• 제목/요약/키워드: teaching and learning media

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A Study on the Awareness of Teacher-Parents of Media Education for Children (유아미디어 교육에 대한 교사-학부모의 인식 연구)

  • Kim, Yong-Suk;Kang, Young-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.8
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    • pp.3466-3471
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    • 2011
  • This study is to examine how media education is recognized and used in the field of early childhood education. For this, it analyzed awareness and problems of media education by kindergarten teachers and parents and set the following research questions to find out a new alternative of media education for children. First, what are differences in concerns and educational experiences on media education for children by teacher-parents? Second, what are differences in teaching-learning methods on media education for children recognized by teachers-parents? Third, the present study examined problems and effective improvement methods of media education for children with 250 teachers in the field of early childhood education and 250 parents and obtained the following conclusions. The teaching-learning method preferred most by teachers and parents was talking activity and as a result of asking the preferred type of group, it was found that teachers-parents answered small group activity was most ideal and what are to be improved in the media education for children included the extension of teachers' opportunities to have research training and non-establishment of the genral theory of media education in our whole society.

The Effect of e-Learning Contents' Information Presentation Method on Teaching Presence and Academic Achievement (e-러닝 콘텐츠의 정보제시방식이 교수실재감 및 학업성취도에 미치는 효과)

  • Kim, Jinha;Kim, Kyunghee;Lee, Seongju
    • The Journal of Korean Association of Computer Education
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    • v.22 no.3
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    • pp.79-87
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    • 2019
  • This study examined the effect of e-learning contents with different dual-coding, media-richness, and cognitive-load degree on learning. To do so, after dividing summary and explanation presentation methods in e-learning contents according to information's quantity and kind, the effects on teaching presence and academic achievement were examined. The summary presentation method was produced as text type and text+illustration type and the explanation presentation method as audio type and audio+video type. The results of this study are as follows. First, in the summary method, the text+illustration type had significantly higher teaching presence than text type. Second, in the explanation method, the audio type was found to be significantly higher than the audio+video type. Third, the interaction between the summary method and explanation method was found to be significant in teaching presence and academic achievement.

Effect of Flipped Learning Using Media Convergence in Practice Education on Academic Self-efficacy and Self-directed Learning of Nursing Students (미디어 융합 활용 플립러닝 기반 실습 수업이 간호대학생의 학업적 자기효능감과 자기주도학습에 미치는 효과)

  • Kim, Og Son
    • Journal of Convergence for Information Technology
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    • v.10 no.6
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    • pp.49-58
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    • 2020
  • This study was conducted to identify the changes in academic self-efficacy and self-directed learning ability after applying flipped learning using media convergence to the basic nursing practice courses. It is offering flipped learning to 22 students from the experimental group and 26 students from the control group. Data were collected from August 27 to December 3, 2019. The difference in academic self-efficacy before and after the flipped learning was no significant difference between the two groups. However, the difference in self-directed learning ability was 11.32 points in the experimental group and 0.23 points in the control group (t=2.32, p=.027). According to the results of this study, flipped learning using media convergence was found to be an effective teaching method to improve self-directed learning ability of students. Therefore, it is necessary to study the expanded application of flipped learning using media convergence to various nursing subjects.

A Study on Learning Achievement Gap in the Secondary Curriculum in Accordance with the Teaching Methods of Materials Processing Section (중등교과에서 재료가공 단원의 수업방법에 따른 학습 성취도 차이에 관한 연구)

  • Kim, Ji-Hye;Lee, Jongkil
    • Journal of Practical Engineering Education
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    • v.7 no.2
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    • pp.107-112
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    • 2015
  • In this paper, it was investigated academic achievement whether any differences in accordance with the teaching methods in the materials processing section in 'technology and home economics' curricular. Target groups were compared to the eighth grade and ninth grade junior high school. Both eighth and ninth grade were selected for the first time learning the material processing section. The eighth grade was lessoned using the educational media, but the ninth grade was lessoned using writing. The results from the six questions, in one educational media utilization class got 71.1% correct answers, the other groups got 45.3% correct answers. The average percent correct differences between the two groups showed 25.8% points improvement in academic achievement.

Mathematics Education Using Popular Culture (대중문화를 활용한 수학교육)

  • Oh, Youngyoul
    • Journal of Elementary Mathematics Education in Korea
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    • v.20 no.1
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    • pp.149-162
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    • 2016
  • The focus of the present study is to seek the ways of using popular culture for teaching mathematics. Thus, this study theoretically investigated concepts of popular culture and the meanings of using popular culture for mathematics teaching and learning. And the current study analyzed both the influence of popular culture of mathematics learning and how mathematics is represented through popular culture. Finally, this study suggested teaching models using popular culture and implications for further research in mathematics education about popular culture.

A Study Integrated Teaching/Learning Information Literacy Subject and the Other School Subjects (정보교과목과 타 교과목의 통합적 교수/학습에 관한 연구)

  • Yoo Soyoung
    • Journal of the Korean Society for Library and Information Science
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    • v.31 no.4
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    • pp.53-81
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    • 1997
  • The first purpose of this paper is to disclose the reason why integrated teaching/learning between Information Literacy Subject(ILS) and the other school subjects is necessary in order to enhance students creativity. Postulated creativity is generated from integration of information, the author discusses about the function of human mind and brain by studying Schema theory of Jean Piaget and the human celebral cortex. The author then, discloses the function of human information process(thinking process) is an integrating process of information within the mind and brain. The fact that a thinking process is an integrating process of information implies the necessity of integrated teaching/learning between ILS and the other school subjects. The second purpose of this paper is to find out the urgent points to implement the integrated teaching/learning between ILS and the other subjects at present school situation. The findings from the survey shows that school libraians and teachers are primarily positive about the integrated teaching/learning in connection with enhancing students creativity. However, they are not familiar with about the integrated teaching/learning. Therefore, the writer draws following recommendations. The curriculum for school library media specialist to be at library school should include the rationale, contents, methods and effects of integrated teaching/learning and school library collections are ready to implement the integrated teaching/learning between ILS and the other school subjects.

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Designing Education Contents for Chinese Character Utilizing Internet of Things (IoT)

  • Jung, Sugkyu
    • Smart Media Journal
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    • v.5 no.2
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    • pp.24-32
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    • 2016
  • Recently, the development of electronic teaching materials and the demand of digital learners have led the needs on the education contents that replace learning from character information and the change of an information design method for this. Chinese character education in the traditional schooling mainly focuses on writing and memorization (semantic memory). This way that the stories do not exist has brought the learners' recognition that Chinese character is difficult to learn. Meanwhile, for a language study such as English, cross-media development between printed materials and audio-visual materials has been actively introduced. The method that extends episode memories along with memorization through a story is widely used. Therefore, this content suggests a prototype, which is broken away from an existing way of learning Chinese character that mainly focuses on writing, one sided instruction and information cramming. This makes learners learn through a story from printed materials and animation. Furthermore, it suggests a method that extends episode memories through Chinese education contents based on IoT explaining the principle of Chinese character by combining IT technology (information and communications, IoT) and education contents on block toys.

An Application of Virtual Reality in E-learning based LEGO-Like Brick Assembling

  • Tran, Van Thanh;Kim, Dongho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.783-786
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    • 2016
  • E-learning is a new teaching model nowadays, and Virtual Reality (VR) technology is reported that the use of virtual reality as an education tool can increase student interests, understanding, and creative learning because of encouraging students to learn by exploring and interacting with the information on the virtual environment. Besides that, LEGOs have long been the favorite of many children. LEGOs provide a mechanism to understand and do for many concepts from spatial relationships to robotics platforms. In this paper, we present a virtual reality application based on the assembly of LEGO-Like bricks to increase math and science learning by improving spatial thinking. It not only encourages students to pursue careers in science, technology, engineering, or mathematics but also enhances learner's ability to analyze and solve problems. The application is built by Processing 2.0 as the easier programming language which is a top-down approach to build the 3D interactive program.

Learning Media on Mathematical Education based on Augmented Reality

  • Kounlaxay, Kalaphath;Shim, Yoonsik;Kang, Shin-Jin;Kwak, Ho-Young;Kim, Soo Kyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.3
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    • pp.1015-1029
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    • 2021
  • Modern technology offers many ways to enhance teaching and learning that in turn promote the development of tools for educational activities both inside and outside the classroom. Many educational programs using the augmented reality (AR) technology are being widely used to provide supplementary learning materials for students. This paper describes the potential and challenges of using GeoGebra AR in mathematical studies, whereby students can view 3D geometric objects for a better understanding of their structure, and verifies the feasibility of its use based on experimental results. The GeoGebra software can be used to draw geometric objects, and 3D geometric objects can be viewed using AR software or AR applications on mobile phones or computer tablets. These could provide some of the required materials for mathematical education at high schools or universities. The use of the GeoGebra application for education in Laos will be particularly discussed in this paper.

The Effects of Smart Media Based STEAM Program of 'Chicken Life Cycle' on Academic Achievement, Scientific Process Skills and Affective Domain of Elementary School Students (스마트미디어 기반의 '닭의 한살이' 융합인재교육(STEAM) 수업이 초등학생의 학업성취도, 과학 탐구 능력 및 정의적 영역에 미치는 영향)

  • Choi, Youngmi;Yang, Ji Hye;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.35 no.2
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    • pp.166-180
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    • 2016
  • This paper examines the effects on academic achievement, scientific process skills and affective domain for elementary students learning the 'Chicken life cycle' through traditional science class versus a smart media based STEAM approach. Students designed and built a hatching jar and created a smart media content for chickens using time-lapse technology. This STEAM program was developed to improve their scientific concepts of animals over nine periods of classes using integrated education methods. The experimental study took place in the third grade of public schools in a province, with the STEAM approach applied in 2 classes (44 students) and the traditional discipline approach implemented in 2 classes (46 students). The STEAM education significantly influenced the improvement of academic achievements, basic scientific process skills and affective domain. The results suggest that this STEAM approach for teaching scientific concepts of animal life cycles has the performance in terms of knowledge, skills and affect gain achievements in elementary school students' learning when compared to a traditional approach. Moreover, the smart media based STEAM program is helpful to lead students to engage in integrated problem-solving designs and learning science and technology.