• 제목/요약/키워드: Learners' needs

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Design Guidelines of Convergent Education Environment Based on Design Thinking through STEAM Theory

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.56-63
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    • 2023
  • I proposed the architectural guideline for educational environment based on design thinking approach to integrate and enhance learners' activities and achievements. The physical environment of design education learning space should be applied by teaching methods and learning activities, especially for STEAM-based convergent education, the architectural space conditions should support the design process based on design thinking. The learning environment conditions influence design education with physical design factors and learners' communication, and the flexible environment based on design thinking, which is crucial for design education. The 3 steps of design thinking experiences also allow students to learn the context of ideas, skills and outcomes. Therefore, I argued that the learning surrounding based on design thinking needs flexible and mobile, connected, integrated, organized, and team-focused environments to support learners' understanding, participation, and collaboration, and to achieve the design process based on research findings. For spaces for convergent learning environments based on design thinking, common design principles should be reviewed, such as coexistence with technology, safety and security, transparency and spatial extension, multi-purpose space and outdoor learning.

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

  • 김재엽
    • 한국건축시공학회:학술대회논문집
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    • 한국건축시공학회 2023년도 봄 학술논문 발표대회
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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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듀이의 활동중심 탐구과정에 담긴 교육의 내용과 방법의 통합 (Exploring the Integration of Educational Contents and Methods in Dewey's Activity-based Inquiry Process)

  • 권정선;허경섭;김회용
    • 교육철학
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    • 제52호
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    • pp.81-108
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    • 2014
  • The purpose of this study was to investigate critically the existing educational contents and methods on knowledge uncombined with our lives and to explore directions for the integration of educational contents and methods on practical knowledge. For this, firstly, this study selected and analyzed Traditionalism and Progressivism as exclusively opposite approach to education, in particular, the aspect of contents and methods. Next, it explored to define Dewey's activity-based inquiry process. Finally, it showed that the educational contents and methods could not be separated in Dewey's activity-based inquiry process. As a result, educational contents and methods in educational practice were experiences as things integrated. Therefore, knowledge for education has been emphasized as meaningful results that learners have experienced. Once the learners recognize the value and meaning of knowledge, they will be able to internalize the genuine knowledge, moreover they will be self-directed learners. In other words, if learners could discovered their own meaning and value of knowledge in the inquiry process, they have sustainable needs, trying to be involved in the new process based on the knowledge they earned.

Development of Simulation App Tool for Understanding 8 Process Scheduling Policies

  • Lee, Kyong-ho
    • 한국컴퓨터정보학회논문지
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    • 제26권9호
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    • pp.213-221
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    • 2021
  • 본 연구에서는 학습자들이 다중 프로그래밍의 프로세스 스케줄링 정책 8가지를 잘 이해할 수 있도록 돕는 방법 중 하나로 시뮬레이션 앱을 개발하였다. 학습에서 시뮬레이션 형태의 앱은 실제와 유사한 환경을 제공해야 하며 학습자가 연습할 수 있도록 해야 한다. 이렇게 하기 위해 학습자들의 요구 사항을 조사 분석하고 학습자들의 이해를 중심으로 목적을 정하고, 설계하고 프로그래밍 하여, 8가지 스케줄링 정책을 시뮬레이션 할 수 있는 도구로서의 앱을 만들었고, 이것들이 잘 수행되고 있음을 보였다. 특히 지면 교재의 한계인 단계적 다양한 입력에 대한 단계적 다양한 도해와 그에 따른 설명을 갖지 못하는 문제를 이런 도구를 이용하여 해결할 수 있음을 보여주었다.

Interaction Patterns in Distance Only Mode e-Learning

  • SUNG, Eunmo
    • Educational Technology International
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    • 제10권2호
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    • pp.127-143
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    • 2009
  • The purpose of this study was to identify the interaction patterns in distance only mode e-Learning. In order to investigate this study, messages shown in the electronic notice board were analyzed to see how interaction occurs between teacher and learner or learner and learner under the e-learning of cyber university. To analyze messages was applied according to the framework by Henri's contents analysis model. As a result of contents analysis on electronic board, the participative dimension was 399 messages. A learner put on 7~8 messages a day. The number of messages was low compared to the number of learners, but the number of inquiries was about 140. That means that each learner contacts and checks messages at least once a day. The meaning dimension was 600 units. The main interaction patterns were Interactive-social-cognitive-metacognitive. This means that e-Learning in distance only mode leads a positive attitude of learners as a self-directed learning, and needs teacher's well-structured instructional strategies for increasing interaction. In conclusion, social dimension and interactive dimension of messages support learners psychologically in the process of learning though they directly guide learning under the circumstances of e-learning lacking face-to-face element. It can be interpreted that the teacher's role is significantly important in order to attract learners' positive participation and cognitive and meta-cognitive dimension of messages and activities

웹 또는 어플리케이션 활용 수학 학습 프로그램 구성에 대한 요구도 분석 (An Analysis of Needs for Composition of Math Learning Program Using Web or Application)

  • 이지혜;허난
    • East Asian mathematical journal
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    • 제35권2호
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    • pp.199-216
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    • 2019
  • The purpose of this study is to analyze the needs of mathematics learning program using web or application for the development of adaptive mathematics learning program. For this study, a questionnaire survey was conducted for middle school students. The results of the 290 responses were analyzed to identify students' needs for adaptive mathematics learning. As a result, learners wanted functions to design their own learning and to support self-directed learning. The results of this study are expected to be used as basic data for the development of a adaptive mathematics learning program reflecting students' needs.

메타버스를 활용한 외국인 학습자의 e-PBL 상호작용 강화 방안 (Exploring Enhancing Interaction for Foreign Learners e-PBL Using Meta-verse)

  • 송고은
    • 실천공학교육논문지
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    • 제14권3호
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    • pp.555-563
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    • 2022
  • 본 연구는 외국인학습자들 사이의 PBL의 상호작용을 강화하고자 메타버스 도구를 활용한 e-PBL의 교육적 효과를 탐색하였다. C대학교의 매주 3시간의 15주차의 PBL 교과목을 비대면 상황에 맞추어 체계적으로 재구성하였고 우리 사회 이슈와 밀접한 실제적인 문제해결을 e-PBL로 수행하는 과정에서 상호작용의 도구로서 메타버스 테크놀로지를 활용하였다. 11개 국적의 43명의 참여 수강생 중 절반 이상인 외국인 학습자들로 구성된 e-PBL 강의에서 언어와 국적을 초월하여 효과적인 소통의 도구로서의 메타버스 활용을 통해 학습자들은 프로젝트 활동에 한층 더 능동적으로 상호작용할 수 있음을 확인하였다. 메타버스 공간에서 팀 구성원들간의 언어적 소통 외의 다양한 비언어적 소통이 가능했고 그 과정에서 메타버스 공간 특유의 행동 유도 기능들은 매우 유용하게 작용했음을 확인 할 수 있었다. 본 연구를 통해 언어적 의사소통이 완벽하지 않은 학습자들간의 상호작용을 개선하기 위한도구로서의 메타버스 활용 e-PBL 교수방법을 모색하는 계기가 될 수 있다.

IC-PBL 기반의 패션 소비트렌드 분석 수업 개선 및 교육적 효과 (Improvement and Educational Effectiveness of Fashion Consumption Trend Analysis Class Based on IC-PBL)

  • 이재경
    • 패션비즈니스
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    • 제27권5호
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    • pp.121-134
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    • 2023
  • With the development of information and communication technology, interest in new educational approaches that can enhance the learning performance of learners with improved information literacy skills is increasing, and universities are actively promoting educational innovation to foster the talents required by society. In the field of fashion studies education, which is closely related to the fashion industry, there is a strong need to develop field-linked educational programs that reflect the trends in the industry and changes in the educational system. The purpose of this study was to introduce industry-coupled problem-based learning (IC-PBL) to the course "Understanding Fashion Consumption Trends" for non-fashion majors to reflect the current needs and strengthen the educational effectiveness of the learners through a survey. A seven-step curriculum (introduction to the class, practitioner's problem, learner's problem analysis, organizing concepts related to variables, information collection and scenario writing, presentation and scenario proposal, and evaluation) not only enhanced learners' understanding of fashion consumption trends and the fashion industry but also greatly amplified learners' satisfaction with the class. The results of the survey showed that the seven-step curriculum was effective in increasing learners' self-directed learning ability, problem-solving ability, and confidence in learning. Self-directed learning ability was stronger than other factors, consistent with the core principle of problem-based learning to empower learners to take the initiative and promote self-directed learning. Each factor analyzed was positively correlated.

Web-based Cyber Instruction for EFL Learning

  • 차미양
    • 디지털콘텐츠학회 논문지
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    • 제6권4호
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    • pp.209-216
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    • 2005
  • The aim of this study is to examine the effects of web-based cyber instruction on EFL learning from the viewpoint of learners` perceptions and needs. Data was collected through a questionnaire survey that was carried out with 709 undergraduate student enrolled in three cyber English courses offered at N university during the secind semester in 2004. The results of the study indicated that the learners exhibited a positive attitude towards web-based cyber instruction and considered it a paper educational method in the cyber age. However, the students perceived that web-based cyber instruction was not greatly satisfactory in terms of cultivating their English communicative competence or improving the language skills they needed. It was also found that cyber instruction was still teacher-dominant, lacking in interaction, which made the students passive recipients of informaton presented. In comparison with off-line instruction, cyber instruction was not particularly better in enhancing their motivation interest or concentration on class. To be more effective, cyber instruction needs to be equipped not only with a large variety of contents and class activities, but also with more exposure to authentic language by native English speakers. The finding of the investigation yield some implications for the design and development of web-based cyber EFL programs.

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Designing Online Public Education Contents in Korean Medicine Using the Rapid-Prototyping Instructional Systems Design Model

  • Jiseong Hong
    • 대한한의학회지
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    • 제43권4호
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    • pp.74-88
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    • 2022
  • Objectives: The purpose of this study is to design Korean-themed online public education content in Korean medicine using rapid prototyping instructional systems design (RPISD). This study presents cases of developing and converting face-to-face general education programs designed to increase the interest in and understanding of Korean medicine for the public into online programs within a short timeframe. Methods: This qualitative study is design and development research, which used the RPISD model to analyze the available resources utilized in the rapid development of public educational content and propose systematization and optimization measures by analyzing the needs of clients, learners, and the environment. The <Treasured Mirror of Eastern Medicine(DUBG)Open Course> was developed according to the model procedure, which involved needs analysis, development of course materials and manuscript, and storyboard creation and its filming and editing. Usability tests were conducted at all stages, and the opinions of clients, instructors, experts, and instructional designers were accommodated and reflected at each stage. Results: Using the rapid prototyping model, <Treasured Mirror of Eastern Medicine(DUBG)Open Course> was organized into five classes of 20 minutes each. Each class was developed in Korean and included English, Chinese, and Japanese subtitles in addition to Korean under the cooperative instructional design among clients, subject-matter experts, instructional designer and learners. Conclusion: The cooperative instructional design of stakeholders is significant in developing Korean medicine public education content online through extensive interaction and feedback from stakeholders in the early stage of educational content development.