• Title/Summary/Keyword: Instructional-design

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The Application of Cognitive Teaching and Learning Strategies to Instruction in Medical Education (인지주의 교수학습 전략과 의학교육에서의 적용)

  • Yeo, Sanghee
    • Korean Medical Education Review
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    • v.22 no.2
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    • pp.57-66
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    • 2020
  • The purpose of this study was to examine teaching strategies from cognitive learning theory applied to medical education and to present specific applications of the strategies and cases. The results of this study yielded (1) seven teaching strategies and specific sample activities that instructors can use based on learning processes in medical schools; (2) nine instructional events to which cognitive learning strategies were applied; (3) principles of curriculum design from a cognitive perspective; and (4) instruction cases employing cognitive teaching strategies. Cognitive learning theory has two implications: first, if instructors in medical schools apply the results of the study to design a class and curriculum, it would be possible for them to minimize cognitive loading of the learners that may stem from ineffective teaching strategies or curricula; second, cognitive teaching strategies that seek improvement in thinking skills could provide useful teaching strategies for medical education, which aims to develop experts with high-level thinking processes. In this sense, cognitive learning theory is not an out-of-date learning theory, but one that can be effectively applied in current medical education.

Design of Efficient Simulation-based Contents at e-Learning (이러닝에서 효율적인 시뮬레이션 기반 콘텐츠 설계)

  • Lee Jun-Hee
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.325-333
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    • 2005
  • When a designer creates a new web-based learning-teaching system, there are so many considerations to help learners' learning effect through effective interaction. First of all, web-based simulation is recommended to provide learners with effective and attractive learning environments in web. Efficient study design should be considered because well designed simulation-based contents provide continuous interest for learner. Until now many e-Learning systems provide web-based simulation using various technique. However, those contents require to be reorganized considering the level of accomplishment, learning styles. In this paper, I proposed a system that the learners can share simulation objects among other e-Learning systems using XML web service. By experimental result, the proposed system shows that is more efficient than the conventional system in the self-leading study activity and interactivity.

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Developing e-Learning Contents Based on SCORM 2004 (SCORM 2004 기반 e-러닝 콘텐츠 설계 및 구현)

  • Choi, Yong-Suk;Ko, Bo-Young;Lee, Ka-Young
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.107-113
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    • 2009
  • Recently, a number of research efforts have been taken to enhance interoperability and reusability of e-learning contents by developing ADL SCORM 2004 compliant contents. For useful and effective learning contents, content devlopers have to build the strategy of content sequencing in the phase of instructional design. However, many developers have difficulties in understanding the complicated specification of SCORM 2004 S&N(Sequencing&Navigation) and implementing SCORM sequencing. In this paper, we develop SCORM 2004 based best-practice sample contents utilizing SCORM sequencing and thus present a reference guide to the design and implementation of SCORM 2004 contents. It is expected that our sample contents illustrate an effective and useful application of SCORM 2004 as a de-facto e-learning standard, domestically and also internationally.

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Development of a Web-based Senescence Preparation Education Program for Successful Aging for Middle-aged Adults (중.장년층의 성공적 노후를 위한 웹기반 노년기 준비 교육프로그램의 개발)

  • Jung, Young-Mi
    • Journal of Korean Academy of Nursing
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    • v.38 no.6
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    • pp.831-842
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    • 2008
  • Purpose: The purpose of this study was to develop a web-based senescence preparation education program to promote successful aging. Methods: This program was developed based on Network-Based Instructional System Design (NBISD) model, using the following 5 processes: analysis, design, development, implementation, and evaluation. The program was operated for 10 weeks from March 17 to May 25, 2008. Results: There were 4 menu bars, introduction, related data, lecture room, and communication on the main page. In the operation of this program, HTML, ASP, JAVA Script, Namo web editor, Edit Plus, Front Page and multimedia technology were applied. The program content consisted of understanding elderly people, physical health, activity & exercise, nutrition, medication use, psychological health, intellectual health, understanding death, welfare system and leisure activity. Conclusion: This program could be a useful means to provide senescence preparation information to middle-aged adults. Also, it is expected to offer individualized learning opportunities to many learners in various settings. Nurses should further develop and facilitate various learning strategies including web-based programs for elder care.

Design and Development of Sensor-based Virtual Experiment Contents for Smart Phone (스마트폰의 센서를 이용한 가상 실험 콘텐츠의 개발 및 설계)

  • Chung, Kwang Sik;Kwon, Sooyoul;Huang, Wen-Hao
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.161-169
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    • 2013
  • Experiments and practices are critical instructional activities for teaching and learning natural sciences. However, by learning the experimental procedures in advance with the help of Virtual Experiments, natural science majors may address danger of handling chemicals before carrying out experiments in the laboratories. Virtual Experiments, a mobile learning app, provides learners with interactions between the learners and the contents by using the sensor built-in Android-platform smart phones. With the app, learners may handle the chemicals and experiment apparatuses, verify the reactions and assembly of the chemicals and instruments in advance. This paper describes the design and development of the Virtual Experiments in hope to promote the integration of mobile learning apps in order to better engage learners in the laboratories.

Search for Designing Strategies of E-Learning for Engineering Through Analyzing the Best Practices of Overseas MOOCs (해외 MOOC 우수사례 분석을 통한 공학 분야 이러닝 콘텐츠 설계 전략 탐색)

  • Jung, Hyojung;An, Junghyun;Lee, Hyejeong
    • Journal of Practical Engineering Education
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    • v.8 no.1
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    • pp.31-37
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    • 2016
  • Five and above engineering courses were selected from each of exemplary international MOOC platforms, and common e-learning design strategies were drawn out through observing the courses and analyzing the course elements. By finding out both macro(platform) and micro(content) levels of designing strategies, this study suggests the direction for designing engineering courses incorporating e-learning nationally. The major trend of current e-learning design is to provide bite-sized contents rapidly created and to deploy instructional strategies for promoting student participation in learning and diverse and contextualized learning experiences.

Design and application of learner-centered coding class based on flip-learning and havruta learning method (플립드러닝과 하브루타 학습법에 기반한 학습자 중심의 코딩 수업 설계 및 적용)

  • Lee, Aeri
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.2
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    • pp.69-78
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    • 2018
  • When it comes to the value of modern education, teachers are required to perform the role of a helper to promote interaction between learners, the role of a manager to facilitate smooth learning, and the role of a guide who has expert knowledge in the learning contents. Therefore, this study investigated what kind of learner-centered teaching methods there are, which require teachers to perform the roles of helper, manager, and guide, and conducted a pedagogical research on coding education to explore class models for self-directed learning. Subsequently, a class model was proposed by applying the flipped learning and havruta learning to a coding class. In this study, the learner-centered education methods of flipped learning and havruta method were applied to constructing a coding class as a university general education course. The feature of this class is that it enables dynamic interaction between teachers and learners as well as active interaction between leaners in a classroom instruction. After applying the proposed method to the actual class and analyzing it, the students taught using suggested method were more positively assessed in learning interest than those taught using a traditional method. And that in academic achievement as well, suggested method was more effective.

A Study on the Effects of Virtural Learning in Structural Design - Constructing Databse of Structural Component based on the virtual Reality Engine - (가상현실을 이용한 구조설계 시스템의 학습효과에 관한 연구 - 구조 요소의 데이터베이스 구축방법에 관하여 -)

  • Kim, Han-Joong
    • Journal of The Korean Society of Agricultural Engineers
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    • v.54 no.3
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    • pp.81-89
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    • 2012
  • This paper presents a set of controlled simulated statical and engineering mechanical experiments accessible via the virtual world environment (VWE) and virtual physics lab S/W. Online courses of the university offering courses and/or programs online are growing and the number of students want education in ways which fit their personal places, e-learning is becoming more important and ubiquitous each year. In this study, first of all, question is rather 'How do we execute the learning effectiveness of e-learning courses?' than 'Why does they need e-learnig or VW-learning?'. In particular, is it possible to effectively teach mechanical engineering courses online? The answer was 'No'. So, there is little research on many of these questions. And another important question is 'Is e-learning cost effective?'. For the answer, This research provided that an instructional design model is used to 'How to think and apply the Newtonian forces' in the virtual physics lab S/W. Collected data from student are administered in the spring semester when students studied 'Introduction to Bio-resources and Systems Engineering'. Results show that a cadre of students can take highly interactively physical properties of mechanical engineering in the virtual laboratory environment. Those show that VWE is greater than that of a similar real world presentation or experimental lab, since most of students are delighted to modify and retry modeling works in the VWE.

Prospects of Dual Form of Teaching and Learning in the Realities of the Covid-19 Pandemic and the Post-pandemicPeriod

  • Bratitsel, Maryna;Kravchuk, Olena;Tishko, Liliya;Osiievskyi, Valerii;Bellie, Victoriia
    • International Journal of Computer Science & Network Security
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    • v.21 no.12spc
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    • pp.483-490
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    • 2021
  • The COVID-19 pandemic has posed significant community challenges towards higher education around the world. The urgent and unexpected request for full-time university courses to switch over to online teaching was a particular challenge. Online learning and learning imply a certain pedagogical knowledge content (PKC), mainly related to the design and organization for better learning and the creation of unique learning environments using digital technologies. With the help of the present academic paper, we provide some expert opinion on the PKC connected with online learning with the aim of helping non-university professionals (that is, those with lack of online learning experience) navigate these challenging times. Our findings point to the planning of learning activities with certain features, a combination of three types of presence (social, cognitive and facilitative) and the need to adapt the assessment system to new learning requirements. We will conclude by contemplating on how responding to a crisis can improve teaching and learning practices in the post-digital era.

A Study on the Operation of Education Using Library Using Flip Learning Techniques: Focusing on ubiquitous E-learning that reflects gaming elements

  • KIM, KiTae;WOO, HoSung
    • Fourth Industrial Review
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    • v.2 no.2
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    • pp.1-9
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    • 2022
  • Purpose - The purpose is to present an efficient library-use education model in the form of flip learning, reflecting traditional teaching methods and gamification elements even in such non-face-to-face and face-to-face situations after COVID-19. Research design, data, and methodology - Research on library use education, research on ubiquitous environment and gamification instructional design, flip the learning, and gamification elements are classified, compared, and analyzed to present educational models for library education, COVID-19 Pandemic situation, and subsequent library use education. Result - We propose an e-learning content development strategy for flipped learning-based library education. First, benchmark and use the existing educational contents. Second, a user-friendly interface is configured so that learners can flexibly organize their learning contents. Third, it allows learners to experience it directly or indirectly in a virtual space. Conclusion - If the e-learning environment can be standardized to the level of schools or educational institutions, a good educational model that can be used not only in library user education but also in other fields will be possible.