• Title/Summary/Keyword: Learning environment design

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A Study on the educational environment according to the teaching and learning method for the realization of the future school - Focused on the consumer needs analysis of K middle school & S middle school - (미래 교수학습방법에 따른 교과교실 교육 환경을 위한 기초 연구 - K중학교 & S중학교 수요자 요구 분석을 중심으로 -)

  • Lee, Jae-Lim
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.21 no.2
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    • pp.11-24
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    • 2022
  • The purpose of this study is to derive a curriculum environment for operating various student-centered teaching and learning methods, and the following results were derived: First, most of the lectures, discussions and consultations, data search, report preparation, presentation, work exhibition, and others were commonly derived, regardless of the types of long-term and short-term project classes for each subject. In particular, the necessity of operating various classes at the same time was suggested, indicating the need for an integrated teaching and learning operation environment in the unit subject class. Second, considering that practical classes are linked concurrently to lectures and discussion classes to conduct one subject class, it is necessary to switch to a specialized curriculum system that allows various classes such as lectures to be carried out at the same time. Third, as a result of grasping the appropriateness of the space size of the subject class for realizing different class types in the future, it can be seen that the space size of the practice room, including the space for practice and the area for exhibition, should be expanded. Based on the research results, the spatial environment for the operation of future teaching and learning classes is based on the public curriculum classroom system, and whether professional curriculum classes, such as lecture rooms and discussion and presentation rooms, are secured according to the number of students.

A Study of On-line Education on Training Effectiveness (온라인(on-line) 교육훈련의 효과성에 관한 연구)

  • 남기찬;임효창;황국재
    • Journal of the Korean Operations Research and Management Science Society
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    • v.27 no.1
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    • pp.75-94
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    • 2002
  • The development of Information technologies huts contributed on-line training as one of important education methods. On-line training In firms, which is similar to e-learning or virtual education, provides trainees with more education opportunities in diverse ways. It has developed a range of innovative services with an one-stop solution of education within the electronic sector. Also under the on-line training environment, trainees can undertake customized training packages at anytime and any places. Moreover, information technology allows both the trainers and other trainees to be decoupled in any of the elements of time, place, and space. Two research questions are investigated : what are the determinants affecting the on-line training effectiveness and how those variables effect the two aspects of training effectiveness: learning performance and transfer performance. Based on the previous literature conducted on the traditional training environment, the determinants of training effectiveness are derived. light hypotheses are developed based on literature reviews and tested by questionnaires survey data. The collected data have been analyzed by LISREL. It is found that the relationship between individual, organizational and on-line sloe design variables and training effectiveness (learning and transfer) are significant. The contribution and limitations of this research are also discussed tilth future studies.

A Case Study of Problem-Based Learning and Action Learning at a University

  • CHANG, Kyungwon
    • Educational Technology International
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    • v.11 no.1
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    • pp.145-169
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    • 2010
  • Many universities are searching for educational methods to cultivate problem-solving ability and cooperative learning ability or already trying to implement them. Problem Based Learning(PBL) and Action Learning(AL) are effective teaching and learning methods to cultivate men of talent qualified for problem-solving and cooperative learning abilities that universities are seeking after. PBL and AL have something in common in that learning is accomplished while learners are solving the authentic problem. But, in spite of this similarity, PBL and AL have differences. However, most literatures and cases on these two models introduce only the outline of commons and differences and do not provide teachers with actual helping aids to select a model appropriate for the actual design or operation of classes. Accordingly, many teachers usually select and utilize a familiar model rather than select a proper model to the nature of a subject and the educational goal. Teaching and learning methods or learning environment should be selected appropriately to the educational goal. This study indicates the characteristics of PBL and AL that are being introduced and utilized as a principal teaching and learning method of college education and then shows how this method can be realized in the university by comparing the cases of classes applied in two methods.

Adaptive Recommendation System for Health Screening based on Machine Learning

  • Kim, Namyun;Kim, Sung-Dong
    • International journal of advanced smart convergence
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    • v.9 no.2
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    • pp.1-7
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    • 2020
  • As the demand for health screening increases, there is a need for efficient design of screening items. We build machine learning models for health screening and recommend screening items to provide personalized health care service. When offline, a synthetic data set is generated based on guidelines and clinical results from institutions, and a machine learning model for each screening item is generated. When online, the recommendation server provides a recommendation list of screening items in real time using the customer's health condition and machine learning models. As a result of the performance analysis, the accuracy of the learning model was close to 100%, and server response time was less than 1 second to serve 1,000 users simultaneously. This paper provides an adaptive and automatic recommendation in response to changes in the new screening environment.

A Multimedia Tutorial system for Learning the French Language

  • Jho, Gook-Hyung;Jang, Jae-Hyuk;Sim, Gab-Sig
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.1
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    • pp.191-198
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    • 2016
  • This paper aims to present how to design and implement a multimedia tutorial system for the self-learning French language using Director with additional tools. To implement a multimedia tutorial system we need to design several steps. First, we should choose the level of the users and design tutorial. Second, we should prepare all materials such as sounds, graphics, text and video. Finally, we should implement the selected elements and control the educational software. Due to the nature of the paper, it must emphasize French basic conversation to make environment that be used in each scene and the scene of the context dialog. In view of the fact that the fitness of each content utilization field of multimedia authoring tool is high, it is possible as part of the system sizing process of the manufacturing process, to impart its meaning. This learning-contents are composed of 10 units each situation, and we anticipate there are the several effects of this system on basic French students. This system helps lecturer get French students interested in lessons, and enables learner to learn French of the role of iterative practice by linking image and sound. Also this system helps learners to prepare and review French studying after a lesson and allows leaners to maximize their efficiency. The future of this work is to implement this system on the app.

Design of Effective Teaching-Learning Method in Algorithm theory Subject using Flipped Learning (플립러닝을 적용한 알고리즘 이론교과목의 효과적인 교수학습방법 설계)

  • Jang, Sung-jin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.5
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    • pp.1042-1048
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    • 2017
  • Recently rapid changes in the industrial environment require new talents in companies. Flipped learning is drawing attention as an effective teaching-learning method. The existing traditional lecture teaching-learning method have various problems that the dropout rates of the student is high and the creative problem solving ability is hindered. In the case of the IT engineering college, most of the major theoretical courses require prior learning of the prerequisite coursework subjects. Therefore, effective teaching-learning methods must be developed to improve student participation and academic achievement. This paper proposes the flipped learning model consisting of five sets that combine the flipped learning and practice to improve student motivation and self - directed learning. Also, this paper analyzes the learning effect by applying it to the algorithm lecture of computer engineering and presents problem and utilization plan according to the result.

A Study on the Applicability of University Facilities to Future Higher Education (국내 국립대학시설의 미래교육 적용 가능성에 대한 실태조사 기초 연구)

  • Shin, Eun-Gyeong;Park, Sung-Chul
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.23 no.3
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    • pp.27-35
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    • 2024
  • With the rapid advancement of the fourth industrial revolution, universities need to nurture talents that can lead and respond to the future society based on the demands of higher education and job changes. A huge change from lecture-centered learning to student-centered learning forces university facilities to be renovated depending on the diversity of teaching-learning methods. This research proposes design principles and government policies on renovation of the university facilities in Korea. Literature review found educational factors (i.e., individuality, diversity, convergence, community, and publicness) and architectural factors in higher education. A case study on floor plans of the universities in Korea showed that the facilities are not suitable for student-centered learning in terms of educational and architectural factors. This finding was confirmed in a field survey.

Design and Development of Robot Command Card for Coding Learning

  • Han, Sun-Gwan
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.1
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    • pp.49-55
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    • 2018
  • In this paper, we propose a design and development of instructional cards to understand the grammar of coding, solving the problems and extending the computational thinking in the robot-driven environment. First, we designed the input/output module of the robot to process the coding grammar through the function analysis of the robot. And we designed the module of command card to learn coding grammar using color sensors. We have proven the validity of the designed instruction card by examining the experts to see if it is suitable for coding grammar learning. Designed robot and command card were developed with 28 cards and sensor robot. After applying the developed robot and command card to the elementary school students, the questionnaire showed that students grow the understanding and confidence of coding. In addition, students showed an increased need for programming learning.

The Effects of Online Real-time Constuctivist Practical Trainings in an IT Company (IT 기업의 구성주의 교수학습환경 기반 실시간 온라인 실습 교육 효과 분석)

  • Ahn, Seulki;Lee, Myunggeun
    • Journal of Engineering Education Research
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    • v.27 no.2
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    • pp.25-34
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    • 2024
  • Due to the Covid-19 pandemic, it seems to have been impossible to run offline training courses. To overcome this situation, online training courses has been emerged. Just moving the educational environment from offline to online instead of re-designing the curriculum, however, is not effective for trainees. To maximize educational effectiveness, it is necessary to re-design the curriculum based on constructivist appoach which gives trainees experience on skills and knowledge about their job. As for re-designing the curriculum into real-time online practical learning based on constructivism, learning satisfaction and work efficacy of trainees may have been increased. From these results, HRD professionals in an IT company should need to consider how to structure the curriculum when they design the real-time online practical learnings.

Application of Variant Game Elements System for Phonics Education (파닉스 적용 사례로 본 게임 요소 가변 시스템)

  • Seo, Eun-Hye;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.113-121
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    • 2010
  • This study proposes an educational game system that fit for portable internet environment as a solution to disadvantages of conventional education systems such as lack of understanding learners' learning level and one-way learning. The study analyses conventional e-Learning contents and platforms and proposes a new system adequate for high contents reusability and user-demand service. The learning contents that mainly consist of animations and games can be adjusted to learners' level, and therefore, learners can study according to various scenarios, not constrained in a fixed pattern. Our system is expected to bring much more fun to learners and the education can be conducted more effectively. To show the effectiveness of our system, an example of english pronunciation game was illustrated. As a result, the week points of the conventional e-Learning was overcame and new features of the interactivity was adopted to build a more effective educational game system.