New and creative skills must be developed, and adapted into a lesson, to motivate learners to acquire a second language easily and enjoyment, Multimedia tools which are of interest to learners, such as; smart phones, computers, and notebooks with wireless internet compatability, will provide learners opportunities to study, and do their work practically anywhere and anytime. Recently, podcasts, which are a type of digital media, consisting of a series of audio episodes or video files, subscribed to and downloaded through web syndication, or streamed online to a computer or mobile device, are used to facilitate ESL (English as a Second Language) learning. Development of a variety of teaching methods, using multimedia tools, is needed. There are advantages and disadvantages to using a variety of multimedia tools. The current research aims to study its characteristics and application, in order to maximize their effective use, in English education. The current study suggests a ubiquitous learning environment using multimedia content tools, internet media, video teleconferencing, cyber-learning, and one-to-one videos used in conjunction with, or as a digital textbook for the English lesson. This study also investigates future educational changes, using state-of-the-art equipment for the self-learning experience, and will present a new direction in English education, through a variety of instructional devices and a marginalized class system model.
The purpose of this study is to examine the effects of childcare teacher's professional recognition, learning agility, and positive psychological capital on job satisfaction in order to suggest policies that required for child care teacher's positive performance. For this purpose, an online survey was conducted with 283 in-service nursery teachers in Jeonnam and the results are as follows. First, teachers with more than five years of experience showed higher levels of professional recognition and positive psychological capital. Second, the job satisfaction of child care teachers was highly correlated in order of professional recognition, positive psychological capital, and learning agility. Third, the professional recognition and positive psychological capital of the childcare teachers have positive effects on their job satisfaction. Through this study, it was confirmed that the professional recognition, learning agility, and positive psychological capital of the childcare teachers were significant variables in explaining job satisfaction. Therefore, in order to increase job satisfaction in daycare centers, it is necessary to firmly recognize that they are professional workers by providing training courses and consulting supports. Furthermore, there is a need to allow teachers more autonomy and to reform the hierarchical system in day care places.
Nowadays, 'books' are not limited to tangible items no longer, but can be intangible digital contents, along with advancement in e-Book technology and the growth of the markets. However, the role of e-Book viewers that links digital contents and readers has been rarely studied. In this study, therefore, we examined the effects of e-Book viewer's system quality (ease-of-use, functional diversity, interactivity) and design quality (convenient design, intuitive design, emotional design) on user satisfaction, and also tested if these relations are different by the content types (cartoon, novel, and learning contents). Research findings show that all the independent variables, except for interactivity, affect user satisfaction in overall groups. In viewing cartoon content, ease-of-use, convenient design, and emotional design were significant antecedents, and intuitive design and emotional design were found important factors in novel content, while functional diversity and interactivity affect user satisfaction in learning content. We expect these findings can provide useful insights to the providers of e-Book viewers.
Under the background of the rapid development of digital educational games, we have to evidently research the elements of the achievement system of children's DEG (Digital Educational Game), and analyze the relations between the elements and make a profound study on the achievement system and its components on the impact of player's attitude. Compared with the existing research, the research contents and methods are innovative and reliable. The results show that players have a positive attitude towards the DEG achievement system, DEG achievement system has important value and role for educational games. Which is made of five elements: symbol, reward, logic, social interaction, and knowledge. The five elements interact with each other and have a positive impact on players' attitudes. DEG achievement system with five elements will bring players a positive experience. These findings provide a detailed study of the components of the achievement system. With all of these, we can explain the role and relationship of the components, and provide new ideas and empirical evidence for the design and development of children's educational game achievement system. The above findings provide a detailed description of the components of the DEG achievement system, explain the role and value of each component, and the relationships and patterns among the components, it provides a new perspective and empirical evidence for the design and development of the children's system DEG results.
In order to satisfy the gifted students' learning desire and maximize the effectiveness of their learning, we constructed the system which would provide them with supplementary activities based on the Internet boards. At the very beginning, we investigated the personalities of the gifted and their classroom environment which they prefer through studying the related references and asking questionnaires. And then we discussed how to improve the lectures, decided to make the basic structures of the web-based supporting system, and designed some teaching strategies for the gifted. which are named 'GIFTED'. Now the web-based supporting system, which are composed of several boards, was established and is being operated now. Each subject has its own boards. The boards of each subject basically consist of Notice, Learning-materials, Q&A, Homework, Recommended Sites. The results we've got from operating our system are following: Teachers and students were generally satisfied with the system while students wanted more materials. Students and teachers had a positive attitude that the site boards of Learning-materials and Homework are being actively used, while the numbers of contents uploaded in Q&A and Recommended site boards are small and they are regarded as being unimportant to the students and teachers.
Journal of the Korea Academia-Industrial cooperation Society
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v.19
no.4
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pp.154-160
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2018
This thesis aims to develop PBL (Problem-Based-Learning) problems. Its goal is for some groups of students to creative their own problems and to confirm the effectiveness of PBL as they apply it to AI (Artificial Intelligence) in engineering schools. Modern industrial society needs competent people who have abilities in cooperative learning, self-controlled learning, united knowledge application, and creative problem-solving. Universities need to offer their students the opportunity to improve their problem-solving and cooperative learning abilities in order to train the competent people that society demands. PBL activity is an appropriate learning method for the accomplishment of these goals. The study subjects are 37 sophomore students in H University who are studying 'AI'. Five PBL problems were submitted to the class over a period of 15 weeks. The students wrote and submitted a reflective journal after they finished each PBL activity. In addition, they filled out a class evaluation form to assess the performances of each member when the $5^{th}$ PBL problem activity was accomplished. The study shows that the students experienced the effectiveness of PBL in many fields, such as the comprehension of the studied contents (86.48%), comprehension of cooperative learning (94.59%), authentic experience (75.67%), problem-solving skills (89.18%), presentation skills (97.29%), creativity improvement (81.08%), knowledge acquisition ability (86.48%), communication ability (97.29%), united knowledge application (78.37%), self-directed study ability (86.48%) and confidence (97.29%). Through these methods, the students were able to realize that PBL learning activities play an important role in their learning. These methods prepare and enhance their ability to think creatively, work systematically and speak confidently as they learn to become competitive engineers equipped with the knowledge and skills that modern industrial society demands.
To achieve a computer tutor framework with high learning effects as well as practicality, the goal of this research has been set to developing an intelligent tutor for problem-solving in mathematics domain. The maine feature of the CyberTutor, a computer tutor developed in this research, is the facilitation of a learning environment interacting in accordance with the learners differing inferential capabilities and needs. The pedagogical information, the driving force of such an interactive learning, comprises of tutoring strategies used commonly in various domains such as phvsics and mathematics, in which the main contents of learning is the comprehension and the application of principles. These tutoring strategies are those of testing learners hypotheses test, providing hints, and generating explanations. We illustrate the feasibility and the behavior of our propose framework with a sample problem-solving learning in geometry. The proposed tutorial framework is an advancement from previous works in several aspects. Firstly, it is more practical since it supports handing of a wide range of problem types, including not only proof types but also finding-unkown tpes. Secondly, it is aimed at facilitating a personal tutor environment by adapting to learners of varying capabilities. Finally, learning effects are maximized by its tutorial dialogues which are derived from real-time problem-solving inference instead of from built-in procedures.
This study was done to develop self - directed learning modules related to asepsis and elimination including urine and stool for Fundamentals in Nursing practice education contents and to measure the effectiveness of those modules. The subjects of this study were 96 sophomore students in the nursing college. Self-directed learning modules were developed by the researcher on the basis of the Lippincott Learning System of Kruger (1986) and Modules for Basic Nursing Care of Ellis (1992). Videotape was editted by using videotape made by the Lippincott Company and Film strip made by the Trainex Company with Korean dubbing. Self-directed learning was done for one week with the asepsis module and two weeks with the elimination modules after confirming the requiered level of knowledge acquisition through pre-test. For measuring proficiency in self-directed learning, a written test for cognitive domain, a sufficiency test for psychomotor domain, and a confidnece examination for affective domain were given. The data were analyzed using descritive statistics, and Pearson correlation coefficient using a SPSS-PC program. The results are summarized as follows: 1. Sufficiency test and confidence examination grades showed high levels in both asepsis and elimination. 2. Written test grades showed a high level in asepsis and elimination of urine but showed a medium level in eliminationin of stool. 3. Grades of sufficiency and confidence in asepsis and elimination practice were statistically significant with a moderate positive correlation (r=0.4- 0.5, p<0.001). 4. Grades of sufficiency and written tests in asepsis and elimination practice also were statistically significant with a moderate positive correlation (r=0.5-0.7, p<0.001). 5. Students showed relatively high contentment with the self-directed learning modules themselves but revealed relatively low contentment with video program and the self-directed learning process. In conclusion, this study disclosed that proficiency levels in cognitive, affective, and psychomotor domains were high when asepsis and elimination modules were applied. Also students showed high satisfaction with the modules themselves, but didn't show high contentment with the video programs. In considering low contentment with the self-directed learning process, it is estimated the students had experienced some difficulties about using self-directed learning modules because this was their first exposure to the self-directed learning module and they were already accustomed to the demonstration-practice method.
Journal of Korean Library and Information Science Society
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v.55
no.1
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pp.69-97
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2024
It is important to plan and operate various training programs at the national level to develop librarians' job performance expertise and future-oriented capabilities. The purpose of this study was to examine the possibility of introducing a librarian learning community as an training program at a professional education and training institution and to suggest an appropriate operation method. To this end, research was conducted using the following contents and methods: 1) theoretical discussion on program operation such as the concept, operation stages, and types of a librarian learning community through a review of related literature; 2) exploring the possibility of operating a librarian learning community through pilot operation and derivation of implications, 3) proposal of a librarian learning community operation model. This study reviewed the librarian learning community operating model through participant observation and participant opinion collection during the pilot operation process to minimize confusion in the early stages of implementation, and also presented an operational roadmap and support system for the successful establishment of the program in the future. There is a need to further develop the librarian learning community operating model presented in this study through implementation and empirical analysis over the next several years. However, the results of this study will also be useful as an initial operating model for a learning community for professional education and training in other fields.
Recently high interest in health and fitness has led to vibrant researches for the active fitness system to learn and enjoy the exercise program for oneself. In this paper, we design and implement the active spinning training system which enables user to have self-learning and experience of customized spinning training program by the biometric and movement information acquired from user's physiological signals. The proposed system provides the appropriate difficulty of spinning program which reflects the concordance rate of spinning dance gestures and the amount of exercising by analyzing the physical status of participant from his brain and pulse waves and recognizing the skeletal movement in real time. For the higher exercise effect, the system offers a virtual personal trainer to show the correct poses and controls the level of difficulty depending on the concordance rate of participant's motions. The experiment with various participants through the proposed system shows that it is able to help users in getting the available exercise effect in comparatively short time.
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