• Title/Summary/Keyword: Technology-integrated instructional design

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Developing a Teaching-Learning Model for Flipped Learning for Institutes of Technology and a Case of Operation of a Subject (공과대학의 Flipped Learning 교수학습 모형 개발 및 교과운영사례)

  • Choi, Jeong-bin;Kim, Eun-Gyung
    • Journal of Engineering Education Research
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    • v.18 no.2
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    • pp.77-88
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    • 2015
  • Recently, there has been an increasing interest in 'Flipped Learning,' an IT-based learner-centered teaching-learning method corresponding to meet the paradigm of the future education. For smooth Flipped Learning, there are three steps in total: a pre-class should precede; then, in the structure of classes in the classroom, in-class learning among peer learners should be done; and lastly, the operation of a post-class should be done. For successful Flipped Learning, class elements in each step should be designed with a time difference, interconnected so as to achieve a single educational objective. However, it was found that there was a limitation in that the teaching-learning model of the preceding Flipped Learning consisted of the order of analysis, design, development, implementation and evaluation as general procedures, so it would not sufficiently consider the situations of Flipped Learning only. On this background, this thesis proposes a differentiated Flipped Learning model for mastery learning in a subject of an institute of technology as a model of systematic instructional design and presents a case of a class applied to an actual subject of computer engineering.

Analyzing in-service primary and secondary teacher's experience on development of instructional media with Scratch: Based on the ASSURE model (초·중등 현직 교원의 스크래치 활용 교수자료 개발에 대한 경험 분석: ASSURE 모형 기반)

  • Cha, Hyeon-Jin;Lee, Gyeong-Suk
    • Journal of The Korean Association of Information Education
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    • v.24 no.4
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    • pp.265-278
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    • 2020
  • The purpose of this study is to analyze the experience of the process of developing instructional media by using Scratch for in-service teachers, after they participated in programming education with Scratch conducted as part of teaching methods using ICT. In particular, this study aimed to explore in-service teachers' thoughts and experiences of the objectives and methods integrated the programming education into their subjects creatively and convergently. To achieve the objective, they conducted an instructional design in accordance with their subject's learning goals and methods on the framework of the ASSURE model. Then, they conducted a project to develop instructional media with Scratch as part of the instructional design. 10 in-service teachers who attends the Graduate School of Education at K University in the second semester of 2019 were participated in this study. As a result, teachers showed positive expectation that the use of media developed by Scratch could bring significant results to attract students' interest and promote students' participation to lead learner-centered classes. This study has implications for future direction on programming education for professional development programs of prospective teachers as well as in-service teachers.

A study on e-Learning multimedia contents develop focus basic resuscitation (기본 소생술 e-러닝(e-Learning) 멀티미디어 컨텐츠 개발 연구)

  • Lee, Young-Ah;Kim, Tae-Min;Kim, Hyo-Sik;Koh, Jae-Moon
    • The Korean Journal of Emergency Medical Services
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    • v.6 no.1
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    • pp.65-75
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    • 2002
  • This study was designed to develop e-Learning multimedia contents to provide the first aid rescuer with the basic resuscitation, members of the public, corporations and any other institutions who wish to learn this skills. It is carried out from October to December in 2001. This program was constructed on the basic of the network-instructional system Design model, this model has severalprogressive steps, which includes the planning, analysis of the contents, development of the contents, instructional design, development of web-based and multimedia, pilot test, implement, and evaluation. The URL of this site is http://www.cyber.hc.ac.kr named as the cyber education program for the basic resuscitatingskill. This contents consisted of 8 chapters providing as follows : Introduction, anatomy and physiology of heart-ling, Adult Cardio-Pulmonary Resuscitation, Adult Foregin-body Air-Obstruction, Child Cardio-Pulmonary Resuscitation, Child Foregin-body Air-Obstruction, Infant Cardio-Pulmonary Resuscitation, Infant Foregin-body Air-Obstruction. To make the learning more interesting, as much animation and videos were integrated. In conclusion, this e-Learning multimedia contents will be useful for student as well as members of the public. It significantly increases the chances of saving the life of person who has collapsed.

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A Study of Game Project Curriculum for Integrated Subject (통합교과로서의 게임 프로젝트 교육과정 운영방안 탐구)

  • Choi, Seung-Kwan
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.111-122
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    • 2016
  • The purpose of this study is to suggest an curriculum model of teaching scheme which performs team project learning based on Integrated project with different fields. To address this goal, the present study suggests a practical game project model under the same game-making circumstances as game industry by consisting of real case of convergence parts(game graphic, game design, game program). This project-based learning case has been conducting Integrated project education since 2008 in A educational Institute in Korea. The results of study suggest a standard of Integrated-based curriculum model and it is constructed with two parts. The first part is what students learned during project processing, such as responsibility, communication. The other part is how to construct the educational environment for integrated project. It explains how to organize and build teams, plan of integrated project, rule the role of team task, perform collaborative task, present interim/final presentation, evaluate grade. This study is expected to be utilized as a framework for the instructional design and the guideline for improving learner competency in team project learning.

Case Study of Flipped-learning on a Basic Engineering Practice (공학전공기초실습에 플립러닝 적용사례)

  • Huh, Jun-young;Han, Soo-min
    • Journal of Practical Engineering Education
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    • v.8 no.2
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    • pp.83-89
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    • 2016
  • Flip-learning enables an effective teaching and learning in accordance with the deepening degree of engineering education as a framework that enables learning according to the individual differences of the theoretical aspects, and solving real problems and practice of the learner-centered education through the application of this. The subject of basic fluid power practice which is used in various industries requiring factory automation aims at understanding of the composition and operating principles of pneumatic components and programming of electric sequential circuits, building the design ability of pneumatic system. This subject goes by 3 hour classes with theory and practice side by side. So it has not enough time to instruct students various contents related in this subject. In this study, the instructional design was performed according to the KOREATECH (Korea University of Technology and Education) flip-learning basic model for the effective teaching of 'Basic Fluid Power Practice' in basic engineering practice courses,. And the effectiveness of flip-learning is analyzed through the students survey after performing classes.

A Case Study on Design of Theme-based Integrated Learning by Using QR Code (QR코드를 활용한 주제중심 통합학습 설계 사례연구)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.141-152
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    • 2013
  • This research aims at suggesting a case of designing theme-based integrated learning for usage smart media. New approach and direction for developing a gaming instructional design was suggested which can encourage learners to participate in. Quest-based learning, the learning environment design where learners conduct various learner-centered activities, plays an important role of reinforcing the motivation, promoting experiential and cooperative learning based on social interaction. The design using QR codes has been proved to be able to offer the learner-centered learning environment which includes social interaction strategy required for learners expanding their cognitive structure, motivation enhancing strategy encouraging their consistent participation in learning, complex problematic situation and scaffolding strategy emphasized by constructivism. And it is expected to contribute to promoting the design of theme-based integrated learning which is being demanded in the educational environment recently by combining systematic design process and strategies.

Interdisciplinary Knowledge for Teaching: A Model for Epistemic Support in Elementary Classrooms

  • Lilly, Sarah;Chiu, Jennifer L.;McElhaney, Kevin W.
    • Research in Mathematical Education
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    • v.24 no.3
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    • pp.137-173
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    • 2021
  • Research and national standards, such as the Next Generation Science Standards (NGSS) in the United States, promote the development and implementation of K-12 interdisciplinary curricula integrating the disciplines of science, technology, engineering, mathematics, and computer science (STEM+CS). However, little research has explored how teachers provide epistemic support in interdisciplinary contexts or the factors that inform teachers' epistemic support in STEM+CS activities. The goal of this paper is to articulate how interdisciplinary instruction complicates epistemic knowledge and resources needed for teachers' instructional decision-making. Toward these ends, this paper builds upon existing models of teachers' instructional decision-making in individual STEM+CS disciplines to highlight specific challenges and opportunities of interdisciplinary approaches on classroom epistemic supports. First, we offer considerations as to how teachers can provide epistemic support for students to engage in disciplinary practices across mathematics, science, engineering, and computer science. We then support these considerations using examples from our studies in elementary classrooms using integrated STEM+CS curriculum materials. We focus on an elementary school context, as elementary teachers necessarily integrate disciplines as part of their teaching practice when enacting NGSS-aligned curricula. Further, we argue that as STEM+CS interdisciplinary curricula in the form of NGSS-aligned, project-based units become more prevalent in elementary settings, careful attention and support needs to be given to help teachers not only engage their students in disciplinary practices across STEM+CS disciplines, but also to understand why and how these disciplinary practices should be used. Implications include recommendations for the design of professional learning experiences and curriculum materials.

Analysis of Science and E-book Application for Universal Design for Learning for Students with Disabilities (장애학생을 위한 초등학교 과학과 e-book의 보편적 학습설계 적용 분석)

  • Lee, Okin
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.9-14
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    • 2020
  • This study examined whether the integrated education science and resource e-book developed for students with disabilities were properly implemented in terms of universal design for learning. For analysis, "Teaching and learning materials for inclusive education of students with disabilities: grade 3~6 sciences", which were instructional adaptation, were selected for students with disabilities who are unable to learn the contents of general textbooks for the 3rd to 6th grade of the elementary school science course in the 2015 revised curriculum. The science grades are composed of 40 units, including basic science inquiry, matter, life, kinetic and energy, earth and universe. The content analysis standard was based on detailed items of 9 definitions according to the 3 principles of UDL presented in CAST (2018). As a result of the study, the strategy network was the largest among the UDL principles. As for the domain of the science curriculum, the kinetic and energy was the most common. As UDL detailed items, informations presentation suitable for learners was most frequent in cognitive network. Various ways of searching for data, was most frequent in strategies network. Diverse materials optimized difficulty of contents was most frequent in affective network.

Analysis of Social Studies Textbooks Application for Universal Design for Learning for Students with Disabilities (장애학생 통합교육 사회과 교수·학습자료의 보편적 학습설계 적용 분석)

  • Lee, Okin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.1-8
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    • 2022
  • This study examined whether the integrated education social studies textbooks developed for students with disabilities were properly implemented in terms of universal design for learning. For analysis, "Teaching and learning materials for inclusive education of students with disabilities: grade 3~6 social studies textbooks", which were instructional adaptation, were selected for students with disabilities who are unable to learn the contents of general textbooks for the 3rd to 6th grade of the elementary school social course in the 2015 revised curriculum. The social curriculum grades are composed of 20 units, including general public, geography and history. The content analysis standard was based on detailed items of 9 definitions according to the 3 principles of UDL presented in CAST (2018). Overall, the aspect of providing multiple means of action and expression was the most frequently observed, followed by providing multiple means of representation and providing multiple means of engagement. Special education teachers and textbook developers can use these results as a resource for designing curricula and lessons for students with disabilities in the inclusive classroom.

Implementation of the Aural Cueing System(ACS) for Applying the Reconfigurable Tactical Flight Training System(RTT) (가변형 전술 시뮬레이터 적용을 위한 음향 재생 시스템 구현)

  • Hong, Seung-Beom;Ahn, Dong-Man;Jie, Min-Seok
    • Journal of Advanced Navigation Technology
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    • v.16 no.6
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    • pp.1092-1100
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    • 2012
  • In this paper, it has designed and developed the integrated aural cueing system(ACS) system of the reconfigurable tactical Flight Training System(RTT) for the 6 rotorcraft such as UH-1H, UH-60, AH-1H, 500MD, BO-100, and CH-47. RTT is an evolving alternative instructional training system to provide the ability to rehearsal and collectively train, through networked simulators in a unit-collective and combined arms simulated battlefield environment. ACS handles the volume, pitch and repetition of the digitally stored sounds based on commands it receives from the Host server. This paper explained and implemented the conceptual and detail design the ACS system. In order to evaluating the performance of the ACS system, we made the monitoring system for interworking the virtual Host and the ACS system. As the result, it was confirmed the good performance.