• Title/Summary/Keyword: play-based learning

검색결과 341건 처리시간 0.027초

Seamless Mobile Learning: Possibilities and Challenges Arising from the Singapore Experience

  • SO, Hyo-Jeong;KIM, Insu;LOOI, Chee-Kit
    • Educational Technology International
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    • 제9권2호
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    • pp.97-121
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    • 2008
  • The purposes of the present study are to describe the design of mobile learning scenarios based on learning sciences theories, and to discuss implications for the future research in this area. To move beyond mere speculations about the abundant possibilities of mobile learning and to make real impact in K-12 school settings, it is critical to conduct school-based research grounded on the learning sciences theories. Towards this end, this paper describes school-based mobile learning projects conducted by a research team at the Learning Sciences Lab in Singapore, and then discusses the possibilities and challenges of mobile learning to further inform future research. Specifically, this paper explores the affordances of mobile technology, such as portability, connectivity and context-sensitivity, to design seamless learning scenarios that bridge formal and informal learning experiences. The authors present a framework for re-conceptualizing different types of learning based on physical settings and intentionality, and then describe two seamless learning scenarios, namely 3Rs and Chinatown Trail, which were implemented in one primary school in Singapore. In conclusion, the authors discuss the affordances of seamless mobile learning for enhancing one's lived experiences to build a living ecological relationship between the person and the environment, and how mobile technology can play a critical role for enabling such lived experiences.

고등학생의 화학학습에 대한 인식 (High School Students' Views of Learning Chemistry)

  • 박현주
    • 대한화학회지
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    • 제48권3호
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    • pp.291-299
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    • 2004
  • 이 연구는 만약 교사가 학생들이 가지고 화학학습과 관련된 개념을 변화시킬 수 있다면, 그 변화를 통하여 화학학습의 효과를 높일 수 있다는 전제하에, 고등학생들의 화학학습에 관련된 개념에 대한 인식을 이해하는 것이다. 고등학교 2학년 학생 6명을 연구참여자로 하여 심층면담, 관찰자료, 문서수집을 통하여 자료를 수집하였다. 자료수집과 자료분석의 과정에서는 자료에 대한 삼각측정과 연구자 삼각측정이 이용되었다. 연구결과를 살펴보면, 연구참여자들은 자신들이 해야 할 화학 수업에서의 역할에 대하여 수동적이며 지식 전수자로서의 관점을 가지고 있었다. 실질적인 경험이 화학 개념 이해에 보다 효과적임을 공감하면서도, 연구참여자들은 교사에 대한 이해, 즉 학습 진도나 평가 문제, 교육환경 문제 등으로 인하여 제한된 학습의 경험밖에 제공하지 못하는 교사의 어려움을 동감하는 경향을 보였다. 이러한 연구참여자의 화학학습과 학습자, 그리고 교수자 역할에 대한 인식은 화학 학습의 제한적인 요소로 작용할 수 있을 것이다.

웹기반 원격교육시스템을 활용한 경영학 교육 (Management Education by Utilizing the Cyber Education Learning System)

  • 홍용기
    • 경영과정보연구
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    • 제5권
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    • pp.249-285
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    • 2000
  • This paper discusses management education by utilizing the cyber education learning system in a web-based. New learning system tools offer great promise for a new contents of management learning. The cyber education learning system a shift from face-to-face lecturing to interactive learning. The situation changes profoundly when information technology becomes develope and education paradigm is shift. By exploiting the digital media. educations, and students, managers can shift to a new, more effect cyber education learning system. The following shift from classic educations to cyber educations learning system: from instruction to construction, from teacher-centered to learner-centered, from school to lifelong, from one-size-fits-all to customized, from teacher as transmitter to teacher as facilitator. Cyber education learning system has an important role to play in management education. Web-based technology is regarded as a general solution to cyber education learning. This study discussed many factors of implementation in cyber education systems and provide utilizing the learning system at main, detail functions. Lastly, management implications of these cyber education utilize are discussed in more detail.

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A Study on Metaverse Learning Based on TPACK Framework

  • Jee Young, Lee
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권1호
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    • pp.56-62
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    • 2023
  • In the educational environment of the post-COVID-19 era, metaverse learning, which can improve the disadvantages of online learning and improve learning outcomes, is attracting attention. Metaverse is expected to play an important role as a learning experience platform (LXP) that can provide immersion and experience for learners. In order to successfully introduce and utilize metaverse learning that utilizes the metaverse platform, teachers' knowledge of metaverse-related technologies and pedagogical convergence is important. So far, teacher knowledge for educational use of the metaverse has not been explored. In this regard, this study explored the TPACK (Technological, Pedagogical And Content Knowledge) framework as a teacher's knowledge system for metaverse learning. Based on this, this study designed the class contents of metaverse learning. The results of this study are expected to diffuse the importance of TPACK required for metaverse learning and contribute to the development of teachers' competence.

CNN 기반 기보학습 및 강화학습을 이용한 인공지능 게임 에이전트 (An Artificial Intelligence Game Agent Using CNN Based Records Learning and Reinforcement Learning)

  • 전영진;조영완
    • 전기전자학회논문지
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    • 제23권4호
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    • pp.1187-1194
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    • 2019
  • 본 논문에서는 인공지능 오델로 게임 에이전트를 구현하기 위해 실제 프로기사들의 기보를 CNN으로 학습시키고 이를 상태의 형세 판단을 위한 근거로 삼아 최소최대탐색을 이용해 현 상태에서 최적의 수를 찾는 의사결정구조를 사용하고 이를 발전시키고자 강화학습 이론을 이용한 자가대국 학습방법을 제안하여 적용하였다. 본 논문에서 제안하는 구현 방법은 기보학습의 성능 평가 차원에서 가치평가를 위한 네트워크로서 기존의 ANN을 사용한 방법과 대국을 통한 방법으로 비교하였으며, 대국 결과 흑일 때 69.7%, 백일 때 72.1%의 승률을 나타내었다. 또한 본 논문에서 제안하는 강화학습 적용 결과 네크워크의 성능을 강화학습을 적용하지 않은 ANN 및 CNN 가치평가 네트워크 기반 에이전트와 비교한 결과 각각 100%, 78% 승률을 나타내어 성능이 개선됨을 확인할 수 있었다.

마인크래프트 플랫폼을 이용한 소프트웨어교육 교수학습 모형 (The Development of Instruction Model for SW Education using the Minecraft Platform)

  • 이명숙
    • 디지털산업정보학회논문지
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    • 제15권3호
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    • pp.119-128
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    • 2019
  • Minecraft game is a sandboxed game based on a high degree of users' freedom; the game encourages its users to recreate various play patterns to increase their immersion. Although recently there were many studies that use Minecraft game techniques to improve the teaching methods but still not well adapted due to being applications-based techniques. In this paper, we present a teaching model that utilizes the same concept of the Minecraft games in where learners customize the class concepts based on their needs. Moreover, Minecraft-based learning games attempt to be used for learner-led, creativity and programming instruction, to overcome these use-cases limitations, by our study we aim to include the Minecraft-based learning games in class teaching activities, theoretical and practical lessons. In this way, we intend to increase interest in programming lessons, and to increase immersion as another way of game learning. In the future, we attempt to measure various effects of the uses of Minecraft-game-based teaching in programming classes compare to the traditionally used methods.

5세 도담반의 실내놀이지원을 위한 실행연구 (An Action Research to Support Indoor Free Play in the Dodam Class Consisting of Five-Year-Olds)

  • 심소영;권연희
    • 한국보육지원학회지
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    • 제17권4호
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    • pp.29-47
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    • 2021
  • Objective: The purpose of this study was to understand the teacher's role as play supporter in a carry out play generated curriculum and develop and implement an action plan in order to indoor free play. Methods: Participants were 14 kindergartners (9 boys, 5 girls) and one teacher. Processes of planning-implementation and observation- reflection were repeated in a cyclical procedure and the 3rd action plan was conducted based on strategies to support children's play. Results: Children experienced the following: Continuing and immersive play, play filled with experiments and challenges, play to make together, attitude to enjoy novelty and respect differences, and play of trial and error. And the researcher changed the following: Be sensitive to the child's words and actions, finding the 'real interest' of children in 'waiting', acquiring the perception that 'children are the masters of play', seeing the value of learning in children's expressive play, and gain confidence in play support. Conclusion/Implications: This study suggested the need for teacher to have patience and demonstrate reflective thinking in order to support children's play.

초·중등학생의 문제해결능력 신장을 위한 알고리즘 학습 방안 연구 (A Study of Algorithm Learning Methods for Improvement of Elementary and Middle School Students' Problem-Solving Abilities)

  • 김은길;김승완;현동림;김종진;김종훈
    • 수산해양교육연구
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    • 제23권1호
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    • pp.92-104
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    • 2011
  • Korea is a high level of ICT infrastructure Construction in the OECD's PISA 2006. However, the purpose using of ICT was analyzed for the sake of the interest. They have been emphasized a algorithm-based computer education in conference that it was attended by government, industry and university officials. We designed an algorithm curriculum by analyze a case in international ICT training courses and research. And we were proposed various methods, such as web-based contents, play-based programs, outdoor activities and educational programming language learning for algorithm learning at levels of elementary and middle school students.

Optimal Control of Induction Motor Using Immune Algorithm Based Fuzzy Neural Network

  • Kim, Dong-Hwa;Cho, Jae-Hoon
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2004년도 ICCAS
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    • pp.1296-1301
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    • 2004
  • Fuzzy logic, neural network, fuzzy-neural network play an important as the key technology of linguistic modeling for intelligent control and decision making in complex systems. The fuzzy -neural network (FNN) learning represents one of the most effective algorithms to build such linguistic models. This paper proposes learning approach of fuzzy-neural network by immune algorithm. The proposed learning model is presented in an immune based fuzzy-neural network (FNN) form which can handle linguistic knowledge by immune algorithm. The learning algorithm of an immune based FNN is composed of two phases. The first phase used to find the initial membership functions of the fuzzy neural network model. In the second phase, a new immune algorithm based optimization is proposed for tuning of membership functions and structure of the proposed model.

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학습목적의 PMP사용자에 대한 만족도 영향요인 분석 (A Study on Factors Affecting Users' Satisfaction Level in Using PMP for Learning Purpose)

  • 엄명용;김미량
    • 컴퓨터교육학회논문지
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    • 제10권1호
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    • pp.77-88
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    • 2007
  • PMP(Portable Multimedia Players)와 같은 모바일 정보기기를 학습에 활용하는 경우에는 기존 학습모델과는 차별화된 적용모델이 필요하다. PMP는 비디오, 오디오, 이미지, 사운드, 비디오 등과 같은 서로 다른 포맷의 미디어들을 저장, 이동, 플레이 하는데 융통성을 가지고 있다. 본 연구의 목적은 기술수용모델을 확장하여 PMP를 학습목적에서 사용하는 사람들을 대상으로 그들의 PMP 사용과 수용에 영향을 미치는 유인요인들을 탐색하는데 있다. 온라인 서베이 분석결과, 지각된 유용성, 지각된 용이성, 플로우, 지각된 유의성이 PMP 사용 만족에 통계적으로 유의한 영향을 미치는 것으로 나타났다. 또한, 지각된 용이성과 콘텐츠 신뢰가 지각된 유용성에 유의한 영향을 가지며, 지각된 유용성, 지각된 용이성, 지각된 유희성 요인이 플로우에 유의한 영향력을 가지는 것으로 나타났다. 이 과정에서 PMP를 학습에 활용하는 시사점 및 한계 등도 논의하였다.

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