• Title/Summary/Keyword: Learning Activity

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Engineering Mathematics Teaching Strategy Based on Cooperative Learning

  • Zhu, Wanzhen
    • Research in Mathematical Education
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    • v.14 no.1
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    • pp.11-18
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    • 2010
  • The basic idea of cooperative learning focuses on team reward, equal opportunities for success, cooperation within team and competition among teams, and emphasizes share of sense of achievement through joint efforts so as to realize specific learning objectives. The main strategies of engineering mathematics teaching based on cooperative learning are to establish favorable team and design reasonable team activity plan. During the period of team establishment, attention shall be given to team structure including such elements as team status, role, norm and authority. Team activity plan includes team activity series and team activity task. Team activity task shall be designed to be a chain of questions following a certain principle.

An Analysis of Effects of Application of Communicative Teaching and Learning Activity on Number and Operation, Mathematical disposition (의견교환을 통한 교수.학습활동의 효과 분석)

  • Lee, Joong Hee;Choi, Chang Woo
    • East Asian mathematical journal
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    • v.37 no.2
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    • pp.223-243
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    • 2021
  • The purpose of this thesis is to analyze the effect on formation of computational abilities and dispositions to the first grade of elementary school students by applying of communicative teaching and learning activity. As a result of analysis, we could get some suggestive points and also we could make sure that computational abilities and dispositions of the first grade students are formed by applying of communicative teaching and learning activity. However, help and control of teacher have to be with it.

Analysis of Learning Competence according to the Contact·Untact Learing in the Team-activity Class based on PBL (PBL기반 팀활동 수업에서 대면·비대면 학습에 따른 학습역량 분석)

  • Lee, Jae-Kyoung
    • Journal of Engineering Education Research
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    • v.26 no.2
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    • pp.45-53
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    • 2023
  • This study conducted and evaluated the PBL-based team activity classes in contact and untact learning. Appropriate subject (Engineering communication) was also selected and evaluation methods were improved. In the qualitative evaluation results, in contact learning, similar score ranges were formed for each task, and the variability of scores for each task was not large. In untact learning, the difference in scores for each task was rather large, and the variability of scores for each task was large, indicating a large difference between teams that performed well and teams that did not. In the quantitative evaluation, contact learning showed a little low grades, but untact learning showed relatively high grades, but there were limitations in showing the conclusion that the untact learning effect was very good. As a result of the survey, there were more positive responses to the degree of understanding of the class conducted online, the degree of help to improve competence, and the team activity. However, if untact learning continues, it was analyzed that it is necessary to prepare appropriate measures to enhance learning effects and efficiently conduct team activities.

Content Modeling Based on Social Network Community Activity

  • Kim, Kyung-Rog;Moon, Nammee
    • Journal of Information Processing Systems
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    • v.10 no.2
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    • pp.271-282
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    • 2014
  • The advancement of knowledge society has enabled the social network community (SNC) to be perceived as another space for learning where individuals produce, share, and apply content in self-directed ways. The content generated within social networks provides information of value for the participants in real time. Thus, this study proposes the social network community activity-based content model (SoACo Model), which takes SNC-based activities and embodies them within learning objects. The SoACo Model consists of content objects, aggregation levels, and information models. Content objects are composed of relationship-building elements, including real-time, changeable activities such as making friends, and participation-activity elements such as "Liking" specific content. Aggregation levels apply one of three granularity levels considering the reusability of elements: activity assets, real-time, changeable learning objects, and content. The SoACo Model is meaningful because it transforms SNC-based activities into learning objects for learning and teaching activities and applies to learning management systems since they organize activities -- such as tweets from Twitter -- depending on the teacher's intention.

Design of Online Learning Community for Conceptual Learning in Engineering Education and the Evaluation of the Inquiry Activity Supporting Tools (공학교육에서의 개념학습을 위한 온라인 학습 커뮤니티의 설계와 탐구활동 지원도구의 평가)

  • Shin, Sunhee
    • Journal of Engineering Education Research
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    • v.16 no.1
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    • pp.3-14
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    • 2013
  • The previously developed practical inquiry activity supporting tools, deduced from the design principles and implementation principles based on the study of precedent researches and theories, applicable to conceptual learning in engineering education were implemented to an on-line learning community, a web-based Windows application, to find out its effectiveness in actual classroom situation through experimental research. The On-line learning community includes the inquiry activity menu to implement learning procedure of inquiry based conceptual learning, the functions supporting the communication among participants, the information sharing function, the scheduling function of class and inquiry activity, the mentoring function, and the evaluation of on-line activities of learners. Experimental study were also conducted in order to analyze the effects of inquiry activity supporting tools on inquiry based conceptual learning in engineering education.

A study on non-face-to-face 5AL teaching and learning method applying extended reality (XR)

  • Lee, Byong-Kwon;Lee, Kyoung-A
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.9
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    • pp.125-132
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    • 2021
  • At a time when non-face-to-face classes are being held for a long time due to Corona (COVD-19), research on non-face-to-face teaching and learning methods is needed. Existing teaching and learning methods are limited in their application to non-face-to-face classes as they present face-to-face practical and experiential teaching methods. In this study, we present a method of utilizing the extended reality (XR: eXtended Reality) technology for the 5AL (5 Activity Learning) teaching method, which is a teaching and learning method selected by the Institute for University Education Innovation. The 5AL teaching method consists of PBL Learning, Havruta Learning, Flipped Learning, Smart Activity Learning, and Gamification Learning. In this study, a method of combining the released extended reality contents with 5AL was presented. In addition, we developed content that integrates the 5 learning methods of 5AL and confirmed the learning effect through testing.

User Evaluation of University Learning Spaces (대학의 학습공간에 대한 사용자 인식 조사)

  • Koo, Sang Hoe;Lee, Hyun-Hee
    • Journal of the Korean Institute of Educational Facilities
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    • v.26 no.3
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    • pp.33-41
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    • 2019
  • As the information age matures, the learning style of youth is changing rapidly. Students study at a variety of places such as cafe or lobbies utilizing various digital learning devices. Along with the place changes, learning methods are also changing. Student-centered learning methods such as smart learning, collaborative learning, and activity-based learning are increasingly being utilized instead of the traditional instructor-centered learning in which knowledge is unilaterally delivered. Accordingly, many universities are remodeling central libraries, and they are also transforming lobby spaces of the college buildings into simple but useful learning spaces. In this study, we analyze the characteristics of learning spaces in universities from the standpoint of the students. According to the analysis, overall satisfaction is high in terms of comfortable physical learning environments such as Wi-Fi, furniture, lighting, etc. But the spaces are still optimized for individual and intensive learning. There seems to be a lack of effort to support collaborative learning or activity-based learning. This observation is confirmed by the characteristics of the central library, and it is considered that the reason why the college buildings are preferred by students is that college buildings are more suitable for collaborative or activity-based learning than libraries.

The Concept and the Meaning of Project-Based Learning for Sustainable Development (지속가능발전 이해를 위한 프로젝트 학습의 개념과 의미 - 예비교사의 에코캠퍼스 만들기 프로젝트 경험을 중심으로-)

  • Nam, Young-Sook;Ji, Seung-Hyun
    • Hwankyungkyoyuk
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    • v.24 no.2
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    • pp.21-34
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    • 2011
  • Recently, project activity on environmental education has been overwhelmingly presented that is considered as a key learning & teaching strategy in Korea. This Study finds that Environmental project activity requires consideration of project-based Learning for sustainable development. The purpose of this study is to conduct project-based learning for eco-campus which is focused on sustainable development and to find out the learner's understanding sustainable development. The results of this study can be summarized as follows. First, project-based learning for sustainable development is concerned about enhancing learner's understanding sustainable development. It can be emphasized a viewpoint of sustainable way, a way of educational approach, and a possibility of expanding learner's experience in dealing with sustainable development. Second, this study showed also a results of application about project-based learning for eco-campus. Twenty three pre-service teachers conducted six different eco-campus projects. It is considered to make the student be able to catch up core knowledge and apply it during the project activity. In conclusion, this research asserts that project-based learning on sustainable development is needed to make students see the knowledge and value of sustainable development. It is considered to advance education for sustainable development as a new teaching & learning strategy.

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The Effect of the Designing and Applying the Level-Based Learing Materials by Assessment Standards on the Achievement Enhancement of Mathematics Course (평가기준 활용을 통한 수준별 학습자료 구안.적용이 수학과 학력 신장에 미치는 영향)

  • 이종연
    • School Mathematics
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    • v.2 no.2
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    • pp.475-487
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    • 2000
  • As a result of carrying out t-test against the learning activity that used the learning materials designed by level, significant disparity was found. Thus, it was found that hte effect of this learning activity became more visible with lapse of time. But the major cause by which there appeared small significant disparity as a result of testing is that the units of experiment were limited and that the period of using the learning materials was not long. In an analysis on the results of interest test, the experimental class also appeared to show the average score that was higher than that of the comparative class by 0.10 after converting a decimal point. The outcome of attitude test was that the experimental class showed a higher average score by 0.11, as a result of converting a decimal point, than that of the comparative class. So, a large number of students showed an improved reaction. But, there seemed some problems of the learning materials or the method of progressing the activity in changing under achievement students or students who avoided studying math. When the effect of the level-based learning activity was investigated, more than 80% of the experimental class’s students showed a positive reaction. Thus, it could be judged that students, who felt some burden at studying math, might be served more largely, not by teacher’s uniform instruction, but by an individual learning using the level-based learning materials that enabled them to do a systematic self-learning for themselves.

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A SCORM-based e-Learning Process Control Model and Its Modeling System

  • Kim, Hyun-Ah;Lee, Eun-Jung;Chun, Jun-Chul;Kim, Kwang-Hoon Pio
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.11
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    • pp.2121-2142
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    • 2011
  • In this paper, we propose an e-Learning process control model that aims to graphically describe and automatically generate the manifest of sequencing prerequisites in packaging SCORM's content aggregation models. In specifying the e-Learning activity sequencing, SCORM provides the concept of sequencing prerequisites to be manifested on each e-Learning activity of the corresponding tree-structured content organization model. However, the course developer is required to completely understand the SCORM's complicated sequencing prerequisites and other extensions. So, it is necessary to achieve an efficient way of packaging for the e-Learning content organization models. The e-Learning process control model proposed in this paper ought to be an impeccable solution for this problem. Consequently, this paper aims to realize a new concept of process-driven e-Learning content aggregating approach supporting the e-Learning process control model and to implement its e-Learning process modeling system graphically describing and automatically generating the SCORM's sequencing prerequisites. Eventually, the proposed model becomes a theoretical basis for implementing a SCORM-based e-Learning process management system satisfying the SCORM's sequencing prerequisite specifications. We strongly believe that the e-Learning process control model and its modeling system achieve convenient packaging in SCORM's content organization models and in implementing an e-Learning management system as well.