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

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A Study on the School Library Assisted Instruction as a Practical Element of Constructivism (구성주의 교육방법의 구현요소로서의 학교도서관 활용수업에 관한 연구)

  • Suh, Jin-Won
    • Journal of Korean Library and Information Science Society
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    • v.42 no.2
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    • pp.215-236
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    • 2011
  • I studied on the relations of constructivism and school library assisted instruction in this paper. Constructivism is the most important goal of the modern schooling. In constructivism they insist that knowledge is constructed by the learner individually and subjectively. So in constructivism they focus their attention on setting authentic environment of learning for each individual learner. Constructivism was developed into the learner-centered instruction in schooling nowadays. In constructivism the following instructions are very important for achievement its' goal ; problem based learning, project based learning, discussion based learning etc. These instructions are supported commonly by resource based learning. Educational resources are managed in school library totally. School library assisted instruction is the most effective one for resource based learning. And information literacy instruction by teacher librarian relates closely meta cognitive learning of reflections in constructivism. School library assisted instruction is the essential element for the practice of constructivism in schooling.

A Study on Pre-Service Teachers' Perception of Learning Environment in Earth Science with Using Virtual Reality (VR): An Exploratory Case (지구과학에서의 가상 현실의 사용에 따른 예비 과학교사의 학습환경 인식 연구: 시험적 적용)

  • Shin, Myeong-Kyeong;Kim, Hee-Soo;Kim, Jong-Heon
    • Journal of the Korean earth science society
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    • v.27 no.3
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    • pp.269-278
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    • 2006
  • In this study, we used Virtual Reality (VR) materials on an introductory earth science course consisted of thirty six pre-service science teacher program students. Before and after class an instrument of Constructivist Learning Environment Survey (CLES) was administered. The main focus of the CLES was to evaluate how the classroom was prepared for student centered learning environment. The pre and post tests of student perceptions regarding their learning environment were compared in six domains: personal relevance, critical voice, shared control, student negotiation, scientific uncertainty, and attitude. Questionnaire regarding the general perception of the VR materials was administered as well. How future science teachers valued the use of VR materials in their classrooms was found from this study. Based on these results, we intend to contribute for a more complete understanding of the potential of VR materials in achieving better learner-centered classroom environment.

4PBL model proposal for education of Game Design (게임 교과목 교육을 위한 4PBL모델 제안 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.93-102
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    • 2018
  • This article aims to present an effective and systematic learning methodology of game curriculum which is oriented convergence education. In particular, I will present the 4PBL model reflecting the trend of the changing times from teacher-centered learning to learner-centered learning environment. The 4PBL model consists of Personal based Learning, Problem based Learning, Project based learning and Performance based Learning. In this article, I will explain the concepts and characteristics of PBLs at each stage by providing concrete examples of game education courses. Such an attempt may have a meaningful value in that it can suggest a learning environment in which knowledge can be structured subjectively in a changing educational paradigm.

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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Design and Use of 3D-based Space Navigation System to Maintain Learner's Interest in Educational Web Contents (학습자 흥미 지속을 위한 3D-기반 공간 항해 시스템의 구현과 활용)

  • Heo, Gyun;Lee, Young-Ju;Rha, Il-Ju
    • Journal of The Korean Association of Information Education
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    • v.7 no.1
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    • pp.1-10
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    • 2003
  • Web provides a rich learning environment for learners mainly due to the hypertext technology and the high interactivity. It provides a learner-centered learning environment. In this environment, students are to develop their own paths in non-sequential and flexible ways according to their needs and their demands. However, in many cases students who use this environment are easily exposed to difficulties in their choices of learning paths, disorientation, and cognitive overload in the cyberspace. Consequently, they have trouble in maintaining their motivation and interest in their learning. This study presents the design and the use of 3D-based space navigation system in order to maintain student's interest in educational web contents.

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A Study on the Segmentation for Adaptation of Web Contents in Smart Learning Environment (스마트 학습 환경에서 웹 콘텐츠 적응을 위한 부분화에 관한 연구)

  • Seo, Jin Ho;Kim, Myong Hee;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.325-333
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    • 2016
  • The development of smart technology has brought the conversion of closed traditional e-learning contents into open flexible smart learning contents consisting of learner-centered modules, without the constraints of time and space by use of smart devices from the uniformed and passive classroom between teachers and learners. It has been demanded an open, personalized and customized teaching and learning contents of smart education and training systems according to wide supply of various smart devices. In this paper, we discuss about the status of the smart teaching and learning systems and analyze the characteristics and structure of the web contents for smart education and training systems by use of smart devices. And we propose a method how to block web contents, to extract them, and adapt personalized segments of web contents by adaptive algorithm into smart learning devices. We extract blocks from the web contents based on the smart device information and the preference information of the learners from existing web contents without the hassle of learners environment. After specifying a block priority from the extracted web contents by the adaptive segment algorithm, it can be displayed directly to the screen to fit the individual learning progress of the learners.

A Validation Study of Evaluation on Blended Learning in the post-Corona era: A Case Study Engineering College Students (포스트 코로나 시대의 블렌디드 수업 평가준거 타당성 연구: 공학계열 대학을 중심으로)

  • Bae, Yun-hee;Won, Yongho
    • Journal of Engineering Education Research
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    • v.25 no.5
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    • pp.75-84
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    • 2022
  • In the post-Corona era, blended learning will be one of the most important instructional strategies for successful education. The purpose of this study is to examine reliability and validity of the instrument developed in the instructional aspect so that a successful blended learning can take place. This instrument consists of 31 items to evaluate class operation, online learning environment, online contents, offline class, interaction and overall satisfaction. For this study, a survey was conducted in LMS and the responses of 164 students were used for analysis. Confirmatory factor analysis was used to evaluate validation of this instrument and this analysis was run in R studio. As a result of CFA, the standardized factor loadings of all items were 0.930~0.754 and the reliability and validity of all constructs were adequate. The results of this instrument enable universities to manage the quality of their classes and instructors can use them as self-checklist to improve future classes in terms of instructional points. Finally, this instrument can be used in a variety of learner-centered learning environments.

Hybrid Learning-Based AI Education System Design Model (하이브리드 러닝 기반 AI 교육 시스템 구성)

  • Hong, Misun;Bae, JinAh;Park, Jung-Hwan;Cho, Jungwon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.188-190
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    • 2022
  • We propose how to configure the AI education system based on the purpose of hybrid learning and the teaching-learning principle. Based on the four components of hybrid learning, we have designed the system conceptual diagram and DB configuration diagram for on-line and offline learning environments for effective AI education. The proposed AI education system model in this paper is expected to be a foundation for maximizing the effectiveness of AI education according to the level and needs of learners and building a more effective learner-centered learning environment in cultivating computational thinking in AI education.

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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.

Overcoming Barriers to Research Competency: a nationwide mixed-method study on residency training in the field of Korean medicine

  • Min-jung Lee;Myung-Ho Kim
    • Journal of Pharmacopuncture
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    • v.27 no.2
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    • pp.142-153
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    • 2024
  • Objectives: This study aimed to analyze the educational needs of interns and residents in Korean medicine as the first step in developing an education program to improve their research competencies. Methods: A mixed-method design, incorporating both quantitative and qualitative data collection methods, was used to investigate the educational needs for research competencies among interns and residents working in Korean medicine hospitals nationwide. Data were collected through online surveys and online focus group discussions (FGDs), and processed using descriptive statistical analysis and thematic analysis. The study results were derived by integrating survey data and FGD outcomes. Results: In total, 209 interns and residents participated in the survey, and 11 individuals participated in two rounds of FGDs. The majority of participants felt a lack of systematic education in research and academic writing in postgraduate medical education and highlighted the need for nationally accessible education due to significant disparities in the educational environment across hospitals and specialties. The primary barrier to learning research and academic writing identified by learners was the lack of knowledge, leading to time constraints. Improving learners' research competencies, relationship building, autonomy, and motivation through a support system was deemed crucial. The study also identified diverse learner types and preferred educational topics, indicating a demand for learner-centered education and coaching. Conclusion: This study provides foundational data for designing and developing a program on education on research competencies for interns and residents in Korean medicine and suggests the need for initiatives to strengthen these competencies.