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

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Visualization and Intuition in Mathematics Education (수학교육에서 시각화와 직관)

  • Lee, Dae-Hyun;Park, Bae-Hun
    • Journal of Educational Research in Mathematics
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    • v.12 no.1
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    • pp.71-79
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    • 2002
  • Visualization have strong driving force that enables us to recognize abstract mathematics by direct and specific method in school mathematics. Specially, visual thinking helps in effective problem solution via intuition in mathematics education. So, this paper examines the meaning of visualization, the role of visualization in intuitive problem solving process and the methods for enhancement of intuition using visualization in mathematics education. Visualization is an useful tool for illuminating of intuition in mathematics problem solving. It means that visualization makes us understand easily mathematical concepts, principles and rules in students' cognitive structure. And it makes us experience revelation of anticipatory intuition which finds clues and strategy in problem solving. But, we must know that visualization can have side effect in mathematics learning. So, we have to search for the methods of teaching and learning which can increase students' comprehension about mathematics through visualization and minimize side aspect through visualization.

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A Python-based educational software tool for visualizing bioinformatics alignment algorithms

  • Elis Khatizah;Hee-Jo Nam;Hyun-Seok Park
    • Genomics & Informatics
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    • v.21 no.1
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    • pp.15.1-15.4
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    • 2023
  • Bioinformatics education can be defined as the teaching and learning of how to use software tools, along with mathematical and statistical analysis, to solve biological problems. Although many resources are available, most students still struggle to understand even the simplest sequence alignment algorithms. Applying visualizations to these topics benefits both lecturers and students. Unfortunately, educational software for visualizing step-by-step processes in the user experience of sequence alignment algorithms is rare. In this article, an educational visualization tool for biological sequence alignment is presented, and the source code is released in order to encourage the collaborative power of open-source software, with the expectation of further contributions from the community in the future. Two different modules are integrated to enable a student to investigate the characteristics of alignment algorithms.

Facilitating creative problem solving process as a teaching tool in fashion marketing classrooms

  • Oh, Keunyoung
    • The Research Journal of the Costume Culture
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    • v.27 no.1
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    • pp.72-80
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    • 2019
  • A teaching manual was developed to incorporate the creative problem solving process into a fashion marking course. Students' creativity, problem solving, critical thinking, and analytical thinking are promoted by applying the creative problem solving process systematically to solve authentic business problems experienced by local apparel business owners. This teaching manual is based on the FourSight Model that consists of Clarify, Ideate, Develop, and Implement. Various tools promoting divergent thinking are also utilized in the process. A local fashion business is invited as a problem owner and four resource groups are formed with students based on the results of the Kirton Adaption Innovation Inventory. Each resource group consists of 6-8 students. The creative problem solving process is implemented into a classroom setting as four 75-minutes sessions that are held twice a week for two consecutive weeks. The local fashion business owner will be in presence during the first (Clarify) and last (Implement) sessions. The instructor facilitator meets with the problem owner outside the classroom three times including pre-session client interview, after the second (Ideate) session, and before the third (Develop) session. This modified CPS manual for fashion marketing and merchandising courses provides practical guidelines to work with local fashion businesses while providing students with learning opportunities of the creative problem solving process.

Portfolio Assessment as a Policy for Innovating Mathematics Classrooms

  • Kim, Soo-Hwan
    • Research in Mathematical Education
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    • v.1 no.1
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    • pp.23-34
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    • 1997
  • For the balanced realization of these values of mathematical culture, we need to innovate mathematics classrooms, for which we need to make use of portfolio assessment. First, portfolio assessment can be regarded as a method of synthesizing a variety of resources for systematic evaluation. Second, portfolio assessment can be used as a tool of building up learners' positive attitude toward mathematics, by which we can identify the latent possibility of learners' development and help them develop confidence in mathematics. Third, portfolio assessment can play an important role as a tool for exploring the method of teaching and learning in which learners recognize the value of mathematics and are interested in mathematical activities, as we have seen in the report on the Gulliver's Travels Project.

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Validity and Reliability of the Clinical Teaching Behavior Inventory (CTBI) for Nurse Preceptors in Korea (한국어판 프리셉터 교육행동 평가도구의 타당도와 신뢰도 검증)

  • Jung, Myun Sook;Kim, Eun Gyung;Kim, Se Young;Kim, Jong Kyung;You, Sun Ju
    • Journal of Korean Academy of Nursing
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    • v.49 no.5
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    • pp.526-537
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    • 2019
  • Purpose: The aim of this study was to evaluate the validity and reliability of the Korean version of the Clinical Teaching Behavior Inventory (CTBI). Methods: The English CTBI-23 was translated into Korean with forward and backward translation. Survey data were collected from 280 nurses' preceptors at five acute-care hospitals in Korea. Content validity, construct validity, and criterion-related validity were evaluated. Cronbach's ${\alpha}$ was used to assess reliability. SPSS 24.0 and AMOS 22.0 software was used for data analysis. Results: The CTBI Korean version consists of 22 items in six domains, including being committed to teaching, building a learning atmosphere, using appropriate teaching strategies, guiding inter-professional communication, providing feedback and evaluation, and showing concern and support. One of the items in the CTBI was excluded with a standardized factor loading of less than .05. The confirmatory factor analysis supported good fit and reliable scores for the Korean version of the CTBI model. A six-factor structure was validated ($x^2=366.30$, p<.001, CMIN/df=2.0, RMSEA=.06, RMR=.03, SRMR=.05, GFI=.90, IFI=.94, TLI=.92, CFI=.94). The criterion validity of the core competency evaluation tool for preceptors was .77 (p<.001). The Cronbach's ${\alpha}$ for the overall scale was .93, and the six subscales ranged from .72 to .85. Conclusion: The Korean version CTBI-22 is a valid and reliable instrument for identifying the clinical teaching behaviors of preceptors in Korea. The CTBI-22 also could be used as a guide for the effective teaching behavior of preceptors, which can help new nurses adapt to the practicalities of nursing.

A Study on the Learning GUI for the Load Flow of Power System (전력조류계산을 위한 학습용GUI에 관한 연구)

  • Lee, Hee-Yeong
    • Proceedings of the KIEE Conference
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    • 2004.07e
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    • pp.27-29
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    • 2004
  • This paper presents improved teaching and learning Gill for easily analysis tool of load flow of power system. This GUI includes not only contingency analysis function, but also calculating power loss from transmission line flow. The Gill is friendly for study for power system operation and control because picture provide a better visualizing of relationships between input parameters and effect than a tabula type result. This Gill enables topology and the output data of load flow for line outages to be shown on same picture page. Users can input the system data for power flow on the the picture and can easily see the the result diagram of bus voltage, bus power, line flow. It is also observe the effects of different types of variation of tap, shunt capacitor, loads level, line outages. Proposed Gill has been studied on the Ward-Hale 6-Bus system.

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A C-Programming Learning Model Using a Line Tracer in Discretionary Activity Hours in Elementary Schools (초등학교 재량활동시간에 라인트레이서를 이용한 C프로그래밍 학습모형)

  • Moon, Wae-Shik
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.603-612
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    • 2011
  • This study suggested an educational curriculum(12 class periods) in order for higher level elementary school students to learn programming in discretionary activity hours using a line tracer and evaluated achievement level based on the outcome of learning by class period to assess the possibility of success. As a result, it could confirm that the programming learning using the line tracer was more excellent in creativity than the computer programming learning. In addition, it has been found that the programming learning method using the line tracer had a potential to be successful as a new creative tool that could replace the computer.

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A Multimedia Tutorial system for Learning the French Language

  • Jho, Gook-Hyung;Jang, Jae-Hyuk;Sim, Gab-Sig
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.1
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    • pp.191-198
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    • 2016
  • This paper aims to present how to design and implement a multimedia tutorial system for the self-learning French language using Director with additional tools. To implement a multimedia tutorial system we need to design several steps. First, we should choose the level of the users and design tutorial. Second, we should prepare all materials such as sounds, graphics, text and video. Finally, we should implement the selected elements and control the educational software. Due to the nature of the paper, it must emphasize French basic conversation to make environment that be used in each scene and the scene of the context dialog. In view of the fact that the fitness of each content utilization field of multimedia authoring tool is high, it is possible as part of the system sizing process of the manufacturing process, to impart its meaning. This learning-contents are composed of 10 units each situation, and we anticipate there are the several effects of this system on basic French students. This system helps lecturer get French students interested in lessons, and enables learner to learn French of the role of iterative practice by linking image and sound. Also this system helps learners to prepare and review French studying after a lesson and allows leaners to maximize their efficiency. The future of this work is to implement this system on the app.

Exploring the Practical Value of Business Games: Analysis with Toulmin's Sensemaking Framework

  • Joo Baek Kim;Edward Watson;Soo Il Shin
    • Asia pacific journal of information systems
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    • v.32 no.4
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    • pp.803-829
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    • 2022
  • With the advances in technology and the trend towards increased computer-based experiential learning in education settings, business games are being increasingly used by business educators. This article utilizes Toulmin's Sensemaking Framework to investigate the sensemaking process of business professionals to reveal how they consciously reason about the value of business games for learning complex business concepts and principles. Using the analysis of responses from 43 business professionals, our study identifies key areas where business professionals find value in business games and the limitations of using business games. First, business games are found to be an effective tool when teaching practical business skill sets to business professionals. Second, business games enhance the overall learning process in professional business training. Third, despite the advantages, some pitfalls in applying business games to practice are found. We also found sub-themes, claims, and argument patterns of how business professionals evaluate the value of business games through a grounded theory qualitative analysis method. Analysis results show several ground-warrant patterns exist in the arguments on values of business games including general principle - causal reasoning, personal experience - generalization, and personal projection - generalization. With these findings, we believe this paper contributes to the theory and practice of business game design, development, and the game playing and learning process.

Development and Instructional Effect of Digital Textbook for the Biological Evolution Unit in Middle School Science (중학교 '진화' 단원 디지털 교재 개발 및 적용)

  • Jeong, Yu-na;Cha, Heeyoung
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.89-99
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    • 2019
  • The purpose of this study is to investigate the effect of students' formation of evolutionary concept and learning on the development of digital teaching materials. The explanation of biological evolution, which explains the changes that living organisms undergo over a long period of time, can provide various contents for use in a book. The production and editing of images in digital textbooks would provide explanation of difficult concepts in a fun way. For this study, we designed instructional materials consisting of four class hours using iBooks Author, an electronic book authoring tool based on the 5E learning cycle model. In order to verify the effectiveness of the developed digital textbooks, we compared instructions by the general textbooks to those using digital textbooks. Both teaching through general textbook form and teaching using digital textbook materials had a significant effect on the formation of the concept of evolution, but interest in biological science and evolution increased significantly only in the group taught using digital textbooks. As a result of testing the instruction effect by the digital textbooks by classifying the students by type, the group that is familiar with smart devices was more active and interesting in class depending on digital literacy. The satisfaction of the developed digital textbooks also showed a positive score in the group with high digital literacy. The results of this study suggest that the development of digital textbooks in the unit of evolution can be an instructional material for easy and interesting approach to difficult concepts in the teaching of evolution.