable to elicit the rationale from worked example, the expert's triggering scaffold may be critical in that process. The unexplained and incomplete parts of the example should be completed not by expert's scaffold but by themselves. Critical portion of the expert's scaffold is to explain about how to apply and represent the given problem, since students' initial representations may be reached at superficial or passive pattern of example elaboration. Finally, learner's mental model on the designated problem domain should be externalized or visualized for one's reflection as well as expert's scaffolding activities. The visualization helps learner to identify one's partial or incorrect model. The correct model of learner could be constructed by expert's help.

A Study on the Development of Larchiveum Strategies and an Instructional Model for School Libraries (학교도서관 라키비움 전략 및 교육모형 개발 연구)

  • Soo-Youn Cho
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.3
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    • pp.35-64
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    • 2024
  • The purpose of this study is to develop educational strategies and models by applying future-oriented elements of libraries, which are transitioning into integrated spaces through collaboration with archives and museums, into school library education. This study focuses on the changes where libraries expand their spaces and roles in response to the trends of a pluralistic society. The term 'Larchiveum' was established to represent a knowledge and culture complex space. The concepts and functions of this term were identified, and the characteristics of materials collected and managed by archives, museums, and art galleries, as well as domestic and international educational information services, were analyzed to explore ways to integrate them into school library education. Based on the ASSURE instructional design model, which emphasizes the effective selection and use of teaching and learning media, this study developed Larchiveum strategies, including 'Inquiry-based Information Utilization,' 'Curriculum Integration and Convergence,' 'Collaboration, Sharing, and Dissemination,' and 'Digital Archive,' and structured the educational content accordingly. The procedures and steps were refined through the evaluation and feedback of field experts, leading to the development of a collaborative educational model that incorporates Larchiveum strategies, resources, and inquiry-based instruction.

A Study on the Show Window Display Affecting the Purchase of Clothing Stores (쇼윈도 디스플레이가 의류매장의 구매에 미치는 영향에 관한 연구)

  • Kim, Tae-Young;Seo, You-Seok
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.96-105
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    • 2012
  • The fundamental purpose of this study is whether Show Window Display actually affect on purchase and if it does, how much Show Window Display have influence on the buyer's satisfaction. Show windows are most important at clothing stores. The show open types of domestic clothing stores are usually open-type and semi open-type. Show Window Display types of low and middle prices stores are generally opened, horizontal and storied type and the shape, height, opening type and use of ground floor are different by regional distinct features. Generally Show Window Display are consisted by lights, mannequins and directed props. In buying patterns, an impulse buying has more stronger effect than a scheduled buying, a substituted buying and non-buying. An impulse buying are strongly affected by Design and others are prices. The reason why Show Window Display affecting on purchase is the satisfaction of Design and the strong stimulus to purchase(impulse buying), and then Show window Display used by all components strongly has an effect on it. Factors of purchase desires were Design, price and quality in order and factors of purchase motivations were the motivation of clothing design and the motivation of impulse buying. Thus the effects of Show Window Display and factors of purchase motivations are same. As a result of this study, differentiated Show Window Display methods of clothing stores affect the value of goods, the stimulus of purchase and fostering sales effectiveness. Therefore the instruction of Show Window Display methods are indicated by this study.

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A Study on the Distance Learning Education for Fashion Illustration (실기 중심 의상디자인 교과 원격교육 도입방안 연구 - 패션일러스트레이션 교육을 중심으로 -)

  • Kim Lee-Young;Park Meegnee
    • Journal of the Korean Society of Costume
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    • v.55 no.3 s.93
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    • pp.150-163
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    • 2005
  • Distance Learning Education has been adopted as an alternative educational method to actively face the changing educational field. Fashion design education essentially requires not only a theoretical but also a practical process in which feedback comes through personal interactions between an instructor and a student. Hence, the existing WBI system exemplifies its limitations by applying only a one-way methodology that limit interactions based only on the theoretical texts. The objective of this study was to reveal the effects of an originally designed Distance Education program factoring in a teaching-learning methodology that addresses the practical demands of a fashion design program. So It analyzed the pre-existing conditions through a questionnaire survey of 472 students and 60 fashion design instructors to determine how the traditional fashion design education is different from other programs and which method is being applied. then, It designed and applied an original web-based distance educational system specifically incorporating the needs of the fashion design curriculum based on the data collected from the survey questionnaire.

Pedagogical Content Knowledge for Science Practice-Based Instruction Developed by Science Teachers in a Teacher Learning Community (교사학습공동체 교사들의 과학 실천 기반 수업을 위한 PCK 구성)

  • Yang, Jungeun;Choi, Aeran
    • Journal of The Korean Association For Science Education
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    • v.40 no.5
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    • pp.565-582
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    • 2020
  • The purpose of this study is to investigate middle school science teachers' pedagogical content knowledge for science practice-based instruction developed by five middle school science teachers in a teacher learning community. Science teachers in this study collaborated to examine lesson plans and reflect on teaching practice and collaboratively analyzed science curriculum, discussed video-recordings of teaching practice, and discussed to design detailed and elaborated lesson plans. Data collection consisted of pre and post questionnaire and interview, audio-recording of teacher discussion in a teacher learning community for one year, lesson plans, teacher written reflection, and video-recording of teaching practice. Data analysis reveals that science teachers developed pedagogical content knowledge for science practice-based instruction that consists of eleven sub-components of knowledge of science curriculum for science practice, knowledge of science practice-based instructional strategy, knowledge of students' science practice-based learning, and knowledge of science practice-based learning assessment. Science teachers in this study developed highly structured pedagogical content knowledge for science practice-based instruction.

The Effects of Science Instructions Applying 3D Planetarium Software - using the unit 'Earth and Star' for the 8th grade - (3D 천문 프로그램을 활용한 과학 학습의 효과 - 중학교 2학년 "지구와 별" 단원을 중심으로 -)

  • Na, Jae-Joon;Park, Jong-Bum;Kook, Dong-Sik
    • Journal of the Korean earth science society
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    • v.31 no.2
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    • pp.164-171
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    • 2010
  • The purpose of this study was to investigate the effects of instruction applying 3D Planetarium Software (Starry Night Pro 6.0) in terms of the learners' science achievement, changes of attitude (attitude toward science as well as scientific attitude), and self-directed learning ability. Participants were 198 $8^{th}$ graders. This study adopted a quasi-experimental research design in which experimental group was taught with 3D planetarium software vs. control group with traditional lecture-centered teaching method for 6 hours. The effects were investigated by independent sample t-test and paired sample t-test The results are as follows. The instruction using 3D planetarium software was more effective than the traditional lecture-centered curriculum in science achievement and self-directed learning ability. However, there were not meaningful differences in analyzing attitudes related science, the results that were so effective in elevation for self-directed learning could be gained. Students were interested in instruction applying 3D planetarium software, which was helpful for them to understand the content knowledge. Results showed that instruction with 3D planetarium software applied was effective in $8^{th}$ grade science learning.

The Effects of Child Cardiopulmonary Resuscitation Education for Childcare Teachers with a Video Self-Instruction Program (Video Self-Instruction Program을 이용한 보육교사의 소아심폐소생술 교육의 효과)

  • Kim, Geon-Hee
    • The Korean Journal of Emergency Medical Services
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    • v.13 no.2
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    • pp.87-98
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    • 2009
  • Purpose : This study set out to compare the educational effects of a video self-instruction program for child CPR education on childcare teachers by applying the 2006 KACPR Guideline. By adopting the nonequivalent control group posttest quasi-experimental design, the study examined the educational effects on a group that did not receive instructions from the instructor, another group that received his instructions, and the other group that received an extra three-minute practice training session in addition to instructions. Methods : Data were gathered from August 6 to 18, 2008. As for research tools, the Knowledge Instrument of CPR by Connolly (2006) was used along with the National Practice Test Protocol for C1ass 1 Emergency Medical Technicians (2007) and Common Protocol for CPR (2006) to examine the performance of child CPR. By shooting the guide screen of $Resusci^{(R)}$ Junior CPR Manikin of Leardal with a video camera and using the Skill Guide Checklist of the Common Protocol for CPR (2006), the subjects' technical accuracy of chi1d CPR was evaluated. There were three subject groups: 29 childcare teachers randomly assigned to received the video self-instruction program training for chi1d CPR and no instructions from the instructor made up the control group; 22 childcare teachers randomly assigned to received the program training and instructions from the instructor made up experiment group I; 23 childcare teachers randomly assigned to received an extra three-minute practice training session in addition to the program training and the instructions made up experiment group II. The gathered data were analyzed with SPSS/PC+ (Version 14.0) in frequency, percentage, $X^2$-test, ANOVA, Scheffe test. Results : 1) There were no statistically significant differences (F=1.030, p=.362) among the groups in terms of knowledge scores after the child CPR education. 2) There were statistically significant differences (F=13.625, p=.000) among the groups in terms of performance abilities after the child CPR education. 3) There were no statistically significant differences (F=1.610, p=.207) among the groups in terms of technical accuracy of mouth-to-mouth resuscitation after the child CPR education 4) There were no statistically significant differences (F=1.484, p=.234) among the groups in terms of technical accuracy of chest compression after the child CPR education. Conclusion : The results indicate that childcare teachers can improve their performance abilities in child CPR when the instructors are active with their instructions and extra practice hours are secured through a VSI program. It's also needed to provide education with increasing concentration ratio about the items of lower knowledge points in order to help the teachers learn the accurate theory of child CPR. And there should be VSI programs of diverse conditions to increase the effects of child CPR training among childcare teachers.

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A Study of Instruction of Internet(IoI)-based Collaborative Learning Method in Elementary School Sixth Grade Mathematics Class (초등학교 6학년 수학수업에서의 수업인터넷 기반 협력학습 수업방법 탐색)

  • Choi, Byoung-Hoon;Yoon, Heon-Chul
    • Journal of Science Education
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    • v.41 no.2
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    • pp.248-266
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    • 2017
  • The purpose of this study is to present various examples of collaborative learning based on the Instruction of Internet in the 6th grade elementary school mathematics class. So we introduce the design method of classroom environment for classroom Internet and give example of various teaching methods. This study was conducted for nine months from March to November, 2016, one sixth grade of elementary school in D area. During this period, we conducted Instruction of Internet-based collaborative learning to classify typical teaching cases. We classified into 5 type collaborative learning. First, collaborative learning in the classroom. Second, remote collaborative learning between classroom and classroom. Third, Live participation classes. Forth, project collaborative learning. Fifth, using virtual reality in collaborative learning. In addition, we could identify that there is a difference compared to the conventional learning. It became possible to conduct collaborative learning with other students simultaneously or have opening class with both parents and teachers by using Youtube. These examples can be presented as a case to depart from traditional mathematics class in one classroom. In this regard, we will be able to provide several implications about teaching methods utilizing smart device and Internet in future classroom.