• Title/Summary/Keyword: traditional learning

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발문학습이 수학과 학업성취도 및 학습태도에 미치는 영향 - 고등학교 1학년 ″도형의 방정식″ 단원을 중심으로 - (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 -)

  • 민경선
    • 한국학교수학회논문집
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    • 제3권1호
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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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의학교육에의 교육순환모델(Learning Cycle)의 적용과 쟁점 (Applications and issues of the Learning Cycle to medical education)

  • 김보현;김상현
    • 의학교육논단
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    • 제10권2호
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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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    • 제22권9호
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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.

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

  • 조은정;최수명;김한얼
    • 농촌계획
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    • 제17권1호
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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.

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

  • 배준
    • 한국정보통신학회논문지
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    • 제25권7호
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    • pp.869-876
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    • 2021
  • 음악 분야에서는 최근 머신러닝을 이용한 다양한 인공지능 작곡 방법이 시도되고 있다. 하지만 이 연구는 대부분 서양음악을 중심으로 이루어져왔고 국악에 관한 연구는 거의 이루어지지 않았다. 특히 연구를 위한 데이터 세트조차 만들어지지 않은 상태여서 연구에 어려움이 많았다. 이에 해당 논문에서는 국악의 데이터 세트를 만들고 그 데이터 세트를 기반으로 하여 세 가지 알고리즘을 이용하여 국악 멜로디를 생성하고 그 결과물을 비교하여 보기로 한다. 언어와 음악의 유사성에 기반한 LSTM, Music Transformer 그리고 Self Attention 3가지 모델들이 선택되었다. 각 3가지 모델을 이용하여 국악 멜로디 생성기를 모델링하고 학습시켜 국악 멜로디를 생성해 내었다. 사용자 평가 결과 Self Attention 방식이 LSTM 방식과 Music transformer 방식에 비해 높은 선호도를 보였다. 데이터 표현 및 훈련데이터는 인공지능 작곡에 있어 매우 중요하다. 이를 위한 기초적인 국악 데이터 세트를 만들고 다양한 알고리즘으로 인공지능 작곡을 시도하였고 이것이 향후 국악 인공지능 작곡의 연구에 도움이 될 수 있을 것으로 기대한다.

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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    • 한국HCI학회 2006년도 학술대회 1부
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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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Jigsaw III 협동학습이 여학생의 과학학업성취도와 과학학습태도에 미치는 영향 (Effect of Jigsaw III Cooperative Learning on Science Achievement and Learning Attitude of Middle School Female Students)

  • 황영란;박윤배
    • 과학교육연구지
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    • 제35권1호
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    • pp.91-101
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    • 2011
  • 본 연구에서는 중학교 과학수업에 Jigsaw III 협동학습 모형을 적용하여 전통적 학습 모형과 비교해 봄으로써 Jigsaw III 협동학습이 수업 처치, 성 차이, 성적 차이에 따라 과학학업성취도와 과학학습태도에 어떤 영향을 미치는지 알아보고 남녀 분리반 여학생의 과학수업에 더욱 효과적인 학습 모형을 모색하려고 하였다. 남녀 분리반 중학교 2학년 4개 학급을 대상으로 하였다. 연구 대상은 전통적 수업 학급 여자 36명, 남자 35명, Jigsaw III 협동학습 학급 여자 38명, 남자 34명으로 총 143명이었다. 수업은 중학교 2학년 전기단원에 대해 총 18차시 수업을 실시하였다. 실험반 수업은 수업 내용과 관련하여 개발한 학습 자료를 사용하였고 통제반에서는 교과서 내용을 중심으로 전통적인 강의 중심 수업을 하였다. 수업 처치, 성, 성적 차이에 따른 차이를 알아보기 위해서 성취도 검사와 학습태도 검사를 사전 사후에 각각 실시하였고, 사전검사 점수를 공변인으로 한 공변량분석을 실시하였다. 연구결과, Jigsaw III 협동학습은 실험반의 중학교 여학생들의 주관식 과학학업성취도 향상에 도움이 되었고, 중하위 성적 학생들의 과학학업성취도를 향상시키는 데도 효과적이었고, 과학학습태도 면에서는 Jigsaw III 협동학습이 스스로 공부하는 자율학습태도를 향상시켰다. 의견 조사에서 남학생보다는 여학생들이 Jigsaw III 협동학습에 대해 더 긍정적이었다. 그러므로 Jigsaw III 협동학습은 남녀 분리반 여학생과 중하위 성적 학생들의 과학학업성취도와 자율학습태도를 향상시키는 데 효과가 큰 수업모형이라고 할 수 있겠다.

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

  • 백경선
    • Child Health Nursing Research
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    • 제15권1호
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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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    • 제5권1호
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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.

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

  • 설현진
    • 복식문화연구
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    • 제30권3호
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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.