• Title/Summary/Keyword: Literacy learners

Search Result 105, Processing Time 0.02 seconds

The Design of a Smart Education Teaching-Learning Model for Pre-Service Teachers (예비 교사를 위한 스마트교육 교수 학습 모형 설계)

  • Jeon, Mi-Yeon;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.10a
    • /
    • pp.247-251
    • /
    • 2014
  • As smart education increases the demand for new teaching-learning methods, teacher training colleges need to systematize smart education teaching-learning methods for pre-service teachers. This study designed a smart education teaching-learning model, which is applicable to pre-service teachers, by analyzing the smart education teaching-learning types for primary and secondary schools at national and international levels and by analyzing the Creation Teaching Learning Assessment (CTLA) model. The goal of smart education is to reinforce capability of learners. The smart education teaching-learning model designed to help pre-service teachers reinforce their smart literacy is suitable for reinforcing capability of future learners to receive smart education. The smart education teaching-learning model in this study was designed as a 15-week teaching plan applicable to pre-service teachers at teacher training colleges. In the teaching-learning model, problem-based learning (PBL), a situated learning model, and cooperative learning model were applied to weekly instructions. Further research should be conducted to prove its effectiveness in allowing pre-service teachers to reinforce their smart literacy by making gradual improvement in this model and to develop and test smart education teaching-learning models constantly.

  • PDF

Research on Korean Language Textbooks to Activate Media Literacy for the Era of Cultural Convergence (문화융합시대의 미디어 리터러시 활성화를 위한 국어교재 연구)

  • Lim, Ji-Won
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.7
    • /
    • pp.389-395
    • /
    • 2020
  • This discussion is a study that proposes to introduce a strategy to positively interpret the narrative meaning in media language based on a generalized cognitive environment in order to activate correct media literacy in the era of cultural convergence. have. In particular, by using advertising content that has the most reinforced creativity related to cultural interpretation, it was induced to grasp the informational manifestation of that era and to reproduce meaning interpretation with relevance. In addition, it attempted to utilize an argumentative writing strategy in the process of reproducing Korean language learners' writing, which was capable of cognitive interpretation. The intention of the public service advertisement content developer always expects a positive effect in the social and cultural aspect, and the learner dreams of reflection and a correct future through the effect. The research on activating media literacy in the era of cultural convergence, which I intended, has not yet been much discussed. We hope that the proposed discussion of this study will be actively utilized in mass media language education of the contents of textbooks for Korean language learners, and we are sorry for the part that does not contain quantitative analysis contents, and we expect the results in subsequent thesis.

Learners' Perceptions on Integrating Reading and Writing in L2 College Composition Classes (제2언어 학습자들의 읽기-쓰기 통합에 대한 인식: 대학영작문반)

  • Kim, Sun-Young
    • Korean Journal of Cognitive Science
    • /
    • v.18 no.3
    • /
    • pp.255-284
    • /
    • 2007
  • This study explored the ESL college learners' perceptions on integrating reading and writing in the context of the reading-to-write composition classroom. Using the panel survey (N=60) that repeatedly measured the same set of individuals at three different times during a semester, this study examined whether students' perceptions on reading-writing integrations were reshaped over the course of classroom practices. The survey instrument was developed to assess the perception scores from less integrative continua to more integrative continua on a 5-point Likert scale. A two-factor ANOVA with repeated measures was performed to evaluate mean differences across the perception groups and over the three treatment times. The results do not demonstrate a significant treatment effect, suggesting that L2 learners' integrative perceptions were stable over the course of the semester. The dynamics in the perception changes differed widely across the perception groups. This result provides insights into understanding students' reading-writing practices and thus into instructional practices applicable to the classrooms. The present study argues for 12 learners' perceptions on integrating reading and writing as a key construct to understand their literacy practices involved in the composing process.

  • PDF

Learning Method of Data Bias employing MachineLearningforKids: Case of AI Baseball Umpire (머신러닝포키즈를 활용한 데이터 편향 인식 학습: AI야구심판 사례)

  • Kim, Hyo-eun
    • Journal of The Korean Association of Information Education
    • /
    • v.26 no.4
    • /
    • pp.273-284
    • /
    • 2022
  • The goal of this paper is to propose the use of machine learning platforms in education to train learners to recognize data biases. Learners can cultivate the ability to recognize when learners deal with AI data and systems when they want to prevent damage caused by data bias. Specifically, this paper presents a method of data bias education using MachineLearningforKids, focusing on the case of AI baseball referee. Learners take the steps of selecting a specific topic, reviewing prior research, inputting biased/unbiased data on a machine learning platform, composing test data, comparing the results of machine learning, and present implications. Learners can learn that AI data bias should be minimized and the impact of data collection and selection on society. This learning method has the significance of promoting the ease of problem-based self-directed learning, the possibility of combining with coding education, and the combination of humanities and social topics with artificial intelligence literacy.

The Effect of Computer Literacy on Learner's Cognitive Aspects Learning Ability (학습자의 정보 활용 능력이 인지적 측면의 학습역량에 미치는 영향)

  • Ahn, Sung Hun
    • Journal of The Korean Association of Information Education
    • /
    • v.23 no.2
    • /
    • pp.169-177
    • /
    • 2019
  • In this paper, According to researches on the effectiveness analysis of digital textbooks for the last three years, it was turned out in digital textbook research school that learners' computer literacy is the most effective factor and the basic ability required to use digital textbooks. Therefore, in this paper, the effects of computer literacy on various factors were analyzed. For this purpose, after the level of learner's computer literacy was divided into upper, middle, and lower, and the effects of each level on cognitive aspects ability(problem solving ability, self-directed learning ability, and critical thinking ability) were analyzed. As a result, It turned out that the learner 's computer literacy has a close correlation with cognitive aspects ability(problem solving ability, self-directed learning ability, and critical thinking ability), and has a significant effect on cognitive aspects ability. In particular, the group with lower level of computer literacy had the greatest influence on the cognitive aspects ability, and the group with upper level had the greatest influence on the cognitive aspects ability in score improvement. Therefore, this paper suggests that various types of computer literacy education are needed to use effective digital textbooks.

Analysis of the Effects of Learners' Visual Literacy and Thinking Patterns on Program Understanding and Writing in Basic Coding Education for Computer Non-majors (컴퓨터 비전공자를 위한 기초 코딩 교육에서 학습자의 시각적 문해력과 사고 유형이 프로그램 이해와 작성에 미치는 영향 분석)

  • Park, Chan Jung;Hyun, Jung Suk
    • The Journal of Korean Association of Computer Education
    • /
    • v.23 no.2
    • /
    • pp.1-11
    • /
    • 2020
  • As software and artificial intelligence education became more and more important, in December 2019, the Ministry of Science and ICT announced plans to expand software and AI education to mandatory education in elementary and secondary schools by 2022. In addition to elementary and secondary schools, most universities are actively engaged in software education for computer non-majors, but research on coding education for computer non-majors is insufficient. The purpose of this paper is to find an efficient teaching and learning method for coding education for computer non-majors. Nowadays, college students, called Millennial and Generation Z, prefer visual information and are familiar with computers as digital natives. Based on these characteristics, this study examined the visual literacy and thinking styles of college students and then examined whether the students' visual literacy and thinking styles influenced coding-based problem solving in coding subjects. Based on this, this paper proposes an alternative to do programming education more efficiently for students who are new to coding.

Analysis of Achievement and College Major Choice According to Longitudinal Pattern of Awareness of ICT Literacy and Frequency of Computer Use (컴퓨터 활용능력과 빈도의 종단적 패턴에 따른 학업성취도와 대학전공 선택 분석)

  • Shim, Jaekwoun
    • The Journal of Korean Association of Computer Education
    • /
    • v.23 no.1
    • /
    • pp.53-61
    • /
    • 2020
  • In the information society, the ability of learners to use computers to conduct self-directed learning is important. Indeed, the higher the computer's ability to use computers, the more the academic achievement needs to be analyzed. The purpose of this study was to identify longitudinal trajectories of student awareness of ICT literacy and frequency of computer use. We also examined the effects of the longitudinal patterns on academic achievement and college major choice. A non-parametric approach, K-means for longitudinal data(KML) algorithm, was conducted using 9-year longitudinal data from Seoul Education Longitudinal Study (2010-2018). Findings indicated that a pattern presenting a higher awareness of ICT literacy and frequency of computer use showed better academic achievements and was likely to prefer to choose engineering-related majors.

The Effect of Novel Engineering (NE) Education using VR authoring tool on STEAM literacy and Learning Immersion (VR 저작도구 기반 노벨 엔지니어링(NE) 교육이 초등학생의 융합인재소양과 학습몰입에 미치는 효과)

  • Song, Hae-nam;Kim, Tae-ryeong
    • Journal of The Korean Association of Information Education
    • /
    • v.26 no.3
    • /
    • pp.153-165
    • /
    • 2022
  • This study is about the Novel Engineering(NE) education program : a class model that combines reading and engineering. By including the process of directly designing and programming a virtual reality using CospacesEdu (a VR authoring tool for the NE class), the effects of the educational program on learners' STEAM literacy and Learning immersion are demonstrated. Moreover, the subject of this education is Dokdo in South Korea. As a result, the average of STEAM literacy is increased, and a significant change is confirmed statistically in Convergence. Learning immersion shows significant improvement in Challenges-skills balance. On the other hand, some students experience difficulties due to the long research stages, from reading a book to researching for information to designing VR and rewriting a story with the collected information. In conclusion, this study will help generalise other education using NE, and this developed program will be a reference that would suggest a new way of teaching.

Audio Generative AI Usage Pattern Analysis by the Exploratory Study on the Participatory Assessment Process

  • Hanjin Lee;Yeeun Lee
    • Journal of the Korea Society of Computer and Information
    • /
    • v.29 no.4
    • /
    • pp.47-54
    • /
    • 2024
  • The importance of cultural arts education utilizing digital tools is increasing in terms of enhancing tech literacy, self-expression, and developing convergent capabilities. The creation process and evaluation of innovative multi-modal AI, provides expanded creative audio-visual experiences in users. In particular, the process of creating music with AI provides innovative experiences in all areas, from musical ideas to improving lyrics, editing and variations. In this study, we attempted to empirically analyze the process of performing tasks using an Audio and Music Generative AI platform and discussing with fellow learners. As a result, 12 services and 10 types of evaluation criteria were collected through voluntary participation, and divided into usage patterns and purposes. The academic, technological, and policy implications were presented for AI-powered liberal arts education with learners' perspectives.

The Case Study of SW Education for Slow Youth Learners (느린 학습자 청년 대상 소프트웨어교육 사례연구)

  • Ryoo Eunjin;Park juyeon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.2
    • /
    • pp.127-131
    • /
    • 2024
  • SW education was conducted for slow youth learners. 6 learners participatd in 8 sessions of an introductory course using several plays and 3 learners who more interested in introductory course participated in deeper course using normal method. After education, we survey and interview from learners, instructors and heads of welfare organizations. Learners showed interest and participated in the fact that they were participating in SW education, which was widely talked about. Learners were found to be more satisfied with introductory course education using play such as board games, and although they initially appeared to participate in unfamiliar learning content with low efficacy, it was observed that their efficacy increased with repetition. Additionally, it was observed that young people with an IQ of 80 or higher had a higher level of interest or interest in SW education than those with an IQ of 80 or lower. we discussed that there were not many opportunities to directly use the SW education content for youth who are slow learners in work or real life. We suggest this should be a focus education on the use of digital media - online meeting apps, office SW etc.- to improve digital literacy for life and work and that research on this should continue.