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

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Causal relationship between learning motivation and thinking in programming education using online evaluation tool (온라인 평가 도구를 활용한 프로그래밍 교육에서 학습 동기와 사고력 간 인과 관계)

  • Chang, Won-Young
    • Journal of The Korean Association of Information Education
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    • v.24 no.4
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    • pp.379-390
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    • 2020
  • Recently, interest in online teaching·learning and evaluation tools has increased in the context of Covid-19. In order to use tools effectively, it is necessary to identify the structural influence and causal relationship between the learner's affective and cognitive variables. In this study, to identify a causal relationship between motivation and thinking while using online judge, research and competing model were established and model fit/path analysis were performed. It was found that there was a linear causal relationship from tool usage, self-efficacy, flow, logical thinking, to computational thinking. It was confirmed that 'self-efficacy → flow', or 'flow' had mediating effect on the path from tool usage to thinking, and tool usage was not exerted to thinking through 'flow → self-efficacy'. The causality of 'logical thinking → computational thinking' was identified on the path where tool usage affects thinking ability through learning motivation, but the causality of 'computational thinking → logical thinking' was not identified.

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.

An analysis of the use of technology tools in high school mathematics textbooks based (고등학교 수학 교과서의 공학 도구 활용 현황 분석)

  • Oh, Se Jun
    • Communications of Mathematical Education
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    • v.38 no.2
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    • pp.263-286
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    • 2024
  • With the introduction of AI digital textbooks, interest in the use of technology tools in mathematics education is increasing. Technology tools have the advantage of visualizing mathematical concepts and discovering mathematical principles through experimentation and inquiry. The 2015 revised mathematics curriculum in Korea already mentions the use of technology tools, and accordingly, various teaching and learning activities using technology tools are presented in mathematics textbooks. However, there is still a lack of systematic analysis on the types and utilization methods of technology tools presented in textbooks. Therefore, this study analyzed the current status of the use of technology tools presented in high school mathematics textbooks based on the 2015 revised curriculum. To this end, the types of technology tools presented in mathematics textbooks were categorized, and the utilization ratio of each category was investigated. In addition, the utilization patterns of technology tools were analyzed by subject and content area, and the utilization ratio of technology tools according to the type of teaching and learning activities was examined. The results showed that technology tools were used in various types and ratios according to the subject and content area. In particular, technology tools in the symbol-manipulation graphing software category accounted for 58% of the total usage cases, showing the highest proportion. By subject, the use of symbol-manipulation graphing software was prominent in subjects dealing with the analysis area, while the use of dynamic geometry software was relatively high in the geometry area. In terms of teaching and learning activity types, the utilization ratio of auxiliary tool type (49%) and intended inquiry induction type (37%) was high. The results of this study show that technology tools play various roles in mathematics textbooks and provide useful implications for improving mathematics teaching and learning methods using technology tools in the future. Furthermore, it can contribute to the establishment of educational policies related to AI digital textbooks and the development of teacher training programs.

Design and implementation of an Intelligent Tutoring System for Mobile English Learning (모바일 영어 학습을 위한 지능형 교육 시스템의 설계 및 구현)

  • Lee, Young-Seok;Cho, Jung-Won;Choi, Byung-Uk
    • The KIPS Transactions:PartA
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    • v.10A no.5
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    • pp.539-550
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    • 2003
  • As the service of mobile internet has been expended, student users are increase. The computers have been widely used in a education field as the teaching tool by improvement of the multimedia contents processing and user interface. The English learning using the computers in the restricted education environment provides motivations and effective learning to learners, but still have some problem such as teaching and evaluating without consideration for differences of individual levels. In order to solve the problems and take the advantages, we propose the intelligent tutoring system for english learning with mobile technology. Overcoming limitations of the mobile environment and using proper treacher's roles,. We have applied the conventional estimation method of the intellectual learner level for students. Also, we have proposed the diagnostic function in order to determine the method of teaching-learing and item disposition that each leaner prefers. Then we have designed and implemented the expert module, providing the feedback for teaching, of the intelligent turoring system for mobile english learning. This system will be able to support the interaction between teachers and students and replace some roles of teacher in the mobile english learning.

The Effect of Climbing Learning Method on Mathematical Creativity and Attitude toward Mathematical Creativity (수학적 창의성과 태도 및 학업에 미치는 등산학습법의 적용과 효과)

  • Lee, Dong-Hee;Kim, Pan-Soo
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.1
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    • pp.23-41
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    • 2010
  • This research applies the climbing learning method that, a Japanese professor, Saito Noboru established and practiced, to fourth and sixth graders in an elementary school in order to analyze its effect on mathematical creativity, attitude toward mathematical creativity, so called CAS(Creative Attitude Scale) and academic achievement of the subject. The goal is to explore methods that can enhance students' mathematical creativity. To address these tasks, the research developed a teaching-learning scheme and learning structure chart that applies the climbing learning method. Next, the research organized two homogeneous groups among 124 students in fourth and sixth grades in S elementary school, located in the city of Busan. The experiment group went through classes that applied climbing learning method, while the control group received regular teaching. The following describes the research findings. After the experiment, the research conducted t-test for the independent sample based on the test result in terms of mathematical creativity, CAS and academic achievement of the subject. For mathematical creativity, all four constructing factor showed statistically significant differences at significance level of 5%. For CAS, statistically significant difference was revealed at significance level of 0.1%. However, in regard to a test of academic achievement for fourth and sixth graders, statistically significant difference was not detected at significance level of 5% even though the average score of the students in the experiment group was higher by 6 points. The research drew the following conclusion. Firstly, classes that apply climbing learning method can be more effective than regular classes in enhancing mathematical creativity of elementary school students. Secondly, the climbing learning method has positive impact on inclination for mathematical creativity of elementary school students. The research suggests that the climbing learning method can be an effective teaching-learning tool to improve students' mathematical creativity and inclination for mathematical creativity.

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The Effects of MINDSTORMS Programming Instruction on the Creativity (MINDSTORMS을 이용한 프로그래밍 학습이 창의력에 미치는 효과)

  • Yoo, In-Hwan;Kim, Tae-Wan
    • The Journal of Korean Association of Computer Education
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    • v.9 no.1
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    • pp.49-59
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    • 2006
  • Traditional programming education lacked consideration of contents, methods and learners. In particular, the importance of programming education has been decreased in school because almost no suitable teaching has been executed for elementary school students. To solve these problems, this study proposed the use of MINDSTORMS that is a programming education tool suitable for elementary school students, and verified its effects on learners' creativity. The results of this study show that the tool is highly effective in improving students' creativity. The objectives of programming education are not only learning programming languages but also improving problem-solving ability, logical thinking and creativity. We must offer environment, in which students can control their own learning activity and solve problems by themselves. In addition, MINDSTORMS can be a very useful and suitable tool for programming education.

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Comparison of Teaching about Breast Cancer via Mobile or Traditional Learning Methods in Gynecology Residents

  • Alipour, Sadaf;Moini, Ashraf;Jafari-Adli, Shahrzad;Gharaie, Nooshin;Mansouri, Khorshid
    • Asian Pacific Journal of Cancer Prevention
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    • v.13 no.9
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    • pp.4593-4595
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    • 2012
  • Introduction: Mobile learning enables users to interact with educational resources while in variable locations. Medical students in residency positions need to assimilate considerable knowledge besides their practical training and we therefore aimed to evaluate the impact of using short message service via cell phone as a learning tool in residents of Obstetrics and Gynecology in our hospital. Methods: We sent short messages including data about breast cancer to the cell phones of 25 residents of gynecology and obstetrics and asked them to study a well-designed booklet containing another set of information about the disease in the same period. The rate of learning derived from the two methods was compared by pre- and post-tests and self-satisfaction assessed by a relevant questionnaire at the end of the program. Results: The mobile learning method had a significantly better effect on learning and created more interest in the subject. Conclusion: Learning via receiving SMS can be an effective and appealing method of knowledge acquisition in higher levels of education.

Adaptive Hypermedia for eLearning: An Implementation Framework

  • Dutta, Diptendu;Majumdar, Shyamal;Majumdar, Chandan
    • Journal of Korea Multimedia Society
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    • v.6 no.4
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    • pp.676-684
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    • 2003
  • eLearning can be defined as an approach to teaching and teaming that utilises Internet technologies to communicate and collaborate in an educational context. This includes technology that supplements traditional classroom training with web-based components and learning environments where the educational process is experienced online. The use of hypertext as an educational tool has a very rich history. The advent of the internet and one of its major application, the world wide web (WWW), has given a tremendous boost to the theory and practice of hypermedia systems for educational purposes. However, the web suffers from an inability to satisfy the heterogeneous needs of a large number of users. For example, web-based courses present the same static teaming material to students with widely differing knowledge of the subject. Adaptive hypermedia techniques can be used to improve the adaptability of eLearning. In this paper we report an approach to the design a unified implementation framework suitable for web-based eLearning that accommodates the three main dimensions of hypermedia adaptation: content, navigation, and presentation. The framework externalises the adaptation strategies using XML notation. The separation of the adaptation strategies from the source code of the eLearning software enables a system using the framework to quickly implement a variety of adaptation strategies. This work is a part of our more general ongoing work on the design of a framework for adaptive content delivery. parts of the framework discussed in this paper have been imulemented in a commercial eLearning engine.

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Development and implementation of a project-based learning model using CMC and situated evaluation with message analysis (통신망을 활용한 프로젝트 학습 모형의 개발 및 적용과 메시지 분석을 이용한 상황적 평가)

  • Jun, Youngcook;Kim, Junghack;Park, Hongjune
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.57-69
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    • 2005
  • In this study we try to design and develop a mixed model of project-based learning with internet. In order to support the developed model, we separately developed a web-based tool, called Project Learning BBS. The classroom teaching for advertisement-photo production with the model has been carried out during May-July in 2002 and March-July in 2003 respectively with 40 students each. The overall activities of group collaborative work done during the teaching periods have been formatively evaluated with classroom observation, interviews and students' portfolios that were related to the processes of photo planning, video shooting and editing. It has also investigated how the students involved the web-based group discussion activities. In short, data analysis indicated that the participants accepted the proposed project-based learning model for their learning events in a positive way in order to increase the utilization of CMC.

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Experience in Online Education in Logistic-related Departments in the New Normal Age (뉴노멀시대에 있어서 물류 관련 학과의 온라인교육 경험)

  • Bae, Soo Hyun
    • KOREAN JOURNAL OF PACKAGING SCIENCE & TECHNOLOGY
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    • v.26 no.3
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    • pp.139-145
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    • 2020
  • The purpose of this study is to share the experience of online education with departments related to the servic industry, such as distribution and logistics, in the New Normal Age of COVID-19 pandemics. The graduation presentation project, which is the capstone design subject and the most urgent subject for face-to-face classes, was selected as the online education subject of this study. The results of this study are as follows : First, several online class tools, such as Zoom, Microsoft Teams, and Google Meet, have also been shown to be applicable to capstone design subjects such as graduation presentation projects. Second, it is essential to reorganize the curriculum to enhance students' ability to practice and utilize online contents. Third, continuous education and training are needed to make easy use of the aforementioned online teaching tools. Meanwhile, fourth, further research is needed to solve the learning effects caused by online learning, and difficulties in communication.