• Title/Summary/Keyword: Instructional design

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Design and Implementation of Smart Device Application for Instructional Analysis (스마트 디바이스 기반 수업분석 프로그램 설계 및 구현 -한국어 특성 반영과 교사활용도 증진을 위한 UI설계를 적용하여-)

  • Kang, Doo Bong;Jeong, Ju Hun;Kim, Young Hwan
    • The Journal of Korean Association of Computer Education
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    • v.18 no.4
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    • pp.31-40
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    • 2015
  • The objective of this study is to develop and implement a smart device based instructional analysis application to enhance the efficiency of teaching in class. The main design features for this application are as follows: first, User Interface(UI) has been simplified to provide teachers a clear and easy-to-understand way to utilize the application. Second, the characteristics of Korean language were considered, such as sentence structure. Third, multi-aspect analysis is possible through adopting three analysis types - Flanders' interaction analysis, Tuckman's analysis, Mcgraw's concentration of instruction analysis. The practical instructional analysis application has been developed through this study, and this user-oriented application will be able to help teachers improve the quality of teaching in class. Also, this study can be a starting point for further researches on design principles of instructional analysis, especially with the recent technology and theories, such as a voice-recognition system, an edutainment applied instruction and an experiential learning.

Elementary School Teachers' Needs for the Website Providing Science Instructional Materials (과학 교수-학습 자료 지원 웹사이트에 대한 초등 교사들의 요구)

  • Kang, Suk-Jin;Song, Hye-Sung;Koh, Han-Joong;Shin, Young-Joon;Jhun, Young-Seok;Cha, Hee-Young;Oh, Phil-Seok;Song, Young-Wook
    • Journal of Korean Elementary Science Education
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    • v.29 no.1
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    • pp.22-31
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    • 2010
  • In this study, elementary school teachers' needs for the website providing science instructional materials were examined. The participants were 151 elementary school teachers. The test for needs analysis consisted of fifty-three Likert-type items; 24 items for the content of website category and 29 items for the design of website category. Variables about participants' characteristics such as teaching career, the capability of using computers, and the frequencies of searching websites in obtaining science instructional materials were also examined. The results indicated that teachers' needs for the content of website category were significantly higher than those for the design of website category. Teachers' needs were relatively higher in the items concerning flawless materials, consistency of materials with science curriculum and/or learning objectives, information about target grade and/or related topics, free website, and the materials capable of immediate use in the content of website category. The items concerning the stability of website, the accuracy of links, providing easy and reliable searching methods, easy and fast downloading, and providing list of loaded materials showed relatively higher needs in the design of website category. In several items, teachers' needs were also changed with their individual characteristics.

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Development and Application of a Nutrition Education Game for Preschoolers

  • Oh, Yu-Jin;Kim, Dong-Sik
    • Journal of Community Nutrition
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    • v.8 no.4
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    • pp.165-170
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    • 2006
  • This study was conducted to develop and apply a computer-based multimedia nutrition education program for preschoolers based on the Dick and Carey model of instructional design. The Dick and Carey model included 4 phases: analysis, design, development, and evaluation. The program's instructional goals, objectives, assessment instruments, content, examples, and practice questions with feedback were written in the design phase. To be familiar with the 5 food groups, 'Nutrition exploration' were programmed using Hyperstudio. 'Nutrition exploration' was designed as a five-session, interactive multimedia game, with each session taking about 5 minutes to complete. Nineteen preschoolers, aged 6, volunteered to participate formative evaluation. The effectiveness of the program was examined using a pre-post test design. Participants were recruited by personal contact at the individual preschool education center. The application was carried out during 4 weeks. The results showed that intervention participants significantly increased knowledge between pre-test and post-test. The results support using IMM (interactive multimedia) to disseminate nutrition education to the target population. This research provides the basis for continuing development of computer-based nutrition education materials.

Analyzing in-service primary and secondary teacher's experience on development of instructional media with Scratch: Based on the ASSURE model (초·중등 현직 교원의 스크래치 활용 교수자료 개발에 대한 경험 분석: ASSURE 모형 기반)

  • Cha, Hyeon-Jin;Lee, Gyeong-Suk
    • Journal of The Korean Association of Information Education
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    • v.24 no.4
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    • pp.265-278
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    • 2020
  • The purpose of this study is to analyze the experience of the process of developing instructional media by using Scratch for in-service teachers, after they participated in programming education with Scratch conducted as part of teaching methods using ICT. In particular, this study aimed to explore in-service teachers' thoughts and experiences of the objectives and methods integrated the programming education into their subjects creatively and convergently. To achieve the objective, they conducted an instructional design in accordance with their subject's learning goals and methods on the framework of the ASSURE model. Then, they conducted a project to develop instructional media with Scratch as part of the instructional design. 10 in-service teachers who attends the Graduate School of Education at K University in the second semester of 2019 were participated in this study. As a result, teachers showed positive expectation that the use of media developed by Scratch could bring significant results to attract students' interest and promote students' participation to lead learner-centered classes. This study has implications for future direction on programming education for professional development programs of prospective teachers as well as in-service teachers.

An Instructional Model for Effective Experimental Education (효과적인 실험 교육을 위한 수업 모형)

  • Yoo, Dong Sang
    • Journal of Practical Engineering Education
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    • v.11 no.2
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    • pp.143-150
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    • 2019
  • Circuit theory is a systematic study that analyzes and designs the most basic circuits in the field of electrical and electronic engineering. Circuit theory courses are organized as major courses for one or two semesters in the second year of university, so that electrical and electronic engineering students must learn. Experimental courses are being together organized for students to enhance understanding of circuit theory and cultivate the skills and the abilities of circuit design through experiments with actual circuits. This paper is a case study on the teaching method applied in electric circuit design and experiment courses to enhance the learning effect on the experimental education that supports circuit theory. To do this, we propose a 15-week instructional model consisting of theory study, simulation, experiments, and design projects. In the proposed model, the simulation and preliminary experiment preparation process are reinforced to complement the theoretical concept and the design project is introduced to acquire practical circuit design skills as engineers. The results of five-year operation demonstrate the effectiveness of the proposed model.

Development of Instructional Strategies and Contents by Cyber Education Types - Focused on Cyber Education for Employees of Health and Welfare (사이버교육 유형별 교수설계 전략 및 콘텐츠 개발 - 보건복지 종사자를 위한 사이버교육을 중심으로)

  • Jin, Sun-Mi;Song, Yun-Hee
    • Journal of Convergence for Information Technology
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    • v.8 no.4
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    • pp.205-211
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    • 2018
  • The purpose of this study is to classify appropriate content types according to the cyber education contents needed for employees of health and welfare and to develop contents based on specific instructional design strategies for each type. We divided the four types of content into instructor-led type contents, storytelling type contents, practice type contents, and case presentation type contents based on previous research and existing health and welfare cyber education contents. For each content type, a macro design strategies and a micro design strategies were derived, and contents were developed in accordance with the design strategies. Data were collected from 150 employees of health and welfare to analyze learning satisfaction. The average of learning satisfaction was 4.42. The results of this study will provide theoretical background and practical implications for the design and development of cyber education contents in health and welfare areas.

Meta-Analysis of AIDS Prevention Programs

  • Kim, Yeon-Hee
    • Korean Journal of Health Education and Promotion
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    • v.3 no.1
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    • pp.129-142
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    • 2001
  • Meta-analysis methods are becoming a central part of research integration in behavioral and medical science studies. The main goal of the meta-analysis is combining the quantitative findings from several studies which address the same research problem and is sharing conclusions in a published report. The purpose of this research is to develop meta-analysis approach to evaluate effectiveness of instructional program design to improve school-age children's knowledge and understanding of Acquired Immune Deficiency Syndrome (AIDS). To achieve this purpose, meta-analysis is applied to analyze and synthesize findings for AIDS instructional programs from several prior studies.

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Applying design thinking to the educational problems: A student-centered instructional approach and practice in an undergraduate course

  • CHA, Hyunjin
    • Educational Technology International
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    • v.20 no.1
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    • pp.83-107
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    • 2019
  • The aim of this study is to provide the values and descriptive implications of the Design Thinking (DT) method into the context of educational problems of practice in an undergraduate course. To achieve the research objective, both quantitative and qualitative studies were conducted. For the qualitative study, the student's productions and reflections on the experience of the application of the DT into educational problems were analyzed. For the quantitative research, one-group pre and post-test were designed to validate the effectiveness of the DT method into educational contexts in terms of creativity level to measure the student's Creativity Potential and Practiced Creativity, Academic Self-Efficacy Scale, and Problem-Solving Inventory. This study validated that the DT method had a statistically significant influence on those three competencies and also illustrated the detailed process from a qualitative viewpoint. The results and implications reflect the potential of the DT approach with the educational problem of practice, especially, in the ill-structured problem-solving contexts for student-centered instructional setting.

Design and Implementation of Web-Based Cooperative Learning System Co-Net

  • WANG, Kyungsu
    • Educational Technology International
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    • v.6 no.1
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    • pp.103-119
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    • 2005
  • This study investigated to designand implement web-based collaborative learning system Co-Net and map out students' learning procedure using the system, based upon Student Team Achievement Division (STAD Slavin, 1990, 1996). There are technical process and instructional considerations to be made during the design process. The former are those that concern equipment requirements and specifications and include Ease of Use, Speed of Access, and Flexibility. On the other hand, instructional considerationsare concerned with the delivery and access of instructional materials and their outcomes on learners. They are cooperative interactions within groups and group heterogeneity, learner control, group incentives, individual accountability, equal opportunity for earning high scores and contributing to group effort, task specialization, and competition among groups. A web site for a virtual learning environment designed and built by the authors and known as Co-Net is then explained along with the whole process learners inside the environment. The main page of Co-Net consists of 15 menus to implement cooperative learning process. The cooperative learning activities using 15 menus are composed of six phases (1) preparation of the new knowledge (2) presentation of the new knowledge (3) knowledge assimilation and application (4) team and individual evaluation (5) team and individual recognition Throughout the five phases, the appropriate use of cooperative learning techniques has been shown to have both academic and social benefits to learners.

Instructional Design in All (K-3) Students' Mathematical Achievement in Solving Word Problems

  • Lee Kwangho;Niess Margaret L.
    • Research in Mathematical Education
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    • v.9 no.1 s.21
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    • pp.1-9
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    • 2005
  • This paper investigates instructional strategies with potential for improving students' achievement in word problem solving. This review compares and analyzes the direct instruction (DI) and cognitively guided instruction (CGI) research on K-3 word problem solving mathematics students in a demonstration of my position that teachers need to understand student mathematical thinking to enhance students' achievement in word problem solving. CGI provides a more appropriate instructional model than DI for teaching word problem solving. For example, student-centered, conceptual understanding, and children's informal or invented problem solving strategies communicating with each other mathematically, etc. Korean teachers and teacher educators need to consider implementing CGI teaching strategies.

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