• 제목/요약/키워드: instructional methodology

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Development and Application of Failure-Based Learning Conceptual Model for Construction Education

  • Lee, Do-Yeop;Yoon, Cheol-Hwan;Park, Chan-Sik
    • Journal of Construction Engineering and Project Management
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    • 제1권2호
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    • pp.11-17
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    • 2011
  • Recent demands from construction industry have emphasized the capability for graduates to have improved skills both technical and non-technical such as problem solving, interpersonal communication. To satisfy these demands, problem-based learning that is an instructional method characterized by the use of real world problem has been adopted and has proven its effectiveness various disciplines. However, in spite of the importance of field senses and dealing with real problem, construction engineering education has generally focused on traditional lecture-oriented course. In order to improve limitations of current construction education and to satisfy recent demands from construction industry, this paper proposes a new educational approach that is Failure-Based Learning for using combination of the procedural characteristics of the problem-based learning theory in construction technology education utilizing failure information that has the educational value in the construction area by reinterpreting characteristics of construction industry and construction failure information. The major results of this study are summarized as follows. 1) Educational effect of problem-based learning methodology and limitation of application in construction area 2) The educational value of the information on construction failure and limitation in application of the information in construction sector 3) Anticipated effect from application of the failure-based learning 4) Development and application of the failure-based learning conceptual model.

공과계열 대학생을 위한 맞춤형 테크노 리더십 캠프 프로그램 개발 (Development of Customized Technological Leadership Camp Programs for Engineering Students)

  • 진성희;김태현
    • 공학교육연구
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    • 제13권6호
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    • pp.111-121
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    • 2010
  • 연구의 목적은 공과계열 대학생들이 미래의 조직에서 테크노 리더가 되기 위한 기초소양을 쌓을 수 있는 맞춤형 테크노 리더십 캠프 프로그램을 개발하는 것이다. 테크노 리더십 캠프 프로그램은 체제적 교수설계 방법론의 절차에 따라 개발되었다. 문헌분석과 사례분석을 통해 테크노 리더십 프레임웍이 개발되었고 중요도-수행도 분석법을 활용한 요구분석을 통해 핵심개발 테크노 리더십 역량이 도출되었다. 요구분석 대상은 A대학교 공과계열 대학생 202명과 동일대학과 산학협력관계에 있는 기업체관리자 22명이었다. 도출된 핵심개발 테크노 리더십 역량을 중심으로 기본과정과 심화과정의 수준별 테크노 리더십 캠프 프로그램이 개발되었고 2회에 걸친 전문가 검토의 과정을 통해 수정 보완되었다.

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의료면담 역할극 사례의 학습자 성찰일지 분석 (Analysis of Students' Reflective Journals on Medical Communication Role Plays)

  • 김영전;이승현;유효현
    • 의학교육논단
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    • 제19권3호
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    • pp.169-174
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    • 2017
  • This study explores the phenomenon of learner reflection in writing. Sixty-nine reflection logs were submitted by students after medical interview role plays. Using thematic analysis methodology, the following three steps were carried out: (1) the entire contents of the logs were analyzed and coded, (2) the coded contents were reclassified and categorized into higher themes, and (3) all reflection logs were re-analyzed to derive the frequency according to their classifications. The learners' reflection contents were classified into 'preparation,' 'experience,' and 'future plan.' The levels of reflection were 'simple information and appreciation,' 'acquisition and application of knowledge,' and 'analysis and criticism.' The types of reflection were identified only at the level of 'analysis and criticism' and could be classified into 'relativization,' 'objectification,' and 'internalization.' Students' reflection levels were highest in the levels of 'acquisition and application of knowledge' (49.3%), and 'analysis and criticism' (37.7%). A total of 14.5% of the students showed 'internalization.' In order to enable internalized reflection at a critical level, instructional strategies to induce and promote reflection are needed.

3D 프린팅 교육 프로그램을 위한 수업자료 개발과 적용 (Development of Instructional Materials for 3D Printing Education Program and Its Application)

  • 이영건;이상현;유승훈;김시태
    • 공학교육연구
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    • 제24권3호
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    • pp.42-49
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    • 2021
  • This paper deals with the development and application of a 3D printing education program implemented to cultivate creative fusion-type talents required by the 4th Industrial Revolution. Specifically, the entire process developed by applying the ADDIE program development model, from 3D modeling to post-processing of printed materials, was performed individually and for each team for about 200 second-year college students for two weeks. Through this program, students develop the basic ability to apply 3D printing to the learning curriculum, the ability to solve problems through cooperative interactions between team members, and convergence thinking ability by collaborating within the team by students from various major fields. They are proved by analyzing an education satisfaction survey conducted after application of the program. In conclusion, the program of this paper presents a methodology for effective 3D printing education in universities.

산업체 애로기술을 활용한 TRIZ 기반 창의적문제해결방법론 교과목 개선 (Improvement of Creative Solving Problem Method Curriculum based TRIZ Using Industrual Bottleneck Techniques)

  • 이재경
    • 공학교육연구
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    • 제24권3호
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    • pp.58-69
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    • 2021
  • It is very necessary to have a creative problem-solving capacities to learn various majors and liberal arts based on the major, and to solve the bottleneck techniques led by students. In this study, the existing creative problem-solving curriculums, 'Methodology of Inventive Problem Solving' based on TRIZ, were improved and applied, and industrial bottleneck techniques were provided to students to solve these techniques. To improve the curriculum, 1) improvement of instructional objectives and learning contents, 2) improvement of evaluation methods and contents (reflecting the evaluation of instructor and students), and 3) learning satisfaction survey were conducted in the following order. As a result of the application of the improved curriculum, the level of activities for each team was improved, and when the core process was well understood, the evaluation of team activities was also excellent, but there was a tendency to focus on methods that are relatively easy to apply in the problem solving process. In the final exam (learning contents evaluation), teams with difficult understanding of the TRIZ theory or low team activities showed a relatively high trend, but the difference in level between divisions was slightly reduced.

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.

DEVELOPMENT AND APPLICATION OF FAILURE-BASED LEARNING MODEL FOR CONSTRUCTION TECHNOLOGY EDUCATION

  • Do-Yeop Lee;Cheol-Hwan Yoon;Chan-Sik Park
    • 국제학술발표논문집
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    • The 4th International Conference on Construction Engineering and Project Management Organized by the University of New South Wales
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    • pp.99-106
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    • 2011
  • Recent demands from construction industry have emphasized the capability for graduates to have improved skills both technical and non-technical such as problem solving, interpersonal communication. To satisfy these demands, problem-based learning that is an instructional method characterized by the use of real world problem has been adopted and has proven its effectiveness various disciplines. However, in spite of the importance of field senses and dealing with real problem, construction engineering education has generally focused on traditional lecture-oriented course. In order to improve limitations of current construction education and to satisfy recent demands from construction industry, this paper proposes a new educational approach that is Failure-Based Learning for using combination of the procedural characteristics of the problem-based learning theory in construction technology education utilizing failure information that has the educational value in the construction area by reinterpreting characteristics of construction industry and construction failure information. The major results of this study are summarized as follows. 1) Educational effect of problem-based learning methodology and limitation of application in construction area 2) The educational value of the information on construction failure and limitation in application of the information in construction sector 3) Anticipated effect from application of the failure-based learning 4) Development and application of the failure-based learning model

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Developing a World Geography Gamification Lesson Plan with Digital Tools

  • Suji JO;Jiwon BYUN
    • 4차산업연구
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    • 제4권1호
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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.

스마트교육의 속성과 구현 실태에 관한 연구 (A Study on the Defined and Realized Attributes of SMART Education)

  • 윤가영;이효진;박인우
    • 한국교육학연구
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    • 제23권1호
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    • pp.183-204
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    • 2017
  • 스마트 기술의 발달과 다양한 스마트 매체의 등장은 개인의 학습 환경과 학교교육 현장에 획기적인 변화를 가져왔다. 이에 정부는 학습 환경의 변화에 발맞추어, 2011년 스마트교육 추진 전략을 발표했고, 스마트교육이라는 용어를 공식적으로 등장시켰다. 이후 정부를 중심으로 스마트교육을 학교 현장에 도입하고자 다양한 정책이 실행되어 왔으며, 스마트교육에 관한 연구도 활발히 진행되어 왔다. 그러나 스마트교육이라는 개념이 등장한지 6여 년이 지난 지금까지도 스마트교육은 정체성에 대한 혼란을 안고 있으며, 스마트교육에 대한 명확한 이해가 부재한 상황에서 기술적 측면을 중심으로 정책이 추진되면서 일선현장의 교사들은 스마트교육을 단순히 스마트 기기를 활용한 수업으로 이해하고 있는 경우가 많으며, 이로 인해 스마트교육은 단순히 스마트 기기를 활용한 수업으로 자리잡아가고 있는 실정이다. 본 연구는 스마트교육의 이론적 기틀 마련을 위해 선행연구 분석을 토대로 스마트교육의 속성을 정의하였으며, 스마트교육 연구 가운데 실증 및 사례 연구를 검토 분석하여 실제 교육현장에서 스마트교육이 어떤 속성들을 중심으로 구현되고 있는지를 살펴보았다. 선행연구 분석 결과 도출된 스마트교육의 속성은 정보통신기술(T), 열린 학습 환경(E), 자기주도 학습(S), 맞춤형 학습(C), 소셜 러닝(SL)의 5가지로 나타났다. 실증 및 사례연구를 토대로 분석한 결과, 실제 교육현장에서 구현되고 있는 스마트교육의 속성은 정보통신기술을 기반으로 한 스마트기기 및 매체의 활용을 중심으로 나타났으며, 자기주도 학습, 맞춤형 학습은 스마트교육 환경에서 적절히 활용되지 못하고 있었다. 추후 연구를 통해 스마트교육이 가지고 있는 특성을 교육 현장에서 제대로 활용하여 교육적 효과를 제고하기 위한 연구가 필요하다는 시사점을 도출하였다.

Online-Offline 혼합학습 형태의 Blended Learning에서 지식 창출활동 촉진을 위한 협력적 지식 창출 모형 탐색 : 초.중등교육을 중심으로

  • 박선아
    • 한국컴퓨터산업학회논문지
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    • 제7권5호
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    • pp.521-536
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    • 2006
  • 초 중등교육의 Blended Learning은 교실에서 ICT를 활용하여 전통적 면대면 수업의 한계점을 보완할 수 있으며 방과 후 Online을 통해 다양한 상호작용은 물론 Offline과 다른 학습 경험을 갖도록 할 수 있다. 특히 초 중등 교육에서 이 두 형태의 학습을 상호 연계 보완할 수 있는 Bended Learning은 학습자들의 협력적 지식 창출을 보다 활발히 촉진할 수 있다는 점에 그 강점이 있다. 이를 위해 문헌 연구를 통해 Online Offline 혼합 학습 형태인 Blended Learning에서의 협력적 지식 창출과정을 개념적으로 모형화 하고, <중략> 그 결과, 개념적 모형과 현장의 차이를 분석, 이를 반영하여 실제와 모형사이의 간극을 줄인 모형을 도출하였다.

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