Journal of the Korean Society of Earth Science Education
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v.10
no.3
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pp.262-277
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2017
Digital textbooks enable learning that is appropriate to the characteristics and level of learners through various interactions. The purpose of this study was to develop an instruction model that can more effectively use digital textbooks in elementary science classes and to verify its effectiveness. The results were as follows. The instruction model for helping learners complete their learning by using digital textbooks needs to receive diagnostic assessment and feedback on entry behavior, to build a self-directed learning environment, and to interact with teachers, students, and digital textbooks as scaffolding. In this study, we developed an instruction model using digital textbooks reflecting these characteristic. The instructional model consists of preparation, practice and solidity step. In the preparation step, the learner performs a diagnostic evaluation using digital textbooks. Based on the results, feedback provided at each level can complement the entry behavior and maintain interest in learning activities. In the practice step, self-directed learning is implemented using diverse functions of digital textbooks and various types of data. In the solidity step, learners can internalize the learning contents by reviewing video clips which are provided by teachers, performing problem-solving activities, and accessing outcomes accumulated by learners in the community online. In order to verify the effectiveness of this model, we selected the "Weather and our Life" unit. This experiment was conducted using 101 students in the 5th grade in B Elementary School in Gwangju Metropolitan City. In the experimental group, 50 students learned using a smart device that embodies digital textbooks applied with the instruction model. In the comparative group, 51 students were taught using the paper textbooks. The results were as follows. First, there was a significant effect on the improvement of the learning achievement in the experimental group with low academic ability compared with the comparative group with low academic ability. Second, there was a significant effect on self-directed learning attitude in the experimental group. Third, in the experimental group, the number of interactions with the learner, teacher, and digital textbook was higher than the comparative group. In conclusion, the digital textbooks based on the instruction model in elementary science classes developed in this study helped to improve learners' learning achievement and self-directed learning attitudes.
Journal of the Korea Fashion and Costume Design Association
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v.21
no.4
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pp.195-211
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2019
In this paper, Capstone Design Education Program Learning Model was developed and recommended in order to foster convergent talents armed with practical competences and real cooperative capabilities. In this era of convergence and creativity, the fashion world needs human resources with cooperative skills and true professional abilities. A case analysis, an in-depth interview, and 1,2 test method were used for data acquisition and analysis. The summary of this study is described below. First, this program needs to complement the NCS fashion design learning module. Second, material changes to creativity and practical competencies - knowledge, skills, and attitudes - of the students are assessed after applying Capstone Design to the NCS fashion design learning model. Third, the process of converging fashion curriculum with IT and electronic technology, developing a fashion design learning program, and applying the Capstone Design was tested to prove the effectiveness of convergent fashion design education. Among the changes observed between the trial and control groups, it was confirmed that sub-factors of creative personality, i.e. self-assurance and openness, were increased along with knowledge, core competences including communication capability, and self-directed learning capability. The greatest improvement on the technological side was observed in IT literacy while ability to respond to changes was also increased. Besides, effects were demonstrated in behavioral factors such as initiative, spirit of challenge, experience, and openness. Lastly, the Capstone Design Education Program Learning Model was proposed in order to foster convergent talents in the fashion world.
This study focuses on the comparison of PBL and GBS. PBL is a famous model that emphasizes diversity of students and self directed learning within the theory of constructivism. GBS has not been studied that extensively. GBS is most similar to PBL but this model has not been actively applied to school education. This study focuses on how to enhance students' interest in an educational environment that is encompassing a new and changing teach-learn paradigm and the development of new technology. Furthermore, PBL and GBS methods were compare actively applied to "Environmental Education" to make the students learn self-directed education through the transformation of one's environmental awareness. Specifically, the models were applied to the "Ecology and Environment" subject taught in general high schools and the degree of 'environmental literacy' were measured, From March to May of 2007, the PBL and GBS models were applied to 3rd grade students at D high school and the subject was 'Ecology and Environment'. The students were divided according to age into groups of $5{\sim}7$. The PBL group attempted to solve the given problems and the GBS group carried out their missions. In conclusion, after analyzing the 'environmental literacy' survey results by SPSS 12.0, just 'Knowledge of Ecology (KEOC)' and 'Locus of Control (LOC)' were slightly significant in PBL. This shows that PBL enhances the students' problem solving ability and thinking power. This is a result of the enhancement of students' problem-solving and thinking abilities through PBL. Students can learn many things because they completed their projects based on their experience and knowledge, both individually and interpersonally. We have to study how to apply PBL and GBS to the education field in spite of the many limited conditions. Therefore, this study looks at the application of PBL and GBS in environmental education and suggests specific strategies for educators who want to apply GBS and PBL and adapt them into their education curricula.
The purpose of this study is to develop a learning coaching model suitable for the mathematics subject by reflecting the characteristics of the mathematics subject and the mathematics teaching/learning process in the CARE learning coaching model that supports students' self-directed learning. The mathematics learning coaching model developed in this study is a 'step' and 'element' to apply coaching, and a 'strategy' for carrying out it. Mathematics learning coaching model evaluated rapport, trust, state management, and math pre-test as elements of 'creating a comfortable atmosphere', and problem recognition, hypercognition, restructuring, initiative, and math learning ability as elements of 'improving perception'. Self-efficacy, learning readiness, confirmation (feedback) as elements of the 'reawakening of learning immersion' stage, voluntary motivation and success experiences as elements of the 'empowerment' stage, and various math learning strategies to perform each element presented. The math learning coaching model can be used to help math teachers motivate students to learn and help students solve their own problems.
The Journal of the Convergence on Culture Technology
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v.7
no.3
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pp.261-268
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2021
After developing literacy education programs using coaching techniques, applying them to literacy learners, in order to see how they have an impact on improving learning achievement, we selected 13 senior literacy learners in U city and chose qualitative research method based on in-depth interviews, observation journals, and learning materials. Literature education programs using coaching techniques are a process-oriented model consisting of four stages of mind-opening, introducing positivity, strengthening learning competence and assistance, confidence and persistence. You can find the results as following. Firstly, communication between teachers and learners was expanded in the first stage, and secondly, self-directed learning ability was strengthened in the second stage by forming a positive mind. Thirdly, the results of utilizing the three-stage balanced literacy teaching method and interaction teaching method resulted in confidence in reading and writing, leading to an increase in self-efficacy. Fourthly, the fourth stage showed the results of improving learning achievement, which overcame the fear of learning with active praise and continuous encouragement and implied hope for higher courses. As a result of the above-mentioned research, I think literacy education programs using coaching techniques can be useful as an educational method for learners in the field of literacy education.
Journal of Elementary Mathematics Education in Korea
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v.17
no.2
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pp.285-299
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2013
Problem posing activity of which a learner reinterprets an original problem via a new problem suggested, is a learning method which encourages an active participation and approves self-directed learning ability of the learner. Especially gifted students need to get used to a creative attitude to modify or reinterpret various mathematical materials found in everyday usual lives creatively in steady manner via such empirical experience beyond the question making level of the textbook. This paper verifies the possibility of lesson on question making strategy utilization for creativity development of gifted class, and analyzes various cases of students' trials to modify the rules of a board game called Rummikub in application of their own mathematics after learning What-If-Not strategy.
Students with learning disabilities need special education programs. In the traditional class, those students may not be satisfied with their studies. Thus, it is important to provide individualized class for those students. Classes using smart devices may give one of the solutions for individualized class. Unlike the typical mathematical problems, written problems require students to use various cognitive strategies, mathematical reasoning, inference ability, and so on. In this sense, written problems are good tools to develop the logical minds for students with learning disabilities. In this paper, a WOE-based smart learning system is proposed to help those students develop learning abilities. The proposed system has the following characteristics. First, students can learn naturally problem-solving abilities by following the work-out examples given from experts. Second, the proposed system can invoke motivation and interests of students using attractive icons and guidance rules provided with smart phone. Third, the proposed system can provide self-directed study for those students. The proposed system is applied for some students with learning disabilities. The following results are obtained. First, the individualized study can be possible since the system can provide continuous feedbacks and level-differentiated classes. Second, students can increase written problem solving abilities with natural understanding of study contents from smart phone. Finally, satisfaction, study motivation, and self-concept of students are increased through their successful experience during study processes.
Journal of Korean Home Economics Education Association
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v.30
no.3
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pp.195-213
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2018
The purpose of this study is to verify the effect by developing and applying a new program for improvement of creative problem solving ability and collaborative ability. Development of a sewing practice program was performed through the ADDIE model. The subjects of the study were 1st grade middle school students and the research plan of the study was pretest-posttest control group design. The study method was performed by mixing the quantitative and qualitative analysis methods. Results of this study are as follows. First, the students in the experimental group showed higher creative problem solving ability than the students in the control group, but the difference was not significant at the 5% significance level. Qualitative analysis results indicated that creative problem solving ability is closely related to learning experiences involving the 'generation of diverse ideas', 'rebirth of creative ideas', 'self-directed learning plan', 'active problem solving', 'immediate feedback'. Second, the students in the experimental group showed a significantly higher level of collaborative ability than the students in the control group. This demonstrated that the program developed in this study had an effect on fostering the collaborative ability of middle school students. It was found that collaborative ability is closely related to learning experiences involving 'forming a positive atmosphere', 'continuous interaction', and 'working together'.
Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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2017.05a
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pp.662-665
/
2017
Recently, the rapid development and development of the industrial environment has changed the talent that companies need. As the educational paradigm changes, the university education should complement the problems of the lecture education method (the existing knowledge transfer method) in order to cultivate the talents needed for the corporation. In order to improve self - directed and creative problem - solving ability, new teaching and learning methods are needed. In this study, we apply flip learning in the algorithm class which is an essential curriculum of computer engineering. This group is divided into groups that are combined with theoretical and practical lessons, and groups that have applied theoretical lessons by applying flip learning, and groups that employ traditional lecture techniques. To improve learner's learning motivation and academic achievement, we propose a flip learning teaching method suitable for the algorithm subject and apply it directly to the class. Based on the results, we compare and analyze the academic achievement and learning satisfaction of learners.
Journal of The Korean Association of Information Education
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v.5
no.3
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pp.321-328
/
2001
Generally, a Learning Games made based on Off-line. But Today, Web based learning has been used for many educational system by aid of the development of internet technique. If Off-line learning game serviced by On-line learning game, can provide learner with interesting and growing learner's study will. In this paper, I design the Mathematical of Elementary school Roll playing game for learning based on On-line. This is matched the point of On-line game with the point of Learning. A Learner's mathematical technic will be improve by The Mathematical On-line Roll playing game for Elementary school student. A student's ability of self directed learning and solving problem is expended too.
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