• 제목/요약/키워드: educational learning elements

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A Study on the Operation of Education Using Library Using Flip Learning Techniques: Focusing on ubiquitous E-learning that reflects gaming elements

  • KIM, KiTae;WOO, HoSung
    • 4차산업연구
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    • 제2권2호
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    • pp.1-9
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    • 2022
  • Purpose - The purpose is to present an efficient library-use education model in the form of flip learning, reflecting traditional teaching methods and gamification elements even in such non-face-to-face and face-to-face situations after COVID-19. Research design, data, and methodology - Research on library use education, research on ubiquitous environment and gamification instructional design, flip the learning, and gamification elements are classified, compared, and analyzed to present educational models for library education, COVID-19 Pandemic situation, and subsequent library use education. Result - We propose an e-learning content development strategy for flipped learning-based library education. First, benchmark and use the existing educational contents. Second, a user-friendly interface is configured so that learners can flexibly organize their learning contents. Third, it allows learners to experience it directly or indirectly in a virtual space. Conclusion - If the e-learning environment can be standardized to the level of schools or educational institutions, a good educational model that can be used not only in library user education but also in other fields will be possible.

대학 교육서비스 만족도 향상을 위한 품질차원 및 개선우선순위 도출 (A Study on Quality Dimension and Improvement Priority for Enhancing University Educational Service Satisfaction)

  • 장영순;정다정;김도년
    • 품질경영학회지
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    • 제45권1호
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    • pp.11-24
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    • 2017
  • Purpose: This study is on the priority for improving students satisfaction in university educational service. It explores the dimension of service quality and analyzes the relationship among quality elements, service satisfaction, and loyalty. Methods: This paper performs empirical studies by questionnaire survey. The Timko model is used for finding the degree of possible improvement of quality elements, and structural equation and regression models are used to analyze the effect of them on service satisfaction and loyalty. Also, explanatory factor analysis is used to investigate the quality determinants. Results: The quality dimension is composed of curriculum, employment support, interaction with outsiders, start-up support, learning support, counselling, and administration service. Curriculum, learning support, and administration service are positively correlated with service satisfaction, and service satisfaction has a positive effect on loyalty. Counselling service is an attractive element, and curriculum, start-up support, and learning support are indifferent elements. Conclusion: Comprehensive analysis shows that curriculum, academic advisor, and administration service have high priorities for improving educational service satisfaction.

ICT-oriented Training of Future HEI Teachers: a Forecast of Educational Trends 2022-2024

  • Olena, Politova;Dariia, Pustovoichenko;Hrechanyk, Nataliia;Kateryna, Yaroshchuk;Serhii, Nenko
    • International Journal of Computer Science & Network Security
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    • 제22권4호
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    • pp.387-393
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    • 2022
  • The article reflects short-term perspectives on the use of information and communication technologies in the training of teachers for higher education. Education is characterized by conservatism, so aspects of systematic development of the industry are relevant to this cluster of social activity. Therefore, forecasting the introduction of innovative elements of ICT training is in demand for the educational environment. Forecasting educational trends are most relevant exactly in the issues of training future teachers of higher education because these specialists are actually the first to implement the acquired professional skills in pedagogical activities. The article aims to consider the existing potential of ICT-based learning, its implementation in the coming years, and promising innovative educational elements that may become relevant for the educational space in the future. The tasks of scientific exploration are to show the optimal formats of synergy between traditional and innovative models of learning. Based on already existing experience, extrapolation of conditions of educational process organization with modeling realities of using information and communication technologies in various learning dimensions should be carried out. Educational trends for the next 3 years are a rather tentative forecast because, as demonstrated by the events associated with the COVID-19 pandemic, the socio-cultural space is very changeable. Consequently, the dynamism of the educational environment dictates the need for a value-based awareness of the information society and the practical use of technological advances. Thus, information and communication technologies are a manifestation of innovative educational strategies of today and become an important component along with traditional aspects of educational process organization. Future higher education teachers should develop a training strategy taking into account the expediency of the ICT component.

자연사박물관 관람 시 중학생 소집단의 사회적 상호작용 중 대화에 드러난 환경 학습 요소 : 국립과천과학관 내 자연사관을 사례로 (Environmental Learning Elements Appeared In Dialogues of Social Interactions among Small Groups of Middle School Students at the Natural History Museum: A Case Study of the Natural History Hall in Gwacheon National Science Museum)

  • 정원영;김찬종
    • 한국환경교육학회지:환경교육
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    • 제23권4호
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    • pp.15-31
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    • 2010
  • This research aimed for revealing social interaction-based environmental learning elements at the natural history museum. First, we carried out a survey of the perceptual change about 'the environment' concept. It was for confirming whether environmental learning occurred in visiting. Second, we found environmental learning elements through analyzing dialogues among small group members during looking around the museum. Social interaction-based environmental learning elements were classified into five; knowledge, affection, value, skill, behaviour. Each environmental learning element included several sub-elements, so we revealed totally 9 environmental learning sub-elements. By results, we said characteristics and possibility of the natural history museum as an informal environmental educational institution. It is meaningful for extending areas of environmental education.

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온라인 게임을 응용한 협동학습 모형 (A Model of Collaborative Learning Based on On-line Game)

  • 노창현;이완복
    • 게임&엔터테인먼트 논문지
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    • 제2권3호
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    • pp.8-14
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    • 2006
  • 협동학습과 교육용 게임에 대한 사회적 관심이 점차 증가하고 있다. 본 논문에서는 협동학습과 게임의 교육적인 가치에 대해 고찰하여 보고, 협동학습용 게임 모델을 제시한다. 제안된 모델은 개념적인 수준이지만, 온라인 게임이 어린 학생들에게 협동학습의 수단이 될 가능성을 충분히 보여준다. 구체적으로 실제학교에서 수행되어지는 협동학습 과정을 살펴보고, 이 과정을 그대로 따를 수 있는 온라인 게임의 요소들에 대해서 살펴본다.

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Sharing Cognition LMS: an Alternative Teaching and Learning Environment for Enhancing Collaborative Performance

  • NGUYEN, Hoai Nam;KIM, Hoisoo;JO, Yoonjeong;DIETER, Kevin
    • Educational Technology International
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    • 제16권1호
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    • pp.1-30
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    • 2015
  • The purpose of this research is to propose a novel social LMS developed for group collaborative learning with a think-aloud tool integrated for sharing cognitive processes in order to improve group collaborative learning performance. In this developmental research, the system was designed with three critical elements: the think-aloud element supports learners through shared cognition, the social network element improves the quality of collaborative learning by forming a structured social environment, and the learning management element provides a understructure for collaborative learning for student groups. Moreover, the three critical elements were combined in an educational context and applied in three directions.

다목적강당의 계획과 활용에 관한 연구 - 가변성 적용을 중심으로 - (A Study on Design and Practical Use of Multi-purpose Auditorium with Priority given to Variable Application in Educational Facility)

  • 지현정;이정란;이상홍
    • 교육시설
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    • 제12권6호
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    • pp.5-17
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    • 2005
  • The purpose of the study is to propose architectural design standards of the Multi-purpose Auditorium planning in educational facilities. The success of the design is measured by how well variable elements are applied to parts of Multi-purpose Auditorium and designed and equipped so that all groups-amateurs, professionals, youth, and adult alike-may use it effectively. The use of this facility will extend over a wide range, including concerts, plays, motion pictures, forums, and other forms of presentation. The wall, stage, roof, windows, and furnitures are important parts of Multi-purpose Auditorium and variable elements can applied to these parts. To successfully application of variable elements, it is necessary that these elements are considered in planning phase including time schedule planning. Various elements are permit a more informal and flexible arrangement and extensive learning activity.

동기유발 기제를 한 게임플레이와 학습플레이 연동형 G러닝 모델 (A G-Learning Model of Interworking with Gameplay and Learning Play by Motivation Mechanisms)

  • 장희동
    • 한국게임학회 논문지
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    • 제11권5호
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    • pp.3-11
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    • 2011
  • 게임세대를 위한 효과적인 교육방법으로 게임을 통한 학습이 주목을 받고 있다. 기존 교육용 게임의 설계방법은 필요한 모든 학습요소들과 게임요소들을 동시에 한 게임 안에 수용하도록 설계하는 것이다. 그래서 동기유발과 학습효과를 동시에 달성해야 하는 교육용 게임을 설계하는 것은 일반적으로 어렵다. 교육용게임을 설계하기 어려움의 문제를 해결하기 위해, 본 논문에서는 동기유발기제를 사용하여 게임플레이와 학습플레이를 연동하는 G러닝 모델인 IGLM을 제안하였다. 제안하는 모델 IGLM은 게임레벨들과 학습레벨들을 따로 독립적으로 구성하고 있고 동기유발기제의 연동 메커니즘으로 게임레벨들과 학습레벨들이 서로 연동되어 진행된다. 제안하는 IGLM의 설계방법의 설계 어려움에 대하여 기존 설계방법들과 비교분석하였다. 분석결과에 의하면, 제안하는 IGLM은 기존 방법들의 설계 어려움을 해결할 수 있을 뿐 아니라 구성요소들의 설계의 난이도, 자유도, 그리고 수용범위가 가장 우수한 방법임을 알 수 있었다.

Gamification in Educational Institutions: Concepts and Difficulties

  • Bakhit Al-Salami, Sami Ben Shamlan
    • International Journal of Computer Science & Network Security
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    • 제22권9호
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    • pp.208-216
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    • 2022
  • This paper provides an account of gamification in education. Apart from its emergence, it clarifies how gamification differs from gaming and game-based learning. It also discusses the elements of gamification, its advantages and its principles. It also sketches the theoretical underpinning of the concept, the models, its various applications, and the obstacles to using it in the educational process.

Toward a Systemic Approach to Quality Assurance in e-Learning: An Ecological Perspective

  • JUNG, Insung
    • Educational Technology International
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    • 제11권2호
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    • pp.25-41
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    • 2010
  • Challenges brought by applications of advanced technologies in education call for new approaches that can best ensure the provision of quality e-learning experiences. This paper presents an ecological approach as one of such approaches to quality assurance in e-learning that can monitor, assess and improve the effectiveness and the links between the various elements of e-learning. The ecological model for QA in e-learning emphasizes interrelation transactions between elements (e.g. providers, learners, cultures and policies) and systemic integration of those elements, and stresses that all these elements within a QA system play an equal role in maintaining balance of the whole. The model focuses attention both on individual and societal/cultural environmental factors as cornerstones for QA efforts in e-learning. It addresses the importance of QA efforts directed at changing QA transactions from provider-centered to 'all stakeholder-oriented', from one-size-fits-all model to 'globally oriented, locally adaptive model' and from control framework to 'culture creation framework'.