Institution
Korea National University of Education
Education•Cheongju-si, South Korea•
About: Korea National University of Education is a education organization based out in Cheongju-si, South Korea. It is known for research contribution in the topics: Science education & Curriculum. The organization has 581 authors who have published 962 publications receiving 14443 citations. The organization is also known as: KNUE & Hanguk Kyowon Daehakgyo.
Topics: Science education, Curriculum, Electromagnetically induced transparency, Educational technology, Teacher education
Papers published on a yearly basis
Papers
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TL;DR: A set of PCR primers that should amplify all subgroups of arbuscular mycorrhizal fungi, but exclude sequences from other organisms, was designed to facilitate rapid detection and identification directly from field-grown plant roots.
643 citations
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TL;DR: The results imply that a commercial game playing in conjunction with meta-cognitive strategies can be an effective way to increase students' performance both in learning and gaming by keeping them involved.
Abstract: The purpose of this study is to explore the effects of the meta-cognitive strategies on the academic and gaming achievements. Exploring the effects of those achievements on the social problem solving of students is also of interest. For this purpose, the MMORPG Gersang was used. The participants, consisting of ninth graders, played the game until they all reached the third level to ensure that they have the same gaming ability prior to gaming for the study. Three meta-cognitive strategies were developed: self-recording, modeling and thinking aloud. Those strategies are specially related to gaming activities and applied in pre-gaming activities, gaming activities, and post-gaming activities. Three meta-cognitive strategies were set as independent variables. The social problem solving ability was set as a mediating variable, and academic achievement and scores in the game were chosen as dependent variables. The path between meta-cognitive strategies and both academic achievement and game performance by mediating social problem solving abilities were discovered. The social problem solving ability, which is the mediating variable, affects the academic achievement and the game performance very strongly. These results imply that a commercial game playing in conjunction with meta-cognitive strategies can be an effective way to increase students' performance both in learning and gaming by keeping them involved. Talking and observation activities such as thinking aloud and modeling are more effective than writing activities in enhancing the students' achievements both in learning and gaming.
409 citations
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TL;DR: The finding that the majority of trajectories avoided this potential energy minimum and instead dissociated directly to products and may be applicable to other reactive systems where there is a hierarchy of time scales for intramolecular motions and thus inefficient IVR.
Abstract: Chemical dynamics trajectory simulations were used to study the atomic-level mechanisms of the OH- + CH3F --> CH3OH + F- SN2 nucleophilic substitution reaction. The reaction dynamics, from the [OH...CH3...F]- central barrier to the reaction products, are simulated by ab initio direct dynamics. The reaction's potential energy surface has a deep minimum in the product exit channel arising from the CH3OH...F- hydrogen-bonded complex. Statistical theories of unimolecular reaction rates assume that the reactive system becomes trapped in this minimum and forms an intermediate, with random redistribution of its vibrational energy, but the majority of the trajectories (90%) avoided this potential energy minimum and instead dissociated directly to products. This finding is discussed in terms of intramolecular vibrational energy redistribution (IVR) and the relation between IVR and molecular structure. The finding of this study may be applicable to other reactive systems where there is a hierarchy of time scales for intramolecular motions and thus inefficient IVR.
336 citations
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TL;DR: The SAPS appears to be a reliable and valid diagnostic scale for screening adolescents who may be at risk of smartphone addiction and support for the scale's criterion validity has been demonstrated by its relationship to the internet addiction scale, KS-II.
Abstract: This study developed a Smartphone Addiction Proneness Scale (SAPS) based on the existing internet and cellular phone addiction scales. For the development of this scale, 29 items (1.5 times the final number of items) were initially selected as preliminary items, based on the previous studies on internet/phone addiction as well as the clinical experience of involved experts. The preliminary scale was administered to a nationally representative sample of 795 students in elementary, middle, and high schools across South Korea. Then, final 15 items were selected according to the reliability test results. The final scale consisted of four subdomains: (1) disturbance of adaptive functions, (2) virtual life orientation, (3) withdrawal, and (4) tolerance. The final scale indicated a high reliability with Cronbach's α of .880. Support for the scale's criterion validity has been demonstrated by its relationship to the internet addiction scale, KS-II (r = .49). For the analysis of construct validity, we tested the Structural Equation Model. The results showed the four-factor structure to be valid (NFI = .943, TLI = .902, CFI = .902, RMSEA = .034). Smartphone addiction is gaining a greater spotlight as possibly a new form of addiction along with internet addiction. The SAPS appears to be a reliable and valid diagnostic scale for screening adolescents who may be at risk of smartphone addiction. Further implications and limitations are discussed.
314 citations
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TL;DR: It is deduced that although the majority of teachers intend to use technology to support teaching and leaning, experienced teachers generally decide to usetechnology involuntarily in response to external forces while teachers with little experience are more likely to use it on their own will.
Abstract: The purpose of this study was to identify factors influencing teachers' decisions about using technology in the classroom setting and examine the degree to which teaching experience affects these decisions. Specifically, the items employed in this study were derived from the teachers' perceptions of technology use. We discovered six factors which influenced teachers use technology in their classroom: adapting to external requests and others' expectations, deriving attention, using the basic functions of technology, relieving physical fatigue, class preparation and management, and using the enhanced functions of technology. Interestingly, these factors do not correspond to the common sense theory of instructional technology. Additionally, we analyzed the patterns of factors' scores by teachers' level of teaching experience. From this study we deduced that although the majority of teachers intend to use technology to support teaching and leaning, experienced teachers generally decide to use technology involuntarily in response to external forces while teachers with little experience are more likely to use it on their own will.
277 citations
Authors
Showing all 590 results
Name | H-index | Papers | Citations |
---|---|---|---|
Ki-Hyun Kim | 99 | 1911 | 52157 |
Sang Ook Kang | 49 | 318 | 9139 |
Mohammed Atiquzzaman | 43 | 401 | 7065 |
Moon-Sung Kang | 40 | 184 | 5463 |
Hyunbong Choi | 34 | 80 | 3888 |
Kihyung Song | 34 | 105 | 3814 |
Heesun Chung | 31 | 135 | 2808 |
Han Seb Moon | 26 | 198 | 2051 |
Sunjae Chung | 24 | 88 | 1627 |
Neung Teaumroong | 22 | 85 | 1535 |
Wanyeon Kim | 21 | 40 | 1175 |
Chul Baik | 20 | 33 | 1649 |
Jeong Yul Kim | 20 | 38 | 960 |
Jaejung Ko | 20 | 47 | 2392 |
Il Nam Jung | 19 | 95 | 1257 |