• Title/Summary/Keyword: Instructional-design

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In Search of Multimedia Courseware Development Environment for Effective Teaching Through Multimedia Courseware

  • Karaulia, D.S.;Agrawal, Sanjay;Kapoor, Ravi Kant
    • Journal of Korea Multimedia Society
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    • v.6 no.4
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    • pp.658-667
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    • 2003
  • Developing tailor made Multimedia courseware ensuring effective implementation of instruction strategies is a challenge that manifests in myriad problems of software design and coding. In this paper an attempt has been made to analyse and identify coding and implementation problems, in the backdrop of using two different multimedia software development tools i.e. Visual Basic and Toolbook, which underpin the development and effectiveness of use of multimedia courseware. Solutions to such problems have been discussed in context of Tool book. The examples presented in this paper are based on the experience of designing and implementation of two large scale professional quality Multimedia courseware development projects.

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Design of Emotional Bulletin Board to Support Learning Motivation of CoP in Web-Based Learning Environment: Based on Emoticon & Color (학습공동체의 학습동기 촉진을 위한 감성 게시판의 설계 전략 탐색: 이모티콘과 색채 활용을 중심으로)

  • Kim, Kyung;Kim, Dong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.6 no.2
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    • pp.165-173
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    • 2003
  • Learners in web-based learning environment have to keep a stronger will for their study than those in traditional learning environment. Here, this strong will can be told as learner's motivation which is emotional aspects. However, most web-based instructional designs have been based on learner's cognitive aspects. Therefore, this study focused on presenting the strategies for the design of emotional bulletin board and its concrete interfaces.

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A Case Study of Developing Students' Ability to Design Algorithm in LOGO Environment

  • Peng, Aihui
    • Research in Mathematical Education
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    • v.11 no.1
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    • pp.65-74
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    • 2007
  • The algorithmic idea has been a kind of necessary mathematics quality for modern people in this information society. In China the algorithm was represented fully as one of the new mathematics contents in the secondary level for the first time when The Standards of Mathematics Curriculum for the Senior High School was promulgated in 2003, so the research about the teaching algorithm undoubtedly has its practical implications for mathematics education. In this paper, with the conceptual framework of The Mathematics Task Framework as the research tool, an algorithmic teaching case based on LOGO software was introduced in detail, and data by ways of observations, interviews and worksheets were collected, then the case was analyzed. The results showed that the teaching of algorithm is feasible and effective in the LOGO environment. Some beneficial implications about the instructional design of algorithm were also discussed.

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Design and Development of Robot Command Card for Coding Learning

  • Han, Sun-Gwan
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.1
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    • pp.49-55
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    • 2018
  • In this paper, we propose a design and development of instructional cards to understand the grammar of coding, solving the problems and extending the computational thinking in the robot-driven environment. First, we designed the input/output module of the robot to process the coding grammar through the function analysis of the robot. And we designed the module of command card to learn coding grammar using color sensors. We have proven the validity of the designed instruction card by examining the experts to see if it is suitable for coding grammar learning. Designed robot and command card were developed with 28 cards and sensor robot. After applying the developed robot and command card to the elementary school students, the questionnaire showed that students grow the understanding and confidence of coding. In addition, students showed an increased need for programming learning.

High School Students' Perceptions of Mathematics Teachers' Implementation of UDL-Based Practices and Technology in Mathematics Classes

  • Shin, Mikyung;Kang, Eunyoung;Lee, Okin
    • International Journal of Contents
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    • v.17 no.2
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    • pp.9-19
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    • 2021
  • The purpose of this survey-based study was to investigate high school students' perceptions of mathematics teachers' implementation of Universal Design for Learning (UDL)-based practices and technology in their mathematics classes in 2017. A total of 303 high school students in South Korea participated in this online survey on teachers' use of technology for instructional practices, the frequency of technology tool use, and the meeting of UDL guidelines in mathematics instruction. According to frequency analysis, high school students generally perceived their teachers' mathematics teaching as somewhat positive in providing multiple means of representation, action and expression, and engagement. However, mathematics teachers' implementation of technology tools in their mathematics classes was generally limited. This study indicated significant and positive relationships between variables regarding the use of technology tools and teachers' efforts to follow the UDL guidelines. Applying the Chi-squared test, we further examined how each survey result differed according to high school students' academic achievements and grade levels.

Development of Introductory Engineering Design for the Cultivation of Creative Problem Solving Capability (창의적 사고 능력 배양을 위한 입문공학설계 교과목 개발)

  • Choi Deok-Ki;Park Chan-Il;Choi Jeong-Im
    • Journal of Engineering Education Research
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    • v.9 no.1
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    • pp.61-74
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    • 2006
  • We developed the introductory course for the systematic education of the engineering design. The main purpose of this course is to have students equipped with the basic skills to study advanced design courses and to stimulate student's inquisitiveness. The course consisted of student-centered activities to cultivate the creative thinking, teamwork skills, communication skills. In this article we discussed about the unique features of instructional design, operating methods and effectiveness of the course.

An Investigation on the Mathematical Instruction Utilizing Performance Tasks according to the Backward Design (수학 교과에서의 수행과제를 활용한 수업 방안 탐색 -백워드 이론을 기반으로-)

  • Hwang, Hye Jeang;Park, Hyun Ju
    • The Mathematical Education
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    • v.55 no.1
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    • pp.107-127
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    • 2016
  • The purpose of this study was to explore the possibility of mathematical instruction through performance task activities based on the The Backward Design, which was suggested at first by Wiggins & McTighe in 1998. The Design deals with a performance assessment task involving the whole objective and its entire content of a lesson. Based on the Backward Design, this study established the mathematical instructional materials, which deal with the concept of 'the sector' taught in middle school, with one large performance task including three small tasks. It is important that in the lesson students be guided to achieve the several learning goals by themselves through reasoning activities. For this purpose, a formal interview was carried out by the subject of three middle school mathematics teachers. As a result, in order to implement the instruction utilizing the performance tasks more efficiently in future, it is required that a large performance task should be selected or developed including the content or problem contexts to be relevant with the real-life challenging situations. In addition, to make students enhance reasoning skills, it is strongly requested that the tasks including the utilization of supplementary materials such as technological devices or manipulatives be dealt with in a lesson.

Development of High School Home Economics Financial Consumer Education Program based on Backward Design (백워드 디자인에 기반한 고등학교 가정교과 금융소비자교육 프로그램 개발)

  • Ji Hye Cha;Mi Jeong Park
    • Human Ecology Research
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    • v.61 no.3
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    • pp.297-318
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    • 2023
  • The purpose of this study was to develop a high school home economics financial consumer education program based on backward design and validation by experts. The program was designed and developed by first selecting learning content elements through a review of existing research and an analysis of relevant literature. The next step was to categorize these elements into seven themes and apply the backward design instructional design model 2.0. The program was prepared in the form of a 21st teaching-learning course plan and workbook and was verified by nine home economics teachers with working experience in high school. The evaluation revealed that the average value for all questions was 3.81 (out of 4 points) and the CVR was .99, indicating that the program was valid. In addition, positive evaluations were received in terms of learning goals, content level, and learner participation by class. This study has significance in that a systematic financial consumer education program was developed by Education of Home Economics to improve the financial literacy of high school students. It can therefore be used as an elective course (mini-course) in Home Economics in the high school credit system. A follow-up study will be required to assess the improvement in financial literacy after implementing this program.

A Modularized Approach to the Development of the Creativity Learning Program

  • Won, Kyung-Ah
    • Archives of design research
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    • v.20 no.2 s.70
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    • pp.103-116
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    • 2007
  • Art education in design has repeatedly stressed the importance of developing creativity. In the digital period, however, which shows rapid change in both forms and contents, it needs to be equipped with more flexible and systematic ways of approaching to the creativity development, especially involved with cultural diversity of the digital world. This paper primarily proposes a maximally efficient, productive creativity learning program in which the integration of expressive media and communication generates a comprehensive network of communicative information in the development of digital technologies, which, consequently, brings forth valuable cultural contents of art. The amalgamation of Won (2006)'s Prism Effect, with distinctive three devices, and the facilitator factors, with two different facilitators such as self-controlled and controlled plays, would function as a catalyst for cultural diversity in the digital forms and contents of art. And this will, consequently, result in producing a number of practices that can be classified and assorted for a later performance. This paper thus suggests a roadmap of how to develop the creativity learning program in which two categories of facilitators based on three thinking devices function to classify four activities. In addition, selected activities are shaped as a creativity learning program by generating learning practices with the formalizing instructional strategy that fit into a specialized educational environment and learners. The samples of loaming practice design show guidelines for practice and the results of learning activity. Therefore, the eventual goal of this paper would be to establish a creativity learning program that constitutes a highly systematized and modularized database to maximize the efficiency and productivity of the creativity development.

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A Study on Instructional Design and Effectiveness for Solving Real Life Problems based on Design Thinking (디자인 사고 기반 실생활 문제 해결을 위한 수업 설계 및 효과성 연구)

  • Bo Kyung Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.471-478
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    • 2023
  • Teaching and learning research is essential to prepare for the era of the 4th industrial revolution. We must strengthen the creative educational capabilities of prospective teachers by improving the curriculum and teaching-learning model of teacher training colleges. Future education should foster creative thinking based on communication and collaboration. In this study, we improved the future teaching and learning model and applied it to actual classes. In addition, we verified the effectiveness by conducting pre- and post-surveys on the capabilities of future creative teachers. The survey consists of common satisfaction questions and questions about future creative teacher capabilities. As a result of the analysis, we confirmed that the capacity of future creative teachers increased.