• Title/Summary/Keyword: interactive competence

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A Study on the Relationship between Father's Verbal Control Modes, Children's Self-efficacy, Social Competence, and Interactive Peer Play (아버지 언어통제유형과 유아의 자아효능감, 사회적 유능성 및 상호작용적 또래놀이의 관계)

  • Kwon, Heekyoung
    • Korean Journal of Childcare and Education
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    • v.9 no.5
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    • pp.321-334
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    • 2013
  • The purpose of this study was to examine the relationship of father's verbal control modes, children's self efficacy, social competence and interactive peer play. The subjects were pairs of 195 three, four and five year-old-children and their fathers. Data were analyzed with mean, standard deviation, and bivariate correlation. Results indicated that father's verbal control modes were significantly correlated with children's self efficacy, social competence and interactive peer play. Father's person-oriented control verbal mode was positively related to children's self-recognition, self-emotion, social competence, leadership and interactive peer play while imperative control verbal mode was negatively related to children's instability, interrupted play behavior, and disturbed play behavior.

Interactional Modifications in Text-based Chats between Korean and Japanese Students

  • Chu, He-Ra
    • English Language & Literature Teaching
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    • v.12 no.2
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    • pp.1-18
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    • 2006
  • This study investigates the types of interactional modifications employed by Japanese and Korean university students during text-based chats. In particular, this study focuses on the role of a network-based medium on the use of interactional modifications, which have been claimed to facilitate interlanguage development. The results show that students use a variety of features of interactional modifications. The most used strategies were the use of paralinguistic features, framing, overt indication of understanding/agreement, and clarification checks, which reveals inconsistent results with findings from research on the negotiation of meaning in face-to-face interaction. Results suggest that the computer-mediated communication (CMC) environment requires the above mentioned strategies and students are able to adapt to this new context by employing alternative strategies. The majority of negotiations were generated by content and lexical items either to resolve communication problems or to better manage interactions, and very few negotiations occurred in terms of grammar. The findings suggest that text-based synchronous chats can be an effective tool for promoting interactive competence, but their effectiveness on grammatical development is uncertain.

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Diversity Education for Future Family Science Professionals: Interactive and Reflective Teaching Implications based on Hollinger's Model (미래 가족학 전문가를 위한 다양성 교육: Hollinger의 모델에 근거한 상호작용적, 반영적 교수법에 관한 제언)

  • Lee, Soyoung;Davis, Bekki;Khaw, Lyndal;Nittolo, Alyssa
    • Human Ecology Research
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    • v.52 no.2
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    • pp.111-125
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    • 2014
  • The purpose of this study was to examine how an undergraduate family diversity course supported students to enhance undergraduate students' understanding of diversity issues and cultural competence that are necessary to work with diverse families and children as future family science professionals. We collected qualitative research data from 108 students who were enrolled in five sections of an undergraduate-level diversity course, Working with Diverse Families and Children , using nine open-ended questions. In the current study, we specifically focused on four questions in relevant to what undergraduate students learned and what they desired to learn more about diversity issues in families grounded in Hollinger's developmental model of ethical reflection. Using inductive and deductive iterative processes and triangulation, we conducted thematic analysis. Overall, our findings showed that undergraduate students understood the core concepts of diversity and cultural competence. However, they understood these issues at different stages of Hollinger's model of ethical reflection after taking the course. Most undergraduate students accomplished their cognitive and empathetic understanding of diversity and were primarily in Stages 1 and 2. We suggest interactive and reflective teaching strategies that may be effective for undergraduate students to challenge their own biases, practice ethical decision, and prepare for social actions as family science professionals.

Validation of the Penn Interactive Peer Play Scale for Korean Children (아동 또래 놀이행동 척도(PIPPS)의 국내적용을 위한 타당한 연구)

  • Choi, Hye Yeong;Shin, Hae Young
    • Korean Journal of Child Studies
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    • v.29 no.3
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    • pp.303-318
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    • 2008
  • Participants in this study of the validity and reliability of PIPPS (Penn Interactive Peer Play Scale; Fantuzzo et al., 1998) for Korean children were 248 5-to 6-year - old children and 11 teachers. Instruments included the Peer Rating Scale(PRS; Singleton et al., 1979), Social Competence and Behavior Evaluation (SCBE; LaFreniere & Dumas, 1995), and Preschool Behavior Questionnaire (PBQ; Behar & Stringfield, 1974). The structure of PIPPS resulted in 3 factors, 'play disruption', 'play interaction', and 'play disconnection' with 30 items similar to the original PIPPS factors. Validity was evidenced by inter-correlations among sub-factors and by correlations between PIPPS and criterion measures. PIPPS scores were validated by ratings from PRS, SCBE and PBQ sub-areas scores. Cronbach's a reliability of PIPPS factors ranged from .88 to .92.

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A model of problem solving instruction for improving practical skill-competence in technical high school (공업계 고등학교에서의 문제해결식 실기수업 모형)

  • Kim, Ik-Su;Ryu, Chang-Yol
    • 대한공업교육학회지
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    • v.30 no.1
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    • pp.1-18
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    • 2005
  • The purpose of this study was to development a model of problem solving instruction for improving practical skill-competence in technical high school. For the study, various literature researches were reviewed intensively about problem solving process, laboratory instruction's approaches and learning principals. The problem solving instruction process was composed with identifying problems, generating alternative solutions, investigation and research, choosing a solution, acting on a plan, modeling of problem solving, testing and evaluating, redesigning and improving. The skills schema combines a four domain of skilled activity, that is, cognitive skills, psychomotor skills, reactive skills and interactive skills. The problem solving instruction was composed with five major learning systems-emotional, social, cognitive, physical, and reflective-that can be used extensively as generic lesson plashing. The teacher serves as a coach or guide for student learning. As a facilitator, the teacher challenges, questions, and stimulates the students in their thinking, problem solving and self-directed study. In this process, students represent problem with think aloud, assume responsibility for their learning and move from teacher-centered to student-centered education.

Some Suggestions for Improving Environment of Chinese Reading Class: Focused on Blended Learing (중국어 읽기 수업 환경 개선을 위한 제안: 블렌디드 러닝을 중심으로)

  • Park, Chan Wook
    • Cross-Cultural Studies
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    • v.29
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    • pp.413-452
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    • 2012
  • The purpose of this study is to examine and apply Blended Learning to Chinese reading class and give some suggestions for Chinese reading class for realizing the interactive model for reading. For learner's improvement in Chinese reading level, various teaching methods need to be applied to Chinese reading class. Among teaching methods, this article tried to apply Blened Learning in terms of interaction, because Blended Learning can follow the general trend that all of people use laptop, smartphone, etc., and also can be contribution to reading as performance in foreign language learning. As a result, Blended Learning can make learner prepare class for giving online contents, and can make teacher and learner have more chances of interaction in class for improving reading competence.

Nursing students' satisfaction and clinical competence by type of pediatric nursing practicum during the COVID-19 pandemic (코로나19 팬데믹 상황에서 간호대학생의 아동간호학 임상실습유형별 만족도, 학습만족도와 임상수행능력)

  • Ju, Hyeon Ok;Lee, Jung Hwa
    • The Journal of Korean Academic Society of Nursing Education
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    • v.30 no.1
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    • pp.29-38
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    • 2024
  • Purpose: This study aimed to investigate student nurses' satisfaction by type of clinical practicum and to determine predictors of clinical competence in pediatric nursing. Methods: A total of 189 Junior and Senior student nurses across seven colleges in the Busan Metropolitan City were enrolled in the study. The participants completed a structured questionnaire containing items about their learning satisfaction with different types of pediatric nursing practicums and their clinical competence. Data were analyzed using the mean, standard deviation, independent t-test, ANOVA, and multiple regression analysis. Results: Regarding satisfaction with each type of clinical practicum, the mean satisfaction score (out of 10) was 8.18±2.26 for on-site clinical rotations and 7.35±2.20 for alternative practicums. Among the different types of alternative practicum approaches, those with a satisfaction score of 7 or higher included fundamental nursing skills, watching videos, simulation etc., while those with a satisfaction score of less than 6 were virtual simulation and problem-based learning. The predictors of clinical competence in pediatric nursing were learning satisfaction with practice, school year, and alternative practicum, accounting for 35.0% of the variance in clinical competency. Conclusion: It would be helpful to combine on-site clinical rotations with alternative practicum approaches and to develop various alternative practice programs using simulation practice, virtual reality, immersive interactive systems, and standardized patients to enhance students' clinical competency.

Improvement of English competence through Korean folktale web-sites (한국 전래동화 학습 사이트를 활용한 영어 지도 방안)

  • Kang, Mun-Koo;Jeon, Young-Joo
    • English Language & Literature Teaching
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    • v.15 no.3
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    • pp.283-300
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    • 2009
  • The purpose of this paper is to suggest a model for an English learning web-site using Korean folktales to stimulate the interest of beginners learning English, (elementary and early middle school ages) and suggest an integrated way of teaching 4 skills. The study first reviews the theoretical and historical backgrounds of storytelling using Korean folk tale, WBI (Web Based Learning), and learner-centered learning. Storytelling using Korean folk tale is an interactive way of teaching English through the use of words and actions from Korean traditional culture. The students can take pride in their own culture while learning a foreign language since they are familiar with the stories and the culture. Nowadays multicultural education is one of the big features of global education. Therefore there are benefits of studying English through Korean folktales. The websites can help students learn English ubiquitously with a learner-centered focus. For the study, we analyzed several digital English storytelling websites. The paper concludes that digital English story books need to improve their interactive ways of teaching for more effective learning. The authors created an integrated English learning website model using Korean folktales for beginners. We hope to introduce this type of learning through the website for higher level students in middle school. Further study should be conducted in order to make the websites more meaningful and useful for Korean students learning English.

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A Review of Major Issues on Research for Online Video Game Use and Sociability (온라인 비디오 게임 사용과 사회성 연구의 주요 쟁점에 관한 문헌고찰)

  • Shin, Min Jung;Lee, Kyoung Min;Ryu, Je-Kwang
    • Korean Journal of Cognitive Science
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    • v.31 no.3
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    • pp.55-76
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    • 2020
  • Sociability is an inherent part of human life and also possesses an important value as a comprehensive ability. While the lack of sociability has been pointed out as a representative problem of game use in general, this paper analyzed studies on the relationship between online video games and social competence. In this field, the view that the relationship in the online game may replace or complement the actual relationship and will potentially hinder the development of sociability currently faces a conflict with the opinion that online video games may not directly have a negative effect on sociability but rather result in a positive outcome by providing a social learning space. In a large scale survey that measured the use of online games, psychological characteristics, and social competence, no distinct relationship between game use and degradation of sociability was observed. Based on this analysis, we suggest that efforts are necessary to break away from the stereotype that online game play may cause a decline in sociability and to improve the validity of related research.

Effect Analysis of Active Flipped Learning using Interactive Application (인터랙티브 앱을 활용한 능동적 플립 러닝 효과 분석)

  • Lee, Seunghoon;Chun, Seokju
    • Journal of The Korean Association of Information Education
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    • v.21 no.5
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    • pp.487-495
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    • 2017
  • The flipped learning is an inverted teaching model where students learn the basic concepts using short videos at home and then come to class to enable effective practice and interactions among teachers and students. However, due to the students' lack of self-regulated competence, most students have difficulties of comprehending the instructional materials out of class by themselves. In this paper, we develop an interactive app for active flipped learning in the mathematics courses in the elementary schools. We examine the effectiveness of the active flipped learning on learners groups with different achievement levels in learning 4th grade mathematics concepts in the elementary schools. The pretest and posttest survey results show that the proposed flipped learning approach has better performance compared to the traditional flipped learning approach.