• Title/Summary/Keyword: on-line instruction

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Develop Model of Project UCC Instrcution (UCC 프로젝트 학습 모형 개발)

  • Park, Su-Hong;Kim, Du-Guy;Kang, Mun-Suk
    • Journal of Fisheries and Marine Sciences Education
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    • v.22 no.3
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    • pp.402-419
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    • 2010
  • The purposes of this study were to be free from the fixed instruction and help students have confidence in computer education and improve finding a solution voluntarily. The researcher designed the project instruction of UCC to enhance the community spirit through understanding the problems and solving those. The results of this study are as follows. First, learner changed their consideration in social education. They changed positively the thought about computer education: Form It is tedious and a memoriter subject.' to 'It's fun and good to do by ourselves. Second, students interested in UCC and doing it more actively. Especially, they enhanced the skill of using informations in both on and off-line and community spirit through helping each team members. This shows possibility and availability in not only social studying but also various adaption in other subjects. The researcher provides it would be better if this developed model should be practiced in school and examined the effectiveness in other aspects. lastly in other to examine its validity of enhancing problem-solving and effectiveness of interaction in community, the standard questionnaire and testing tools will be developed in the future.

The Effect of Using Metacognitive Strategies in Mathematics Lesson on Students' Metacognitive Awareness

  • Hizir, Kucukakca;Ayse Elitok, Kesici;Ji-Eun, Lee
    • Research in Mathematical Education
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    • v.25 no.4
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    • pp.245-266
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    • 2022
  • This study examines how teaching metacognitive strategies to students in a sixth-grade mathematics class affects their metacognitive awareness. Participants were 36 sixth-grade students in a middle school affiliated with the Ministry of National Education of Turkey in the 2020-2021 academic year. The students in the experimental group (n = 18) were taught a total of 40 mathematics lessons for eight weeks to improve their metacognitive awareness. The students in the control group (n=18) were taught mathematics in line with the regular mathematics curriculum. Using the Jr. Metacognitive Awareness Inventory, participants in both groups took a pre-test at the beginning and a post-test at the end of the study. To better interpret the data obtained, various statistical tests were performed. The pre-test and post-test averages of the groups were compared using the t-test for the normally distributed data for dependent and independent groups. The pre-test results showed no significant difference between the metacognitive awareness scores of the experimental and control groups (p>0.05). The comparison of post-test averages showed that students' metacognitive awareness differed significantly in favor of the experimental group (p<0.05). According to this, it was concluded that metacognitive strategy teaching in mathematics courses positively affected students' metacognitive awareness levels.

Development and Analyses of Sensor-based Elementary Robot Programming PBL Problems using Line-tracer Robots (라인트레이서를 활용한 센서기반 초등로봇프로그래밍 PBL 문제 개발 및 적용 분석)

  • Oh, Kyong-Ran;Hur, Kyeong
    • Journal of The Korean Association of Information Education
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    • v.14 no.3
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    • pp.301-310
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    • 2010
  • In this paper, to instruct elementary programming concepts based on flowchart programming for elementary school students, we proposed sensor-based elementary robot programming PBL problems using line-tracer robots. Proposed PBL problems are designed to have various correct-answer algorithms. For this purpose, we present PBL-based robot programming instruction steps. Through applying the proposed sensor-based PBL problems using line-tracer robots, experimental results are analyzed in views of the problem-solving ability and suitability of allocating degrees of difficulties to the proposed elementary robot programming problems.

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Effects of Interactions and Affective Factors in On-line English Grammar Courses of High Education (온라인 대학영문법 강의에서 상호작용과 정의적 요인이 교육효과에 미치는 영향)

  • Park, Deok-Jae
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.510-519
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    • 2012
  • The purpose of this study is to investigate how interactions and affective factors are influencing on-line English Grammar courses of higher education. This study addressed the following questions: (1) How are the interactions going in on-line English Grammar courses? (2) Are affective factors influencing effective learning in on-line English Grammar courses? The questionnaire was conducted on 170 college students who have taken on-line English course of K University. The data analysis of 300 college students' responses on their courses showed that e-learning has both positive and negative effects compared to face to face classroom instructions. Analysis showed that the percentage of students who have got negative opinions on e-learning was 17%, while that of students who have got positive opinions was 49.3%. The percentage of those in the middle was 33.3%. However, results demonstrated that immediate feedback and affective factors could be facilitated through Q&A bulletin and feedback program for completing on-line learning. Negative effects of on-line learning can be solved by a planned and well-supported on-line approach that includes a theory-based instructional model rather than the new method replaced by 'blended learning' that combines face-to-face classroom instruction with on-line learning.

3DImmersion Type Virtual Environment System : Training Interruption-free Live-Line Workers (무정전 활선작업 피교육자를 위한 3차원 몰입형 가상환경 교육시스템의 개발)

  • 정영범;박창현;김기현;장길수
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.53 no.1
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    • pp.22-30
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    • 2004
  • As an information-oriented society comes, many people use PC and depend on database that network server has. However, the online data can be missed when a blackout happens and also a power failure effects on standard of judgment on Power Quality. Thus, it is reason of a trend using interruption-free live-line work when a trouble happens to power system. However, the 83% among the number of people who receive an electric shock experience when a laborer is doing interruption-free live-line works. In interruption-free method, the education and the training problem has been issued. However, we have a few instructors for that training. Furthermore, the trainees have short training period, just 4 weeks. In this paper, to develope the method that has no restriction of a time and place and reduce the wasteful materials, immersion type virtual reality(or environment) technology is used. The users of a 3D immersion type VR training system can interact with the system by doing same action in the real safe environment. Thus, it can be valuable to apply this training system to a dangerous work like as "Interruption-free live-line work exchanging COS(Cut-Out-Switch)". In this program, the user works with a instruction on the window and speaker and can't work other tasks until each part of the task completed. The workers using this system can use their hands and viewpoint movement as he is in a real environment but the trainee can't use all parts and senses of a real body with the current VR technology. Despite of this weak point, when we consider the trends of improvement in electrical devices and communication technology, we can say that 3D graphic VR application has a high potentiality.

Web Learning Systems Development based on Product Line (프로덕트 라인 기반의 웹 학습 시스템 개발)

  • Kim Haeng-Hon;Kim Su-Youn
    • The KIPS Transactions:PartD
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    • v.12D no.4 s.100
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    • pp.589-600
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    • 2005
  • Application developers need effective reuseable methodology to meet rapidly changes and variety of users requirements. Product Line and CBD(Component Based Development) offer the great benefits on quality and productivity for developing the software that is mainly associate with reusable architectures and components in a specific domain and rapidly changing environments. Product line can dynamically focus on the commonality and variety feature model among the products. The product line uses the feature modeling for discovering, analyzing, and mediating interactions between products. Reusable architectures include many variety plans and mechanisms. In case of those architecture are use in product version for a long time, It is very important in architecture product line context for product line design phase. Application developer need to identify the proper location of architecture changing for variety expression. It is lack of specific variety managements to design the product line architecture until nowdays. In this paper, we define various variety types to identify the proper location of architecture changing for variety expression and to design the reusable architecture. We also propose architecture variety on feature model and describe variety expression on component relations. We implemented the web learning system based on the methodology. We finally describe how these methodology may assist in increasing the efficiency, reusability, productivity and quality to develop an application. In the future, we are going to apply the methodology into various domain and suggest international and domestic's standardization.

A Study on the Development of Learning Model for Improving Collaborative Creativity Based on CPS

  • PARK, Eunsook
    • Educational Technology International
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    • v.7 no.2
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    • pp.23-44
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    • 2006
  • As the educational paradigm has shifted from the traditional knowledge oriented instruction learning to the knowledge product oriented instructional learning, the development of student's creativity becomes one of the most important educational goals, because the ability that can produce the knowledge creatively is required in the digital information knowledge based society. The purpose of this study is to make a basic direction and strategy for the instructional design to develop an on and off line blended instructional design which will help a learning community to be a more collaborative and creative learning community. This research has investigated the concept and the characteristics of collaborative creativity and creative problem solving as the theoretical basis of the design. After that, on the basis of the theories connected with the collaborative creativity theory, the direction and the strategies for the development of collaborative creativity was designed. The design was applied into the real learning community and finally proved the effectiveness of the learning model for the development of the collaborative creativity by the quantitative evaluation.

A Development and Application of Science Learning Material Including SF Movies (SF 영화를 활용한 과학학습자료 개발 및 적용)

  • Lee, Yong-Gyu;Guk, Dong-Sik
    • Journal of the Korean earth science society
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    • v.25 no.8
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    • pp.748-753
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    • 2004
  • The purpose of study is to develop the web-contents for web based instruction (WBI) with the Science Fiction Movie (SF) and investigate the effects of application to the science learning. The results are as follows. 1) Science fiction movies for the earth science classes of middle school were selected, that is the Armageddon, the Apollo13 and the Total Recall. They are related to the chapters, the Earth and the Stars in the 8th grade science textbook. 2) The developed WBI materials were applied to the science classes of the 2nd grade in middle school through the Internet Line. and then the changes of attitude on science and recognition on using the science fiction movies to the class were analyzed. The results show that the science fiction movies have so much related to the contents of science learning and the developed WBI materials are effective to the science classes(p<0.05), but no meaningful (p>0.05) to the attitude on the science excluding the students' interest to science learning.

Safeguard system using distribution line and telecommunication network for controlling aimless behavior in senile elderly patients

  • Yamamoto, Hiromi;Wakamatsu, Hidetoshi
    • 제어로봇시스템학회:학술대회논문집
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    • 1988.10b
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    • pp.885-890
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    • 1988
  • This is a successive study of the development and application of an electronic safeguard system for elderly men (senile dementia patients) who wander without purpose because of declined mental capability, while retaining their physical ability. The new safeguard system is designed with some additional functions on the basis of the previously developed system. Firstly, alarms are designed not to disturb other patients at night, so that informations about doors from which the patients go out may be transmitted to helpers individually by radio paging system. Secondly, the system hardware can be set up anywhere without laying particular signal transmission cables, provided that there exist AC power distribution lines for the utilization as a transmission line of signals to alarm indicators. Thirdly, it is possible to have a grasp of the whole states of the safeguard systems at the center of operation by monitoring the operational state of each system with a necessary data acquisition according to its instruction through telecommunication network. Thus, each safeguard system can be economically supplied to the special nursing homes and the helpers are ensured more released from physical and psychological burdens so that they can devote themselves to the care of senile elderly men, thereby improving their patients' comfort and human dignity.

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A Study on the Possibility of Applying Blended teaming to Design Education - Focused on the survey of learners′ satisfaction - (디자인교육에서 혼합형 수업(Blended learning) 적용 가능성 - 학습자 만족도 조사를 중심으로 -)

  • 백수희
    • Archives of design research
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    • v.16 no.4
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    • pp.443-452
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    • 2003
  • This study is to find out the possibility of applying the Blended Learning which combines the advantage of face-to-face classroom instruction and e-Learning to design education. This Blended Loaming Model has five steps such as 'prepare, teach, show, interact, and collaborate'. It is designed by the learning decision points (performance outcomes, content stability and structure, audience size, and so on) and the characteristics of delivery methods(asynchronous, synchronous). This research is based on the learners' satisfaction data of each step. The number of the participants is 27 and a questionnaire with 21 items is administered. Ten items of them are designed with 5-point Likert scales and the rest of them ask learners describe the reason of their selection. The result show that learners are satisfied with the blended learning than the off-line classroom. It is expected that the blended learning can be a substitute of the off-line classroom for the effectiveness of design education.

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