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      • Learner’s Autonomy in Task-based Language Teaching for Instructional Design Practices: A literature review

        Youngkyun Baek,Sam Eisenberg ASCONS 2021 IJASC Vol.3 No.4

        Background/Objectives: This paper aims to discuss the ways in which instructional design practices can be improved through the use of task-based learning and strategy-based instructional approaches. Methods/Statistical analysis: Recent studies on task-based language (TBL) and strategy-based approaches to language teaching were reviewed to discuss their implications for instructional design. Findings: The researchers found that task-based learning approaches can cultivate learner autonomy; however, it is necessary to provide the appropriate amount of scaffolding in order to ensure that learners do not construct false knowledge. Furthermore, strategies should also be taught to learners in order to become more successful learners. Some strategies include instructional strategies, like modeling, as well as learner strategies that involve recognizing lexical patterns and metacognitive strategies. Improvements/Applications: Through the implementation of TBL and SBI, instructional designers can create curricula that encourage learners to become more autonomous and effective foreign language learners.

      • Exploring Teachers' Perceptions and Practices of Game-Based Learning: Factors, Barriers, and Professional Development

        Youngkyun Baek,Sean Ward 제주대학교 지능소프트웨어 교육연구소 2023 지능정보융합과 미래교육 Vol.2 No.3

        본 연구는 교사들이 교실에서 디지털 게임을 사용하는 결정에 영향을 미치는 요인, 게임 기반 학습 (GBL)에 대한 지식과 인식, 그리고 전문성개발의 역할을 연구하였다. 설문 기반의 동시성 내재 연구 디자인을 활용하여 133명의 K-12 교육자가 참여하였다. 연구의 결 과, 교사들의 대부분이 이미 교실에서 디지털 게임을 사용하며, 매일 사용하는 교사도 약 18.8%에 이르고 있었다. 그러나 제한된 시간, 수업 관리의 문제, 그리고 교사의 지식 부족과 같은 장애요인으로 인해 GBL의 확산적 사용이 어려운 것으로 나타났다. 이러한 장애요 인을 극복하기 위해서는 표적 지향적 전문성 개발이 필수적이다. 잘 설계된 전문성 개발은 게임 통합, 적극적 학습, 협업, 지속적 지원 에 초점을 맞춰야 한다. 교사들에게 자료, 수업 계획, 실습 기회를 제공하는 전문성 개발을 하여 디지털 게임을 효과적으로 교육에 통합 할 수 있도록 도울 수 있다. 이러한 장애요인을 극복함으로써 교실에서 디지털 게임의 사용이 증가할 수 있으며 학습은 더욱 매력적, 흥 미유발적, 그리고 효과적으로 이루어질 수 있을 것이다. This study examines the factors influencing teachers' decisions to use digital games in the classroom, their knowledge and perception of game-based learning (GBL), and the role of professional development in enhancing game integration. Utilizing a survey-based concurrent embedded research design, 133 K-12 educators participated in the study. The findings reveal that 86.8% of educators already use digital games in their classrooms, with 18.8% using them daily. However, perceived barriers, such as limited time, classroom management concerns, and lack of teacher knowledge, hinder broader implementation of GBL. To address these barriers, targeted professional development is essential. Well-designed professional development should focus on game integration, active learning, collaboration, and ongoing support. By providing resources, lesson plans, and opportunities to practice, professional development can empower educators to effectively integrate digital games into their instruction. Overcoming these obstacles can lead to increased usage of digital games in the classroom, making learning more engaging, fun, and effective for students.

      • Exploring Group Interactions in Educational Robotics

        Youngkyun Baek,Jonathan Yogi 제주대학교 지능소프트웨어 교육연구소 2023 지능정보융합과 미래교육 Vol.2 No.1

        본 논문은 학교 로봇공학에서의 집단 상호작용을 이해하기 위한 것이다. 학생의 상호작용을 이해하면 교육용 로봇(ER) 활동에서 교육 실천 및 교수법을 보급하는데 도움이 될 수 있다. 교육용 로봇은 다른 사람들과 협력하여 학습하는 데 도움이 되는 구성주의에 기반을 두고 있다. 학습을 극대화하기 위해 소규모 집단을 활용하는 협동학습은 교육용 로봇 활동 전반에 걸쳐 일반적으로 사용되며 협동학습 에 관련된 요소 및 구체적인 사항들은 교육용 로봇연구의 전반에 걸쳐 잘 나타나고 있다. 협동학습의 다섯 가지 요소는 집단 과정 (group process), 긍정적인 상호의존성, 촉진적 상호작용, 사회적 기술, 그리고 개인의 책임이다. 이 연구는 협동학습의 이러한 기본 요소들이 교육용 로봇 활동에서 학생 상호 작용을 확인하고 문서화하기 위한 관찰 렌즈로 사용될 수 있고 교육용 로봇에서 교육적 천을 더 잘 이해하고 그를 발전시키는데 도움이 될 수 있을 것이다. This paper was created to understand the group interactions in school robotics. Understanding student interactions can help inform instructional practices and pedagogies in educational robotics (ER) activities. ER is based in constructionism which is conducive for working collaboratively with others. Cooperative learning (CL) which is the use of small instructional groups to maximize learning is commonly used throughout ER activities and its elements are seen throughout ER research. The five elements of CL are group pro cessing, positive interdependence, promotive interactions, social skills, and individual accountability. This study posits that some of these primary elements of CL can be used as an observational lens for documenting student interactions in ER activities and help to further understand and develop instructional practices in ER.

      • Exploring ideas and possibilities of Second Life as an Advanced E-learning Environment

        Youngkyun Baek 한국산학기술학회 2009 한국산학기술학회 학술대회 Vol.- No.-

        Web 2.0 is changing the paradigm of using the Internet which is affecting the e-learning paradigm. E-learning 2.0 based on the Web 2.0 has a bottom-up approach which learners work on content with social networking and collaboration in their own cyberspace. Second Life is presented as a new e-learning environment. - Flexibility, - Strong social networking, - Residents’ creative activities of Second Life ⇨ Unlimited potential to educators Second Life is a classroom built in 3D cyber space.

      • Exploring Effects of Intrinsic Motivation and Prior Knowledge on Student Achievements in Game-based Learning

        Youngkyun Baek,Yan Xu,Sanghoon Han,Jungwon Cho 한국산학기술학회 2015 SmartCR Vol.5 No.5

        This study investigates the effects of students’ intrinsic motivation and prior knowledge on student achievement in learning Chinese in a game-based learning environment. A total of 140 fourth-grade students from an elementary school in South Korea participated in this study. An instructional game called “Hanjamaru,” which is designed to teach Chinese characters, was implemented for four weeks. During the experiment, students’ prior knowledge, intrinsic motivation in gaming, and achievements learning Chinese were quantitatively measured. Findings from this study demonstrate that both students’ prior knowledge and intrinsic motivation affect their achievements in learning Chinese. Also, there students’ prior knowledge and intrinsic motivation affected each other; that is, a group low in intrinsic motivation but with higher prior knowledge showed comparatively higher student achievements. These findings suggest that students’ prior knowledge should also be considered while designing and adopting game-based learning in order to engage students with different levels of intrinsic motivation.

      • KCI등재

        Spudsville : Designing a Minecraft Game for learning teaching English as a Second Language

        Youngkyun Baek,Jeongkyoum Kim,Sam Eisenberg 중소기업융합학회 2022 융합정보논문지 Vol.12 No.4

        이 연구의 목적은 마인크래프트의 몰입형 게임 환경인 스퍼드빌을 디자인하여 학습자가 영어를 습득할 수 있도록 효과적으로 돕는 것이다. 마인크래프트를 사용하여 성공적인 학습 경험을 만들기 위해, 본 연구에서는 애자일 모델과 디자인 사고 접근법을 채택했다. 우선 학습자들의 요구를 분석하기 위해 광범위한 문헌 검토를 수 행하였으며 이후의 분석 단계에서 수집된 자료를 바탕으로 마인크래프트 월드를 설계하고 개발하였다. 연구자들 은 인지주의 학습 모델을 스퍼드빌에 적용하면 학습자가 정보를 처리하는 방법에 대한 더 많은 통찰력을 제공할 수 있고 한편으로 구성주의 및 행동주의 접근 방식을 구현하는 것이 또한 이점이 있다는 것을 알게 되었다. 마인크 래프트 게임을 통하여 영어학습의 효과를 향상시킬 수 있으며 게임기반학습이 언어학습에 도움이 될 수 있는 잠재 력을 확인할 수 있었다. The aim of this study is to design Spudsville, an immersive game environment in Minecraft that can effectively help learners acquire the English language. To create a successful learning experience using Minecraft, the researchers adopted the Agile Model and the Design Thinking approach. The researchers first conducted an analysis through an extensive literature review in order to assess the learners’ needs. Afterwards, they designed and developed a Minecraft world based on the data collected during the analysis phase. The researchers learned that implementing constructivist and behaviorist approaches has benefits, even though applying a cognitivist-learning model to Spudsville could have provided the researchers with more insight on how learner processes information. Making these adjustments could improve Spudsville’s effectiveness and could potentially help the ways in which gamified learning aids with language acquisition.

      • KCI등재
      • KCI등재후보

        웹 기반 토론 학습을 지원하는 전자 게시판의 설계 및 구현

        백영균,이정식,김보경 한국교육정보미디어학회 2003 교육정보미디어연구 Vol.9 No.1

        본 연구의 목적은 웹 기반 토론 학습을 지원하는 게시판을 설계 및 구현하는 것이다. 기존의 웹 기반 토론 게시판에서 토론 학습의 저해요소를 찾았으며, 문헌 연구를 통하여 면대면 토론 및 웹 기반 토론의 촉진 요소들로부터 시사점을 찾았다. 여기에 웹 기반 학습 시스템을 설계하는데 필요한 인터페이스 요소들을 발췌하여 웹 기반 토론 학습 게시판 설계 및 구현에 적용하였다. 본 연구에서 설계 구현한 웹 기반 토론 학습 지원 전자 게시판은 토론방 별로 URL을 부여하여 학급단위 별로 관리되도록 하였고, 각 토론방 초기 화면을 변경할 수 있는 환경을 제공하여 개성있는 토론방을 쉽게 구축할 수 있도록 하였다. 또한 토론의 절차를 준비-전개-정리로 진행할 수 있도록 토론 설계하였다. 토론 활동의 촉진을 위하여 개인별, 소집단별 경쟁 체제를 도입하여 참여 의욕을 높이고, 토론 관리자에게는 토론 현황과 소집단별 토론 특성을 실시간으로 파악함으로써 적절한 피드백을 제공할 수 있도록 구현하였다. This research is about the design and implementation of bulletin board system for web-based discussion. The research topics are as follows: 1. Reflection to the design and implmntation of bulletin board system for web-based discussion, thmugh ickntifymg the factors for promtion and obstruction of discussion in the bulletin bm-d for existmg web-based discussion. 2. Design and @ementation of budletin board system for web-based discussion through identification of suggestions from the factors of face to face discussion and web-based discussion through literature research. 3. Application to the design and implmtatim of bulletin board system for web-based discussion through drawing the necessary interface factors in designing web-based learning system The charactenstics of the bulletin board for web-based discussion designed and implemented in this research were as follows: First, When discussion f m were open, URL was pmvided by each discussion forum, and authority to m a g e each discussion f o m was granted to the person who opend each discussion farum Therefore, bulletin board management for discussion was easily maintained by group (class). The r m n a g m t of the existing discussion bulletin board was focused on a bulletin bard administrator, however, this discussion bulletin board could be opesated by several administrators. Second There were imiy difficulties in conducting discussion by s d groups, however, the discussion themes could be flexibly constitutd by small groups in the bulletin board system ancl also theme setting by topics and small groups were possible designed and in&nlented in this rtfsearck The right to write and read in the bulletin board by small @;roups could be flmibly granted to the entke members or small groups, and a variety of discussion e n m t could be reflected. Third, Individualized discusshn fomns by class or l a ~ e group could be easily de&d by diversely damrating each discussion topic mrn and utilizing it via pvision of envimnmnt, in whch the initial .screen of each discussion f o m could be easily changed. Fourth, the bulletin board suitable for dscllssion &we was intended to desjgn and unplmt. Preparatjion - Ikvdopnmt - Gmclusion pmxdltre was also m$Itzted to the bulletin board for discussion. 711e prepration stage for discussion puip3se c o w t i o n , discussion toIljc wmh, group f m t i o n and role adjustment and discussion was carried. In the development stage, the p r c ~ ~ s of opinion presentation and opinion %xmh can be e x p i i d so that ,tetual discussion can be carried. ?he concEusion stage was desiid and imlltmnted in a way that conclusion, evaluation and task presentation could be cx)n&cted. Fifth, a compditian system by imhviduds and s d l gmum w& Inbxfucd iii o d e to pmte the discussion activities With regard to discussicm activity by irudividuals, the search of presentation kmg, king of diligence and king of r e m t i o n , based on nulmber of itquiries, n& of crpinicrrts and numbes of rwmdation, by ranking was possible. Regar- discussion adivity by small asoups, nutnbzr of inquiries, number of opinions and number of mnmm-idation codd k used. Participation desire could be enhanced to peaple cxnduding a discussion, and adssuate fedback could be pvided to the discussion adminstrator by identifvlng discussion status md features of the discussion by small groum in red tirne. Sxith, Discussion materials could be easily printed in line with the fornut The bulletin board system was desjgned iii a way that mltj conversations could be optionally checked simultaneously to overcome an inefficiency that individual conversation should be checked to identify the flow of canvmation.

      • Pitch and Roll Estimation via an Accelerometer Array and Sensor Networks

        Woonhyuk Baek,Youngkyun Kim,Bongsob Song,Suk-Kyo Hong 한국자동차공학회 2006 한국자동차공학회 춘 추계 학술대회 논문집 Vol.- No.-

        This paper presents a new algorithm to estimate both pitch and roll of a passenger vehicle using a set of MEMS accelerometers and wireless sensor networks. While an expensive system such as IMU is in general used for the pitch/roll estimation, the inexpensive approach using an array of distributed 3-axis accelerometers is proposed with relatively small sacrifice of the performance and operating ranges. Based on kinematics of a vehicle and dynamics of accelerometers on a rigid body, both tilt angle and angular acceleration of the vehicle are measured. Using the measured information, a discrete Kalman filter is applied to estimate both rotating angle and angular velocity. Finally, feasibility of the pitch/roll estimation algorithm is shown experimentally in the framework of an indoor test platform as well as a test vehicle.

      • 무선 센서 네트워크를 이용한 차량의 피치/롤 예측 알고리듬 개발

        김영균(Youngkyun Kim),이기룡(Giroung Lee),백운혁(Woonhyuk Baek),송봉섭(Bongsob Song),홍석교(Suk-Kyo Hong) 한국자동차공학회 2006 한국자동차공학회 Symposium Vol.- No.-

        This paper presents the pitch/roll estimation algorithm of a passenger vehicle using MEMS accelerometers and sensor networks (S/N). While expensive equipments such as IMU and DGPS are in general used for the pitch/roll estimation, the inexpensive approach using an S/N system and distributed 2-axis accelerometers is proposed with the sacrifice of the performance and operating conditions. Due to the practical difficulties of the proposed hardware layout such as packet loss and measurement noises, a discrete Kalman filter is applied to overcome the difficulties. Furthermore, the noise characteristics are identified through experiments. Finally, feasibility of the pitch/roll estimation algorithm is shown experimentally in the framework of an indoor test platform as well as a test vehicle.

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