• 제목/요약/키워드: Prior learning.

Search Result 686, Processing Time 0.028 seconds

A Study of Developing Graduate Student Team Project-based Learning Program in the Science and Technology Field Applying Metaverse Technology (메타버스를 활용한 이공계 대학원생 팀 프로젝트 기반 교육 프로그램 개발 사례 연구)

  • Jeon, Juhui;Kim, Marie;Kim, Bokyung;Kang, Kyuri
    • Journal of Engineering Education Research
    • /
    • v.26 no.6
    • /
    • pp.19-29
    • /
    • 2023
  • This study aims to develop and apply a metaverse-based instructional design model for the education in science and technology. It analyzed the concept and characteristics of metaverse, existing non-contact education models, and major teaching strategies systematically. Based on the prior researches, an instructional design model using metaverse is developed that presents metaverse-related teaching strategies and design principles for the before-, during-, and after-lesson phases. Then, this model was applied to a project-based learning program, conducted a perception survey on instructors and learners, and revised the metaverse instructional design model based on the results of the survey. In the Metaverse Instructional Design Model, before-lesson phase is a physical and psychological preparation stage for class participation, which includes familiarization with the Metaverse learning environment, formation of expectations for education, and self-directed pre-learning. During the lesson, to effectively deliver the lesson content, it is necessary to build confidence in the learning environment, promote learning participation, provide reference materials, perform team projects and provide feedback, digest learning content, and transfer learning content. The after-lesson phase provides strategies for ongoing interaction between learners and mentors. This study introduces a new instructional design model that utilizes metaverse and shows the potential of metaverse-based education in science and technology. It also has important implications in that it provides practical guidelines for the effective design and implementation of metaverse-based education.

The Effects of Home Economics Instruction Using Motivation(ARCS) Strategy on the Learning Motivation and Academic Attitude toward the Subject (동기유발(ARCS) 전략을 적용한 가정과 수업이 학습동기 및 교과에 대한 태도에 미치는 효과)

  • Yu Me-Suk;Chae Jung-Hyun
    • Journal of Korean Home Economics Education Association
    • /
    • v.17 no.4 s.38
    • /
    • pp.157-173
    • /
    • 2005
  • The purpose of this study is to clarify the effects of Home Economics instruction using motivation(ARCS) strategy on the learning motivation and academic attitude toward the subject. To accomplish the purpose, teaching-learning plan using motivation(ARCS) strategy was developed and the subjects for this study were 155 End grade male students randomly chosen from four classes at a middle school in Incheon Metropolitan City. In the 5th period instruction about 'utilization of resources and environment' unit, 76 students of two classes as an experimental group received the Home Economics instruction using motivation(ARCS) strategy, while 79 students of two classes as a comparative group took lecture type instruction. The results of this study were as the follows 1. Home Economics instruction using motivation(ARCS) strategy was more effective than the lecture type instruction to improve learning motivation and positive change in academic attitude toward Home Economics subject. 2. Home Economics instruction using motivation(ARCS) strategy was effective to improving learning motivation regardless of their levels of students prior learning motivation and learning achievement. 3. Home Economics instruction using motivation(ARCS) strategy was effective to positive change in academic attitude toward Home Economics subject regardless of their levels of students Prior learning achievement and at the aspect of prior motivation to learn, the high level students were more effective than the low level students. 4. According to responses of students and teacher for Home Economics instruction using motivation(ARCS) strategy, it was effective to improving active participation and interest for Home Economics instruction.

  • PDF

(The Development of Janggi Board Game Using Backpropagation Neural Network and Q Learning Algorithm) (역전파 신경회로망과 Q학습을 이용한 장기보드게임 개발)

  • 황상문;박인규;백덕수;진달복
    • Journal of the Institute of Electronics Engineers of Korea TE
    • /
    • v.39 no.1
    • /
    • pp.83-90
    • /
    • 2002
  • This paper proposed the strategy learning method by means of the fusion of Back-Propagation neural network and Q learning algorithm for two-person, deterministic janggi board game. The learning process is accomplished simply through the playing each other. The system consists of two parts of move generator and search kernel. The one consists of move generator generating the moves on the board, the other consists of back-propagation and Q learning plus $\alpha$$\beta$ search algorithm in an attempt to learn the evaluation function. while temporal difference learns the discrepancy between the adjacent rewards, Q learning acquires the optimal policies even when there is no prior knowledge of effects of its moves on the environment through the learning of the evaluation function for the augmented rewards. Depended on the evaluation function through lots of games through the learning procedure it proved that the percentage won is linearly proportional to the portion of learning in general.

The Development of the Virtual Reality System for Augmenting Scientific Inquiry Learning Environments (과학적 탐구학습을 지원하는 가상현실 시스템 개발에 관한 연구)

  • Im, Jae-Won;Kim, Seok-Hwan;Cho, Yong-Joo;Park, Kyoung-Shin
    • The KIPS Transactions:PartB
    • /
    • v.15B no.2
    • /
    • pp.95-102
    • /
    • 2008
  • The interactive virtual reality technology has used in scientific inquiry learning since it can overcome the restriction of real world and it draws user's interest and foster active participation. However, prior works are mostly designed for a specific inquiry learning lesson and it is quite difficult to use them for constructing other inquiry learning environments. Hence, we developed the integrated virtual reality system, SASILE (System for Augmenting Scientific Inquiry Learning Environments), that helps ease the development of the scientific inquiry learning environment. In this paper, we first describe the related works on supporting VR scientific inquiry learning systems, followed by the SASILE system architecture and implementation. Then, we illustrate the use of this system to develop a Virtual Moyangsung application for teaching a scientific structure of Korean traditional house by exploring and observing the convection currents as well as a Mars Rover application for estimating the asteroid impacts on Mars by measuring rock properties. Finally, we will discuss the future research directions for this system.

Implementing PBL in Physical Therapy Education (물리치료학 교육의 변화에 부응하는 문제중심학습방법(Problem Based Learning))

  • Hwang, Hyun-Sook;Lee, Woo-Sook;Lim, Jong-Soo
    • Journal of Korean Physical Therapy Science
    • /
    • v.9 no.3
    • /
    • pp.179-186
    • /
    • 2002
  • This study addresses the need to adopt teaching-learning approaches in physical therapy education that develop links between theory and clinical practice in a meaningful way. Problem-based learning (PBL) is presented as a useful way to educate physical therapy for the future. The essential characteristics of problem-based learning include: curricular organization around problems rather than disciplines; an integrated curriculum rather than one separated into clinical and theoretical components; and an inherent emphasis on cognitive skills as well as on knowledge. PBL as implemented in the health sciences, is an educational method in which the focus of learning is a small-group tutorial in which students work through health care scenarios. The goals of the health care scenarios are to provide a context for learning, to activate prior knowledge, to motivate students, and to stimulate discussion. Learning is student-centered rather than faculty-centered, and self-directed learning is emphasized. Whereas the former focuses on critical thinking and clinical judgement, the latter's emphasis is on clinical competency. The physical therapist (PT) program at Cheju Halla college is a partial integrated problem-based curriculum. The history and process of PBL in general and in the PT program are reviewed. Long-term advocates of PBL stress that it is the only known method for preparing future professionals to be able to adapt to change, learning how to reason critically, enabling a holistic approach to health.

  • PDF

The Effects of Internet Resource-Based Problem-Based Learning on the Academic Achievement in Science and the Attitude toward Science of Elementary School Students (인터넷 자원기반 문제중심학습이 초등학생의 과학과 학업성취도 및 과학에 대한 태도에 미치는 영향)

  • Kim, Jin-Min;Lee, Hyeong-Cheol
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.5 no.1
    • /
    • pp.75-87
    • /
    • 2012
  • The purpose of this study is to find out the effects of internet resource-based problem-based learning on the academic achievement in science and the attitude toward science of elementary school students. One experiment class and one control class of grade 6 students were selected to perform a prior investigation on the academic achievement in science and the attitude toward science, then the experiment class attended 4 weeks of lessons that was applied the internet resource-based problem-based learning, and the control class attended the traditional lessons based on the guidelines of teachers. After conducting lessons, a post investigation was performed for each class and the results were analyzed to produce the following conclusions. First, the internet resource-based problem-based learning could be seen to be effective in improving the students' academic achievements in science. The internet resource-based problem-based learning seemed to make students recognize the lesson details better and grasp well the questions given during lessons from the process of finding solutions among many informations and data on the internet. Second, the internet resource-based problem-based learning had a positive effect on all attitudes' areas toward science of students. It looked like that the internet resource-based problem-based learning taught the students to use the internet resources and gave them a friendly feeling, so the children could actively participate in class and had positive recognition on science. Third, from teacher observation and the result of the student recognition investigation, we could know that the students showed lots of interests in the internet resource-based problem-based learning, and they were able to understand the scientific theories in the process of solving problems that were relevant to real life, and thought science in a positive way.

A Study on the Development and Validation of the Learning Competencies Scale for Engineering College Students: A Case Study K University (공학계열 대학생의 학습역량 측정도구 개발 및 타당화 연구: K대학을 중심으로)

  • Kim, Na-Young;Kang, Donghee
    • Journal of Engineering Education Research
    • /
    • v.25 no.4
    • /
    • pp.21-34
    • /
    • 2022
  • This study is conducted with the aim of identify the factors constituting learning competencies for engineering college students, and developing and validating the scale to measure them. To this end, literature and prior research were reviewed and focus group interview was conducted with high-achieving learners of K University in the capital region of Korea. According to previous research, 3 learning competency groups, 12 learning competencies and 41 sub-competencies were derived. Delphi survey was carried out twice, 28 sub-competencies were derived among the 41 sub-competencies through this process. 166 initial items were developed through literature review and FGI. Then, 130 items were confirmed by verifying content validity in the second Delphi survey. Based on this, pilot test were performed with 110 students in K university, and an interview was conducted with 50 students who participated in the pilot test. Reflecting the pilot test results, 1 sub-competency and 22 items were deleted. After the confirmed pilot test results, the main test were performed with all current students in K University. According to the main test result, the validity of the scale and the model fit was verified for the response data of 823 students, and the scale consisting of a total of 105 items was confirmed. The final learning competencies scale included three competency groups and 10 learning competencies. The scale developed in this study can be used as an independent scale for each competency group as needed. It is expected that this scale can be contributed to support the development their learning competencies for academic success of engineering college students, who are future learners.

Design of Computer Science and Engineering Courses based on Flipped Learning through Integrating Lectures and Team Activities (강의와 팀 활동을 조합한 컴퓨터학 과목의 플립러닝 기반 설계)

  • Sihyung Lee
    • Journal of Internet Computing and Services
    • /
    • v.24 no.4
    • /
    • pp.117-125
    • /
    • 2023
  • Flipped learning is an instructional approach that reverses the traditional order of in-class and after-class activities. It entails students studying course materials before attending class, and then utilizing class time for completing homework tasks. Due to collaborative support available from teachers and peers, flipped learning has gained extensive adoption in computer science and engineering courses, enabling students to effectively engage in homework assignments. Nevertheless, students are responsible for studying class materials independently, which can limit their understanding of advanced topics. We propose an approach that combines both flipped learning and the traditional method, allowing them to mutually enhance each other. In the proposed approach, students acquire foundational concepts prior to attending class, and subsequently delve into advanced topics during classroom sessions through lectures and guidance provided by the teacher. Afterward, students collaborate with their peers to solve problems that involve the application of the concepts they have learned, and exchange a variety of solutions and perspectives. We implemented the proposed approach in four computer science and engineering classes, spanning one to four semesters and observed an enhancement in students' comprehension and satisfaction levels. We anticipate implementation of the proposed approach across various computer science and engineering courses, while enhancing their overall quality.

The Effects of Reading-Based Learning Coaching Program for Middle School Students in County-level City (지방의 군 단위 지역 중학생 대상 독서기반 학습코칭 프로그램의 효과성 검증)

  • Kim, Seok Won;Chung, Eun Kyoung
    • The Korean Journal of Coaching Psychology
    • /
    • v.5 no.1
    • /
    • pp.67-83
    • /
    • 2021
  • The purpose of this research is verifying the effects born by reading-based learning coaching programs on Korean language performance and the psychological variables of middle school students. A reading-based learning coaching program applied alongside a coaching model was developed and presented to first grade middle school students living in a local county-level city. The psychological variables were measured three times: prior to the program, immediately following the end of the program, and one month after the end of the program. Korean language performance was only measured twice: prior to the program and following the end of the program. Results revealed that compared to the control group, the experiment exhibited showed significant improvement in the scores of learning efficacy and self-regulation efficacy after the program. As well, these changes lasted for up to one month after the program. The future time perspective didn't show any significant interaction effects between time and group. The experimental group's performance in terms of Korean language was also significantly improved after completing the program. Based on these results, implications and limitations are discussed.

  • PDF

Factors Affecting Learning Methods and Flipped Learning by Flipped Learning (플립러닝이 학습방법과 플립러닝에 영향을 미치는 요인)

  • Yi, Eun-Seon;Lim, Heui-Seok
    • Journal of Digital Convergence
    • /
    • v.18 no.6
    • /
    • pp.45-52
    • /
    • 2020
  • This study ranked the degree to which flipped learning contributes to each learning area and, in contrast, to quantitatively examine how effectively these learning methods are used in flipped learning, had four-year university computer majors receive flipped learning. Existing flipped learning experiments have proven effectiveness, while there are also negative effects on effectiveness, which has led to a lot of debate. Effective experiments and classes therefore require more research and an accurate understanding of flipped learning. Analysis of the 123 samples recruited shows that flipped learning contributes to learning is in order of self-directing, collaboration, watching videos, and learning by teachers. Regression analysis of the degree to which learning method affects flipped learning effectiveness resulted in order of self-directed learning, lecture videos, and collaborative learning. This shows that flipped learning not only has the greatest influence on self-directed learning, but also self-directed learning has the greatest influence on flipped learning. It can also see that a collaborative learning and the role of video to prior learning tool is important. Through this study, we hope to understand flipped learning correctly and set learning methods and achievement goals. It is necessary to analyze the interaction between flipped learning and subdivided classroom activities.