• Title/Summary/Keyword: Learning Interest

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The Development and Its Application of Teaching and Learning Plan for Making Class of Natural Dyeing and Jogakbo (천연염색과 조각보 만들기 수업을 위한 교수-학습 지도안 개발 및 적용)

  • Park, Hee-Soon;Lee, Hye-Ja
    • Journal of Korean Home Economics Education Association
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    • v.20 no.2
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    • pp.61-73
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    • 2008
  • The purpose of this study was to improve interest and attitude of student's Technology-Home Economics Curriculum and to recognize the change of recognition on Traditional image through Natural Dyeing and Jogakbo making on the unit of making living goods with fabrics in Technology-Home Economics curriculum on first year high school. The abridged result of study following this: First, in Natural Dyeing and Jogakbo making, teaching-learning plan applying LT cooperative studying and learning materials have been developed. Second, after applying the developed lesson plan, the result showed that the change in learning interest and attitude about Technology-Home Economics curriculum was positively improved. After executing the class on Natural Dyeing and Jogakbo making, the interest and concern about tradition were very positively upgraded through the result analyzing the change of recognition on traditional image. Through these results, The Teaching-learning plan and learning materials would show high possibility of application as educational contents about traditional culture in the field of education. After executing the class on making of Natural dyeing and Jogakbo, the learning interest degree and attitude was very positively upgraded, and the recognition on traditional image had been changed to the active and positive recognition.

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A Stduy on Learning Model for Effective Coding Education (효과적인 코딩교육을 위한 학습 모델에 대한 연구)

  • Kim, Si-Jung;Cho, Do-Eun
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.7-12
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    • 2018
  • With our society entering the Fourth Industrial Revolution, there has been heightened interest in coding education, which has led to an increased number of coding classes offered in schools. Once catered to degree holders only, coding courses are now being offered as liberal arts courses to even non-majors. As the importance of computing abilities and creativity-oriented education through software learning becomes increasingly pronounced, the need for research on effective coding learning is growing more urgent. The present study sought an effective coding education model that would encourage and enhance learners' participation and interest in coding. The proposed learning model is designed to invoke learner's recognition of various coding grammars and data search in the process of designing and performing their own unique project. Application of the proposed learning model and analysis of such case studies showed improvement in learning outcomes. One can expect improved performance among learners if the proposed learning model is applied to various coding courses.

The Interest of Activity and Learning Contents in SW Education Using Robot: Focused on Hamster Robot (로봇 활용 SW 교육에서 활동 및 학습 내용에 따른 학습자 흥미: 햄스터 로봇을 중심으로)

  • Noh, Jiyae;Park, Kwang-Hyun
    • Journal of The Korean Association of Information Education
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    • v.23 no.1
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    • pp.85-95
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    • 2019
  • In this paper, we investigated the learners' interest of activity and learning contents in elementary school SW education using robot. In order to achieve the purpose of this paper, SW education using Entry and Hamster robot was conducted to 15 students who was participated in educational program in Youth training center. In addition, we examined mean difference using descriptive statistics. Our results show that students were generally interested in activities related to hamster robots. Further, interest was associated with gender. Specifically, boys were more interested in activities related to axis acceleration sensor and light sensor and girls were more interested in activities related to sound and movement. This paper was investigated students' interest and identify differences depending on gender, and supposed the concrete data that can be used in the school field.

The Influences of Cognitive Conflict and Situational Interest by a Discrepant Event on the Conceptual Change Process in Learning the Concept of Combustion (연소 개념 학습에서 변칙 사례에 의한 인지 갈등 및 상황 흥미가 개념 변화 과정에 미치는 영향)

  • Choi, Sook-Yeong;Kang, Suk-Jin;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.28 no.8
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    • pp.779-785
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    • 2008
  • In this study, we investigated the role of a discrepant event from both cognitive and motivational perspectives in learning the concept of combustion. A preconception test, a test of response to a discrepant event, and a situational interest questionnaire were administered to 433 eighth graders. After learning the concept of combustion, the tests of attention, effort, and conceptual understanding were administered as post-tests. The reponses of 208 students who had been found to possess the target misconception were analyzed. The percentages of rejection and exclusion responses were relatively high compared to the previous studies about density concept, whereas a proportion of belief change was low. The results of the path analysis indicated that situational interest after presenting an alternative hypothesis had a direct effect and an indirect effect via attention and effort on conceptual understanding. Situational interest induced by a discrepant event directly influenced cognitive conflict after presenting an alternative hypothesis.

  • Han, Cheon-Woo;Hwang, Su-Young;So, Yeon-Hee;Lee, Myung-Jin;Lim, Ka-Ram;Lee, Woo-Gul;Lee, Sun-Young;Back, Sun-Hee;Woo, Yeon-Kyoung;Yoon, Mi-Sun;Kim, Sung-Il
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.893-901
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    • 2006
  • The major limitation of the traditional Intelligent Tutoring Systems (ITS) is that interface is mainly focused on the cognitive factors. However, the new direction of ITS is shifting form the cognitive perspectives to the motivational perspectives reflecting the individual differences. In this study, the specific design guidelines for motivational interface of ITS are proposed to promote learner's motivation to learn during the interaction with the ITS. First, ITS should be able to reflect individual differences in cognitive abilities, interest and motivation, and ongoing changes of the interestingness and comprehensibility during learning activities. Second, it is essential for ITS to guarantee learner controllability, diverse learning activities, curiosity, self-relevance, and challenge to enhance the level of motivation and situational interest. Third, the game-like properties are also needed to maximize the motivational effect of learning with ITS.

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Analysis on Features of Prospective Mathematics Teachers' Motivation in Learning Mathematics (예비 수학교사의 수학 학습동기 특징 분석)

  • Lee, Jong-hak;Kim, Somin
    • Journal of the Korean School Mathematics Society
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    • v.23 no.4
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    • pp.491-508
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    • 2020
  • In this study, by measuring and analyzing the motivation of prospective mathematics teachers in learning mathematics, we tried to understand the features of prospective teachers' learning motivation and find the implications of developing expertise in terms of learning motivation. Prior research related to learning motivation identifies the three elements that consist of learning motivation as values, self-efficacy, and interest. Based on these elements, a survey tool was developed to investigate the learning motivation of prospective mathematics teachers. This survey was then carried out for 120 students in the mathematics education department of a local college. In addition, the survey asked what methods prospective teachers would choose for motivating their future students. According to the results of this study, the overall motivation of prospective mathematics teachers differed by grade (academic year) and there were significant differences between grades in self-efficacy and interest factors. In addition, the prospective teachers preferred to use interesting materials rather than inform the value of learning mathematics to induce learning motivation. Therefore, it is necessary to enhance this self-efficacy and interest in learning and to provide various material to strengthen this motivation for learning.

Research and Implementation of U-Learning System Based on Experience API

  • Sun, Xinghua;Ye, Yongfei;Yang, Jie;Hao, Li;Ding, Lihua;Song, Haomin
    • Journal of Information Processing Systems
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    • v.16 no.3
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    • pp.572-587
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    • 2020
  • Experience API provides a learner-centered model for learning data collection and learning process recording. In particular, it can record learning data from multiple data sources. Therefore, Experience API provides very good support for ubiquitous learning. In this paper, we put forward the architecture of ubiquitous learning system and the method of reading the learning record from the ubiquitous learning system. We analyze students' learning behavior from two aspects: horizontal and vertical, and give the analysis results. The system can provide personalized suggestions for learners according to the results of learning analysis. According to the feedback from learners, we can see that this u-learning system can greatly improve learning interest and quality of learners.

The Effects of Collocation-Based Instruction on L1-Korean High School Students' English Vocabulary Acquisition

  • Kim, Youngsu;Ma, Jee Hyun
    • English Language & Literature Teaching
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    • v.17 no.3
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    • pp.141-159
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    • 2011
  • This study examined the effects of collocation-based instruction on L2 vocabulary acquisition and learners' interests in it. Fifty one students were randomly assigned to the experimental group (collocation-based instruction group) and to the control group. The participants' English vocabulary capacity was checked through pre and post tests, and two surveys were used to probe the learners' vocabulary learning behaviors and their interests in English vocabulary learning respectively. To better understand the participants' opinions and feelings on the collocation-based learning, follow-up interviews were also carried out. The results showed that second language (L2) learners' vocabulary capacity was significantly improved through collocation-based instruction. However, the participants' degree of interest in vocabulary learning did not reach our expectation partly because of external factors such as the Test for the College Scholastic Ability Test (CSAT) and lack of familiarity of collocations. Such results indicate that the high school students' rooted perception of putting importance on test-based language learning could not be easily changed since it is closely related to their immediate needs. Based on the results, this study suggested how to implement collocations into L2 classrooms effectively.

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The Interactive Anonymous "Must-have" Quiz: A Simple Method to Enhance Students Concept Learning in Organic Chemistry Course

  • Cha, Jeongho;Kan, Su-Yin;Chia, Poh Wai
    • Journal of the Korean Chemical Society
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    • v.60 no.6
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    • pp.428-435
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    • 2016
  • Effective mastering and learning of basic organic chemical concepts is pivotal to ensure students continue to excel to the higher levels of organic chemistry learning. Concept learning is crucial for first-year organic chemistry students so that they can comprehend and understand a concept better and able to make connection to problems. In the present paper, the authors have implemented the Interactive Anonymous Quiz (IAQ) with "must-have" features in the organic chemistry course as a teaching tool to instill students' interest and enhance conceptual understanding in organic chemistry. The effectiveness of this activity was examined and evaluated through students' reflective writing. Students showed positive learning outcome on the implemented activity as reflected by the reflective writings. In addition, this activity could be employed as an activity to check on students' concept understanding, to instill students' interest in organic chemistry course and to improve on students' weakest topic in organic chemistry in the future classes.

A Case Study of Educational Content using Arduino based on Augmented Reality

  • Soyoung Kim;Heesun Kim
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.268-276
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    • 2023
  • The representative branch of ICT education is Arduino. However, there are various problems when teaching using Arduino. Arduino requires a complex understanding of hardware and software, and this can be perceived as a difficult course, especially for beginners who are not familiar with programming or electronics. Additionally, the process of connecting the pins of the Arduino board and components must be accurate, and even small mistakes can lead to project failure, which can reduce the learner's concentration and interest in learning Arduino. Existing Arduino learning content consists of text and images in 2D format, which has limitations in increasing student understanding and immersion. Therefore, in this paper analyzes the necessary conditions for sprouting 'growing kidney beans' in the first semester of the fourth grade of elementary school, and builds an automated experimental environment using Arduino. Augmented reality of the pin connection process was designed and produced to solve the difficulties when building an automation system using Arduino. After 3D modeling Arduino and components using 3D Max, animation was set, and augmented reality (AR) content was produced using Unity to provide learners with more intuitive and immersive learning content when learning Arduino. Augmented reality (AR)-based Arduino learning content production is expected to increase educational effects by improving the understanding and immersion of classes in ICT education using Arduino and inducing fun and interest in physical computing coding education.