• Title/Summary/Keyword: Understanding of Learners

Search Result 439, Processing Time 0.025 seconds

Characteristics, Mapping Understanding, Mapping Errors, and Perceptions of Student-Generated Analogies by Elementary School Students' Approaches to Learning (초등학생의 학습접근양식에 따른 비유 만들기 특성, 대응 관계 이해도, 대응 오류, 비유 만들기에 대한 인식)

  • Kang, Hun-Sik;Cheon, Ji-Hyun
    • Journal of The Korean Association For Science Education
    • /
    • v.30 no.5
    • /
    • pp.668-680
    • /
    • 2010
  • In this study, we investigated the characteristics, the mapping understanding, the mapping errors, and the perceptions of student-generated analogies on the separation of mixtures using the sizes of particles by elementary school students' approaches to learning. Fourth graders (N=92) were selected and administered with the tests on the approaches to learning, self-generating analogies, and perception of self-generating analogies. The results revealed that the meaningful learners made more analogies, especially structural/functional, enriched, and higher systematic ones than the rote learners. However, there were little difference in students' approaches to learning in the subcategories of representation (verbal, pictorial, and verbal/pictorial), artificiality (artificial and everyday), and abstraction (abstract and concrete). The meaningful learners had deeper understanding of the analogy and fewer mapping errors than the rote learners. In addition, the numbers of the shared attributes included in student-generated analogies and the scores of the mapping understanding of the meaningful learners were significantly higher than those of the rote learners. Many students, regardless of students' approaches to learning, had positive perceptions of the self-generating analogies in various cognitive and motivational aspects. However, they also point out the various difficulties in the self-generating analogies as their disadvantages. Educational implications of these findings are discussed.

A Study on the Applications of English Science Class using PBL (초등학교에서 PBL을 이용한 영어과학 수업의 실제적 적용에 관한 연구)

  • Park, In-Hwa
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.5
    • /
    • pp.559-564
    • /
    • 2020
  • In order to attain the best-educated people in a rapidly changing, modern society with English is an official language, this study applies the problem-based learning (PBL) method to the English Science Class. PBL problems were developed for PBL classes, and their effectiveness has been proven. The focus of this study was five PBL questions posed during the first semester, targeting seven learners in the fourth grade of Elementary School A. The questions were divided into levels aimed at each grade, with the emphasis on specialized English education. Learners wrote journals, peer evaluations, and self-evaluations after finishing their PBL classes. Also, a survey about PBL was conducted after the first semester. The results of the study showed that learners experienced an 86% improvement in presentation skills, an 86% improved interest in learning, 86% better understanding, and 100% improvement in both problem-solving skills and cooperation. On the other hand, learners had difficulty in understanding PBL problems, and with research using the internet. PBL was somewhat unfamiliar to the students, but the survey found that learners are already aware of its effectiveness, and that they are interested in PBL.

A Study on Puzzle Game-based Learning Content for Understanding Mandala

  • Lim, Sooyeon;Kim, Youngduk;Kim, Kyungdeok
    • International Journal of Advanced Culture Technology
    • /
    • v.8 no.2
    • /
    • pp.34-41
    • /
    • 2020
  • This study proposes the development of 'Mandala 37', a puzzle game based content that learns the principles of 37 Honored Ones within the Diamond World Mandala. The proposed game is a new type of learning content that combines the development process of 37 Honored Ones with the characteristics of the puzzle game. It aims to increase the understanding of Buddhist content by inducing learners' interest and increasing their concentration. Learners can learn and understand the principles of the emergence of 37 Honored Ones naturally through the rules of the game. This study introduces the implementation process of the proposed game and explains how learners perceive the principle of 37 Honored Ones within the Diamond World Mandala through the game.

A Study of Learner-Centered Participatory Activities and Learner Satisfaction Using a 4-Cut Cartoon Creation in College Liberal Arts English Classes

  • HyeJeong Kim
    • International Journal of Advanced Culture Technology
    • /
    • v.11 no.3
    • /
    • pp.106-112
    • /
    • 2023
  • This study proposes learner participatory activities for learner-centered college liberal arts classes. In addition, it analyzes learners' perceptions of and satisfaction with learner-centered classes and identifies the issues that must be considered when planning learner-centered activities for college liberal arts classes. The study used a learner-centered participatory activity in which participants created a 4-cut cartoon addressing a specific theme. An open-ended questionnaire was administered to identify learners' attitudes about and satisfaction with the learner-centered classes. It showed that most learners (87.5%) were highly satisfied with the 4-cut cartoon creation activities in the learner-centered participatory class. Learners identified the burden- free nature of the class activities, the fact that they improved their understanding of class content, and that they were fun (not boring) as the main reasons they found the class activities satisfying. In liberal arts English classes, more diverse participatory class activities should be developed to arouse interest and motivation of learners and encourage learners' participation.

A Suggestion on Using Animated Movie as Learning Materials for University Liberal Arts English Classes

  • Kim, HyeJeong
    • International Journal of Advanced Culture Technology
    • /
    • v.10 no.2
    • /
    • pp.98-105
    • /
    • 2022
  • This study's purpose is to suggest a pedagogical method based on using animated movie in liberal arts English classes and to examine the direction that using animated movie as learning material should take. To this end, in this study, the content understanding and expression concentration stages using animated movie are presented. After students learned in class through animated movie, two tests were conducted to investigate the change in learners' acquisition of English expressions. As a result, subjects' learning of English expressions showed a significant improvement over time. An open-ended questionnaire was also conducted to ascertain learners' satisfaction level and their perceptions of classes using animated movie, with learners' satisfaction found to be high overall (77.1%). Students identified the reasons for their high satisfaction rate as the following: "fun and a touching story", "beneficial composition of textbooks", "efficient teaching methods", "sympathetic topics", and "appropriate difficulty". When using video media in class, instructors should maximize and leverage the advantages of video media, which are rich both in context and in their linguistic aspects.

Learning a Second Culture through Interactive Practices: A Study-Abroad Language Learners' Experiences

  • Lee, Eun-Sil
    • English Language & Literature Teaching
    • /
    • v.15 no.4
    • /
    • pp.137-156
    • /
    • 2009
  • This case study examines language learners' oral interactive practices and what they learn along with these practices. Language learners who study abroad take on the challenge of living in a foreign place and undergo difficulties in communicating and interacting with people in their new country. These difficulties, caused by cultural differences, are experienced most particularly in their daily interactions. Language learners' trials and efforts to learn English while dealing with a different culture and the difficulties are mainly observed for this paper. The process of learning a second culture is closely related to the process of learning a second language. Oral interactive practices can give the study abroad language learners opportunities to learn their target culture. Therefore, the purpose of this paper is to discuss how participating in interactive practices assists the learners in understanding their target culture while they deal with their difficulties inherent in studying abroad. This study adds weight to the notion that culture is an essential and major factor in learning a language, and that only active participation in interactions can be effective in learning both a language and its culture.

  • PDF

A review of the direction of French liberal arts education based on a university competency-based education approach (대학의 역량 중심 교육 방안에 따른 프랑스어 교양교육의 방향성 고찰)

  • KIM Eunnekyung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.4
    • /
    • pp.729-736
    • /
    • 2024
  • In connection with the OECD's core competency proposal, we would like to consider an attempt to realize this in liberal arts education at Korean universities and examine what kind of education plan it is desirable to present to learners. Universities are expanding competency-based education into human and social fields by reconsidering new talent awards and the direction of education. In this way, each university selects and organizes core competencies and incorporates the core competencies that the university pursues into educational goals. Under the supervision of the Ministry of Education, education centered on core competencies is exploring its potential in liberal arts courses at universities above all else. We want to explore a methodology that can achieve learner-centered teaching and learning effects in the process of incorporating and accepting this. Language acquisition along with cross-cultural understanding is above all else a part that can promote learners' competencies in terms of diversity and mutual understanding. Therefore, we reflect this in French liberal arts education and explore teaching and learning processes by incorporating respect for diversity and mutual cultural understanding competency education related to learners' motivation into lectures. We aim to supplement this through collaboration and mutual cultural understanding processes as presentation tasks in order to overcome the existing competency-based evaluation while deriving acceptance results from learners. Therefore, they recognize that the direction of core competency education naturally shifts to value-centered education.

The influence of learning style in understanding analogies and 2D animations in embryology course

  • Narayanan, Suresh;Ananthy, Vimala
    • Anatomy and Cell Biology
    • /
    • v.51 no.4
    • /
    • pp.260-265
    • /
    • 2018
  • Undergraduate students struggle to comprehend embryology because of its dynamic nature. Studies have recommended using a combination of teaching methods to match the student's learning style. But there has been no study to describe the effect of such teaching strategy over the different types of learners. In the present study, an attempt has been made to teach embryology using the combination of analogies and simple 2D animations made with Microsoft powerpoint software. The objective of the study is to estimate the difference in academic improvement and perception scale between the different types of learners after introducing analogies and 2D animation in a lecture environment. Based on Visual, Aural, Read/Write, and Kinesthetic (VARK) scoring system the learners were grouped into unimodal and multimodal learners. There was significant improvement in post-test score among the unimodal (P<0.001) and multimodal learners (P<0.001). When the post-test score was compared between the two groups, the multimodal learners performed better the unimodal learners (P=0.018). But there was no difference in the perception of animations and analogies and long-term assessment between the groups. The multimodal learners performed better than unimodal learners in short term recollection, but in long term retention of knowledge the varied learning style didn't influence its outcome.

Why Learners Found Transfer Pricing Difficult? Implications for Directors

  • Abeysekera, Indra;Jebeile, Sam
    • The Journal of Asian Finance, Economics and Business
    • /
    • v.6 no.1
    • /
    • pp.9-19
    • /
    • 2019
  • A recent survey of Australian directors conducted by the Financial Reporting Council found that directors require a detailed understanding of technical accounting issues. With the aim of understanding learner difficulties in learning and applying higher learning material relevant to directors, this study explores the transfer pricing topic taught as a case presentation in an undergraduate accounting program at an Australian university. Before intervention with improvements, this study invited 25 students to take part in the study after they had learned the topic and been given one week to understand it. By adopting a transfer pricing problem presented in their essential reading and interviewing those students to gain further insights, the study found that learners experienced conceptual difficulties at various stages in attempting to learn. Intervention to ease learning difficulties was addressed through instructor training. The intervention improvements included using guided workbooks to develop a better understanding of concepts among learners, and representing the problem at hand with diagrams. After intervention with improvements, this study repeated the same procedures with 25 students who had not taken part in the previous study and found that interventions increased the learning. Results have implications for most directors, who are novices to the detailed technical accounting issues of transfer pricing.

Development of Simulation App Tool for Understanding 8 Process Scheduling Policies

  • Lee, Kyong-ho
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.9
    • /
    • pp.213-221
    • /
    • 2021
  • In this study, an simulation app was developed as one of the methods to help learners better understand the eight process scheduling policies of multi-programming. In learning, an app in the form of a simulation should provide a realistic environment and allow learners to practice. To do this, the needs of the learners were investigated and analyzed, and the purpose was set, designed, and programmed based on the learners' understanding. And it was shown that the apps as a tool to simulate the created eight scheduling policies are performing well. In particular, it was shown that the problem of not having a step-by-step various diagram and explanation for step-by-step various inputs, which is a limitation of paper textbooks, can be solved using these tools.