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정보교육학회논문지 제22권 제1호::한국정보교육학회 - Earticle

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먹튀사이트 사설토토

Forty two college students participated in the Facebook-based collaborative learning activity, and the data from thirty nine were used for step-wise multiple regression analysis. It was used to measure ICT literacy competence of 360 university freshmen of education and analyze if there is a difference among them depending on overall ICT literacy levels and genders, content areas, competence factors, and completion of IE course in high school. As the deployment of digital learning environment has been accelerating in rapid changes in information and communications technology, a tool is required to practically measure and evaluate the level of information education (IE) for freshmen in the University in order to propose an appropriate direction of IE in a teachers college. The result of this study would be expected to determine the current location of IE for freshmen in the University of Education and to be able to take advantage of basic data of the direction for IE course that university students need to essentially acquire in preparation for the coming future. So we chose Scratch program with education data, because it is verified the effect in education of algorithm, and easy to control among EPL (Education Programming Language). To accomplish the purpose of the study, an experiment was conducted with 78 six graders who attend S elementary school in I metropolitan city.


In addition focus group interview was conducted to examine learning presence of Facebook-based collaborative learning. Therefore, the purpose of this study is to investigate learning presence factors affecting learning outcomes in Facebook-based collaborative learning. The purpose of this study is to investigate the effects of types of social media on academic achievement, interaction, and social efficacy in web-based project learning. The academic achievement score of Wiki group was higher than that of web bulletin board group. Finally, social efficacy score of Facebook group was higher than that of Wiki group. There was significant difference between task-oriented interaction and relation-oriented interaction in Wiki group. According to experiment result, the flow level showed significant change and all of it’s element(antecedents, experiences, effects) had changed significantly. Considering the change of educational environments and strategies for the future, this research attempted to develop project learning that uses various smart technologies, and integrates formal education within a school with informal learning experiences outside of the school. The result of this study shows that ‘STEAM education program by producing UC’ can bring positive change for the expansion of creativities and scientific attitude. For this study, we searched recent trend of STEAM education and developed ‘STEAM education program by producing UCC’.


Algorithm education that become at the base of thinking is emphasized from primary school. I investigated that the effects on flow at using robots of introductory programming course. It was composed curriculum so that interaction is accomplished through group activities to coincide in various level of students, and approached to the problem-solving center to emphasize important thinking process in algorithm education, and got educational value in relevant level of each student. The curriculum proposed in this paper can help to enhance the problem solving ability and the creativity. In this research, it considered curriculum that can teach universally to elementary school students by solution plan of problem. Especially, when we teach programming with robots we take advantages that the students can easily understand the programs because they are interested in the robots and they can see the movement of the robots. However, it is difficult to teach programming to meet our purposes because the students have reluctances to the robot programming with sensors and they take a lot of time building the robots. As a result, the creativity index of the students who went through the researched program increased with meaningful difference compared to that of sample population.


According to validation of expert groups and surveys, we concluded the curriculum that is appropriate. The service will help the risk reduction of a robbery case due to keeping student's phone by teacher in class. 사설토토 developed and applied this program which is designed for ‘wise of life’ of 2nd graders in elementary school for the real class. For effective learning, the processes of the project learning, instructional activities for each process and supporting materials were specified and developed as a learning package. And then the results were analyzed in regard of ‘the whole processes of project activities’, ‘learning materials and tools’, and ‘informal learning experiences’. The project learning program and the instructional package were applied to 18 fifth graders in an elementary school located in Seoul. They were assigned to ‘Facebook’ group, ‘Wiki' group, and web bulletin board group. According to such current trends, ICT literacy is a tool to assess a specific level of capabilities such as a variety of real-world problem-solving skills, creativity, critical thinking, analytic reasoning, and communication skills.


This study has developed a test tool to measure ICT literacy competence on the basis of the concept of test questions defined from the previous research. This may be because Facebook is a social tool and there has been limited opportunity for exploratory research regarding Facebook based learning. The results reported that cognitive presence predicted significantly learning outcomes, however, social and emotional presence did not predict learning outcomes. Therefore, using robot is precondition of flow, and the level of experience element is high according to level of antecedents, and also experience element elevate the learner’s intrinsic satisfaction. In particular, interrelation of antecedents element and experience element was high. There was strong interrelation by each element of flow in the result of correlation analysis about flow element. Despite the potential implications of Facebook use, there is a distinct lack of empirically derived theory for designing learning environment. Survey results for students with higher satisfaction. Based on the results, some suggestions were provided for implementing the smart project learning for integrative learning experiences.


The conclusion is that using robots of introductory programming course is helpful enhancing learner’s flow level and is positive in study achievements. The implication of this study and future research were discussed in this research. In the 2009-10 season, Tottenham finished fourth and became the first team to break the top four since Everton five years prior. The results of the pilot test were collected with observations, interviews, and assessment of learning processes and products. He was called Hungry Anderson from that day on, and people began to say he was a miser. And positive response increased in both of interest and attitude among affective region related to science. This result means that using robots of introductory programming course makes effect that is very positive in flow level of learners. Introductory programming course using robots that makes good effect to learners. 그러나 학생들은 센서를 사용하는 로봇 프로그래밍에 대하여 막연한 거부감을 가지고 있고, 로봇을 제작하는 데 많은 시간이 소요되기 때문에 주어진 시간에 소기의 목적을 달성할 수 있는 교육을 하기 어려웠다. 연구 결과 ‘UCC 제작을 통한 STEAM 교육 프로그램’이 창의성 신장과 과학적 태도에 긍정적인 변화를 가져올 수 있다는 것을 알게 되었다.



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