• Title/Summary/Keyword: computer learning experiences

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Review on design strategies for reflection-scaffolding tools in the computer supported collaborative learning (네트웍 기반 학습에서 협력적 성찰지원 도구 설계 전략 탐색)

  • Kim, Dong-Sik;Lee, Seung-Hee;Kim, Jee-il
    • The Journal of Korean Association of Computer Education
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    • v.5 no.3
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    • pp.89-106
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    • 2002
  • One of the key success factors for Computer Supported Collaborative Learning(CSCL) environments relies on collaborative reflection. Reflection refers to the active, intellectual thinking for monitoring one's own learning process and continuous internal activities of exploring oneself for new learning experiences. Also, reflective activities are closely related not only with the individual aspect of internal exploration but also with the social aspect of learner-learner interaction. This paper suggests four essential macro-level design strategies such as (1)facilitating collaborative awareness, (2)making thinking visualization, (3)negotiation-mediated knowledge construction, (4)providing metacognitive awareness cues or Questions for scaffolding collaborative reflection in the CSCL environments and made some implications for key functional features for the design and development of system components for CSCL.

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수학 올림피아드 참가자에 대한 환경요인의 영향에 관한 연구

  • 조석희;이정호;이진숙
    • Journal of Gifted/Talented Education
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    • v.7 no.2
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    • pp.19-45
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    • 1997
  • Twenty-three of International Math Olympians raised in Korea were served as the subjects to answer the following questions: (1) What family and school factors contribute to the development of the math talent of the Olympians\ulcorner (2) What impacts have the Olympiad program on the mathematically talented students\ulcorner By means of questionnaire survey and in-depth interview, the related data were collected. The questionnaires were developed by James Campbell for cross-cultural studies. The major findings were as follows: (1) the olympians were mostly 1st-born child and were "discovered" in an early age; (2) most olympians ranked highly in the class; (3) the SES of the Olympians' family were varied, though the majority were high; (4) the Olympians' family support and learning environment were reported strong and positive; (5) the Olympiad experiences were, in general, positive to the subjects, especially in learning attitude toward math and science, self-esteem and in autonomous learning and creative problem solving; (6) there were almost none special program designed for the Olympians during their school years; (7) the degree of computer literacy were varied according to the subject's personal interest and the accessibility to the computer; (8) most Olympians had not yet showed special achievement other than math as there were still students; (9) the Olympians were individuals with unique characteristics.teristics.

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Implementation of a Learning Space Navigator for WBI (WBI를 위한 학습공간 네비게이터 구현)

  • Hong, Hyeun-Sool;Han, Sung-Kook
    • The Journal of Korean Association of Computer Education
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    • v.4 no.1
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    • pp.175-181
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    • 2001
  • WBI provides new opportunities to realize the flexible learning environment based on hypermedia and to support distance learning with a diverse interaction. The instructors or learners in WBI claim to be able to resolve reluctant fluctuations such as disorientation and cognitive overload. To overcome these phenomena, a supplementary tool able to manage a learning space organized by the instructor's or learner's own way and offer effective navigation techniques is presented in this paper. A learning space management and navigation tool called HyperMap dynamically represents the learning space in the form of a two-dimensional labeled graph. This HyperMap also can be used for an instruction design tool, learners portfolio for the exchange of learning experiences, and the assessment of WBI.

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The Effects of Artificial Intelligence Convergence Education using Machine Learning Platform on STEAM Literacy and Learning Flow

  • Min, Seol-Ah;Jeon, In-Seong;Song, Ki-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.199-208
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    • 2021
  • In this paper, the effect of artificial intelligence convergence education program that provides STEAM education using machine learning platform on elementary school students' STEAM literacy and learning flow was analyzed. A homogeneous group of 44 elementary school 6th graders was divided into an experimental group and a control group. The control group received 10 lessons of general subject convergence class, and the experimental group received 10 lessons of STEAM-based artificial intelligence convergence education using Machine learning for Kids. To develop the artificial intelligence convergence education program, the goals, achievement standards, and content elements of the 2015 revised curriculum to select subjects and class contents is analyzed. As a result of the STEAM literacy test and the learning flow test, there was a significant difference between the experimental group and the control group. In particular, it can be confirmed that the coding environment in which the artificial intelligence function is expanded has a positive effect on learners' learning flow and STEAM literacy. Among the sub-elements of convergence talent literacy, significant differences were found in the areas of personal competence such as convergence and creativity. Among the sub-elements of learning flow, significant differences were found in the areas such as harmony of challenge and ability, clear goals, focus on tasks, and self-purposed experiences. If further expanded research is conducted in the future, it will be a basic research for more effective education for the future.

An Analysis on effectiveness of Problem-Based Learning in Web 2.0 Environment (웹 2.0 기반의 문제중심학습의 효과)

  • Kim, Hongrae
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.439-450
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    • 2012
  • This paper explores effectiveness of integrating Problem-Based Learning with Web 2.0 technologies in Computer subject matter education for improving quality of lessons and adapting of social needs for pre-service teachers. Students have studied about computer subject matter for 4 times. The process of leaning have recorded by Web 2.0 tools that is one of the cloud services. Also the students have written reflection journals about experiences of PBL process and results. The PBL process and reflection journals have been analyzed by qualitative data analysis. Conclusions are drawn as to potential for the use of Web 2.0 tools for PBL in computer subject matter. The results of the analyses showed the following: 1) Increasing the understanding of the computer subject matter education, 2) enhancing students' competence in using ICT potentially, 3) cultivating teaching and learning strategies on Web 2.0 environment and 4) enhancing competence of future teaching activities through experiencing e-portfolio as a performance-assessment tool.

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Generation of Stage Tour Contents with Deep Learning Style Transfer (딥러닝 스타일 전이 기반의 무대 탐방 콘텐츠 생성 기법)

  • Kim, Dong-Min;Kim, Hyeon-Sik;Bong, Dae-Hyeon;Choi, Jong-Yun;Jeong, Jin-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.11
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    • pp.1403-1410
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    • 2020
  • Recently, as interest in non-face-to-face experiences and services increases, the demand for web video contents that can be easily consumed using mobile devices such as smartphones or tablets is rapidly increasing. To cope with these requirements, in this paper we propose a technique to efficiently produce video contents that can provide experience of visiting famous places (i.e., stage tour) in animation or movies. To this end, an image dataset was established by collecting images of stage areas using Google Maps and Google Street View APIs. Afterwards, a deep learning-based style transfer method to apply the unique style of animation videos to the collected street view images and generate the video contents from the style-transferred images was presented. Finally, we showed that the proposed method could produce more interesting stage-tour video contents through various experiments.

Experiences of Special Education Teachers in Dealing with Behavioral Problems Presented by Students with Disabilities

  • Alhwaiti, Mohammed M.
    • International Journal of Computer Science & Network Security
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    • v.22 no.3
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    • pp.129-134
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    • 2022
  • The primary goal of any classroom is effective teaching and student learning, with an emphasis on changing negative students' behaviors into positive ones. This change can occur when students' behavior is always at the forefront of teachers' educational goals. The current study aimed to reveal the experiences of special education teachers in dealing with the behavioral problems that students with disabilities show by identifying behavioral problems among students with disabilities and investigating the efficacy of the application of behavior modification plans and strategies designed to address the behavioral problems presented by students with disabilities. The researcher used a qualitative phenomenological approach, and the study tool consisted of semi-structured interviews that consisted of (13) questions directed to (10) special education male and female teachers who work in special education centres and institutes. The data were analyzed using the thematic analysis method. The findings of the study showed that the most undesirable behaviors prevalent among students with disabilities in the classroom were aggression, bullying and ADHD. The actions taken by teachers in confronting these behaviors were not systematic and were carried out randomly, as no behavior modification plans were applied. The most important strategies used by teachers in facing behavioral problems were applied behavioral analysis (ABA) strategies such as reinforcement, punishment and ignoring. The results have many important implications for future practice, including the need to conduct practical training courses for special education teachers to implement behavior modification plans and develop methods of measuring inappropriate behavior.

The Development of a Project-Based Cyber Learning Community for Teacher Education (교사교육을 위한 프로젝트 기반 가상학습커뮤니티 구축)

  • Jo, Mi-Heon;Lee, Ok-Hwa
    • Journal of The Korean Association of Information Education
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    • v.9 no.2
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    • pp.243-254
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    • 2005
  • Along the information technology progresses, the demand for the educational application increases which derives the need for cyber education. Cyber education should take the knowledge construction model rather than the knowledge delivery model. For the educational paradigm shift by cyber education, 'Project-Based Learning' and 'Cyber Learning Community' need to be adopted. In this study, project-based cyber learning community for teacher education is developed with 5 major categories: Home(community vision, general information, project list, Q&A), project learning center(preparation for the instructional activities, group-based learning activities, presentations), meeting plaza(request for group mentoring, sharing ideas, meeting specialist, survey participating, forum participating, result presentation), references(cases of project studies, materials for project studies, materials for teacher education, general materials), management(project management, project cases, idea bank, finding partners, dialog with instructors, sharing references, sharing experiences, survey, forum).

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Development of Evaluation Items for Self and Peer Assessment of Team Members in Cooperative Learning (협동학습에서 팀 구성원의 자기 및 동료평가를 위한 평가문항 개발)

  • Boo, Sung-Mi;Park, Chan-Jung
    • The Journal of Korean Association of Computer Education
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    • v.6 no.4
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    • pp.1-10
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    • 2003
  • There are various kinds of instructional models in the 7th national curriculum. Among them, cooperative learning is given to students in some schools. In cooperative learning, the items for assessing the team members are required in order to evaluate the individual activities for problem solving, and to know the way of objective thinking each student does. Web-based environment is good for cooperative learning. In this paper, as a previous research work of web-based cooperative learning, we propose new assessment items which are based on the outcome D belongs to the set of 11 student learning outcomes design attributed framework developed by ABET EC-2000 and the cognitive categories defined by Bloom's taxonomy. These assessment items consist of self and peer assessment. The self assessment items include the evidence of the students' thought and their own assessment. On the other hand, the peer assessment can give the students the opportunities to participate in their activities enthusiastically, to offer interactive individual feedbacks, and to develop potential through various experiences.

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Development of a Simulation Courseware for Economics Class in Elementary school (초등 경제 교육을 위한 시뮬레이션 코스웨어 개발)

  • Noh, Eun-Hee;Lee, Jae-Mu
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.23-32
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    • 2008
  • This study was designed to create a situational and procedural simulation of web-courseware which will enhance students' self-directed learning styles during the economics class in elementary schools. When teaching the students how to be wise consumers, it is important to provide them with various experiences that will lead them to make active and rational decisions. Actual experiences are, however, rather limited in reality which consequently result in learning economics only vicariously at school. The purpose of the study was, therefore, to develop a courseware which allows the student to have indirect experiences through computer simulations. The courseware will not only assist the student in making decisions and taking actions appropriately during the various situations given in the program, but also overcome the limitations of the classroom setting by using the procedural simulation.

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