• Title/Summary/Keyword: Learning Engagement

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An Exploration of the Associations between the Features of Science Performance Assessments and PCK during High School Integrated Science Lessons (고등학교 통합과학 수행평가 사례를 통해 탐색한 교사의 수행평가 실천 특성과 PCK 사이의 관련성)

  • Kang, Nam-Hwa;Kim, Minji
    • Journal of The Korean Association For Science Education
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    • v.40 no.3
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    • pp.291-305
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    • 2020
  • The purpose of this study is to examine whether and how the features of performance assessments implemented during integrated science classes are related to teachers' PCK. We observed and video recorded four high school teachers' performance assessment practices, interviewed them, and surveyed their PCK. An analysis of the data shows that the teachers' performance assessment practices differed in terms of assessment of process, diagnosis of student learning progress, feedback, degree of classroom interactions, and use of assessment criteria. In particular, the opportunities for students to participate in assessment actively and use of assessment for learning varied across teachers. Also, relational patterns among science teaching orientations, PCK and performance assessment practices were found. When a teacher aimed at teaching for both academic learning and scientific literacy, sophisticated PCK was shown and assessment practices were complex accordingly. When scientific literacy was emphasized PCK highlighted experiential learning and assessments were not clearly distinguished from learning activities. In contrast, when academic achievement was emphasized traditional teaching strategies and assessments were highlighted. Based on these findings a number of topics for professional development are suggested including strategies for students' active engagement in assessment, use and development of specific assessment criteria, strategies for assessing performance qualities, and intuitive assessment competency development. Further research topics are also suggested.

Qualitative Approach to Quality of Educational Service in Bio-PRIDE Consortium University (Bio-PRIDE 공유대학의 교육 서비스 품질에 대한 질적인 접근)

  • Su-Hyun Ahn;Sang-Jun Lee
    • Journal of Practical Engineering Education
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    • v.16 no.4
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    • pp.599-609
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    • 2024
  • The government has introduced the Regional Innovation System (RIS) to establish regional innovation platforms, leading to the creation of the Bio-PRIDE shared university in the Chungbuk region, centered around the bio-health industry. The purpose of this study is to analyze the educational service quality of the Bio-PRIDE shared university through a qualitative approach. To achieve this, in-depth exploration of the experiences of students participating in the Bio-PRIDE shared university was conducted using Focus Group Interviews (FGI) and telephone interviews. The study identified three main findings: 1) Motivations for student participation included recommendations and support from professors, economic benefits and scholarships, the flexibility and convenience of remote learning, and the appeal of new learning experiences and challenges. 2) Experiences during participation revealed themes such as the effectiveness and challenges of remote classes, the value of providing up-to-date technology and content, student engagement and commitment, and communication and support from faculty. 3) The impact of participation after completing the program highlighted the importance of innovative learning experiences and expanded choices, the significance of information accessibility and learning support, the need for improved promotion and awareness of the shared university, and the necessity for administrative support and communication. In conclusion, the Bio-PRIDE shared university has successfully implemented educational innovation, offering students new learning experiences and contributing to the broadening of their academic perspectives. This study will serve as a foundational resource for improving the educational service quality and ensuring the successful operation of the Bio-PRIDE shared university in the future.

A Study on Developing a Web Care Model for Audiobook Platforms Using Machine Learning (머신러닝을 이용한 오디오북 플랫폼 기반의 웹케어 모형 구축에 관한 연구)

  • Dahoon Jeong;Minhyuk Lee;Taewon Lee
    • Information Systems Review
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    • v.26 no.1
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    • pp.337-353
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    • 2024
  • The purpose of this study is to investigate the relationship between consumer reviews and managerial responses, aiming to explore the necessity of webcare for efficiently managing consumer reviews. We intend to propose a methodology for effective webcare and to construct a webcare model using machine learning techniques based on an audiobook platform. In this study, we selected four audiobook platforms and conducted data collection and preprocessing for consumer reviews and managerial responses. We utilized techniques such as topic modeling, topic inconsistency analysis, and DBSCAN, along with various machine learning methods for analysis. The experimental results yielded significant findings in clustering managerial responses and predicting responses to consumer reviews, proposing an efficient methodology considering resource constraints and costs. This research provides academic insights by constructing a webcare model through machine learning techniques and practical implications by suggesting an efficient methodology, considering the limited resources and personnel of companies. The proposed webcare model in this study can be utilized as strategic foundational data for consumer engagement and providing useful information, offering both personalized responses and standardized managerial responses.

A Study on the Reform of Mathematics Education from the Comparison of Classroom Culture (교실문화 비교를 통한 수학교육개혁에 관한 소고)

  • 방정숙
    • Journal of Educational Research in Mathematics
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    • v.11 no.1
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    • pp.11-35
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    • 2001
  • Many teachers report familiarity with and adherence to reform ideas, but their actual teaching practices do not reflect a deep understanding of reform. Given the challenges in implementing reform, this study intended to explore the breakdown that may occur between teachers' adoption of reform objectives and their successful incorporation of reform ideals. To this end, this study compared and contrasted the classroom social norms and sociomathematical norms of two United States second-grade teachers who aspired to implement reform. This study is an exploratory, qualitative, comparative case study. This study uses the grounded theory methodology based on the constant comparative analysis for which the primary data sources were classroom video recordings and transcripts. The two classrooms established similar social norms including an open and permissive learning environment, stressing group cooperation, employing enjoyable activity formats for students, and orchestrating individual or small group session followed by whole group discussion. Despite these similar social participation structures, the two classes were remarkably different in terms of sociomathematical norms. In one class, the students were involved in mathematical processes by which being accurate or automatic was evaluated as a more important contribution to the classroom community than being insightful or creative. In the other class, the students were continually engaged in significant mathematical processes by which they could develop an appreciation of characteristically mathematical ways of thinking, communi-eating, arguing, proving, and valuing. It was apparent from this study that sociomathematical norms are an important construct reflecting the quality of students' mathematical engagement and anticipating their conceptual learning opportunities. A re-theorization of sociomathematical norms was offered so as to highlight the importance of this construct in the analysis of reform-oriented classrooms.

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Development of Game Programming Education Model 4E for Pre-Service Teachers (예비교사를 위한 게임 프로그래밍 교육모델 4E 개발)

  • Sung, Younghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.561-571
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    • 2019
  • Programming education generally includes problem analysis process, automation through algorithms and programming, and generalization process. It is a good software education method for students in improving computing thinking. However, it was found that beginners had difficulties in understanding instruction usage, writing algorithms, and implementing programming. In this study, we developed a game programming education model and curriculum for programming education of pre-service teachers. The 4E model consisted of empathy, exploration, engagement and evaluation. In addition, it is configured to learn game core elements and core command blocks by each stage. To help the pre-service teachers understand the use of various programming blocks, a three-step teaching and learning method was presented, consisting of example learning, self-game creation, and team-based projects. As a result of applying and verifying the curriculum for 15 weeks, it showed significant results in the 4E model and pre-service teachers' perception of block programming competence and the level of computational thinking on the submitted game project results was also high.

Digital Multimodal Storytelling: Understanding Learner Perceptions (디지털 멀티모달 스토리텔링: 학습자 인식에 대한 이해)

  • Chung, Sun Joo
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.174-184
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    • 2021
  • The present study intends to understand how multimodality can be implemented in a content course curriculum and how students perceive multimodal tasks. Twenty-eight students majoring in English were engaged in a digital storytelling assignment as a part of the content curriculum. Findings from the questionnaire and reflective essays that investigated students perceptions of digital storytelling showed that students felt that the assignment helped them engage in the task and felt motivated. In comparison to traditional writing tasks, students perceived digital storytelling to be more engaging and motivating, but felt that the assignment required more mental effort and caused more anxiety. By supporting students to explore technology and implement multimodal aspects in the learning process, digital storytelling can encourage engagement and autonomous learning to create meaningful works that are purposeful and enjoyable.

Specialists' Views Concerning the Assessment, Evaluation, and Programming System (AEPS) in Associations for Children with Disabilities in Saudi Arabia

  • Munchi, Khiryah S.;Bagadood, Nizar H.
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.91-100
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    • 2022
  • To support early intervention, it is necessary to develop programming system tools that enable accurate, valid, and reliable assessments and can help achieve reasonable, generalizable, and measurable goals. This study examined the Assessment, Evaluation, and Programming System (AEPS) used by associations of children with disabilities in Saudi Arabia to assess its suitability for children with intellectual disabilities. A group of 16 specialists with different professional backgrounds (including special education, physiotherapy, occupational therapy, speech therapy and psychology) from 11 associations of children with disabilities took part in semi-structured personal interviews. The study concluded that AEPS is generally suited for use with children with intellectual disabilities. However, its suitability depends on the type and severity of the child's disability. The more severe the disability, the less effective the AEPS is likely to be. On the basis of this finding the researchers formed interdisciplinary teams to organise and integrate the children's learning and assess the benefits of AEPS, including its accuracy and ability to achieve adaptive, cognitive, and social targets, enhance family engagement and learning and develop basic development skills. This study also identified obstacles associated with the use of AEPS. These include the lack of comprehensiveness and accuracy of the goal, lack of precision and non-applicability to large movements and the fact that it cannot be used with all children with intellectual disabilities. In addition, the research showed that non-cooperation within the family is a major obstacle to the implementation of the AEPS. The results of this study have several implications.

Satisfaction with Online Classes of Nursing Students: Focused on Nursing Theoretical Courses

  • Park, Mi-Sook
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.127-136
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    • 2022
  • In this paper, I propose the level of satisfaction with online classes of nursing students and its influencing factors. The participants was 175 nursing students who had enrolled in H university located at Chungcheongbuk-do. The data was collected using a questionnaire which consisted of satisfaction with online classes, learner's efforts, instructor's efforts, interpersonal interaction, and university's supports. The mean score for satisfaction with online classes(scores ranged form 1 to 5) was 3.99. The influencing factors of satisfaction with online classes were intention of using online(p<.001), academic achievement(p=.003), instructor's effort(p=.038), and evaluation of class and management(p=.044), and its explanatory power was 50.2%. The most important things to improve online learning were instructor in problem of operation and server capacity and sound in problem of techniques. Based on the theses results, in order to increase satisfaction with online classes, it is needed to develop strategies to improve intention of using online and academic achievement. Also, instructor's efforts and university's active supports were considered to increase satisfaction with online classes among nursing students.

Hakeem: An Arabic Application Aimed to Teaching Children First Aid using Augmented Reality

  • Al-ajlan, Monirah;Altukhays, Wujud;Alyousef, Deema;Almansour, Aljawharah;Alsukayt, Layan;Alajlan, Halah
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.368-374
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    • 2022
  • Children are by nature curious and enthusiastic about learning and love to explore and search for everything they see around them, but as a result of this exploration they may sometimes be exposed to dangerous situations ranging from falls to poisoning and suffocation. That is why when supporting a child's natural desire to explore the world and supporting his awareness of dangerous situations and good handling of them, helps him build a conscious scientific mind and enhance his curiosity in the natural world. It is not easy to imagine a difficult situation in which we or one of our family is in danger, unable to help ourselves or to help them in time, due to our complete ignorance of the rules of first aid. Hence the importance of learning first aid not only for the child but for the community and the world at large. "Hakeem" is an Arabic E-health educational application that aims to teach children from the age of six to eleven years first aid, in our belief that the seed of renaissance lies in the care and education of children, and the lack of Arabic content that aims to teach children first aid skills. The idea is to create a scenario in which the child is responsible for saving the person who will be in a dangerous situation using Augmented Reality (AR) technology, to increase engagement and interaction and provides a rich user experience, and according to the child's performance, he will get reward points. The game will have several levels: Beginner, Intermediate, and Hakeem, and based on the player's points he will get a title and move to the next level, and when he reaches the end, he will get the certificate.

Design of Hardware(Hacker Board) for IoT Security Education Utilizing Dual MCUs (이중 MCU를 활용한 IoT 보안 교육용 하드웨어(해커보드) 설계)

  • Dong-Won Kim
    • Convergence Security Journal
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    • v.24 no.1
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    • pp.43-49
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    • 2024
  • The convergence of education and technology has been emphasized, leading to the application of educational technology (EdTech) in the field of education. EdTech provides learner-centered, customized learning environments through various media and learning situations. In this paper, we designed hardware for EdTech-based educational tools for IoT security education in the field of cybersecurity education. The hardware is based on a dual microcontroller unit (MCU) within a single board, allowing for both attack and defense to be performed. To leverage various sensors in the Internet of Things (IoT), the hardware is modularly designed. From an educational perspective, utilizing EdTech in cybersecurity education enhances engagement by incorporating tangible physical teaching aids. The proposed research suggests that the design of IoT security education hardware can serve as a reference for simplifying the creation of a security education environment for embedded hardware, software, sensor networks, and other areas that are challenging to address in traditional education..