Pub Date : 2022-02-28DOI: 10.16875/stem.2022.23.1.1
Hyejeong Kim
The aim of this study is to present learning activities using Padlet to facilitate communication and exchange of opinions among learners in large-scale, remote liberal arts classes, and to examine learners' perceptions of and responses to the use of Padlet as a learning tool. Communication and opinion-sharing activities need to be managed efficiently to minimize the difference in quantity and quality of such activities in remote classes compared to face-to-face. Padlet was actively used for learning activities by 104 college students enrolled in this liberal arts course. In order to broaden the scope of understanding of the content, individual opinions, thoughts, and results of group assignments were uploaded to Padlet. Open-ended questionnaires and interviews were completed to analyze learners’ responses to the use of Padlet in a liberal arts class. As a result, it was found that learners had relatively high satisfaction with the use of Padlet in class activities. Specific reasons for satisfaction with using Padlet were found to be “ease of use”, “interactive sharing”, “fun and interest”, and “convenience”. In the remote educational era, instructors need to actively use tools such as Padlet for communication and sharing and focus on the development and optimal use of these tools.
{"title":"A Study on the Use of Padlet in Non-Face-to-Face Liberal Arts English Classes and University Students’ Responses","authors":"Hyejeong Kim","doi":"10.16875/stem.2022.23.1.1","DOIUrl":"https://doi.org/10.16875/stem.2022.23.1.1","url":null,"abstract":"The aim of this study is to present learning activities using Padlet to facilitate communication and exchange of opinions among learners in large-scale, remote liberal arts classes, and to examine learners' perceptions of and responses to the use of Padlet as a learning tool. Communication and opinion-sharing activities need to be managed efficiently to minimize the difference in quantity and quality of such activities in remote classes compared to face-to-face. Padlet was actively used for learning activities by 104 college students enrolled in this liberal arts course. In order to broaden the scope of understanding of the content, individual opinions, thoughts, and results of group assignments were uploaded to Padlet. Open-ended questionnaires and interviews were completed to analyze learners’ responses to the use of Padlet in a liberal arts class. As a result, it was found that learners had relatively high satisfaction with the use of Padlet in class activities. Specific reasons for satisfaction with using Padlet were found to be “ease of use”, “interactive sharing”, “fun and interest”, and “convenience”. In the remote educational era, instructors need to actively use tools such as Padlet for communication and sharing and focus on the development and optimal use of these tools.","PeriodicalId":38955,"journal":{"name":"Open Stem Cell Journal","volume":"27 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89191314","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-11-30DOI: 10.16875/stem.2021.22.4.1
Sungran Koh
As a fundamental component of language, writing has been identified as the least proficient domain in acquiring a new language. Due to this universal idea, this research has been designed to find a more effective method to improve the writing skills of EFL learners and makes an attempt to investigate the effectiveness of a basic sentence pattern (BSP) drill through film corpus-based activities. To do this, as a pre-test, EFL learners were asked to make questionnaires with basic sentence patterns that translate Korean sentences into English to determine how much basic knowledge they had. For the questionnaires and the basic sentence pattern drill, the script of the American television series Modern Family (Lloyd & Levitan, 2014) was collected and categorized into five basic sentence patterns. Then, the learners were taught about the 5th basic sentence pattern, the most difficult pattern and were trained to practice this sentence pattern, repetitively, for a month. As a final step, they took a post-test after another month’s training. The results show the overall score was enhanced significantly from pre-test to post-test. This finding demonstrates that basic sentence patterns can enable EFL learners to develop their sentence accuracy in writing.
{"title":"The Efficacy of Basic Sentence Pattern Approach for EFL Learners in Writing","authors":"Sungran Koh","doi":"10.16875/stem.2021.22.4.1","DOIUrl":"https://doi.org/10.16875/stem.2021.22.4.1","url":null,"abstract":"As a fundamental component of language, writing has been identified as the least proficient domain in acquiring a new language. Due to this universal idea, this research has been designed to find a more effective method to improve the writing skills of EFL learners and makes an attempt to investigate the effectiveness of a basic sentence pattern (BSP) drill through film corpus-based activities. To do this, as a pre-test, EFL learners were asked to make questionnaires with basic sentence patterns that translate Korean sentences into English to determine how much basic knowledge they had. For the questionnaires and the basic sentence pattern drill, the script of the American television series Modern Family (Lloyd & Levitan, 2014) was collected and categorized into five basic sentence patterns. Then, the learners were taught about the 5th basic sentence pattern, the most difficult pattern and were trained to practice this sentence pattern, repetitively, for a month. As a final step, they took a post-test after another month’s training. The results show the overall score was enhanced significantly from pre-test to post-test. This finding demonstrates that basic sentence patterns can enable EFL learners to develop their sentence accuracy in writing.","PeriodicalId":38955,"journal":{"name":"Open Stem Cell Journal","volume":"11 suppl_1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76503319","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-11-30DOI: 10.16875/stem.2021.22.4.27
C. Copeland
This qualitative case study, which employed thematic analysis, explores student perceptions about the fairness of grading video presentations in an online EFL Korean classroom. The study surveyed 145 students about their attitudes towards the fairness of grading for video presentations using three open-ended questions. To better understand the students’ thoughts, they were asked what most affected the fairness of grading live versus video presentations. It found that students believed that the use of video presentations in the required classroom was fair. The students cited a clear, understandable rubric, hard work resulting in the deserved grade, the best material could be submitted, the video could demonstrate ability without nerves, and the teachers’ grading as reasons the grading was deemed fair. There were also some negative perceptions related to the fairness of grading. The two registered were using cheats and not having a fair playing field in terms of technology. The study also found that the main factors affecting video versus live presentations were the fear of live presentations, preparation time, technology use, and the teachers’ grading. The results from the survey indicated that student-produced video presentations should be considered in the future.
{"title":"Student Perceptions of the Fairness of Video Presentation Grading in the Online EFL Classroom","authors":"C. Copeland","doi":"10.16875/stem.2021.22.4.27","DOIUrl":"https://doi.org/10.16875/stem.2021.22.4.27","url":null,"abstract":"This qualitative case study, which employed thematic analysis, explores student perceptions about the fairness of grading video presentations in an online EFL Korean classroom. The study surveyed 145 students about their attitudes towards the fairness of grading for video presentations using three open-ended questions. To better understand the students’ thoughts, they were asked what most affected the fairness of grading live versus video presentations. It found that students believed that the use of video presentations in the required classroom was fair. The students cited a clear, understandable rubric, hard work resulting in the deserved grade, the best material could be submitted, the video could demonstrate ability without nerves, and the teachers’ grading as reasons the grading was deemed fair. There were also some negative perceptions related to the fairness of grading. The two registered were using cheats and not having a fair playing field in terms of technology. The study also found that the main factors affecting video versus live presentations were the fear of live presentations, preparation time, technology use, and the teachers’ grading. The results from the survey indicated that student-produced video presentations should be considered in the future.","PeriodicalId":38955,"journal":{"name":"Open Stem Cell Journal","volume":"100 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88978201","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-11-30DOI: 10.16875/stem.2021.22.4.39
K. Lee
This research aimed to explore a humanities-based STEAM (H-STEAM) model for EFL undergraduates (n = 72) to improve deeper thoughts and language proficiency in a multidisciplinary setting. The H-STEAM focused on the integration of a literature text, Emily Brontë’s Wuthering Heights, and the philosophical analysis framework of mimesis as a humanities resource. For a specific teaching and learning method, various group activities based on project-based learning (PBL) were fabricated to enhance collaborative and conceptual learning both inside and outside of the classroom. Analyzing the relationship of Wuthering Heights and mimesis, learners shared and adopted peers’ opinions with openness. They could improve problem-solving ability, caring, communication skills, and self-reviewing practice when accumulating content knowledge and generating creative ideas. This study organized student-based assessment; self-assessment (SA) and peer-assessment (PA). SPSS 25 was conducted for the correlation and reliability analysis of SA and PA, and the evaluation of linguistic improvement. The results indicate that the H-STEAM facilitating PBL can be more workable through openness and community caring. The integration of collaborative and conceptual learning through PBL can empower learners’ autonomy and produce deeper thoughts, which can contribute to deep learning. Consequently, this study may suggest a path to develop H-STEAM for higher education.
{"title":"A Study of STEAM Model Development and Assessment Method for Deep Learning: Through the Voice of Mimesis and Brontë","authors":"K. Lee","doi":"10.16875/stem.2021.22.4.39","DOIUrl":"https://doi.org/10.16875/stem.2021.22.4.39","url":null,"abstract":"This research aimed to explore a humanities-based STEAM (H-STEAM) model for EFL undergraduates (n = 72) to improve deeper thoughts and language proficiency in a multidisciplinary setting. The H-STEAM focused on the integration of a literature text, Emily Brontë’s Wuthering Heights, and the philosophical analysis framework of mimesis as a humanities resource. For a specific teaching and learning method, various group activities based on project-based learning (PBL) were fabricated to enhance collaborative and conceptual learning both inside and outside of the classroom. Analyzing the relationship of Wuthering Heights and mimesis, learners shared and adopted peers’ opinions with openness. They could improve problem-solving ability, caring, communication skills, and self-reviewing practice when accumulating content knowledge and generating creative ideas. This study organized student-based assessment; self-assessment (SA) and peer-assessment (PA). SPSS 25 was conducted for the correlation and reliability analysis of SA and PA, and the evaluation of linguistic improvement. The results indicate that the H-STEAM facilitating PBL can be more workable through openness and community caring. The integration of collaborative and conceptual learning through PBL can empower learners’ autonomy and produce deeper thoughts, which can contribute to deep learning. Consequently, this study may suggest a path to develop H-STEAM for higher education.","PeriodicalId":38955,"journal":{"name":"Open Stem Cell Journal","volume":"7 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90037513","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-08-31DOI: 10.16875/stem.2021.22.3.15
Dohyung Ryu
The purpose of this paper is twofold: (1) to observe EFL learners’ preferred types of salience in Movie English and (2) to examine which language categories are mainly salient. The types of salience are based on Schmid and Günther’s (2016) 4 types of salience, with categories of grammar, individual words, chunks, and messages. This is a case study of five college students majoring in English all with TOEIC scores higher than 800. The study was divided into a self-heuristic group of three students and a category-presented group of two students. The self-heuristic group was instructed to find out what they found salient and noticeable in a movie, without the terms salience and category being mentioned. The category-presented group was directed to find out what they found salient and noticeable in the movie, based on given categories. The results showed that the two groups preferred surprise and novelty. Both groups preferred different categories, however. The self-heuristic group mostly focused on chunks, with a preferred order of chunks, grammar, words, and messages. The category-presented group mainly focused on words, with a preferred order of words, chunks, messages, and grammar. Pedagogical implications will be discussed in more detail in this paper.
{"title":"A Study on EFL Learners’ Preferred Types of Salience and Categories in Movie English","authors":"Dohyung Ryu","doi":"10.16875/stem.2021.22.3.15","DOIUrl":"https://doi.org/10.16875/stem.2021.22.3.15","url":null,"abstract":"The purpose of this paper is twofold: (1) to observe EFL learners’ preferred types of salience in Movie English and (2) to examine which language categories are mainly salient. The types of salience are based on Schmid and Günther’s (2016) 4 types of salience, with categories of grammar, individual words, chunks, and messages. This is a case study of five college students majoring in English all with TOEIC scores higher than 800. The study was divided into a self-heuristic group of three students and a category-presented group of two students. The self-heuristic group was instructed to find out what they found salient and noticeable in a movie, without the terms salience and category being mentioned. The category-presented group was directed to find out what they found salient and noticeable in the movie, based on given categories. The results showed that the two groups preferred surprise and novelty. Both groups preferred different categories, however. The self-heuristic group mostly focused on chunks, with a preferred order of chunks, grammar, words, and messages. The category-presented group mainly focused on words, with a preferred order of words, chunks, messages, and grammar. Pedagogical implications will be discussed in more detail in this paper.","PeriodicalId":38955,"journal":{"name":"Open Stem Cell Journal","volume":"27 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81511715","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-08-31DOI: 10.16875/stem.2021.22.3.1
Hyun-jin Kim, Ji-Young Seo
This study is to investigate the effects of general English class instructional pedagogy through movies on college students’ cognitive and affective satisfaction. For the purposes of the study, conventional pedagogy(language-driven) and film pedagogy(content-driven) were employed with 146 college students enrolled in the Movie English Liberal Arts class at K university in Seoul. To find out the pure causal effects of conventional and film pedagogy on students’ cognitive and affective satisfaction, other confounding co-variants were included in the research model and statistically controlled. The AMOS software was applied to analyze structural relationships based on participants’ questionnaire data. The main research findings are as follows: first, conventional pedagogy and film pedagogy had statistically significant effects on students’ cognitive satisfaction; second, conventional pedagogy and film pedagogy had statistically significant effects on students’ affective satisfaction; third, in both cognitive and affective satisfaction, film pedagogy had larger standardized path coefficients than conventional pedagogy. These results suggest that, first, in terms of its role as an instructional method, Movie English helped students improve not only English knowledge but also confidence. Second, to teach English through movies, film pedagogy integrated with conventional pedagogy is necessary. Finally, pedagogical implications and future studies are discussed.
{"title":"Structural Analysis of the Effects of General English Class Instructional Pedagogy Through Movies on College Students’ Cognitive and Affective Satisfaction","authors":"Hyun-jin Kim, Ji-Young Seo","doi":"10.16875/stem.2021.22.3.1","DOIUrl":"https://doi.org/10.16875/stem.2021.22.3.1","url":null,"abstract":"This study is to investigate the effects of general English class instructional pedagogy through movies on college students’ cognitive and affective satisfaction. For the purposes of the study, conventional pedagogy(language-driven) and film pedagogy(content-driven) were employed with 146 college students enrolled in the Movie English Liberal Arts class at K university in Seoul. To find out the pure causal effects of conventional and film pedagogy on students’ cognitive and affective satisfaction, other confounding co-variants were included in the research model and statistically controlled. The AMOS software was applied to analyze structural relationships based on participants’ questionnaire data. The main research findings are as follows: first, conventional pedagogy and film pedagogy had statistically significant effects on students’ cognitive satisfaction; second, conventional pedagogy and film pedagogy had statistically significant effects on students’ affective satisfaction; third, in both cognitive and affective satisfaction, film pedagogy had larger standardized path coefficients than conventional pedagogy. These results suggest that, first, in terms of its role as an instructional method, Movie English helped students improve not only English knowledge but also confidence. Second, to teach English through movies, film pedagogy integrated with conventional pedagogy is necessary. Finally, pedagogical implications and future studies are discussed.","PeriodicalId":38955,"journal":{"name":"Open Stem Cell Journal","volume":"18 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85155871","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-08-31DOI: 10.16875/stem.2021.22.3.78
Seunghee Jin
The current study investigated the effects of using a 3D virtual reality (VR) game on university EFL students’ development of vocabulary and cultural knowledge. In addition, it explored how this new approach affected the students’ affective attitudes such as interest, confidence, and learning motivation. Furthermore, it examined the students’ perception and attitude toward VR game-based language learning. Over one semester, an experimental group of 25 students participated in the VR game-based language learning, while a control group of 24 students followed the regular curriculum of the university EFL course. To collect data, 1) pre- and post-tests for both vocabulary and cultural knowledge, 2) a pre- and post-questionnaire for affective attitudes, 3) an online survey for students’ perceptions and attitudes, and 4) a qualitative interview were administered. The results revealed that the VR game-based language learning group outperformed the traditional learning group in both vocabulary and cultural knowledge gains. In addition, VR game instruction was effective in increasing students’ interest, confidence, and learning motivation. Furthermore, the students reported overall positive perceptions and attitudes toward this new kind of instruction. This study suggested that VR game-based language learning is a new, effective way to promote students’ vocabulary and cultural knowledge.
{"title":"The Effects of Digital Virtual Reality Game-Based Language Learning on English Language Learners’ Development of Vocabulary and Cultural Knowledge and Affective Attitudes","authors":"Seunghee Jin","doi":"10.16875/stem.2021.22.3.78","DOIUrl":"https://doi.org/10.16875/stem.2021.22.3.78","url":null,"abstract":"The current study investigated the effects of using a 3D virtual reality (VR) game on university EFL students’ development of vocabulary and cultural knowledge. In addition, it explored how this new approach affected the students’ affective attitudes such as interest, confidence, and learning motivation. Furthermore, it examined the students’ perception and attitude toward VR game-based language learning. Over one semester, an experimental group of 25 students participated in the VR game-based language learning, while a control group of 24 students followed the regular curriculum of the university EFL course. To collect data, 1) pre- and post-tests for both vocabulary and cultural knowledge, 2) a pre- and post-questionnaire for affective attitudes, 3) an online survey for students’ perceptions and attitudes, and 4) a qualitative interview were administered. The results revealed that the VR game-based language learning group outperformed the traditional learning group in both vocabulary and cultural knowledge gains. In addition, VR game instruction was effective in increasing students’ interest, confidence, and learning motivation. Furthermore, the students reported overall positive perceptions and attitudes toward this new kind of instruction. This study suggested that VR game-based language learning is a new, effective way to promote students’ vocabulary and cultural knowledge.","PeriodicalId":38955,"journal":{"name":"Open Stem Cell Journal","volume":"20 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87173034","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-08-31DOI: 10.16875/stem.2021.22.3.46
Hee-joo Im
The purpose of the study is to explore college students’ perceptions/attitudes during synchronous and asynchronous group activities. The survey comprised of a 10-item, 5-point Likert-type questionnaire and open-ended questions. In the study, two groups, a synchronous group and an asynchronous group, participated in four activities during one semester. For the data collection, the researcher surveyed 116 students who are in the 1st year of college and collected their final tests, an oral presentation. The findings are as follows. Firstly, between the two groups, the synchronous group showed higher mean scores for online group participation. Secondly, the synchronous group also indicated higher mean scores for English learning, speaking confidence, and interest in learning English. Lastly, both groups mentioned communication with team members, improvement of English speaking and pronunciation, increased self-confidence and other elements as advantages of group work. In contrast, disadvantages included: technology problems, decreased self-confidence, inconveniences when meeting with team members online and others. The implications for the study are: first, online group activity can reduce isolation and increase interaction; second, the online video-based platform, Flipgrid, can help students improve English speaking skills by observing their own or peers’ videos; lastly, instructors can selectively use the synchronous and asynchronous group activities to suit their educational needs.
{"title":"A Study on College Students’ Learning Attitude During Synchronous and Asynchronous Video-Based Group Activities for English Presentation","authors":"Hee-joo Im","doi":"10.16875/stem.2021.22.3.46","DOIUrl":"https://doi.org/10.16875/stem.2021.22.3.46","url":null,"abstract":"The purpose of the study is to explore college students’ perceptions/attitudes during synchronous and asynchronous group activities. The survey comprised of a 10-item, 5-point Likert-type questionnaire and open-ended questions. In the study, two groups, a synchronous group and an asynchronous group, participated in four activities during one semester. For the data collection, the researcher surveyed 116 students who are in the 1st year of college and collected their final tests, an oral presentation. The findings are as follows. Firstly, between the two groups, the synchronous group showed higher mean scores for online group participation. Secondly, the synchronous group also indicated higher mean scores for English learning, speaking confidence, and interest in learning English. Lastly, both groups mentioned communication with team members, improvement of English speaking and pronunciation, increased self-confidence and other elements as advantages of group work. In contrast, disadvantages included: technology problems, decreased self-confidence, inconveniences when meeting with team members online and others. The implications for the study are: first, online group activity can reduce isolation and increase interaction; second, the online video-based platform, Flipgrid, can help students improve English speaking skills by observing their own or peers’ videos; lastly, instructors can selectively use the synchronous and asynchronous group activities to suit their educational needs.","PeriodicalId":38955,"journal":{"name":"Open Stem Cell Journal","volume":"22 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86505887","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-08-31DOI: 10.16875/stem.2021.22.3.59
Yun Hui Jo, Yunebae Park
The purpose of this study is to investigate the effect of teacher's corrective feedback through online conferencing on elementary students' English-speaking confidence. This study was conducted for 4 months from August to December 2020. There were 6 participants, aged 8 to 13 enrolled in a private education institute where they attended English classes using mobile devices. During this case study, the students were asked to use English, learners’ target language when interacting with their teacher. When learners struggled to understand the teacher’s English instructions, the teacher guided them in Korean. All the classes were video-recorded and transcribed by the teacher. Data were analyzed in order to examine the progress of participants’ voluntary English production stimulated by having conversational interactions with the teacher. The findings were as follows. First, participants’ anxiety level was high in the beginning. Second, they were able to speak English words, give their opinions in English, and join the conversation in English with the teacher. Lastly, feedback from the teacher through conversational interactions helped learners understand how to speak in English better and build up confidence. As a result, it is necessary to interact with the teachers and peers using learners’ target language to improve English communication skills.
{"title":"The Effect of Teacher’s Corrective Feedback Through Online Conferencing on Elementary Students’ English-Speaking Confidence","authors":"Yun Hui Jo, Yunebae Park","doi":"10.16875/stem.2021.22.3.59","DOIUrl":"https://doi.org/10.16875/stem.2021.22.3.59","url":null,"abstract":"The purpose of this study is to investigate the effect of teacher's corrective feedback through online conferencing on elementary students' English-speaking confidence. This study was conducted for 4 months from August to December 2020. There were 6 participants, aged 8 to 13 enrolled in a private education institute where they attended English classes using mobile devices. During this case study, the students were asked to use English, learners’ target language when interacting with their teacher. When learners struggled to understand the teacher’s English instructions, the teacher guided them in Korean. All the classes were video-recorded and transcribed by the teacher. Data were analyzed in order to examine the progress of participants’ voluntary English production stimulated by having conversational interactions with the teacher. The findings were as follows. First, participants’ anxiety level was high in the beginning. Second, they were able to speak English words, give their opinions in English, and join the conversation in English with the teacher. Lastly, feedback from the teacher through conversational interactions helped learners understand how to speak in English better and build up confidence. As a result, it is necessary to interact with the teachers and peers using learners’ target language to improve English communication skills.","PeriodicalId":38955,"journal":{"name":"Open Stem Cell Journal","volume":"27 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88296121","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-05-31DOI: 10.16875/stem.2021.22.2.41
J. Kong, Daeun Lee
The world has experienced an unprecedented era for education being conducted online due to COVID-19. Thus, this study explored South Korea’s middle school students’ perception of emergent remote English learning (EREL) in terms of satisfaction, interest, self-directed learning, achievement, and interaction during the pandemic. Valid data from 263 participants were collected from the survey conducted in Seoul and Gyeonggi area. SPSS was used to conduct descriptive analysis, frequency analysis, and an independent sample t-test. This study’s findings showed that participants are generally satisfied with EREL because of convenience, a sufficient amount of material covered, the possibility of self-paced learning, and a high level of interaction between teachers. Participants also revealed a high level of interest in EREL because of the contents provided through multimedia and added that they were able to enhance their abilities to use mobile devices through EREL. However, participants responded that EREL lowered their concentration in class due to the lack of interaction with their peers, decreasing their interest in the learning process. Thus, the quality of EREL must be enhanced for them to focus more on learning through carefully designed courses that include collaborative activities, interesting learning materials, and an appropriate assessment approach for EREL.
{"title":"A Study on Middle School Students’ Perceptions on Remote English Learning During COVID-19","authors":"J. Kong, Daeun Lee","doi":"10.16875/stem.2021.22.2.41","DOIUrl":"https://doi.org/10.16875/stem.2021.22.2.41","url":null,"abstract":"The world has experienced an unprecedented era for education being conducted online due to COVID-19. Thus, this study explored South Korea’s middle school students’ perception of emergent remote English learning (EREL) in terms of satisfaction, interest, self-directed learning, achievement, and interaction during the pandemic. Valid data from 263 participants were collected from the survey conducted in Seoul and Gyeonggi area. SPSS was used to conduct descriptive analysis, frequency analysis, and an independent sample t-test. This study’s findings showed that participants are generally satisfied with EREL because of convenience, a sufficient amount of material covered, the possibility of self-paced learning, and a high level of interaction between teachers. Participants also revealed a high level of interest in EREL because of the contents provided through multimedia and added that they were able to enhance their abilities to use mobile devices through EREL. However, participants responded that EREL lowered their concentration in class due to the lack of interaction with their peers, decreasing their interest in the learning process. Thus, the quality of EREL must be enhanced for them to focus more on learning through carefully designed courses that include collaborative activities, interesting learning materials, and an appropriate assessment approach for EREL.","PeriodicalId":38955,"journal":{"name":"Open Stem Cell Journal","volume":"95 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86602685","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}