• Title/Summary/Keyword: Learner-Centered Educational Environment

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A Quest of Design Principles of Cognitive Artifacts through Case Analysis in e-Learning: A Learner-Centered Perspective

  • PARK, Seong Ik;LIM, Wan Chul
    • Educational Technology International
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    • v.10 no.1
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    • pp.1-23
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    • 2009
  • Learners are often posited in a paradoxical situation where they are not fully involved in decision making processes on how to learn, in designing their tools. Cognitive artifacts in e-learning are supposed to effectively support learner-centered e-learning. The purpose of the study is to analyze cases of cognitive artifacts and to inquire those design principles for facilitating the learner-centered e-learning. Four research questions are suggested: First, it will be analyzed the characteristics of learners with respect to design of cognitive artifacts for supporting the learner-centered e-learning. Second, characteristics of four cases to design cognitive artifacts in learner-centered e-learning environment are analyzed. Third, it will be suggested the appropriate design principles of cognitive artifacts to facilitating learner-centered learning in e-learning environment. Four cases of cognitive artifacts design in learner-centered e-learning was identified as follows: Wiki software as cognitive artifacts in computer-supported collaborative learning; 'Play Around Network (PAN)' as cognitive artifact to monitor learning activities in knowledge community; Knowledge Forum System (KFS) as a cognitive artifact in knowledge building; cognitive artifacts in Courses-as-seeds applied meta-design. Five design principles are concluded as follows: Promoting externalization of cognitive artifacts to private media; Helping learners to initiate their learning processes; Encouraging learners to make connections with other learners' knowledge building and their cognitive artifacts; Promoting monitoring of participants' contributions in collaborative knowledge building; Supporting learners to design their cognitive artifacts.

A Teaching Method about e-PBL Based Information Communication Education using Cyber Home Study System (사이버가정학습을 활용한 e-PBL 기반 정보통신교육 지도 방안)

  • Kim, Hyun-Bae;Kang, Jeong-Woon
    • Journal of The Korean Association of Information Education
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    • v.13 no.3
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    • pp.291-302
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    • 2009
  • The Educational situation of studying the effect of maximizing through Student's Self-directed demand varying educational environment on a Learner-Centered understanding of existing ICT deficiencies. But schools recognize computer skill learning as all of computer education contents. This study is established in an 'e-PBL environment' in use with 'Ulsan Cyber Home Study' on a learner-centered and design teaching method for an effective computer course. This study presents effective learner-centered teaching methods. It does this using the web environment 'Ulsan Cyber Home Study' and reconstructing each unit of the ICT textbook 'Our Living and Information'.

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A Learner-Centered Approach for University Liberal Art Education Empowered Blockchain Technology (블록체인 기술에 의하여 강화된 학습자 중심의 대학 교양교육 체제 연구)

  • Kyun, Suna;Jang, Jiyoung
    • Journal of Information Technology Services
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    • v.20 no.6
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    • pp.107-123
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    • 2021
  • Recently, there have been a number of researchers in the field of education who are actively exploring the educational applications of Blockchain technology, even though it is still in its infancy. Some researchers have been investigating its application in educational administration to issue academic credentials' or maintain student records with distributed ledger, which is the basis of Blockchain technology. Whereas, others have been examining its application in redesigning learning systems that are being used in various contexts, including online learning and lifelong education. In that vein, this paper aims to discuss a liberal arts education system which will be supported by Blockchain-based 'smart contracts'. At present, active efforts are being made to innovate liberal arts education in Korea, centered around government-funded university innovation projects and there have been reports of great achievements. However, if the Blockchain technology is applied to innovating the liberal arts education, we will innovate not only the liberal arts education but also university education as a whole. In this paper, there are suggestions on how to build a learner-centered educational environment where a liberal arts education system is supported by Blockchain-based smart contracts. First of all, the current innovation in liberal arts education and its limitations are discussed, followed by ways in which Blockchain-based smart contracts can reframe the liberal arts education system. Last but not least, the paper addresses implications of the Blockchain technology applications in liberal arts education, along with their future prospects.

A Study on Restructuring of Learner-Centered Education Environment through Participatory Design - Focusing on the 'User-Integrated Platform Project' Case - (참여디자인을 통한 학습자중심교육환경 재구조화 방향연구 - '사용자-융합플랫폼 프로젝트' 사례를 중심으로 -)

  • Yoo, Myoung-Hee
    • Journal of the Korean Institute of Educational Facilities
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    • v.27 no.2
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    • pp.35-47
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    • 2020
  • The need for communication is emphasized in decision making, design methods and processes for the educational environment that contain new curricula and learning methods. In this study, we tried to find the direction and agenda of learner-centered environment restructuring through the 'user-integrated platform' in which various subjects related to school space environment understand each other's position and overcome the barriers and prejudices of each sector. The project was planned in a 'bottom-up process' method that uncovered the singularities of the previous stage and led the main contents of the next stage. The various subjects who participated in the project shared their own experiences and different positions regarding the school space. At the workshop, the topics of the participating teams were divided into two categories. The teams in the category of the 'school culture and space' insisted innovation of 'the school culture' as a premise for the restructuring of the 'school space', and proposed schools with different interpretations of 'authority and rules of school', 'the meaning of learning and play' and 'the main character of school. The teams in the category of the 'school borders and spaces' focused on 'communication' and proposed schools containing 'emotional care of students', 'borders between schools and villages', 'village community schools', and 'interspace and niche time'. After the workshop, we were able to derive the direction and architectural strategy of the school space restructuring by analyzing the works of the participants. Through this study, we confirmed the possibility of translating user's ideas into the professional domain through careful planning, preparation, facilitation, and analysis in Participatory Design.

A Study on the Evaluation Direction of AI Education through the Analysis of SW Education Learner-centered Assessment Cases (SW교육 학습자 중심 평가 사례 분석을 통한 인공지능교육의 평가 방향 고찰)

  • Shin, Heenam;Ann, SungHun
    • Journal of The Korean Association of Information Education
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    • v.24 no.5
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    • pp.511-518
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    • 2020
  • Preparing for the Fourth Industrial Revolution and Corona-19, our education is expanding a new chapter of learning to the era of AI education that incorporates software technology beyond software education. In this study, we will analyze the case of learner-centered assessment in software education and examine the assessment direction of artificial intelligence education through its effectiveness. Through the case of applying learner-centered assessment to non-computer subjects including computer subjects, we sought the effects on learners' learning, environmental conditions and assessment models of learner-centered evaluation, and through the case of applying the learner-centered assessment model to software education, we wanted to find out what the learner-centered assessment in artificial intelligence education suggests to the educational site. According to the analysis, the learner-centered assessment had a significant effect on the learner's achievement goal, and it is expected that the learner-centered assessment in artificial intelligence education will be carried out smoothly when an objective evaluation system and objective evaluation model are designed to help the learner's assessment, building digital environment conditions based on intelligent information technology.

A Study on Developing the Model of Learner Satisfaction in Synchronous Online Entrepreneurship Education (동기식 온라인창업교육의 학습자만족 모델 개발)

  • Byun, Young Jo;Lee, Sang Han;Kim, Jaeyoung
    • Knowledge Management Research
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    • v.21 no.2
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    • pp.119-135
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    • 2020
  • Owing to pandemic (COVID-19), the traditional face-to-face education method has been changed to the non-face-to-face real-time online education methods. Using a real time-based video conference system, synchronous education can be adopted by face-to-face class easily. Specially, it is very important to minimize the difference in learning effects between face-to-face and non-face-to-face in Entrepreneurship education. In this study, in order to derive the factors that affect the satisfaction of learners in synchronous online education, authors collected data from learners taking a synchronous entrepreneurship course. Through previous research, learned the reality of education and the composition of lessons. Spatiotemporal effectiveness, mentor ability, and educational environment influence learning satisfaction. PLS-SEM results revealed that it was confirmed that only spatiotemporal effects affect learner satisfaction. However, the education environment (fluent operation and convenience of function use of real-time based online conference system) effect teaching presence, class structure, and spatiotemporal effects. Through this research, we hope to provide theoretical and practical support for developing effective teacher activities, proper lesson structure, convenient function of the conference system, and learner-centered online learning environment when developing synchronous online classes.

A Case Study on Design of Theme-based Integrated Learning by Using QR Code (QR코드를 활용한 주제중심 통합학습 설계 사례연구)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.141-152
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    • 2013
  • This research aims at suggesting a case of designing theme-based integrated learning for usage smart media. New approach and direction for developing a gaming instructional design was suggested which can encourage learners to participate in. Quest-based learning, the learning environment design where learners conduct various learner-centered activities, plays an important role of reinforcing the motivation, promoting experiential and cooperative learning based on social interaction. The design using QR codes has been proved to be able to offer the learner-centered learning environment which includes social interaction strategy required for learners expanding their cognitive structure, motivation enhancing strategy encouraging their consistent participation in learning, complex problematic situation and scaffolding strategy emphasized by constructivism. And it is expected to contribute to promoting the design of theme-based integrated learning which is being demanded in the educational environment recently by combining systematic design process and strategies.

Analysis of learner's attitude and satisfaction through development and application of metaverse environment STEAM educational program (메타버스 환경의 융합(STEAM) 교육 프로그램 개발과 적용을 통한 학습자 태도 및 만족도 분석)

  • Jeon, Jae Cheon;Jang, Jun Hyeok;Jung, Soon Ki
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.187-195
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    • 2022
  • Recently, with interest in metaverse, attempts are being made to utilize the metaverse platform in various forms. In this paper, we focused on the educational application potential of metaverse, and developed and applied a metaverse STEAM program to provide an effective learning experience to learners in non-face-to-face educational situations. The developed program utilizes Minecraft and ZEPETO, familiar to students, as metaverse learning platforms, and consists of a total of 16 lessons of 5 modules in the form of modules so that alternative classes can take place in the educational field. Through this, the learner's change in STEAM attitude and learning satisfaction were measured, and through the developed STEAM program, the learner's interest, consideration, communication, usefulness, self-concept, self-efficacy, and career choice areas significantly increased. In addition, positive results were confirmed in all areas of the learner satisfaction test related to satisfaction, interest, and overall class. In the future, considering the characteristics of the metaverse, it is necessary to break free from the constraints of time and space to communicate anew, and various learner-centered educational approaches based on a high degree of freedom and immersion should be implemented.

Exploration of Predictive Model for Learning Achievement of Behavior Log Using Machine Learning in Video-based Learning Environment (동영상 기반 학습 환경에서 머신러닝을 활용한 행동로그의 학업성취 예측 모형 탐색)

  • Lee, Jungeun;Kim, Dasom;Jo, Il-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.53-64
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    • 2020
  • As online learning forms centered on video lectures become more common and constantly increasing, the video-based learning environment applying various educational methods is also changing and developing to enhance learning effectiveness. Learner's log data has emerged for measuring the effectiveness of education in the online learning environment, and various analysis methods of log data are important for learner's customized learning prescriptions. To this end, the study analyzed learner behavior data and predictions of achievement by machine learning in video-based learning environments. As a result, interactive behaviors such as video navigation and comment writing, and learner-led learning behaviors predicted achievement in common in each model. Based on the results, the study provided implications for the design of the video learning environment.

Introduction of Team-Based Learning Based Building Construction Hybrid Curriculum (팀기반학습 기반 건축시공 하이브리드 교육과정 도입방안)

  • Kim, Jae-Yeob
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2023.05a
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    • pp.351-352
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    • 2023
  • In order to respond to changes in the industrial environment such as the 4th industrial revolution, university education also needs active educational innovation efforts. This study proposed a construction construction hybrid curriculum that can actively utilize online education in the direction of educational innovation in domestic universities. The hybrid curriculum was based on online learning through lecture videos used in team-based learning. The hybrid curriculum additionally allows learners to choose their learning methods. In a hybrid class, learners can choose the class participation method they want from offline classroom or online real-time. Hybrid classes are considered to strengthen learners' options and take a step forward in learner-centered education.

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