• Title/Summary/Keyword: language teaching and learning

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The Formation of Managerial Competence of the Future Head of Preschool Education by Means of Information and Communication Technologies

  • Nataliia, Dudnyk;Valentyna, Kryvda;Svitlana, Popychenco;Nelia, Skrypnyk;Tetiana, Duka
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.287-299
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    • 2022
  • The article deals with the formation of managerial competence of the future head of preschool education institution by means of information and communication technology as a prerequisite for his ability to act competently and objectively evaluate actions and understand the interaction of forms and content of preschool education. The article aimed to study the effectiveness of information and communication technologies in the formation of managerial competence of the future head of preschool education institution. To achieve the objectives, the methods of comparative and systematic analysis were used to compare different views on the problem under study, namely, the formation of managerial competence of the future head of preschool education institution by means of information and communication technologies. The authors of the article determined that the use of information and communication technologies in the preparation of future heads of preschool educational institutions is of great importance and is an indicator in the structure of managerial competence. The priority directions of the use of various software products for the study of the modern Ukrainian language, methods of teaching the Ukrainian language contribute to the intensification of learning material. It is noted that the current state of development of information technologies and their widespread use in education satisfies the requirements of the objectivity of the assessment obtained the quality of the control process of forming the managerial competence of the future leader in the context of the general problems of pre-school education. It is noted that the means of information and communication technologies play a leading role in creating new educational policies and projects, as they motivate the way of access to knowledge.

The Effects of Immersive Virtual Reality-Based Simulation Learning Program on the Communication Competence and Learning Attitude of Students with Intellectual Disabilities: Focusing on a Convenience Store Situation (몰입형 가상현실 기반 모의학습 프로그램이 지적장애학생의 의사소통 능력과 학습태도에 미치는 효과: 편의점을 중심으로)

  • Kim, Jung-Soo
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.553-561
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    • 2020
  • The purpose of this study was to identify the effects of an immersive virtual reality-based simulation learning program(IVR-SLP) on the communication competence and learning attitude of students with intellectual disabilities. To do this, 23 participants with intellectual disabilities were selected from 2 special schools. 11 students were placed in an experimental group and 12 students in a control group. An IVR-SLP, focusing on possible situations in a convenience store, was implemented within the experimental group and a traditional intervention program was implemented within the control group. The programs were conducted 5 times per week for 4 weeks and each session lasted approximately 40 minutes. Evaluations were carried out by using a pre- and post- test, and the results of the evaluation were analyzed using the independent t-test. The results of this study indicated that the communication competence of the experimental group showed greater improvement than that of the control group. In addition, the learning attitude of the experimental group became more positive than that of the control group. This implies that the immersive virtual reality-based simulation learning program can be a very effective tool for teaching language and communication skills to students with intellectual disabilities.

A study on after-school English classes implementing the program of EBS English after-school ("EBS English 방과후영어"의 운영현황 및 교사와 학생의 만족도에 관한 연구)

  • Hwang, Junghee;Kim, Young Mi
    • English Language & Literature Teaching
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    • v.18 no.2
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    • pp.213-246
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    • 2012
  • This study aims to investigate how the EBS English (EBSe) After-School program has been implemented in after-school classrooms. It also aims to examine the needs of the teachers and the students involved in the program, as well as their evaluation of the program itself to date. The EBSe After-School program has recently been launched and used in public school contexts less than a year. Thus, it is necessary to examine ways how the EBSe After-School program has been applied in real after-schools; and how the program has been perceived by the people engaged. The study was conducted in 19 elementary schools and 12 middle schools, which ran their after-school classes utilizing the EBSe program. Questionnaires were given to the 52 teachers and 1,258 students using the program. In addition to the questionnaires, syllabi and lesson plans of the after-school classes have also been inspected. The study finds that, despite overall satisfaction with the program, only a small portion of students participated in the after-school classes. Another finding of the study is that there was much difference in the way of implementing the program between the elementary and middle schools. Finally, the study makes some suggestions for improving the program.

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Developing the Korean EFL Readability Formula (KRF)

  • Choi, Seonghee;Kim, Kyong-Hahn;Lee, Yong-Bae;Hong, Ju-Hee;Cho, Eunkyung
    • English Language & Literature Teaching
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    • v.18 no.3
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    • pp.1-24
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    • 2012
  • It has long been shown that Korean EFL students have not practiced extensive reading in school curriculum. Their vocabulary knowledge is limited and a tool for measuring text readability for them has hardly been developed and used. The study aimed to check the current situations on the above issues and develop a reading framework appropriate for extensive reading within the national English curriculum, including the Readability Formula in Korean EFL contexts (KRF). The study consists of four steps. The study does a survey to check the current Korean EFL situations on the issues, suggests a new vocabulary learning size, develops a readability formula as a tool for measuring text difficulty based on the newly suggested vocabulary size, and finally validates the formula with various kinds of English books, including the primary and secondary school English textbooks. It is expected that this study will provide a model for the vocabulary size and the readability index for extensive reading in EFL contexts.

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The effects of the explicit lexical collocation instruction on the grammatical collocation knowledge: Focusing on preposition collocations (명시적인 어휘적 연어 지도가 문법적 연어 능력에 미치는 영향: 전치사 연어 중심으로)

  • Kim, Nahk Bohk
    • English Language & Literature Teaching
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    • v.16 no.3
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    • pp.141-160
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    • 2010
  • This study aims to analyze the effects of explicit lexical collocation instruction on grammatical collocation knowledge, by focusing on the preposition collocations. The forty participants consisting of twenty men and twenty women are currently freshmen English majors in college. They responded to the questionnaire on their basic lexical learning strategies in pre-post tests, and carried out a lexical collocation test and a preposition collocation test as pre-post tests. They took the open class on the lexical collocations(LC) 5 times, but they did not concretely study any grammatical collocations(GC). Each test is analyzed and compared with pre-post tests by SPSS 12.0. From all the analyses, it was first revealed that most students who didn't know about the concepts, types and uses of collocations became aware of them after the class. The effects of the lexical collocations on the lexical collocation knowledge were quite revealing. Second, the correlations between the lexical collocations and grammatical collocations were not significant, although relations among the lexical collocations were quite significant. Finally, some suggestions for methods of mixed lexical chunks instruction are made for students' productive skills. Also, it is suggested that more profound attention should be paid to giving direct instructions on the basis of the lexico-grammatical continuum between LC and GC.

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A Study on Teaching and Learning for Math Education at Elementary School with Scratch Programing (스크래치 프로그래밍을 활용한 초등학교 수학 교수.학습에 관한 연구)

  • Shin, Seung-Ki;Park, Phan-Woo
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.7-13
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    • 2011
  • Scratch programming comes into the spotlight as Education Programming Language. Especially, it is made better use at educational class by accessibility and visuality in elementary school. But most of latest research is just focus on effective for programming education and prove effectiveness once more. In this study, possibility about curriculum using Scratch programming and specific applicable methods were suggested. This research suggested that how to study with scratch programming through lesson "Make a pattern" in 5th grade Math curriculum at elementary school. And there was reflected that we can verify programming procedure visually and improve creativity.

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Effects on learners' learning self-efficacy and English accomplishments by two types of level-based collaborative groupworks (수준별 소집단 협력학습 유형이 학습자의 학업적 자기효능감과 영어학업성취도에 미치는 영향)

  • Lee, Nam-Sook;Im, Byung-Bin
    • English Language & Literature Teaching
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    • v.12 no.4
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    • pp.211-234
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    • 2006
  • The purpose of the present study was to investigate how two types of cooperative groupworks will affect learners' academic self-efficacy and English achievement in the first graders of Middle school. Experimental class A was done by similar-level groupwork, experimental class B by differential-level groupwork, and controlled class C by whole classwork. In order to accomplish the goals of the study, questionnaires on learners' academic self-efficacy were examined before and after the experiment. Also English achievement tests were done during the experiment. The analytic results of the questionnaires and English achievement tests were like the following conclusions: First, two types of cooperative groupworks were more effective on improving learners' academic self-efficacy than the whole classwork. Second, two types of cooperative groupworks were more effective on improving two levels' (higher and medium) academic self-efficacy. Third, among three types of classworks, differential-level groupwork was the most effective on improving learners' English achievement. Fourth, in case of medium-level learners, differential-level groupwork was more effective on improving their English achievement than similar-level groupwork.

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Topic-oriented Liberal English Class Plan for Foreign Learners at University (대학생 외국인 학습자를 위한 주제 중심의 교양 영어 수업방안)

  • Kim Hye-Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.111-117
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    • 2023
  • The aim of this study is to present a practical teaching plan for liberal arts English classes that target foreign students. Foreign learners who do not have Korean language proficiency at the university level may struggle to understand the contents of liberal arts classes conducted by Korean language professors. In this study, six topics were selected (K-culture, Online game, Harry Potter, Disney, Marvel, DC) and topic-centered participatory class activities using various media were developed. A questionnaire was conducted to analyze learners' attitudes toward and perceptions regarding topic-oriented classes. It showed that learners' satisfaction with topic-based classes was high (75%), and the reasons for this high level of satisfaction were the instructors' caring attitudes, the comfortable class atmosphere, and the fun learners had in class. Learners also reported high satisfaction with various participatory class activities (81.9%), citing the learning benefits, their increased interest and motivation, and the efficiency of participatory classes. As globalization continues to increase the number of foreign students in South Korea, the need to develop realistic class plans and various class activities that are suitable for them is becoming more and more urgent.

Effects of collocation-based vocabulary instruction on improving English reading ability for high school learners (연어 중심 어휘지도가 고등학생의 영어 독해력 향상에 미치는 영향)

  • Kim, Nahk-Bohk
    • English Language & Literature Teaching
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    • v.13 no.3
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    • pp.157-176
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    • 2007
  • Based on the consensus that vocabulary plays an essential role in improving reading ability, the present study investigates the effects of two different methods of English vocabulary instruction - the traditional wordlist-based vocabulary instruction (G1) and the collocation-based vocabulary instruction (G2) - on improving English reading ability for high school learners. First, the results of the collocation test revealed that G1 and G2 groups attained similar mean scores on the pretests; however, G2 significantly outperformed G1 on the post-test administered at the end of the learning activity. The results proved that students who learned vocabulary in a collocation-oriented setting had better retention through the lexical-chunking achieved by the collection method. Second, in terms of reading comprehension achieved on nationwide academic trial tests, the result was, after considering more tests, that G2 gained a significantly higher mean score on the third and fourth than G1 did, although the two groups yielded a similar mean score on the first and second test. The implication of these results is that collocation-based vocabulary activities had a more significant influence on reading skills than wordlist-oriented ones.

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Designing and Implementing Serious Game for Programming Education (프로그래밍 교육을 위한 기능성 게임의 설계와 구현)

  • Jung, ChanYong
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.143-150
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    • 2016
  • Programming is a difficult meat for novices. Educatees nowadays start to play games before they first attend formal education. Serious games offer tools that may have potential to support programming trainers to become more engaged on their learning through a learn while having fun approach. This paper aims to design and implement serious game for programming education. Our serious game substitutes game rules and objects for elements of programming language. We will begin by describing the game mechanics, followed by the general system architecture, finalizing with a small conclusion. We also discuss the implications of our work for the development of the serious game that support the identified features and teach programming concepts.