• Title/Summary/Keyword: traditional learning

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The Effects of Learning by Questions on the Achievement Ability of Mathematics Study and Learning Attitude - Focused on the Chapter ″Equation of Figure″ of the First Grade in High School - (발문학습이 수학과 학업성취도 및 학습태도에 미치는 영향 - 고등학교 1학년 ″도형의 방정식″ 단원을 중심으로 -)

  • 민경선
    • Journal of the Korean School Mathematics Society
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    • v.3 no.1
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    • pp.117-129
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    • 2000
  • The purpose of this research consists in understanding how the effects of Teaching Method by Questions on the achievement ability of math study and learning attitude are in the aspect of teaching and learning procedure, compared with those of the traditional teaching way. To attain the purpose, the research questions have been set up as follows: [Research Question 1] How to make a teaching plan of effective Learning by Questions\ulcorner [Research Question 2] Can Learning by Questions bring about a meaningful difference between two groups (experimental group and comparative group) in the aspect of the achievement ability of math study\ulcorner [Research Question 3] Can Learning by Questions change the Learning attitude of the students positively\ulcorner The outcome is as follows: First, it shows that the experimental group with Learning by Questions have marked more significant difference than the comparative group in the aspect of the achievement ability of math study. That is, Learning by Questions has a positive effect on the achievement ability of math study. Second, the experimental group with Learning by Questions have brought about more positive learning attitude than the comparative group without Learning by Questions.

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Applications and issues of the Learning Cycle to medical education (의학교육에의 교육순환모델(Learning Cycle)의 적용과 쟁점)

  • Kim, Bo-Hyun;Kim, Sang-Hyun
    • Korean Medical Education Review
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    • v.10 no.2
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    • pp.19-24
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    • 2008
  • Purpose: The 'learning cycle' proposed by Guilbert in 1981 has been accredited as an effective and useful model for curriculum design. Three components of learning cycle, learning objective, instructional method, and assessment are connected organically and form basic structure of curriculum. In this study, we intend to analyze how the learning cycle and its three components are applied to present medical curriculum and examine the points at issue of the learning cycle in medical education. Also, we try to identify the educational significance of the leaning cycle in medical education. Results: First, concerning the learning objective, it was identified that impractical and abstract expressions are major controversial points. Also, there is a need to make learning objectives covering entire medical curriculum. Second, because of various structural problems, it is hard to practice new and various instructional methods. Third, even though there is a growing need for medical curriculum to develop and utilize more various and detailed assessment and evaluation, it was revealed that only are standardized and traditional assessments mainly used. Conclusion: Synthetically, we have some suggestions as follows. First, it is necessary to specify and actualize the learning objectives. Also, instructional methods and assessments should be diversified. And finally, there is a need to build organic and delicate medical curriculum by applying the learning cycle to medical education more actively.

Animated Game-Based Learning of Data Structures In Professional Education

  • Waseemullah, Waseemullah;Kazi, Abdul Karim;Hyder, Muhammad Faraz;Basit, Faraz Abdul
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.1-6
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    • 2022
  • Teaching and learning are one of the major issues during this pandemic (COVID-19). Since the pandemic started, there are many changes in teaching and learning styles as everything related to studies started online. Game-Based Learning has got remarkable importance in the educational system and pedagogy as an effective way of increasing student inspiration and engagement. In this field, most of the work has been carried out in digital games. This research uses an Animated Game-Based Learning design in enhancing student engagement and perception of learning. In teaching Computer Science (CS) concepts in higher education, to enhance the pedagogy activities in CS concepts, more specifically the concepts of "Data Structures (DS)" i.e., Array, Stack, and Queue concepts are focused. This study aims to observe the difference in students' learning with the use of different learning methods i.e., the traditional learning (TL) method and the Animated Game-Based Learning (AGBL) Method. The experimental results show that learning DS concepts has been improved by the AGBL method as compared to the TL method.

A Study on the Knowledge Based System for Traditional Food Industry in Korea - A Case Study on Yeonggwang Mosisongpyun Industry - (전통식품산업 지식기반체계 구축에 관한 연구 - 영광 모싯잎 송편산업을 중심으로 -)

  • Cho, Eun-Jung;Choi, Soo-Myoung;Kim, Han-Eol
    • Journal of Korean Society of Rural Planning
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    • v.17 no.1
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    • pp.89-98
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    • 2011
  • Recently, the food industry has evolved into a new and innovative trend according to its globalization and change of food consumption patterns. However, it is hard for the traditional food industry in Korea to meet the changing consumers' needs because of its poorer quality control and lower industrialization technology than other advanced industries. Also the knowledges acquired through a lot of time and efforts would be lost after the human resources with tacit knowledges leave by their too much aging. Especially, the 21st century would be called as knowledge based society which means that knowledge be the important contributing factor in the economic growth. In this regard, this study aimed at proposing the knowledge based system for systematically managing or preserving knowledges of Mosisongpyun industry in Yeonggwang County to seek for the sustainable development of the traditional food industry in Korea. The knowledge based system of Mosisongpyun industry in Yeonggwang County is finally proposed as follows; First, hardware is composed with the necessary unit facilities such as interpretive center, learning and experience room, library, etc. And the integrating facilities such as Mosisongpyun theme park, traditional village, and knowledge industrialization support center are proposed. Second, software is composed with the necessary unit softwares such as the preservation manual of traditional knowledge and skill, web-site administrator, development of graded textbooks, development database software, etc. And the integrating softwares such as development of innovation and management ability in Mosisongpyun industry are proposed. Third, humanware is composed with the necessary unit programs such as exhibition, own training program, incubator support system, etc. And the integrating programs such as the farm association corporation, the testing and research institute, the institution of learning and training are proposed.

Korean Traditional Music Melody Generator using Artificial Intelligence (인공지능을 이용한 국악 멜로디 생성기에 관한 연구)

  • Bae, Jun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.7
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    • pp.869-876
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    • 2021
  • In the field of music, various AI composition methods using machine learning have recently been attempted. However, most of this research has been centered on Western music, and little research has been done on Korean traditional music. Therefore, in this paper, we will create a data set of Korean traditional music, create a melody using three algorithms based on the data set, and compare the results. Three models were selected based on the similarity between language and music, LSTM, Music Transformer and Self Attention. Using each of the three models, a melody generator was modeled and trained to generate melodies. As a result of user evaluation, the Self Attention method showed higher preference than the other methods. Data set is very important in AI composition. For this, a Korean traditional music data set was created, and AI composition was attempted with various algorithms, and this is expected to be helpful in future research on AI composition for Korean traditional music.

Human Tutoring vs. Teachable Agent Tutoring: The Effectiveness of "Learning by Teaching" in TA Program on Cognition and Motivation

  • Lim, Ka-Ram;So, Yeon-Hee;Han, Cheon-Woo;Hwang, Su-Young;Ryu, Ki-Gon;Shin, Mo-Ran;Kim, Sung-Il
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.945-953
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    • 2006
  • The researchers in the field of cognitive science and learning science suggest that the teaching activity induces the elaborative and meaningful learning. Actually, lots of research findings have shown the beneficial effect of learning by teaching such as peer tutoring. But peer tutoring has some limitations in the practical learning context. To overcome some limitations, the new concept of "learning by teaching" through the agent called Teachable Agent. The teachable agent is a modified version of traditional intelligent tutoring system that assigns a role of tutor to teach the agent. The teachable agent monitors individual difference and provides a student with a chance for deep learning and motivation to learn by allowing them to play an active role in the process of learning. That is, The teaching activity induces the elaborative and meaningful learning. This study compared the effects of our teachable agent, KORI, and peer tutoring on the cognition and motivation. The field experiment was conducted to examine whether learning by teaching the teachable agent would be more effective than peer tutoring and reading condition. In the experiment, all participants took 30 minutes lesson on rock and rock cycle together to acquire the base knowledge in the domain. After the lesson, participants were randomly assigned to one of the three experimental conditions; reading condition, peer tutoring condition, and teachable agent condition. Next, participants of each condition moved into separated place and performed their own learning activity. After finishing all of the learning activities in each condition, all participants were instructed to rate the interestingness using a 5-point scale on their own learning activity and leaning material, and were given the comprehension test. The results indicated that the teachable agent condition and the peer tutoring condition showed more interests in the learning than the reading condition. It is suggested that teachable agent has more advantages in overcoming the several practical limitations of peer tutoring such as restrictions in time and place, tutor's cognitive burden, unnecessary interaction during peer tutoring. The applicability and prospects of the teachable agent as an efficient substitute for peer tutoring and traditional intelligent tutoring system were also discussed.

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Effect of Jigsaw III Cooperative Learning on Science Achievement and Learning Attitude of Middle School Female Students (Jigsaw III 협동학습이 여학생의 과학학업성취도와 과학학습태도에 미치는 영향)

  • Hwang, Younglan;Park, Yunebae
    • Journal of Science Education
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    • v.35 no.1
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    • pp.91-101
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    • 2011
  • In this study, Jigsaw III cooperative learning strategy and traditional learning strategy have been applied to the 'electricity' chapter of grade 8 science textbooks to know the effects of learning strategy, gender, and GPA on the students' science achievement and science learning attitude of middle school female students in gender-separated classes. For this purpose, 143 students of 4 classes in separated classes were chosen from a middle school in Daegu. One female class and one male class were assigned to the experimental group and other female class and male class were assigned to the control group. Traditional learning strategy was applied to the control group and the Jigsaw III cooperative learning strategy was applied to the experimental group. Four worksheets for expert groups were used for 18 hours through 5 weeks. Both tests for science achievement and learning attitude were administered as pre and post test. The test results were analyzed through analysis of covariance(ANCOVA) as pre test score as covariant The overall conclusions of this study were as follows: The Jigsaw III cooperative learning has improved science achievement, especially on subjective-type questions, of female students and mid-lower level students. The Jigsaw III Cooperative Learning has also improved self-directed attitude toward science learning. Female students have expressed more positive opinion about the Jigsaw III cooperative learning.

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Perspectives of Nurse Students on Problem-Based Learning - Learning Experience in Pediatric Nursing - (문제중심 학습방법 경험에 대한 간호학생의 인식유형 - 아동간호학 학습경험을 중심으로 -)

  • Baek, Kyoung-Seon
    • Child Health Nursing Research
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    • v.15 no.1
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    • pp.15-23
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    • 2009
  • Purpose: This research was done to provide fundamental data to improve learning methods in Pediatric nursing and meet the needs of the students in actual nursing by analyzing nurse student experiences with problem-based learning in Pediatric nursing. Method: Using the 31 Q-samples selected, 20 nursing students from J college were selected as p-samples. The students were personally interviewed in January or February 2008. Result: The result of the study showed 3 types. The first type was the "negative resister", who failed to adapt to the problem-based learning and resists negatively. The second type was the "active receiver", who participated in the process of the problem-based learning and received it actively. The third type was the "passive accepters", who accepted problem-based learning but worried because they were familiar only with traditional learning. Conclusions: In this study, problem-based learning was used for classes in the science of pediatric nursing. The findings indicate that preparation for learning and details should be considered when developing and using modules for pediatric nursing. Further study on the development of problem-based learning modules is also indicated.

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COLMS:Components Oriented u-Learning Management Systems in Ubiquitous Environments

  • Park, Chan;Sung, Dong-Ook;Han, Cheol-Dong;Jang, Yeong-Hui;Lee, Hye-Jin;Yoo, Jae-Soo;Yoo, Kwan-Hee
    • International Journal of Contents
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    • v.5 no.1
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    • pp.15-20
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    • 2009
  • In this paper, we propose u-Learning management systems which are designed and implemented based on learning activities oriented components. The proposed systems are composed of components which can process the functionalities for coming into actions of learning activities. Specially, each component is broken into class units by which learning activities of users can be performed on various devices. When users by to connect the proposed learning management system, the system explores devices of users and the corresponding connection program, and then selects components that are fitted to the activities and combines them in a real-time. Our system provides u-Learning environment so that users can use the learning activity services taking no influence on time, place, various devices and programs. That is different from traditional e-Learning system which cannot support various devices of users directly.

Development of flipped learning class model for nail beauty education (네일미용 교육을 위한 플립러닝(flipped learning) 수업모형 개발)

  • Seol, Hyun Jin
    • The Research Journal of the Costume Culture
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    • v.30 no.3
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    • pp.444-454
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    • 2022
  • Flipped learning research has been applied in various educational fields since 2015 and the educational effects have been discussed in previous literature. In the beauty field, flipped learning research is insufficient; in particular, it is difficult to find research on flipped learning specifically concerning nail beauty education. The purpose of this study is to develop a model for applying flipped learning to nail beauty education which should involve practical training based on theory. Such an approach is considered effective. Data were collected and analyzed focusing on previous studies with flipped learning applied as a research method. The subject of the research is "Nail Color Design 1", a common nail major elective subject at J college. The "Nail Color Design 1" course is a practice-oriented course in the form of theory and practical classes. Consequently, the flipped learning education model for nail beauty was designed by reflecting learners' needs through the ADDIE instructional design model. It was applied based on the education structure of the Pre-class, In-class, and Post-class of the PARTNER instructional learning model. This study deviates from the traditional practical education model, and has educational significance as a practical model in which flipped learning is applied to nail beauty subjects and self-reflection is derived through project practice.