• Title/Summary/Keyword: digital learning

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A Model for Constructing Learner Data in AI-based Mathematical Digital Textbooks for Individual Customized Learning (개별 맞춤형 학습을 위한 인공지능(AI) 기반 수학 디지털교과서의 학습자 데이터 구축 모델)

  • Lee, Hwayoung
    • Education of Primary School Mathematics
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    • v.26 no.4
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    • pp.333-348
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    • 2023
  • Clear analysis and diagnosis of various characteristic factors of individual students is the most important in order to realize individual customized teaching and learning, which is considered the most essential function of math artificial intelligence-based digital textbooks. In this study, analysis factors and tools for individual customized learning diagnosis and construction models for data collection and analysis were derived from mathematical AI digital textbooks. To this end, according to the Ministry of Education's recent plan to apply AI digital textbooks, the demand for AI digital textbooks in mathematics, personalized learning and prior research on data for it, and factors for learner analysis in mathematics digital platforms were reviewed. As a result of the study, the researcher summarized the factors for learning analysis as factors for learning readiness, process and performance, achievement, weakness, and propensity analysis as factors for learning duration, problem solving time, concentration, math learning habits, and emotional analysis as factors for confidence, interest, anxiety, learning motivation, value perception, and attitude analysis as factors for learning analysis. In addition, the researcher proposed noon data on the problem, learning progress rate, screen recording data on student activities, event data, eye tracking device, and self-response questionnaires as data collection tools for these factors. Finally, a data collection model was proposed that time-series these factors before, during, and after learning.

A Modularized Approach to the Development of the Creativity Learning Program

  • Won, Kyung-Ah
    • Archives of design research
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    • v.20 no.2 s.70
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    • pp.103-116
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    • 2007
  • Art education in design has repeatedly stressed the importance of developing creativity. In the digital period, however, which shows rapid change in both forms and contents, it needs to be equipped with more flexible and systematic ways of approaching to the creativity development, especially involved with cultural diversity of the digital world. This paper primarily proposes a maximally efficient, productive creativity learning program in which the integration of expressive media and communication generates a comprehensive network of communicative information in the development of digital technologies, which, consequently, brings forth valuable cultural contents of art. The amalgamation of Won (2006)'s Prism Effect, with distinctive three devices, and the facilitator factors, with two different facilitators such as self-controlled and controlled plays, would function as a catalyst for cultural diversity in the digital forms and contents of art. And this will, consequently, result in producing a number of practices that can be classified and assorted for a later performance. This paper thus suggests a roadmap of how to develop the creativity learning program in which two categories of facilitators based on three thinking devices function to classify four activities. In addition, selected activities are shaped as a creativity learning program by generating learning practices with the formalizing instructional strategy that fit into a specialized educational environment and learners. The samples of loaming practice design show guidelines for practice and the results of learning activity. Therefore, the eventual goal of this paper would be to establish a creativity learning program that constitutes a highly systematized and modularized database to maximize the efficiency and productivity of the creativity development.

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A Study on Integrating Digital Application into Foreign Language Education

  • An, Jeong-Whan;Lee, Su-Chul
    • International Journal of Contents
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    • v.12 no.1
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    • pp.54-59
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    • 2016
  • The purpose of this paper is to discover how the use of digital applications can affect students' attitudes toward positive classroom participation and performance in learning a foreign language. Participants of this study were 128 students who took a foreign language class at a high school in central Korea. To find out students' perceptions and attitudes toward the effect of using a digital application for their foreign language study, online questionnaire and focus-group interview were conducted. Our research findings revealed that these students could engage in active language learning and experience learning improvement while studying a foreign language with digital applications. The improvement was possible by creating more interactive activities and quizzes. In addition, the digital application provided students immediate feedback. It gave students and teachers various motivations beyond the traditional 'chalk and talk' format of text-only-classes. This study provides an overview of the usefulness of digital application. In addition, it provides understanding for students' perceptions and involvement using digital application in a foreign language classroom.

A Study on Students' Creativity Thinking, Critical Thinking, Communication, Collaboration, and Digital Competence by Implementing Science Fiction STEAM Program (소설 기반 STEAM 프로그램 적용과 학생 역량 연구: 창의적 사고, 비판적 사고, 의사소통, 협업, 디지털 역량)

  • Park, HyunJu
    • Journal of Engineering Education Research
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    • v.26 no.1
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    • pp.27-36
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    • 2023
  • The purpose of this study was to investigate high school students' competencies of creativity thinking, critical thinking, communication, collaboration, and digital competence by implementing science fiction STEAM program. Based on the story of 'Fritz Haber' and the 'Garden of Dawn', a STEAM program was developed according to the ADDIE model. In the analysis stage, the purpose of the teaching-learning program using novels was set, and learners and learning environments were analyzed. At the design stage, the novels 'Fritz Harbor' and 'Garden of Dawn' were selected, learning goals were set according to the achievement standards of the curriculum, and learning contents and learning activities were sequenced and designed. In the development stage, teaching and learning materials were developed in a module format, implemented to classes, and evaluated. Pre-test and post-tests were conducted to identify the five major competencies such as creativity thinking, critical thinking, communication, collaboration, digital competence. The collected data was verified by paired t-test using SPSS. The results of the study showed statistically significant results in creative thinking, critical thinking, and digital competency.

The Effectiveness of a Training Program based on Digital Stories to Develop Writing Skills for Students with Learning Difficulties

  • ALMAGHRABI, Emtenan Saud;Alqudah, Derar Mohammed
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.25-32
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    • 2022
  • The current research aims to identify the effectiveness of a training program based on digital stories to develop writing skills for students with learning difficulties. The research sample consisted of (12) students with learning difficulties in the fifth and sixth grades, who were chosen intentionally. The results showed the effectiveness of the program and the maintenance of this improvement over time as results showed that there were statistically significant differences at the level (α = 0.05) between the two measurements, before and after, in favor of the post-measurement. The results also showed that there were no statistically significant differences at the level (α = 0.05) between the post and follow-up measurements on the writing skills scale. This indicates the long-term impact of the program. The researchers recommend the need to expand educational programs' adoption of digital stories to develop the skills of students with learning difficulties.

Developing a World Geography Gamification Lesson Plan with Digital Tools

  • Suji JO;Jiwon BYUN
    • Fourth Industrial Review
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    • v.4 no.1
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    • pp.11-18
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    • 2024
  • Purpose: The purpose of this study is to develop a geography class teaching and learning guide that enables learners to realistically explore the characteristics of the world's climate and geographical environment using digital tools. Research design, data and methodology: We review previous research on classes using goal-based scenario learning models, gamification, and digital tools, and explore tools that can be applied to world geography classes. Based on the exploration results, a goal-based scenario learning module is designed and a strategy for promoting educational gamification is established based on the ADDIE instructional design model. Results: The study comprises four sessions. Sessions 1-3 involve performance evaluations using a goal-based scenario learning module. Learners create game characters reflecting geographical characteristics, present results, and proceed with 3D modeling. In Session 4, a gamification class using Google Sites on the CoSpaces metaverse platform will be conducted. Conclusions: The study introduces a goal-based scenario learning model and a gamification class using digital tools to empower learners in exploring geographical diversity and its impact on lifestyles. Utilizing an accessible online platform, the study provides practical measures for integrating digital tools into geography education, addressing the current importance of digital technology in teaching.

The Advantages of M-Learning Using The Combination of Digital Content and Mobile Device In Education Field

  • Santoso, Markus;Lee, Byung-Gook
    • Proceedings of the Korea Multimedia Society Conference
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    • 2012.05a
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    • pp.123-126
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    • 2012
  • In general, there are 3 subjects of discussion in education field; namely past, present and future. Related with those facts, there is several information or knowledge that relatively hard to be presented in the real world. In this matter, digital content shows its contribution especially in the education field. Digital content can virtually represent the information or knowledge that seems to be difficult to be visualized in the real world before. In this project, researcher develops a mobile device's application that consist the skeleton's 3D virtual content. This application is expected to solve the above explained problem that usually appears during learning human skeleton in senior high-school's biology class. Besides, the application of digital content will make the learning process become easier because the student will have a visual learning tool. Last, the mobile device that is used in this prototype has offer an important beneficial namely mobility beneficial, so that the user can access the content anytime and anywhere.

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Exploring on Digital Textbooks for Teachers and Students (교사와 학습자를 위한 디지털 교과서에 대한 탐색적 연구)

  • Kim, Hye Jeong;Lim, Heui-Seok
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.33-42
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    • 2013
  • The study looks for keys to provide development direction of digital textbooks based on educational meaning and roles for increasing satisfaction of teacher and student uses in educational activities. In the paradigm shift toward learner-centered pedagogy, digital textbooks have been actively discussed in exploiting the pedagogical ideas, such as multimedia learning, self-regulated learning, deeper learning, and collaborative learning, offered by the technology. In the study, we discuss the concept and historical background of digital textbooks based on the changes of pedagogical paradigm, and then we discuss fundamental functionality, effectiveness, physical and psychological impact, and cognitive aspects to empower the use of digital textbooks in public education system.

Activity Led Learning as Pedagogy for Digital Forensics

  • Shaik Shakeel Ahamad
    • International Journal of Computer Science & Network Security
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    • v.23 no.4
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    • pp.134-138
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    • 2023
  • The field of digital forensics requires good theoretical and practical knowledge, so practitioners should have an in-depth understanding and knowledge of both theory and practical as they need to take decisions which impacts human lives. With the demand and advancements in the realm of digital forensics, many universities around the globe are offering digital forensics programs, but there is a huge gap between the skills acquired by the student's and the market needs. This research work explores the problems faced by digital forensics programs, and provides solution to overcome the gap between the skills acquired by the student's and the market needs using Activity led learning pedagogy for digital forensics programs.

Guidelines on Implementation of Corporate e-Learning Management Systems (기업 e-Learning 시스템 구축 및 운영 가이드라인)

  • Rha, Hyeon-Mi;Chang, Hea-Jung;Chung, Ran
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.73-85
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    • 2009
  • In this paper, we propose integrated guidelines of effective e-Learning management system based on LMS(Learning Management System), LCMS(Learning Contents Management System), Authoring Tools by linking e-Learning system to management. The purpose of the study is to describe the present condition and major characteristics of domestic e-Learning System and to recommend quality assurance related to main functions and practical use of the corporate e-learning in multiple ways and implementation strategies to fit facilitator, tutor, learner.

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