• Title/Summary/Keyword: Project-Based Learning

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Antecedents and consequences of perceived usefulness of team project-based learning (팀프로젝트 기반 학습법에 대해 지각된 유용성의 선행요인과 결과요인에 대한 연구)

  • Lee, Sungmi
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.411-417
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    • 2020
  • The purpose of this study was to suggest strategies of team project based learning for undergraduate students by exploring the effects of perceived usefulness on satisfaction in team project-based learning. Also, this study investigated the effects of autonomy support, self-efficacy for group work, and perceived interaction on perceived usefulness. The findings of this study revealed that perceived usefulness affects satisfaction in team project-based learning. Moreover, the results showed that autonomy support and self-efficacy for group work influence perceived usefulness. The findings of this study imply that perceived usefulness is critical team project-based learning is critical to successful learning. Additionally, autonomy support and self-efficacy for group work enables users to perceive usefulness in team project-based learning.

Design and Implementation of Project Learning Site by Using XML (XML을 이용한 프로젝트 학습사이트의 설계 및 구현)

  • Choe, Hyeon-Geun;Ha, Tae-Hyeon
    • 한국디지털정책학회:학술대회논문집
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    • 2005.11a
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    • pp.613-628
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    • 2005
  • The purpose of this study was to design and implementation of project learning site by using XML. The development of the Internet site for project learning was planned as per preparation, development and test/application stages. At the stage of preparation, literature and cases were reviewed to find the elements of design principles needed for development of a project learning program and those required in the actual development. At the stage of development, the elements of the design principles and those for the actual development, both explored from the stage of preparation were used to develop a draft Internet site for project learning. The elements used for the development of the Internet site for project learning were motivation, specification of learning goals, reminiscence of preceding knowledge, positive participation in teaching activities, learning-guide feedback, evaluation, reinforcement and correction. It is changing web based format. XML advent because of HTML limitations of web based internet and expand it's field. XML is able to gather data on HTML of text based format, thus it is possible to control it's inside. It is expected that many teachers apply this model to their classes and show realistic results.

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Development of a Educational Project-Based WebSite Using Multimedia Materials (멀티미디어 자료를 활용한 교육용 프로젝트기반 웹사이트 개발)

  • Lee, Seung-Soo;Yu, Jeong-Su
    • Journal of The Korean Association of Information Education
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    • v.8 no.4
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    • pp.537-545
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    • 2004
  • In spite of the fact that project-based learning has had positive effects on improvement of creation power and expansion of the spirit of inquiry, the project-based learning lesson was difficult to carry out in the classroom. The web overcomes time and space limitations in traditional schools. This study has developed and implemented an online project-based website of children's education, based upon the extensive classroom use of multimedia materials to further students participation and interest in projects of discovery. The developed website shows the entire process used through out the project. This paper presents the project's activities and students' learning, using multimedia and web. This study was conducted in fourth grade of an elementary school for a month. The results of this study suggest that the effects of using the project-based website were improved self-directed learning and generation of new ideas.

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Characteristics and Utilization of Peer-evaluation and Self-evaluation of Team Activities in University Project Based Classes (대학의 프로젝트기반 수업에서 팀 활동에 대한 동료평가와 자기평가의 특성 및 활용방안)

  • Cho, Soosun
    • Journal of Engineering Education Research
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    • v.25 no.1
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    • pp.55-64
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    • 2022
  • In this paper, the characteristics of peer-evaluation and self-evaluation of team activity participation in project-based learning and their usability were investigated. The characteristics of peer-evaluation and self-evaluation are as follows. First, in peer-evaluation and self-evaluation of project-based learning, the correlation between the two evaluation scores was very high. When students' scores from their peers correlate very well with the scores they give themselves, it means that they apply the same criteria to their peers and to themselves when evaluating team activity. Second, there was no difference in peer-evaluation and self-evaluation scores between groups with different written test scores. The fact that peer-evaluation and self-evaluation scores do not change according to academic ability shows that the two evaluation areas are independent. Third, the self-evaluation score in project-based learning is statistically significantly higher than the score received from peers. This raises doubts about the fairness of self-evaluation. Therefore, in this paper, it is suggested that self-evaluation of team activities in project-based learning is carried out together with peer-evaluation, but only peer-evaluation is reflected in credits.

Analysing Differences of Learning Motivation According to Learning Styles in Project-Based Programming Learning (PBL 기반 프로그래밍 수업에서 학습양식에 따른 학습동기 차이분석을 통한 시사점 도출)

  • Kim, Byoung-Wook;Kim, Han-Sung;Lee, Won-Gyu
    • The Journal of Korean Association of Computer Education
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    • v.13 no.5
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    • pp.15-27
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    • 2010
  • Project-based learning is an effective teaching method for improvement of academic achievement and problem-solving ability so that is often applied to programming education. However, a strategy of enhancing motivation is required by a course design considering a learning style of students for advantage of PBL to take effect. Yet, studies on considerations with learning style still lack, when designing project-based programming learning courses for improvement of learning motivation. This research aims to address issues for consideration in designing PBL programming course. Accordingly, we analyzed learning motivation's difference between learning style in PBL programming class. We designed PBL programming course focusing ARCS model, where students making simulation The Kolb Learning Style Inventory is used to determine learning preferences. To assess students' motivation, Keller's Course Interest Survey was used in a pre-post-test-design. The result indicates that pre-post students' motivation differed. Also, we found considerations through comparing difference of ARCS model's detailed elements between learning styles.

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A Case Study of project-based learning strategy in Blended learning environment (혼합 학습(Blended learning) 환경에서 프로젝트 학습법 실천 사례)

  • Lee, YoungMin
    • 대한공업교육학회지
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    • v.31 no.1
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    • pp.129-145
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    • 2006
  • The purpose of this study was to develop and apply the project-based learning strategy in blended learning environment to raise and enhance scientific thinking skill, creativity, and problem solving skills to students who would be teachers of an elementary school in the future. This study was conducted as an action research based on an educational university. The study included 25 participants in a class. Data were collected through observation, surveys, interview and students' artifacts. Results indicated the project-based learning strategy in blended learning environment allowed students to raise problem solving skill, critical thinking skill, and creativity. Finally implications of this study, obstacles to conduct this study, and recommendations to implement this strategy more effectively and efficiently were presented.

Development and Effects of the Project-Based Learning Instruction Module Using ICT in Elementary School Science Classroom (초등 과학과 ICT 활용 프로젝트 기반 학습 수업 모듈 개발 및 적용)

  • Lee, Sang-Gyun;Lee, Yong-Seob;Kim, Sang-Dal;Choi, Sung-Bong;Kim, Sun-Sik
    • Journal of Korean Elementary Science Education
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    • v.27 no.2
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    • pp.189-200
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    • 2008
  • The purpose of this study is to find out the effects of learning that has applied instruction module utilizing ICT in project-based learning in elementary science classroom on improvement of the self-directed learning skills and the problem-solving skills. For this purpose, the project based learning instruction module utilizing ICT based was developed and conducted to 2 class consisting of 66 elementary students in the 6th grade to clarify the effects. As a result of the study, first, the instruction module utilizing ICT in project-based learning was effective in improving self-directed learning skills of students. As the subordinate effects of self-directed learning skills it showed improved effects in diagnosing desire to learn, setting goals, basic self-managing ability, selecting learning strategy, durability of practicing learning, making effort for result, and self-examination but it did not show improved effects in figuring out recognition of resources for Learning. Second, it was effective in improving the problem-solving skills of students. As the subordinate effects of problem-solving skills it showed improved effects in problem recognition, information gathering, analysis, thinking prior to dissemination, planning skill, and evaluation but it did not show effect on decision making, implementation & risk-taking and feedback.

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The Effects and Development of Project-Based STEAM Program (프로젝트 기반 STEAM 프로그램 개발 및 적용 효과)

  • Lee, Sang-Gyun;Lee, Ha-Lyong
    • Journal of the Korean Society of Earth Science Education
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    • v.6 no.1
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    • pp.78-86
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    • 2013
  • The purpose of this study is to analyze the effects of the Project based STEAM program on primary students' Problem solving process and creative personality. Based on the concept of project based learning and STEAM derived from a literature review, a learning program has been developed and applied to 28 elementary 4-6th students. Problem Solving Process and Creative personality tests were conducted before and after Project based STEAM program lessons. The results of this study are as follows. (1)Project-based STEAM was affected all components of problem solving process. (2) Project-based STEAM was affected all eight components of creative personality positively, (3) after using Project-based STEAM was good reaction by students. As a result, the elementary science class with Project-based STEAM had problem solving process for positive educational effect and creative personality. it means the science class with creative personality has potential possibilities and value to develop problem solving process and creative personality.

Development of K-Digital Training Digital Leading Company Academy FLYAI Curriculum (K-디지털 트레이닝 디지털 선도기업 아카데미 FLYAI 교육과정 개발)

  • Kim, Hwang;Jung, Hae Keom
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.397-398
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    • 2022
  • 본 논문에서는 SK텔레콤에서 진행하는 디지털 선도기업 아카데미 FLYAI의 교육과정을 설계하고 개발한다. 이 교육과정은 Project Based Learning(272시간)과 Product Based Learning(128시간)으로 구성하여 총 400시간을 교육하도록 설계한다. 특히 Product Based Learning의 AI-Hackathon(80시간)에서는 SK텔레콤 각 부서에서 제안하는 제픔을 기획하고 개발하는 과정으로 SK텔레콤 AI 개발자들이 멘토로 참여함으로써 기업 현장의 경험을 체험할 수 있도록 개발한다.

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A Study on the Online Project-Based Learning (PBL) Applied Extra-curricular Program Development (온라인 프로젝트 기반학습(PBL) 적용 비교과 프로그램 개발 사례 연구)

  • Song, Myunghyun;Kim, Mi Hwa
    • Journal of Engineering Education Research
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    • v.25 no.6
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    • pp.3-13
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    • 2022
  • This study aims to develop and implement extra-curricular program applying project-based learning (PBL) and to find out its effectiveness. The research was conducted from March 2021 to December 2021 according to the ADDIE model. Surveys, t-test and descriptive statistics were also conducted. The results of the study are as follows. First, project-based learning was applied to the extra-curricular program by reflecting the characteristics of students of University A and the requirements of the person in charge of the teaching and learning center. Second, project tasks related to education of universities were proposed. Third, the programs were designed as three common courses and four consulting courses. Fourth, the program was conducted with 32 students for two months. Fifth, the post-test results of problem-solving skills rose to 0.9 points compared to the pre-test but there was no significant difference, while the post-test results of communication skills were 0.5 points lower than before and statistically significant. Sixth, the satisfaction survey result was high with a rating of 4.59. Lastly, educational implications are also discussed.