• Title/Summary/Keyword: Tool of Teaching and Learning

Search Result 333, Processing Time 0.025 seconds

Utilization of Computer Pointing Game for Improving Visual Perception Ability of Children with Severe Intellectual Disability

  • Kim, Kyoung-Ju;Kim, Nam-Ju;Seo, Jeong-Man;Kim, Sung-Wan
    • Journal of the Korea Society of Computer and Information
    • /
    • v.23 no.4
    • /
    • pp.41-49
    • /
    • 2018
  • The purpose of this study is to investigate the effect of computer pointing game on the visual perception ability of children with severe intellectual disability. Based on a literature review, we developed a computer pointing game to improve visual perception ability, which consisted of three stages; catching a hamburger, catching a hamburger and a soda, and catching various foods. At each stage, different instructional models were applied by difficulty level of the contents. Experiments were performed among four children with severe intellectual disabilities for three weeks. They belonged to H public school in Kyeonggi, Korea. Their visual perceptions were quantitatively measured four times by utilizing the Korean Developmental Test of Visual Perception tool (K-DTVP-2). For qualitative evaluation, an observation assessment diary was written and analyzed. All four children at the fourth test showed better visual perception ability, compared with the ability at the first test. As a result of the analysis of the observation assessment, they were considered successful in their learning and ordinary life related to visual perception. It can be concluded that the computer pointing game may play a role in helping children with severe intellectual disabilities improve their visual perception ability.

The effects of self-directed learning through homepage for English reading class (교사-학생간의 홈페이지를 활용한 자기주도적 학습의 효과)

  • Bang, Young-Joo
    • English Language & Literature Teaching
    • /
    • v.12 no.3
    • /
    • pp.187-210
    • /
    • 2006
  • This study aims to investigate the effects of the implementation of self-directed learning through the homepage between the teacher and the students for English reading classes. The study focuses on the questions of whether the self-directed learning through the homepage, compared to the teacher-centered learning, would enable a significantly positive change in the students' achievements and of what their responses to this new learning method are. 72 students were grouped into an experimental and a control group, and then each group was subdivided into three levels (high, medium, low) of proficiency. Findings demonstrate that the experimental group showed statistically more significant increases in their scores of reading proficiency test than the control group. For the question of students' responses to the learning experience, the three groups within the experimental group responded to a questionnaire survey with regard to the positive attitude of learning, the effectiveness of self-directed learning and its learning materials, and usability of the homepage. In general, the experimental group considered the experience satisfactory, although the degree of positive responses varied according to the proficiency level of the group. This suggests the importance and effectiveness of self-directed learning using the computer and internet as a supplementary learning tool.

  • PDF

Applied Case and Development of m-Learning Class: Based on a Clinical Practice Class in the College of Nursing Science (m-Learning 수업 개발과 적용사례: 간호대학 임상실습 과목)

  • Kang, In-Ae;Lee, Seon-Ah;Kim, Won-Ock;Sok, So-Hyune R.;Hwang, Jee-In
    • The Journal of Korean Academic Society of Nursing Education
    • /
    • v.14 no.1
    • /
    • pp.63-72
    • /
    • 2008
  • Purpose: This study focused on two aspects: 1) how to design and implement a mobile learning course which is facilitated by a PDA with a web-based class homepage as a tool for mobile learning; 2) how to increase and enhance interactive activities among and between the students and the faculty members by utilizing a PDA as a tool for communication as well as collaboration. Method: To analyze the results of the m-Learning course, data was collected from interviews with the involved two faculty members and a survey from 27 students. Result: The results showed a positive outcome of the m-Learning approach in terms of a more collaborative learning environment in a clinical course where the students practice their clinical activities out of the classroom, far from their faculty members. On the other hand, the problems of the m-Learning approach were that more thorough preparation was needed for the new tools from both the students and the faculty members in preparation in social, cultural, and mental aspects, not withstanding the assumed technical limits of a PDA. Conclusion: m-Learning must be more actively implemented in classes, even though several problems were noticed in terms of both technical aspects of the tools, and social and cultural aspects from the users.

An Application of Virtual Reality in E-learning based LEGO-Like Brick Assembling

  • Tran, Van Thanh;Kim, Dongho
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2016.04a
    • /
    • pp.783-786
    • /
    • 2016
  • E-learning is a new teaching model nowadays, and Virtual Reality (VR) technology is reported that the use of virtual reality as an education tool can increase student interests, understanding, and creative learning because of encouraging students to learn by exploring and interacting with the information on the virtual environment. Besides that, LEGOs have long been the favorite of many children. LEGOs provide a mechanism to understand and do for many concepts from spatial relationships to robotics platforms. In this paper, we present a virtual reality application based on the assembly of LEGO-Like bricks to increase math and science learning by improving spatial thinking. It not only encourages students to pursue careers in science, technology, engineering, or mathematics but also enhances learner's ability to analyze and solve problems. The application is built by Processing 2.0 as the easier programming language which is a top-down approach to build the 3D interactive program.

The Effect of Mobile Phone Use on University Students' English Reading Achievement (모바일 폰 활용이 대학생들의 영어 독해 학습 성취도에 미치는 영향)

  • Kim, Hye-Jeong
    • The Journal of the Convergence on Culture Technology
    • /
    • v.5 no.4
    • /
    • pp.183-189
    • /
    • 2019
  • The purpose of this study is to investigate the effects of mobile phone use on university students' English reading achievement and consider the value and effectiveness of mobile phones as a learning tool. The study's subjects were students from a university in Seoul, who were divided into an experimental group (n=37) and a control group (n=43). The experimental group used various mobile phone functions-such as searching, recording, taking photos, using mobile apps, and community uploads-in reading class. The control group, on the other hand, focused on students' presentations and the professor's explanations. Two achievement tests and an open-ended questionnaire were administered. The results revealed that the experimental group scored higher than the control group, which showed a significant difference. In addition, the positive impacts of mobile phone use as reported in the questionnaire were interest and motivation, self-directed learning, and continuous learning beyond time and space. In order to foster efficient second language teaching and learning, learners and also teachers must be aware of the potential value of mobile phones as a learning tool. To encourage more active mobile phone use in the classroom, diverse and interesting class activities using mobile phones should be developed.

Analyzing Offline and Online Entrepreneurship Course Outcomes and Remote Education Strategy (비대면 강의 운영 전략: 온라인 창업수업을 중심으로)

  • Lee, Joosung
    • Journal of Engineering Education Research
    • /
    • v.25 no.5
    • /
    • pp.55-67
    • /
    • 2022
  • Distance learning has become an efficient tool and is being widely used at work and in school. This research presents the results of a project-oriented entrepreneurship course taught both in classroom and online for a period of 3 years before and after the pandemic caused by COVID-19. Despite the various challenges, the outcome demonstrated that the students were able to attain required knowledge and capabilities in the online learning environment. As such, this paper discusses effective ways to blend in distance learning components so that both instructors and students can benefit from Internet-based education technologies. In the future, both face-to-face and virtual project work and study are likely to get integrated into a 'hyflex' class, which is flexible, on-offline education.

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
    • /
    • v.7 no.5
    • /
    • pp.33-43
    • /
    • 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.

  • PDF

Application of Creative Design-inducing, Teaching-Learning Method for Improvement of Creativity (창의성 향상을 위한 창의적디자인도출 교수학습법 적용사례)

  • Seo, Mi-Ra;Kim, Ae-Kyung;Lee, Young-Woo
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.3
    • /
    • pp.448-457
    • /
    • 2015
  • This study aims to suggest a creative design-inducing, teaching-learning method which can enhance the efficiency of design education by helping learners improve their creative thinking and solve problems and apply it to diverse curriculums with a goal of having a positive effect on the development of learners' creativity. For this, it was actually applied to game character design from Department of Game Engineering, formative arts from Department of Beauty Care and Digital Graphics from Department of Visual Design using the action research method, and a teacher defined course topic, contents of the course and creative thinking tools and promoted the class. As a result, it was confirmed that it is effective in deriving creative design and increasing learners' interest and participation in class. When a creative thinking tool was used, however, the outcomes of creative learning slightly varied depending on learners' competence.

A Qualitative Understanding of 'Work and Energy' Unit Lessons in a Middle School: an Investigation from a Constructivist Perspective (중학교 '일과 에너지' 단원 수업의 정성적 이해 - 구성주의적 관점에서의 고찰 -)

  • Yoon, Hye-Gyoung;Pak, Sung-Jae
    • Journal of The Korean Association For Science Education
    • /
    • v.16 no.2
    • /
    • pp.154-163
    • /
    • 1996
  • In Korea, previous survey in science education mainly dealt with Quantitative variables. Qualitative ethnographic observation can bring deeper understanding of the context of school lesson and it's feature. The purpose of this study was to develop qualitative understanding about the learning experiences provided in middle school and students' responses to them through observation and interview and to investigate it from a constructivist perspective. Six lessons of the 9th grade were observed and recorded on the video tape. The topics of the lessons were potential energy, kinetic energy and conservation of mechanical energy. We had also unstructured interview with the teacher and three groups of students. The teacher's deductive explanation starting from scientific definition and quantitative problem solving using formula were the main features of the classroom lectures. The video - watching lesson was taking the role of a break rather than being seen as a useful tool for science learning and teaching by both students and the teacher. The teacher's perception about the lab experiment was not supported by the responses from the students. The teacher and students preferred problem-book to textbook for their teaching and learning. From a constructivist's perspective, however the teacher seemed to have intention of introducing daily life context, he couldn't unfold it to main context of the lessons. Students were so accustomed to passive learning that they did not express directly their complaint about their learning and did not participate in planing and controling their learning. The teacher and the students believed the scientific knowledge came from an exact experiment. There was a cooperation to seek right answer rather than a social process of making sense of knowledge. In conclusion, the observed science lessons of a middle school showed typical cross section of teacher - centered, passive learning environment, which is far from constructivist perspective.

  • PDF

Experience Way of Artificial Intelligence PLAY Educational Model for Elementary School Students

  • Lee, Kibbm;Moon, Seok-Jae
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.12 no.4
    • /
    • pp.232-237
    • /
    • 2020
  • Given the recent pace of development and expansion of Artificial Intelligence (AI) technology, the influence and ripple effects of AI technology on the whole of our lives will be very large and spread rapidly. The National Artificial Intelligence R&D Strategy, published in 2019, emphasizes the importance of artificial intelligence education for K-12 students. It also mentions STEM education, AI convergence curriculum, and budget for supporting the development of teaching materials and tools. However, it is necessary to create a new type of curriculum at a time when artificial intelligence curriculum has never existed before. With many attempts and discussions going very fast in all countries on almost the same starting line. Also, there is no suitable professor for K-12 students, and it is difficult to make K-12 students understand the concept of AI. In particular, it is difficult to teach elementary school students through professional programming in AI education. It is also difficult to learn tools that can teach AI concepts. In this paper, we propose an educational model for elementary school students to improve their understanding of AI through play or experience. This an experiential education model that combineds exploratory learning and discovery learning using multi-intelligence and the PLAY teaching-learning model to undertand the importance of data training or data required for AI education. This educational model is designed to learn how a computer that knows only binary numbers through UA recognizes images. Through code.org, students were trained to learn AI robots and configured to understand data bias like play. In addition, by learning images directly on a computer through TeachableMachine, a tool capable of supervised learning, to understand the concept of dataset, learning process, and accuracy, and proposed the process of AI inference.