• Title/Summary/Keyword: interactive learning

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Leveling Up the Information Culture of Social Work Bachelors

  • Bartosh, Olena;Povidaichyk, Oksana;Kozubovska, Iryna;Shandor, Fedir;Afanasiev, Dmytro;Bodnar, Olesia;Katsora, Oleksandr;Oros, Oleksandra
    • International Journal of Computer Science & Network Security
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    • v.21 no.5
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    • pp.222-230
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    • 2021
  • The article reviews the issue of formation of information culture of social work bachelors in the process of their professional training. The main internal / external factors that determine the need for the information culture formation of social workers-to-be have been identified. To determine the levels of information culture formed in bachelors of social work criteria and their indicators have been substantiated. The model of information culture formation in BSW has been developed and implemented in Ukrainian universities under the following pedagogic conditions: organized informational environment; interconnection between general and professionally-directed courses; curriculum includes course directed on IC formation. The model contained interconnected components: aim - to achieve higher level of information culture formed; specific principles; content, interactive methods and forms of organization of educational process, methods of control and correction; components of information culture. The implemented mastered learning procedure has contributed to the leveling up of information culture formed in social work bachelors.

A Study on Non-face-to-face Educational Methods which can be used in Practical Subject of Game Production (게임제작 실습 교과목에서 활용할 수 있는 비대면 교육방법 연구)

  • Park, Sunha
    • Journal of Korea Multimedia Society
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    • v.24 no.1
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    • pp.125-133
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    • 2021
  • Due to Covid-19, the un-contact culture has affected society as a whole, and the methods of education conducted offline has been greatly affected. In the private education of preparing for university entrance, the public official examinations and certification acquisition, the method of online education has been shown to have positive effects. While private class and school class which have offered in off-line to cope with rapid changes caused various problems such as decline in quality for education. Due to the characteristic of design class, practical training is important. As interactive feedback between students and educators is more important than one-way of delivering knowledge while class is conducted in online, educators have a challenge when they prepare for class. This study handles the methods of online education for the purpose of practical education methods in university nowadays, Especially, the non-face-to-face education methods for game animation production. Based on this study, I propose an effective educational method with non-face-to-face class that allows students to be satisfied and increases their knowledge, beyond face-to-face class.

Role Formation by Interaction Function and Pattern for Group Discussion Activity using the case of Environmental Education Camp for Undergraduate Student (대학생 환경교육캠프 사례에서의 집단 토의 활동에 있어서 상호작용 기능과 양상에 따른 역할 형성 양상)

  • Jung, Won-Young;Lee, Go-Eun;Shin, Hyeon-Jeong;Cha, Hyun-Jung;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.32 no.4
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    • pp.555-569
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    • 2012
  • Many science education research and practices are recently emphasizing the importance of collaborative learning. This study also understands learning in aspects of socio-cultural context, and regarded the creation of meaning in a same-age group as an important learning process. This is most especially true in the premise that the formation of roles in a collaborative learning is important for successful interactive learning. This study aims to find out how roles form in a group. For this purpose, university students participating in a group discussion activity about energy flow and circulation of material were selected as research participants. Discussions among the nine students in one group consisted of cognitive conversations on the topic and operational conversations for preparing a presentation. Video-clips of the discussions were made and transcribed. For the analysis, we developed a framework that includes four interaction functions (cognitive, organizational, meta-cognitive, operational), four action elements (question, simple answer, providing opinion, response to opinion), and two to four intention elements by each action elements. As a result, a total of nine roles were revealed through the interaction function and element; cognitive questioner, operational questioner, simple answerer, operational suggester, organizational commander, operational commander, cognitive explainer, terminator, reflective thinker. These roles are re-classified into seven utterance patterns by the utterance order and object, and they were categorized into three role groups (facilitating interaction, sustaining interaction, finishing interaction). The result means that role formation and function can have influence on learning and interaction. This study is meaningful to the suggestion to collaborative learning including project-based learning, investigation, club activity, and for the re-illumination of the role in an aspect of the interaction.

Strategies for Increasing the Value and Sustainability of Archaeological Education in the Post-COVID-19 Era (포스트 코로나 시대 고고유산 교육의 가치와 지속가능성을 위한 전략)

  • KIM, Eunkyung
    • Korean Journal of Heritage: History & Science
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    • v.55 no.2
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    • pp.82-100
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    • 2022
  • With the crisis of the COVID-19 pandemic and the era of the 4th industrial revolution, archaeological heritage education has entered a new phase. This article responds to the trends in the post-COVID-19 era, seeking ways to develop archaeological heritage education and sustainable strategies necessary in the era of the 4th industrial revolution. The program of archaeological heritage education required in the era of the 4th industrial revolution must cultivate creative talent, solve problems, and improve self-efficacy. It should also draw attention to archaeological heritage maker education. Such maker education should be delivered based on constructivism and be designed by setting specific learning goals in consideration of various age-specific characteristics. Moreover, various ICT-based contents applying VR, AR, cloud, and drone imaging technologies should be developed and expanded, and, above all, ontact digital education(real-time virtual learning) should seek ways to revitalize communities capable of interactive communication in non-face-to-face situations. The development of such ancient heritage content needs to add AI functions that consider learners' interests, learning abilities, and learning purposes while producing various convergent contents from the standpoint of "cultural collage." Online archaeological heritage content education should be delivered following prior learning or with supplementary learning in consideration of motivation or field learning to access the real thing in the future. Ultimately, archaeological ontact education will be delivered using cutting-edge technologies that reflect the current trends. In conjunction with this, continuous efforts are needed for constructive learning that enables discovery and question-exploration.

Development of the Analytic Framework for Dialogic Argumentation Using the TAP and a Diagram in the Context of Learning the Circular Motion (원운동 학습 상황에서 Toulmin의 논의구조(TAP)와 다이어그램을 이용한 대화적 논의과정 분석틀 개발)

  • Shin, Ho Sim;Kim, Hyun-Joo
    • Journal of The Korean Association For Science Education
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    • v.32 no.5
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    • pp.1007-1026
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    • 2012
  • The purpose of this study was to develop analytic framework for dialogic argumentation to show the context and flow visualizing interactions of argumentation, to be able to present quality of argumentation specifically. For this, we formulated a method of the argumentation diagram using feature of diagram simple and structurally visualizing interrelation between argument components, and then quantified quality of argumentation to argument level score on this basis. We have developed the learning material for argumentation about a vertical circular motion and used the obtained translations from applying it in developing the framework. We chose argument statements among full transcript and then coded as Toulmin's argument components, and these codes was effectively arranged and linked to show argumentation diagram. Results by argumentation diagram could be useful understanding of interactive argumentation context and the flow and present frequency, the combination of argument elements, rough qualitative level of argumentation. To quantify argumentation quality, we gave different scores to different link lines reflecting indication of argumentation quality like that diversity of argument component, justification, presence or absence of rebuttals. The process of identification of argument level is very simple, qualitative level of argumentation represented as concrete score could present various and concrete argument level. Developed analytic framework might contribute to argumentation research field, because it can present effectively dialogic argumentation result. Also, various analysis cases might guide designing an effective argumentation practice and circular motion learning.

Comparing Two Peer Tutoring Methods in the Mathematics Classroom: Design and Implementation Research (고등학교 수학 교실의 또래교수 설계 및 실행 비교 연구)

  • Cho, Ahra;Min, Kyung Chan;Lim, Woong
    • Communications of Mathematical Education
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    • v.34 no.2
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    • pp.179-200
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    • 2020
  • The study investigates how two different methods of peer tutoring impact academic achievement and student affect in a high school mathematics class. The two methods include the one-on-one non-reciprocal peer tutoring and the one-on-four interactive peer-tutoring method. We looked into students' cognitive gains and their affect toward mathematics after students had experienced peer tutoring for six weeks. Further, we analyzed student responses in a survey about peer tutoring activities. A finding is that the two methods produced no statistically significant difference in both cognitive gains and student affect toward mathematics. As students expressed views about their peer tutoring experiences, their comments, however, revealed the multifaceted aspects of peer tutoring in the classroom setting. In turn, this supports the use of diverse peer tutoring methods especially when the teacher makes incremental changes in teaching practices to improve student learning. Findings also indicate that appropriate peer tutoring experiences have the potential to create intellectually safe learning environments with high student engagement. This underscores the benefit of designing and implementing diverse peer tutoring methods that are effective in engaging students in learning and increasing the opportunity to learn and create knowledge with peers.

The Introduction and Development of GIS Curriculum in the UK Geography Education (영국의 지리교육과정에서 GIS 커리큘럼의 도입과 개발에 관한 연구)

  • Kom, Young-Hoon
    • Journal of the Korean association of regional geographers
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    • v.8 no.3
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    • pp.380-395
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    • 2002
  • Since the mid 1990s, in response to rapid changes in Geography subject. Geographic Information Systems (GIS) has been in central position in the UK geography curriculum. This paper discusses the roles of GIS for Geography subject curriculum and addresses main development within UK Geography curriculum since the 1990s, and investigates appropriate GIS curriculum that encourages teaching and learning of geography subject within the curriculum. To obtain these research purposes. this paper starts with the brief description of the Geography subject in the National Curriculum for England (1998) with the recent changes of Geography subject in the national exams (GSCE and A level) in the UK. This result represents a clear situation of Geography subject in the UK school education and also provides a new motivation that brings new challenges of information technology driven curriculum within the Geography subject. In turn, the interactive relationship of Geography and GIS within the current Geography curriculum is described by which the discussion of relevant GIS skills within Geography curriculum is followed. To propose the case studies that show the use of GIS for Geography education at school, Key Stages 2, 3, and 4 examples are discussed. Finally, this paper concludes with the issues that GIS benefits encourage geography teaching and learning and that potential applications can support not only the development of new teaching tools and learning strategies in geography education at schools, but also contribute to extend geographical skills and capabilities to collaborate with other subjects in school education in Korea.

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Analysis of Students' Level of Participation through the Content Analysis of the Unit of Dietary Life from Grade 9 Technology.Home Economics Textbooks (중학교 2학년 기술.가정 교과 내 식생활 단원의 내용 분석을 통한 학생들의 실천도 조사)

  • Kim, Yoon-Sun;Kim, Bok-Ran
    • Journal of Korean Home Economics Education Association
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    • v.25 no.2
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    • pp.65-78
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    • 2013
  • The following experiment was designed to test the students' involvement in the interactive activities and objectives of the relevant chapters in the newly revised curriculum of 2007. The experiment was carried out with the purpose of understanding the level of participation of the Grade 9 students who have successfully completed the Grade 8 "Choice of Food and Diet" and "Table Manners and Dining Etiquette" courses with classified materials such as tables/diagrams/pictures, reading, and activity resources from Technology Home Economics textbooks. The chapters "Choice of Food and Diet" and "Food Preparation and Etiquette" generally emphasize the practical and experiential part of domestic life through using various activity resources; while the tables/diagrams/pictures and reading materials do not provide the students with first-hand experience, they support the students' learning by explaining the basic knowledge required for doing the activities and solving various problems. Within the main training courses, the objectives which the students achieved the highest marks were(in a descending order) "Table Manners and Dining Etiquette" (3.24), "Checking Nutrition Labels, Food Expiration Date, Country of Origin When Buying Food" (3.18), Additionally "Making Food" and "Planning a Healthy, Balanced Diet" hardly met the goals, the result of which shows clear relations to the well achieved objectives from the list of in-class activities that students directly participated in. Therefore, in order to increase the students' interest in the Food and Diet section of Technology Home Economics textbooks, it is recommended to encourage the students to actively engage in the class activities by developing various learning resources and teacher education/pedagogical materials, rather than following the conventional lecture-based teaching methods.

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The Analysis of Research Trend about Utilization of Electronic Media in Early Childhood Education -based on Smart Device- (유아전자매체 활용에 관한 연구동향 분석 -스마트기기를 중심으로-)

  • Hwang, Ji-Ae;Kim, Sung-Jae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.5
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    • pp.470-477
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    • 2016
  • This study analyzed the research trends concerning the use of smart devices by young children, such as smart phones, tablet PCs, interactive whiteboards and teacher assistant robots, which has begun to be mentioned relatively recently, and attempted to analyze the characteristics of the research trends and provide guidelines for the direction of future research. A search of articles related to the use of electronic media by young children using an Online Search DB revealed a total of 192 research papers, which were analyzed according to the subject of research, teaching-learning method, area of development and area of activity. It was found that the teaching-learning method, teacher education and professionalism were highly prevalent in the subject of research; the education method integrating play activity with literature activity were highly prevalent in the teaching-learning method; language development and social development were highly prevalent in the area of development; and language activity and social activity were highly prevalent in the area of activity.

Multisensory based AR System for Education of Cultural Heritage

  • Jeong, Eunsol;Oh, Jeong-eun;Won, Haeyeon;Yu, Jeongmin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.11
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    • pp.61-69
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    • 2019
  • In this paper, we propose a multisensory(i.e., visual-auditory-tactile) based AR system for the education of cultural heritage. The proposed system provides a multisensory interaction by designing a user to experience with a 3D printed artifact which is mapped by a virtual 3D content of digital heritage. Compared with the existing systems of cultural heritage education based on augmented reality(AR) technology, this system focused on not only providing learning experience via a sense of visual and auditory, but also a sense of tactile. Furthermore, since this systems mainly provided the direct interactions using a 3D printed model, it gives a higher degree of realism than existing system that use touch or click motions on a 2D display of mobile phones and tablets. According to a result of user testing, we concluded that the proposed system delivered the excellent presence and learning flow to users. Particularly, from the usability evaluation, a 3D printed target artifact which is similar in shape to original heritage artifact, achieved the highest scores among the various tested targets.