• Title/Summary/Keyword: Teaching Methodology

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Developing a World Geography Gamification Lesson Plan with Digital Tools

  • Suji JO;Jiwon BYUN
    • Fourth Industrial Review
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    • v.4 no.1
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    • pp.11-18
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    • 2024
  • Purpose: The purpose of this study is to develop a geography class teaching and learning guide that enables learners to realistically explore the characteristics of the world's climate and geographical environment using digital tools. Research design, data and methodology: We review previous research on classes using goal-based scenario learning models, gamification, and digital tools, and explore tools that can be applied to world geography classes. Based on the exploration results, a goal-based scenario learning module is designed and a strategy for promoting educational gamification is established based on the ADDIE instructional design model. Results: The study comprises four sessions. Sessions 1-3 involve performance evaluations using a goal-based scenario learning module. Learners create game characters reflecting geographical characteristics, present results, and proceed with 3D modeling. In Session 4, a gamification class using Google Sites on the CoSpaces metaverse platform will be conducted. Conclusions: The study introduces a goal-based scenario learning model and a gamification class using digital tools to empower learners in exploring geographical diversity and its impact on lifestyles. Utilizing an accessible online platform, the study provides practical measures for integrating digital tools into geography education, addressing the current importance of digital technology in teaching.

Evaluating Conversational AI Systems for Responsible Integration in Education: A Comprehensive Framework

  • Utkarch Mittal;Namjae Cho;Giseob Yu
    • Journal of Information Technology Applications and Management
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    • v.31 no.3
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    • pp.149-163
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    • 2024
  • As conversational AI systems such as ChatGPT have become more advanced, researchers are exploring ways to use them in education. However, we need effective ways to evaluate these systems before allowing them to help teach students. This study proposes a detailed framework for testing conversational AI across three important criteria as follow. First, specialized benchmarks that measure skills include giving clear explanations, adapting to context during long dialogues, and maintaining a consistent teaching personality. Second, adaptive standards check whether the systems meet the ethical requirements of privacy, fairness, and transparency. These standards are regularly updated to match societal expectations. Lastly, evaluations were conducted from three perspectives: technical accuracy on test datasets, performance during simulations with groups of virtual students, and feedback from real students and teachers using the system. This framework provides a robust methodology for identifying strengths and weaknesses of conversational AI before its deployment in schools. It emphasizes assessments tailored to the critical qualities of dialogic intelligence, user-centric metrics capturing real-world impact, and ethical alignment through participatory design. Responsible innovation by AI assistants requires evidence that they can enhance accessible, engaging, and personalized education without disrupting teaching effectiveness or student agency.

Modern Innovative Research in the Field of Education

  • Ganna Taran;Dmytro Chornomordenko;Nataliia Bondarenko;Danylo Bohatyrov;Mykola Spiridonov;Vasyl Matviiv
    • International Journal of Computer Science & Network Security
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    • v.23 no.12
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    • pp.145-150
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    • 2023
  • The main purpose of the study is to identify the key aspects of modern innovative research in the field of education. In the modern informatized world, education is becoming a decisive factor in social development and an important component in the development of the human personality, increasing respect for human rights and freedoms. Today it is quite obvious that without the necessary education a person will not be able to provide himself with proper living conditions and realize himself as a person. The high level of education of the population is an important factor that positively influences the creation of favorable conditions for the full realization of the rights and freedoms of man and citizen. Today, active and interactive teaching methods are widely used. The use of interactive teaching methods ensures complete immersion of students in the learning process and is the main source of learning. The radical difference between traditional and interactive learning is that the student not only replenishes and strengthens his knowledge, but also complements and constructs new ones. The methodology includes a number of theoretical methods. As a result of the study, current trends and prerequisites of modern innovative research in the field of education were investigated.

Design and Construction of Interactive Web-based Instruction System for Fashion Design (양방향 웹기반 의상디자인 교육시스템의 설계 및 구축)

  • Kim, LeeYoung;Park, Meegnee
    • The Journal of Korean Association of Computer Education
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    • v.7 no.5
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    • pp.33-43
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    • 2004
  • Fashion design education essentially requires not only a theoretical but also a practical process in which feedback comes through personal interactions between an instructor and a student. But the existing WBI system exemplifies its limitations by applying only a one-way Distance Education methodology that limit interactions based only on the theoretical texts. This study affirms that distance learning system is possible for the applied component of the fashion design curriculum as long as the specific needs of the particular program is taken into consideration and systematically applied. So it designed and applied an original web-based distance educational system specifically incorporating the needs of the fashion design curriculum Thus the results show that the enhanced distance education system is a tool that could be effectively utilized with the same degree of success as the traditional classroom as long as the traditional teaching component of direct interaction necessary to the fashion design program is incorporated.

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A Study on the mutual applicable in Cartoon/Animation Teaching (만화애니메이션 교육을 위한 양자상호적용 연구)

  • Kwon Kyung-Min;Kim Mi-Li
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.172-177
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    • 2005
  • Comics and animation have come to establish their position firmly as a genre of mass media, coming in and out freely in various areas, such as politics, economy, philosophy, education, religion, beyond the limit of amusement which was view point before. Moreover, at about 140 universities all over S. korea, they have established the subject related to comics and animation. And they have educated professional workers positively. Even at elementary schools, middle schools and high schools, they have early education courses for some students' special ability.(those are a kind of special extra classes). It is demanded to develop teaching system in the area of academic theories which pay an important part to quality improvement by recognizing this social atmosphere, in order to educate more efficiently for comics and animation. The aim of this study is to develop teaching system with mutual application of comics and animation ,which have each original mode of expression, using one methodology.

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Applying the Fuzzy Decision-Making Method for Program Evaluation and Management Policy of Vietnamese Higher Education

  • TONG, Kiet Hao;NGUYEN, Quyen Le Hoang Thuy To;NGUYEN, Tuyen Thi Mong;NGUYEN, Phong Thanh;VU, Ngoc Bich
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.9
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    • pp.719-726
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    • 2020
  • Education policy is a dynamic process featuring social development trends. The world countries have focused their education program on empowering the learners for future life and work. This paper aims to assess the higher education curriculum based on a survey of 280 students, employers, alumni, and lecturers in both social sciences and natural sciences in Ho Chi Minh City, Vietnam. The fuzzy decision-making method, namely the Fuzzy Extent Analysis Method (F-EAM), was applied to measure the relative weight of each parameter. Seven factors under the curriculum development have been put in the ranking. Input with emphasis on foreign language was the highest priority in curriculum development, given the expected demand of the labor market. Objective and learning outcome and teaching activities ranked second and third, respectively. The traditional triangle of teaching content, methodology, and evaluation and assessment are still proven their roles, but certain modifications have been defined in the advanced curriculum. Teaching facilities had the least weight among the seven dimensions of curriculum development. The findings are helpful for education managers to efficiently allocate scarce resources to reform the curriculum to bridge the undergraduate quality gap between labor supply and demand, meeting the dynamic trends of social development.

A Proposed Role for Semiotics Methodology in Education of Comics Studies Majors (전공자 대상의 만화교육에 있어서 기호학적 방법론의 역할제안)

  • Kwon, Kyung-Min
    • Cartoon and Animation Studies
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    • s.32
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    • pp.141-158
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    • 2013
  • Comics are a genre that convey meaning through compositional arrangements of dialogue and images as well as through the flow of panels across a page. Communicating that meaning to readers through a combination of language and visual lexicons is the essential process of drawing comics, a process that in itself is significant. The semiotics of comics is a field of scholarship grounded in the broader discipline of semiotic theory in which all the components of comics, both visual and verbal, are the subject of study and research. By adopting a semiotic approach we are able to objectively analyze and understand the symbolic, social and ideological meanings embedded in the signs and sign processes expressed in comics. The fundamental pedagogical mission of teaching comics is to cultivate human nature through the study of theory as well as through the production and completion of original works that explore new modes of expression. To go further, interpreting those embedded meanings in the context of comics fosters effective and creative skills of expression that go beyond a mere fascination for the genre itself. In short, because the semiotic approach to understanding visual communication is the essence teaching comics, we can expect that the act of reading and creating comics plays a significant role in understanding visual communication.

The Development of Authoring Tool for Distance Education of Ubiquitous Environment (유비쿼터스 환경의 원격교육을 위한 저작도구의 개발)

  • Kim, Chi-Su;Yim, Jae-Hyeon
    • Journal of The Korean Association of Information Education
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    • v.8 no.3
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    • pp.365-372
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    • 2004
  • The purpose of this study is to develop FVU, which enables teachers effectively to construct self-page on the screen, to reduce the size of file for teaching, and to correct many different kinds of event which was already made in the previous. The instrument used in the development of this Editor is UML(Unified Modeling Language), which is object-oriented methodology. The Authoring tool developed in this study is named FVU. The first page which is needed in class can be constructed by using VUEditor in FVU. Using VUEditor can get Instructional Syllabus exported into VUAuthor through Vector-transformation. Through this procedure, the size of image file comes to be reduced into forming low band width, which results in solving the problem of network traffic. Also, Instructor can create image, shape and text, and delete and correct errors or mistakes which make in the course of constructing materials for teaching. In conclusion, this VUEditor enables program designer to construct the first page, even without using such applied program as Image Tool and Power Point. This VUEditor makes instructor to make some contents for teaching easily.

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A Diagnostic Study of Research Trends of School Library and Teaching Librarian (학교도서관·사서교사 주제 학술논문의 연구 성향 분석)

  • Yoo, Sarah
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.4
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    • pp.181-201
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    • 2017
  • Even though the increasing number of researches of school libraries have grown for the last 36 years, the diverse and practical problems of school libraries and teaching librarians have not been addressed to the proper solutions. This article presents an overview of the characteristics and tendency of researches using the method of systematical review in order to check the assumptions and research consequences of school libraries and teaching librarians. Results show that survey study reviewing or comparing certain cases is the most common types of research methods, and that the majority of studies that relied only on prior studies or secondary data from other sources to make their claims and rarely specify the five criteria validating study process and methodological reliability. Some research questions for future study including necessity of change in problem-solving perspective are provided.

The Plan to Improve Creativity through Producing Motion Image based on Modified ASSURE Model (수정된 ASSURE 모델 기반 영상제작을 통한 창의성 신장 방안)

  • Kong, Byeong-gap;Jeon, Byeong-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.161-165
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    • 2008
  • The purpose of this study is to design and apply that teaching and learning methodology of motion image based on modified ASSURE model to improve creativity the competitive power of an information oriented society. To accomplish the end of this study, the following procedure and methods were performed. After the theoretical consideration about education visual image and creativity, we get to the bottom the connection of them. In the result of that, it designed plans for teaching and learning applied by modified ASSURE model. And it had larger efficiency to apply a creativity develop learning model when it spread out teaching and learning process to produce motion image. The main points of the result and the meaning are as follows. Firstly, in the light of the result of this study, student's creativity were enhanced to a large extent as applying this study. It appeared that the average of performance improved from 30.18 to 37.44. Such difference was t=-14.39 (p<0.05), which is a meaningful difference in terms of statistics. Secondly, it laid the foundations for being cultural prosumer as applying this study. Additionally, it anticipated that all the students join in this study become leader group in the age of digital media.

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