• Title/Summary/Keyword: students' learning difficulties

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A Corpus-based Analysis of EFL Learners' Use of Hedges in Cross-cultural Communication

  • Min, Su-Jung
    • English Language & Literature Teaching
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    • v.16 no.4
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    • pp.91-106
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    • 2010
  • This study examines the use of hedges in cross-cultural communication between EFL learners in an e-learning environment. The study analyzes the use of hedges in a corpus of an interactive web with a bulletin board system through which college students of English at Japanese and Korean universities interacted with each other discussing the topics of local and global issues. It compares the use of hedges in the students' corpus to that of a native English speakers' corpus. The result shows that EFL learners tend to use relatively smaller number of hedges than the native speakers in terms of the frequencies of the total tokens. It further reveals that the learners' overuse of a single versatile high-frequency hedging item, I think, results in relative underuse of other hedging devices. This indicates that due to their small repertoire of hedges, EFL learners' overuse of a limited number of hedging items may cause their speech or writing to become less competent. Based on the result and interviews with the learners, the study also argues that hedging should be understood in its social contexts and should not be understood just as a lack of conviction or a mark of low proficiency. Suggestions were made for using computer corpora in understanding EFL learners' language difficulties and helping them develop communicative and pragmatic competence.

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An Activity-based Instructional Design For Search Algorithm Expression of Elementary Students (초등학생의 알고리즘 표현을 위한 활동 중심의 검색 알고리즘 수업 설계)

  • Han, Byoungrae;Gu, Jungmo;Song, Taeok
    • Journal of The Korean Association of Information Education
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    • v.20 no.2
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    • pp.161-170
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    • 2016
  • Currently computer education has been emphasized improving thinking skill instead of practical education of applied software. There are various studies that are to teach algorithm with visualization learning materials or activitives-centered unplugged class. However, algorithm classes for elementary school have various difficulties. One of the reasons is insufficient learning materials and teaching methods. Therefore we designed a activities-centered algorithm class for elementary school students. We hope this study will contribute to the study of algorithm classes for improving kids' thinking skill.

Exploring Learning Emotions for Online Lectures of Nursing College Learners: Through diary (일기연구를 통한 간호대학 온라인강의 학습정서 탐색 연구)

  • Lee, Na Kyoung
    • Journal of the Health Care and Life Science
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    • v.9 no.1
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    • pp.27-39
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    • 2021
  • The purpose of this study was to explore the learning emotions of nursing students who have changed their course due to COVID-19 through online lectures through diaries. Data were collected from November to December 2020 from 20 four-year nursing college students according to the purposive sampling method. The collected data were analyzed by the traditional content analysis method. As a result of the study, it was analyzed into 4 themes clusters and 17 sub-themes. Derived themes confirmed that 'anxiety due to confusion about online lectures', 'I blamed myself', 'frustration due to difficulties in creating a stable class environment', and 'feeling of helplessness due to lack of developmental human relationships.'

Development of computational thinking based Coding_Projects using the ARCS model (ARCS 모형을 적용한 컴퓨팅사고력 기반 코딩 프로젝트 개발)

  • Nam, Choong Mo;Kim, Chong Woo
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.355-362
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    • 2019
  • Elementary students are studying software training to teach coding education using text-based languages such as Python. In general, these higher-level languages support learning activities in combination with a kits for physical computing or various programming languages, in contrast to block-coding programming languages. In this study, we conducted a coding project based on computational thinking using the ARCS model to overcome the difficulties of text-based language. The results of the experiment show that students are generally confident and interested in programming. Especially, the understanding of repetition, function, and object was high in the change of computational thinking power, so this trend is believed to be due to the use of text-based languages and the Python module.

Design Implications for Teachers' Tools in Differentiated Instruction through Case Studies

  • CHA, Hyunjin
    • Educational Technology International
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    • v.14 no.1
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    • pp.55-74
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    • 2013
  • The diversity of students is getting increased in the contemporary classroom. To deal with the diversity, differentiated instruction (DI) should be considered as a way of providing alternative approaches to content, process and product according to the students' readiness, interest, and learning needs. Teachers have problems and difficulties in supporting different student's needs. In fact, teachers need proven tools including framework, guidelines or computing systems to help to practice DI in real context. According to the activity theory, tools influence on how people act and think and even their social practice, playing a crucial role in mediating the activities with people. In DI practice, there are also some studies about physical and abstract tools, but they have been not widely utilized by teachers in real schools. It means that more innovative tool to promote DI might be required. Therefore, to design a better tool to mediate the DI activities with teacher, case studies were conducted. In order to elicit the design implications, two physical and two abstract tools for DI practice were analyzed as case studies. Through the analysis of the case studies, eight design implications better to facilitate DI practice were suggested. This study has implications in suggesting design guidelines for teachers' tools to facilitate their DI practice by analyzing case studies in DI practices for an innovative tool in the educational practice.

A Corpus-based Analysis of EFL Learners' Use of Discourse Markers in Cross-cultural Communication

  • Min, Sujung
    • English Language & Literature Teaching
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    • v.17 no.3
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    • pp.177-194
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    • 2011
  • This study examines the use of discourse markers in cross-cultural communication between EFL learners in an e-learning environment. The study analyzes the use of discourse markers in a corpus of an interactive web with a bulletin board system through which college students of English at Japanese and Korean universities interacted with each other discussing the topics of local and global issues. It compares the use of discourse markers in the learners' corpus to that of a native English speakers' corpus. The results indicate that discourse markers are useful interactional devices to structure and organize discourse. EFL learners are found to display more frequent use of referentially and cognitively functional discourse markers and a relatively rare use of other markers. Native speakers are found to use a wider variety of discourse markers for different functions. Suggestions are made for using computer corpora in understanding EFL learners' language difficulties and helping them become more interactionally competent speakers.

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The Use of Feedback in Written Reports and Portfolio: An Assessment for Learning Strategy

  • Santos, Leonor;Pinto, Jorge
    • Research in Mathematical Education
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    • v.14 no.3
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    • pp.281-297
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    • 2010
  • This paper pretends to study the potentialities of feedback, particularly in the development of a written report in two phases and in portfolio; and the main difficulties that teachers has to face concerning this assessment practice. Through a meta-analysis concerning different studies, it is possible to say that oral or written feedback, intentionally provided to students of several ages, may enable them to develop their self-assessment capacity and to get close of the expected product. However, the type of student and his or her perceptions may influence the effectiveness of feedback. Even for experience teachers, this practice maintains complex.

A Case Study On the 6th Graders' Understanding of Variables Using LOGO Programming (Logo 프로그래밍을 통한 초등학교 6학년 아동의 변수개념 이해)

  • 류희찬;신혜진
    • Journal of Educational Research in Mathematics
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    • v.10 no.1
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    • pp.85-102
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    • 2000
  • The concept of variables is central to mathematics teaching and learning in junior and senior high school. Understanding the concept provides the basis for the transition from arithmetic to algebra and necessary for the meaningful use of all advanced mathematics. Despite the importance of the concept, however, much has been written in the last decade concerning students' difficulties with the concept. This Thesis is based on research to investigate the hypothesis that LOGO programming will contribute to 6th grader' learning of variables. The aim of the research were to; .investigate practice on pupils' understanding of variables before the activity with a computer; .identify functions of LOGO programming in pupils' using and understanding of variable symbols, variable domain and the relationship between two variable dependent expressions during the activity using a computer; .investigate the influence of pupils' mathematical belief on understanding and using variables. The research consisted predominantly of a case study of 6 pupils' discourse and activities concerning variable during their abnormal lessons and interviews with researcher. The data collected for this study included video recordings of the pupils'work with their spoken language.

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Development and Application of a Subject Substitute STEAM Lesson in Elementary School Science Education (초등과학교육에서 차시대체형 STEAM 수업 개발 및 적용)

  • Chae, Dong-Hyun;Moon, Byoung-Chan;Kim, Eun-Jeong
    • Journal of the Korean Society of Earth Science Education
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    • v.7 no.3
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    • pp.327-337
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    • 2014
  • In this research, a subject substitute STEAM program was developed in context of a trend of STEAM education and a new science contents in a 2009 revised curriculum, which can replace the 2009 revised curriculum contents of 'Sound' unit in the third and the fourth grade. The developed program was taught to the 4th graders in a field. After applying the program, how students acknowledge the subject substitute STEAM program was analyzed through questionnaire. The research results were as follows. First, the subject substitute STEAM program of 3 sub programs was developed with centered around 'sound' unit for 4th graders. Second, students made a positive estimation of the STEAM program because of various activities and learning subject related to daily life. Third, they considered difficult term, necessary craft skills in creative design, understanding scientific principle and a lot of necessary time as difficulties of the STEAM program. And they also recognized that making stuff activity and learning aid material like activity sheet, picture and video helped to understand a lesson. Lastly, students had a positive thinking or negative thinking about STEAM program before they learn. But after learning the STEAM program, all of them showed their positive attitude to the STEAM program.

A Study on the Satisfaction of Basic Medical Class Applying Virtual Reality(VR) (가상현실(VR)을 적용한 기초의학 수업의 만족도 연구)

  • Lee, Mun-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.531-537
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    • 2019
  • Education using Virtual Reality(VR) has attracted a great deal of attention in recent years because it does not require expensive equipments and a large space in the field, and it enables effective education at a relatively low cost. The basic medical science curriculum(functional anatomy) is very important in the health sciences, but the students have many difficulties in understanding. The purpose of this study is to apply VR to basic medical science curriculum and to understand students' perception. The students were asked to directly experience the anatomy virtual reality program(3D Organon®) and to investigate the differences from other learning materials, such as understanding, concentration and interest. Overall, learning using VR showed high significance than other learning materials such as textbooks, models, and 3D application. Therefore, this study suggests the use of virtual reality in medical subjects such as anatomy classes.