• Title/Summary/Keyword: flipped-classroom

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The Development and Application of a Teaching and Learning Model Based on Flipped Learning for Convergence Software Education in Elementary Schools (초등 융합SW교육을 위한 플립 러닝 기반 교수-­학습 모형 개발 및 적용)

  • Lee, Miwha;Ham, Sungbong
    • Journal of The Korean Association of Information Education
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    • v.22 no.2
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    • pp.213-222
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    • 2018
  • The purpose of this study was to develop a convergence software teaching and learning model based on flipped learning through multidisciplinary integration of the subject matter curriculum and content elements of software education so as to facilitate students' self-directed learning utilizing computers and smart devices and to apply the model to the elementary classroom and examine the effects on students' EPL interest and achievement levels. The teaching and learning model consists of four stages: content convergence, problem presentation, creative idea design, and product sharing. The results of the analyses indicated that students' EPL interest was enhanced and achievement levels were increased. The implications of the results of the study and expected effects were discussed.

Design of Computer Science and Engineering Courses based on Flipped Learning through Integrating Lectures and Team Activities (강의와 팀 활동을 조합한 컴퓨터학 과목의 플립러닝 기반 설계)

  • Sihyung Lee
    • Journal of Internet Computing and Services
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    • v.24 no.4
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    • pp.117-125
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    • 2023
  • Flipped learning is an instructional approach that reverses the traditional order of in-class and after-class activities. It entails students studying course materials before attending class, and then utilizing class time for completing homework tasks. Due to collaborative support available from teachers and peers, flipped learning has gained extensive adoption in computer science and engineering courses, enabling students to effectively engage in homework assignments. Nevertheless, students are responsible for studying class materials independently, which can limit their understanding of advanced topics. We propose an approach that combines both flipped learning and the traditional method, allowing them to mutually enhance each other. In the proposed approach, students acquire foundational concepts prior to attending class, and subsequently delve into advanced topics during classroom sessions through lectures and guidance provided by the teacher. Afterward, students collaborate with their peers to solve problems that involve the application of the concepts they have learned, and exchange a variety of solutions and perspectives. We implemented the proposed approach in four computer science and engineering classes, spanning one to four semesters and observed an enhancement in students' comprehension and satisfaction levels. We anticipate implementation of the proposed approach across various computer science and engineering courses, while enhancing their overall quality.

A Study on Gamification for Learning Effectiveness of Flipped Classroom (거꾸로 교실의 학습효과를 높이기 위한 게임화 적용 비교 연구)

  • Jun, Hee-Yeon;Lim, Heuiseok
    • Proceedings of The KACE
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    • 2018.01a
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    • pp.57-60
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    • 2018
  • 거꾸로 교실의 성패에 중요한 역할을 하는 온라인 예습 활동은 학습의 성패를 좌우하지만 이 예습활동은 학습자에게 부담의 요소로 작용한다. 따라서 온라인 예습활동에 참여도와 흥미도를 높여 줄 수 있는 방안으로 온라인 강의 시스템에 게임화 요소를 추가하여 그 효과성을 비교 분석하고자 한다. 본 논문은 유튜브 링크를 이용한 전통적인 온라인 학습과 게임화 요소가 적용된 온라인 강의 시스템을 이용한 예습활동의 참여도와 학업성취도가 차이를 보이는지, 또 온라인 강의 시스템의 단어게임결과와 학업성취도의 결과가 연관성이 있는지, 온라인 강의 시스템의 단어게임의 랭킹 시스템은 학습자들의 흥미와 재미를 높여 주었는지 알아보고자 한다.

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A Study on Effective Team Learning Support in Non-Face-To-Face Convergence Subjects (비대면 수업 융합교과의 효과적인 팀학습 지원에 관한 연구)

  • Jeon, Ju Hyun
    • Journal of Engineering Education Research
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    • v.24 no.6
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    • pp.79-85
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    • 2021
  • In a future society where cutting-edge science technology such as artificial intelligence becomes commonplace, the demand for talented people with basic knowledge of mathematics and science is expected to increase continuously, and the educational infrastructure suitable for the characteristics of future generations is still insufficient. In particular, in the case of students taking convergence courses including practical training, there was a problem in communication with the instructor. In this study, we looked at the current status of distance learning at domestic universities that came suddenly due to the global pandemic of COVID-19. In addition, a case study of the use of technology was conducted to facilitate the interaction between instructors and learners through case analysis of distance classes in convergence subjects. Therefore, this study aims to introduce the case of developing lecture contents for smooth convergence education in a non-face-to-face educational environment targeting the developed AI convergence courses and applying them to the education of enrolled students.

Design Principles for Learning Environment based on STEAM Education

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.55-61
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    • 2021
  • In this study, a learning environment based on STEAM theory was proposed to support and improve learners' activities and achievements for convergent design education. The learning environment design influence STEAM education with intentional design and schedule coordination, schools can create informal environments that are crucial to STEAM education. The physical surroundings of the learning space should be applied to teaching methods and learning activity, especially for STEAM-based education, physical space conditions should support the learner's design thinking and process. Furthermore, STEAM-based education environment should support a vast array of experiences that allow students to learn the context around ideas and skills. For spaces for learning environment based on STEAM, common design principles should be considered such as technology integration, safety and security, transparency, multipurpose space, and outdoor learning. Therefore, the learning environment based on STEAM needs flexible and mobile, connected, integrated, organized, flipped, and team-focused surroundings to support the learners understand, participate, cooperate, and accomplish the design process.

The Effects of ALP Model-Applied Science Class on Elementary Students' Scientific Communication Skills (ALP 모형을 적용한 과학 수업이 초등학생의 과학적 의사소통능력에 미치는 영향)

  • Ha, Ji-hoon;Shin, Young-joon
    • Journal of The Korean Association For Science Education
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    • v.37 no.6
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    • pp.1025-1035
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    • 2017
  • The purposes of this study are to analyze the merits and limits of flipped learning by suggesting the ALP model for efficient application and to test the effects of the new ALP model. The process of new model and program development is based on ADDIE in this study. This study consists of two steps. First through literature research on the difficulties of the flipped learning, the elements are extracted to develop new model. Second, these elements were placed according to the teaching and learning flow, which resulted in the procedures. As a result, the ALP model was developed. The ALP model is a new model for applying teaching and learning methods for efficient application of the flipped learning. This model was applied to elementary science classes to test its effects in scientific communication skill. Interviews and cognitive survey were also conducted to collect additional information. The results of this study are as follows: There were various difficulties in flipped learning. Based on literature research results, the ALP model and the science programs for elementary students have been developed. The experimental group showed statistically meaningful improvement in scientific communication skill. The scientific communication skill has two subcategories: the forms and the types. According to the form analysis results, the experimental group showed a statistically meaningful improvement in the form of Table and Picture, but not in the form of Writing and Number. With the same reason given previously, this study confirmed that the application of ALP model improves the students' visual form communication skills such as Table and Picture better than reading form communication skills such as Writing and Number. According to the type analysis results, the experimental group showed a statistically meaningful improvement in "the scientific insistence" type, and "the justification" which is the sub element of "the scientific insistence" type. With this reason, this study suggests that the class applied ALP model gives students more time and opportunities to learn. Though the survey and interviews about the student's awareness of the class with applied the ALP model, this study showed that students actively exchanged their opinions in the class with applied ALP model.

Analysis of the Current Status of Edutech in Korean Language Education

  • JinHee KIM;HoSung WOO
    • Fourth Industrial Review
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    • v.3 no.2
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    • pp.11-17
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    • 2023
  • Purpose - Recently, in the field of language education, interest in edutech has increased due to difficulties in classroom teaching due to COVID-19. Accordingly, we would like to analyze research topics related to e-learning before and after COVID-19 and examine the implications for the future Korean language education field. Research design, data, and methodology - This study organized a list of papers to be analyzed by searching for e-learning terms applicable to Korean language education in RISS. The collected data was electronically documented, keywords were extracted using text mining techniques, and word frequencies were checked, and then viewed through cloud visualization. Result - It was confirmed that research on e-learning in the field of Korean language education has increased rapidly in 2021 and 2022. In particular, extensive research on online learning methods has been actively conducted due to the difficulties of face-to-face learning in the COVID-19 era. There have been many studies on teaching and learning methods, such as flipped learning, hybrid learning, blended learning, mobile learning, and smart learning. Conclusion - Since the research so far has mainly focused on online class management methods. Therefore, future research suggests that efforts should be made to develop educational contents and teaching methods using specific ICT technologies. These efforts will contribute to advancing smart education that future education aims for.

Exploring the Design of Artificial Intelligence Convergence Liberal Arts Curriculum Based on Flipped Learning and Maker Education: Focusing on Learner Needs Assessment (플립 러닝과 메이커 교육 기반 인공지능 융합교양교과목 설계 방향 탐색 : 학습자 요구 분석을 중심으로)

  • Kim, Sung-ae
    • Journal of Practical Engineering Education
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    • v.13 no.2
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    • pp.221-232
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    • 2021
  • The purpose of this study is to explore the design direction of artificial intelligence convergence liberal arts subjects based on flip learning and maker education through analysis of learner needs in a non-face-to-face classroom environment caused by COVID-19. To this end, we analyzed the priorities of subject content elements by using the Borich needs assessment and The Locus for Focus model along with students' perceptions of flip learning for students who took and did not take maker education-based liberal arts courses. Based on this, it was used as basic data for designing the curriculum. The study results are as follows. First, the content elements of the artificial intelligence liberal arts curriculum based on maker education consisted of a total of 9 areas and were designed as a class using flip learning. Second, the areas with the highest demand for education are 'Artificial Intelligence Theory', 'Artificial Intelligence Programming Practice', 'Physical Computing Theory', 'Physical Computing Practice', followed by 'Convergence Project', '3D Printing Theory', '3D Printing practice' was decided. Third, most of the questionnaires regarding the application of flip learning in maker education-based artificial intelligence liberal arts subjects showed positive responses regardless of whether they took the course, and the satisfaction of the students was very high. Based on this, an artificial intelligence-based convergence liberal arts curriculum using flip learning and maker education was designed. This is meaningful in that it provides an opportunity to cultivate artificial intelligence literacy for college students by preparing the foundation for artificial intelligence convergence education in liberal arts education by reflecting the needs of students.

On Developments of Teaching-Learning Contents and Constructivist Teaching Methods Using Mobile Applications Based on Augmented Reality in Mathematics Education (증강현실 기반 모바일 앱을 활용한 수학 교수·학습 콘텐츠 개발과 구성주의적 수업방안)

  • Kim, Byung Hak;Song, Jinsu;Park, Ye Eun;Jang, Yo Han;Jeong, Young Hun;Ahn, Jin Hee;Kim, Jun Hyuk;Go, Eunryeong;Jang, In Kyung
    • Communications of Mathematical Education
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    • v.33 no.3
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    • pp.207-229
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    • 2019
  • In the era of the Fourth Industrial Revolution, various attempts have been made to incorporate ICT technology into mathematics teaching and learning, and the necessity and efficiency of classroom instruction using flipped learning, virtual reality and augmented reality have attracted attention. This leads to an increase in demand for instructional contents and their use in education. Therefore, there is a growing need for the development of instructional contents that can be applied in the field and the study of teaching methods. In this point of view, this research classifies the types of teaching-learning, presents the flipped learning instruction and mathematics contents by teaching-learning types using constructivist mathematics education principles and augmented reality-based mobile applications. These methods and lesson plans can provide a useful framework for teaching-learning in mathematics education.

The Trends and Prospects of ICT based Education (ICT를 활용한 교육의 동향과 전망)

  • Woo, Hyun-Jeong;Jo, Hye-Jeong;Choi, Yool
    • Informatization Policy
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    • v.25 no.4
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    • pp.3-36
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    • 2018
  • This article discusses the possibilities and limitations of ICT education by reviewing the previous research on its various aspects including educational goals, contents, methods, and evaluation. First, when it comes to its educational goal, the prior studies suggest that ICT education aims to nurture digital citizenship among students and to enable them to participate in different sectors of our society. ICT education characterizes the core capacities of its future learners as 'lifelong learners,' 'information producers/consumers,' and 'local/global citizens.' Second, in regard to the educational content of ICT education, researchers investigate SW education importantly: They develop the educational programs and examine the effectiveness of those programs. However, to ensure the relevancy of the educational contents to the future society, institutional support is imperative including facilitating educators' capacities and synchronizing ICT education with subject education. Third, as the educational methods, various ICTs such as flipped learning and augmented reality (AR) are being applied to actual classroom teaching. Research on the educational methods, which is the most vibrant area in the ICT education scholarship, is expected to improve the previous educational methods and to lead the qualitative development of ICT education. Fourth, the previous discussion on the educational evaluation focuses on computer-based evaluations. Educational evaluation using ICT will enable educators to assess the characteristics and achievement of an individual learner accurately and to lead them to apply a teaching-learning process effectively, which will ultimately enhance the effectiveness of educational evaluation. Along with the overall review on the possibilities of ICT education, this article discusses the limitations of the current ICT education and its implications for educational inequalities.