• Title/Summary/Keyword: Teaching effectiveness

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Composing Principles of Mathematics Exercise Books for Low Achievers in Mathematics Induced by an Analysis of 'Suhak-ikhimchaek', Korean Elementary Mathematics Workbook (수학익힘책 분석을 통한 수학부진아용 연습교재 구성 방식 연구)

  • Kim, Soo-Mi
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.3
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    • pp.615-631
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    • 2010
  • Exercise is still an important method for mathematics learning and teaching, but there is only a few researches which involve the effectiveness of exercise in mathematics learning. This study is designed for giving some implications to researchers who are interested in developing mathematics exercise books for low achievers with respect to effectiveness. For this, 'Suhak-Ikhimchaek', the Korean elementary mathematics workbook, is chosen and in particular, 'multiplication number fact', one of the units of the book, is analyzed with the following respects: achievement levels of learners, arrays of exercise, the amounts and period of exercise, exercise type. Finally, this study proposes composing principles for developing exercise books for low achievers in mathematics.

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A Study on the Characteristics of Participants' Perception for Improvement of Education on Return to Mountain Village - In the Case of the Participants in Senior Mountain Village School - (귀산촌 교육 개선을 위한 교육 참가자 인식 특성 분석 - 시니어 산촌학교 참가자를 대상으로 -)

  • Kim, Ye-Ji;Seo, Jeong-Weon;Kim, Seong-Hak
    • Journal of Environmental Science International
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    • v.27 no.12
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    • pp.1249-1260
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    • 2018
  • The present study aimed to examine participants' perception regarding improvements in education for their return to a mountain village, based on "satisfaction, motivation's achievement, and effectiveness." Survey was conducted with 80 participants in 2017, of which 64 valid responses were used for statistical analysis. SPSS 21.0 program was used to conduct descriptive statistics, reliability analysis, factor analysis, and multiple regression analysis. The major findings were that a higher level of "satisfaction regarding the instructor and teaching materials" resulted in a higher level of motivation's achievement of technology skills, social skills and effectiveness in interpersonal exchange. The findings also revealed that if "the content of education" were satisfactory, there was effective self development. In addition, the higher the motivation's achievement of social skill, the higher the perception in effectiveness of self development and interpersonal exchange. The study can contribute to provide baseline data for improvement of education on return of people to their mountain villages, which are collaborating with civic groups, governments, research institutions and enterprises.

The effectiveness of gamification on nursing practice for undergraduate students: A systematic review

  • Hyun Kyoung, Kim
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.110-116
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    • 2022
  • The purpose of this study was to examine the effectiveness of gamification in nursing practice for undergraduate students, as well as to explore the use of gamification in nursing education. This study is a systematic review of RCTs evaluating the effectiveness of gamification in nursing practice for undergraduate students. A total of 7 articles were identified in a search of PubMed, Cochrane Library, and Embase, and the additional databases were CINAHL (in English) and RISS (in Korean) between September 28, 2022 to October 5, 2022. Themes related to the environment and personal behaviors between 2002 and 2021 were extracted. The intervention themes were blood transfusion, postoperative pediatric nursing, postoperative hemorrhage and brain trauma nursing, basic and advanced life support, disaster nursing, and neonatal resuscitation. The primary outcomes were knowledge in five studies, satisfaction in one study, and competency in one study. The secondary outcomes were satisfaction in three studies, confidence in two studies, performance in two studies, skills in two studies, and self-efficacy, motivation, professional attitude, cognition, gameful experience, and affective response in one study each. Therefore, gamification interventions can be utilized in nursing practice education instead of traditional teaching methods such as lectures and face-to-face clinical practice.

Effectiveness of using Cognitive Virtual Tours based on Marzano Model to Develop the Achievement and Historical Research Skills for Secondary School Students

  • Abdalla, Atef Mohamed Saied
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.292-298
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    • 2022
  • The study aimed to measure the effectiveness of using Cognitive virtual tours based on Marzano model to develop the achievement and some of historical research Skills for secondary school students. To achieve the objectives of the study, the experimental method was used and two study groups consisted of (60) students were divided into two groups, one is Control (30) students and the other is in experimental (30) students at Alsalam secondary in Ismailia Governorate. The study used several tools: The experimental processing tool of Cognitive Virtual tours based on Marzano model, Cognitive achievement test for the first unit of Secondary first grade history Course. Historical research skills. The finding of the study showed the effectiveness of using cognitive virtual tours based on Marzano model in developing the achievement and some of historical research skills for first grade secondary students which there are Statistically differences at level (0.01) between the average scores of the students in (experimental and Control) groups in post application for Cognitive achievement test. Practical application of the study can contribute to clarify how to use Cognitive virtual tours based on Marzano model in teaching history, and Draw the attention of history developers to the development of historical research skills.

An Analysis on effectiveness of Problem-Based Learning in Web 2.0 Environment (웹 2.0 기반의 문제중심학습의 효과)

  • Kim, Hongrae
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.439-450
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    • 2012
  • This paper explores effectiveness of integrating Problem-Based Learning with Web 2.0 technologies in Computer subject matter education for improving quality of lessons and adapting of social needs for pre-service teachers. Students have studied about computer subject matter for 4 times. The process of leaning have recorded by Web 2.0 tools that is one of the cloud services. Also the students have written reflection journals about experiences of PBL process and results. The PBL process and reflection journals have been analyzed by qualitative data analysis. Conclusions are drawn as to potential for the use of Web 2.0 tools for PBL in computer subject matter. The results of the analyses showed the following: 1) Increasing the understanding of the computer subject matter education, 2) enhancing students' competence in using ICT potentially, 3) cultivating teaching and learning strategies on Web 2.0 environment and 4) enhancing competence of future teaching activities through experiencing e-portfolio as a performance-assessment tool.

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Development and application of an English Electronic Textbook for Teaching and Learning based on XML (XML기반 영어과 교수학습용 전자교과서 개발 및 적용)

  • Oh, Young-Beom;Lee, Sang-Soo;Seo, Jung-Jin;Kim, Mi-Suk
    • Journal of The Korean Association of Information Education
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    • v.14 no.2
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    • pp.229-240
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    • 2010
  • The purpose of this paper is to develop and apply an electronic English textbook for the teaching and learning of 3rd grade students. For this purpose, the textbook was based on XML to maximize the advantages of the electronic textbook format, and avoid the disadvantages of the CD-ROM that $3^{rd}$ grade classes currently use. After electronic textbook was developed, focus group interview was implemented to confirm the effectiveness of that based on interaction, satisfaction, and interests. As a result of this study, interaction, satisfaction, and interests of students will be improved through the use of electronic textbook and it is anticipated self-directed learning ability will be improved. Also, we anticipate that the students' learning effectiveness will be enhanced.

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A Study on the Internet-Based Educational Contents Development and Evaluation for Teacher Librarian's Competency (사서교사의 교수역량 신장을 위한 인터넷 기반 교육용 컨텐츠 개발 및 평가 연구)

  • Lee, Byeong-Ki
    • Journal of Korean Library and Information Science Society
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    • v.40 no.2
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    • pp.355-373
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    • 2009
  • School library concentrates its focus on how information literacy is implemented through the collaborative efforts of classroom teachers and teacher librarian. The role of teacher librarian and the competencies they need in order to succeed have changed over many years. However, current LIS education for teacher librarian has limitations in terms of institution, curriculum. In this research, I designed and implemented an Internet-based educational contents development and evaluation for teacher librarian's competency. This system was development by lecture authoring tool(LectureMAKER v2.0). This study tested the effectiveness of the system was verified by survey by 51 college students. The test paper consisted of 20 items(5 scale) for measuring teaching competencies of college students. This study verified effectiveness of the Internet-Based Educational Contents by two dependent samples t-test, Levene test.

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Pedagogical effectiveness of algorithm visualizations in teaching the data structures and algorithms in elementary schools (초등학교의 자료구조와 알고리즘 수업에서 알고리즘 시각화의 교육적 효과)

  • Chun, Seok-Ju
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.255-263
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    • 2012
  • Early algorithm education is very important in order to nurture excellent S/W developers in an information society. However a algorithm learning is a great challenge to elementary school students since understanding what a computer algorithm written in a static text format meant to do is difficult. It is expected that a student can easily visualize a algorithm through animations. In this study, we evaluate the pedagogical effectiveness of algorithm visualizations in teaching the fundamental data structures and algorithms in elementary schools. Thus we defined a new measure called 'Algorithm Visualization Factor(AVF)' and developed both text-oriented and animation-oriented PPTs of algorithm education elements, that is, Stack, Queue, Bubble Sort, Heap Sort, BDF, and DFS. We have conducted experiments and evaluations on diverse students groups. Extensive experiment results show that the average score of the student groups using animation-orirented PPT is greater(22%) than the one of the student groups using text-orirented PPT.

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Development and Application of Primary Puzzle-Based Learning Program for Computer Science Education (컴퓨터 과학 교육을 위한 초등 퍼즐 기반 학습 프로그램 개발 및 적용)

  • Oh, JungCheol;Kim, JaeHyeong;Kim, JongHoon
    • The Journal of Korean Association of Computer Education
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    • v.17 no.3
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    • pp.11-23
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    • 2014
  • Developing computational thinking ability is crucial for those living in the 21st century. However, the current computational education system cannot satisfy this need. Current computational education tends to be limited to the teaching of the use of application programs or the teaching of the programming language. This is why the primary puzzle-based learning program was developed. This program promotes the development of the learner's computational thinking ability and understanding of the principles of the computer science as opposed to the fragmented, uniform programing education. In order to prove the effectiveness of this newly developed program, a 35-hour study was conducted to 41 students from grade 3 to 6 classrooms in Jeju Province. It was proved that this program brings positive changes in creativie problem-solving ability and problem-solving abilities in computer science. This paper is to provide the ground for the development of an educational program and to prove the effectiveness of thereof, and finally introduce the Primary Puzzle-Based Learning Program as the alternative computational education.

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The Effectiveness of the Figure Learning using 3D Graphics Software (3D 그래픽 소프트웨어를 활용한 도형 학습 효과)

  • Shin, Soo-Bum;Kim, Ju-Il
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.185-192
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    • 2013
  • The development of hardware, popularization of 3D graphics software could get to easily use 3d graphics tool in the school. And learning difficulties of a shape section increased through more being enforced a shape section of an elementary school. Thus we try to improve learning effectiveness in a shape section using Sketech Up software. To do this, we analyzed existing studies, classified 3D graphics software, provided the selection criteria of vector graphics software. And we explained how to select 3D graphics software. We selected and reorganized the shape contents to use Sketch Up, which make and rotate 3D figures, understand aspects of a shape. And we inserted the content about piling 3D figures in the beginning state of the curriculum. we composed 10 periods and practiced our reorganized curriculum to the teaching and learning using Sketch Up. And we conducted before & after survey to check out t-verified. And we acquired meaningful results statistically. Thus applying Sketch Up to the shape learning can be analyzed effectively.