• Title/Summary/Keyword: 강의몰입

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Effects of Lecturer Appearance and Speech Rate on Learning Flow and Teaching Presence in Video Learning (동영상 학습에서 교수자 출연여부와 발화속도가 학습몰입과 교수실재감에 미치는 효과)

  • Tai, Xiao-Xia;Zhu, Hui-Qin;Kim, Bo-Kyeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.267-274
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    • 2021
  • The purpose of this study is to investigate differences in learning flow and teaching presence according to the lecturer's appearance and the lecturer's speech rate. For this experiment, 183 freshman students from Xingtai University in China were selected as subjects of the experiment, and a total of four types of lecture videos were developed to test the lecturer's appearance and their speech rates. Data was analyzed through multivariate analysis of variance. According to the results of the analysis, first, learning flow and teaching presence of groups who experienced the presence of the lecturer appeared were significantly higher than the groups who learned without the appearance of the lecturer. Second, the groups who learned from videos with a fast speech rate showed higher learning flow and teaching presence than the group who learned at a slow speech rate. Third, there were no significant differences in both learning flow and teaching presence according to the lecturer's appearance and speech rate. This result provides a theoretical and practical basis for developing customized videos according to learners' characteristics.

The Mobile Quiz System Using SMS (SMS를 이용한 모바일 퀴즈 시스템)

  • Park, Hyo-Won;Lee, Kyoung-Deug;Lee, Sun-Heum;Kim, Sun-Hyung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.2
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    • pp.525-531
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    • 2010
  • In this paper, a mobile quiz system using SMS has been developed, which can be conveniently used on the spot of education. The system immediately not only provides each individual student with the results of his/her quizzes but also a instructor with the statistics of the results by SMS. Field tests of the quiz system have shown that it can be effectively used as a good teaching tool for teachers getting immediate feedback from participants in the lecture and adjusting teaching level as well as for inducing more interest in learning from participants and raising their concentration on the class.

Development and Application of Problem Bank of Problem Solving Programming Using Online Judge System in Data Structure Education (자료구조 수업에서 온라인 자동평가용 문제해결 프로그래밍 문제은행 개발 및 적용)

  • Kim, Seong-Sik;Oh, So-Hee;Jeong, Sang-Su
    • The Journal of Korean Association of Computer Education
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    • v.21 no.4
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    • pp.11-20
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    • 2018
  • This study is to propose a problem bank of problem solving programming using Online Judge System as one of the ways to motivate learners and increase for immersion to students who take Data Structure lecture that is the basis of problem solving ability using information science. In order to do this, we developed a question bank for each major topic in the Data Structure, by developing 70 problem solving programming problems suitable for the main topics of the Data Structure. By mounting it on an Online Judge System and applying to actual classes, and by analyzing the motivation for learning and the degree of immersion according to the result after the application of the lesson, we propose a teaching-learning contents and usage for problem solving programming and Data Structure classes at the teacher training university which give motivation for learning and immerse in problem solving programming.

Path Model for Presence Factors Affecting Expectations and Concerns of Using Virtual Simulation in Special Education (가상 시뮬레이션의 특수교육 활용 기대감에 영향을 미치는 현존감 요인의 경로 분석)

  • Baek, Jongnam
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.475-482
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    • 2020
  • The purpose of this study is to analyze the paths of the presence that influences the use of the virtual simulation in the special education classrooms. The participants consisted of 76 students who majored in special education in J and K universities. Participants took a three lectures of 3-h. that addressed the theory and practice of virtual technology such as virtual reality(VR) and augmented reality(AR), and then completed the questionnaires on participants' presence level and expectation level of virtual simulation for special education. Study results were as followings: (1) Enjoyment and Communication have direct effects on positive expectation, while Immersion has a direct effect on negative concern; (2) Reality, Accessibility Performance, Communication, and Immersion have indirect effects mediated by Enjoyment on positive expectation; and (3) Communication and Reality have indirect effects mediated by Immersion on negative concern. Lastly, the implications and suggestions for future research were presented.

Development of Scratch learning Program Based on PBL. (PBL기반 스크래치 학습 프로그램 개발)

  • Yang, Hwan-Geun;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.201-203
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    • 2019
  • 본 연구는 4차 산업혁명에 적합한 창의적 인재 양성의 필요성이 강조됨에 따라 SW관련 프로그래밍 교육과 문제중심학습을 결합하여 기존의 강의식학습에서 효과적인 학습전이를 위한 역량중심의 스스로 학습을 강조하는데 목적이 있다. PBL은 암기를 통한 주입식 교육에서 자기주도적 성장학습을 통해 필요한 기술을 개발한다는 이점과 블록기반 공개용 프로그램인 스크래치는 학습자들의 흥미 유발, 몰입도 향상을 하며 습득 교육에 중점을 둔다. 또한 풍부한 미디어 활용 및 뛰어난 공유성을 기반하고 있으며 단순 반복과 암기가 아닌 창의적 수업이 가능하다는 장점이 있다. 고찰능력과 사고력을 향상시키고자 PBL과 스크래치를 결합한 교수-학습법을 개발하였으며, 그에 상응하는 유의점 및 학습단계를 개발하였고 이를 활용하여 학습자의 논리적사고 함양에 이바지 한다.

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Types of Virtual Reality-based Safety Education Contents (가상현실 기반 안전교육 콘텐츠 유형 연구)

  • Chang, Sun-Hee;Chang, Hyo-Jin;Kim, Sung-Hoon
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.434-445
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    • 2021
  • With the development of realistic content technology and related infrastructure, interest in the use of virtual reality content is growing. Accordingly, in the field of safety education, more and more cases of producing virtual reality-based safety education (VR safety education) contents such as experiencing disaster situations realistically by supplementing the shortcomings of existing lecture-style education. This study looked at the characteristics and effects of VR safety education compared to the existing safety education, and analyzed 104 VR safety education contents produced and disclosed to date into nine classifications based on content and form. Based on the degree of relevance between items and the two axes of 'interactionability' and 'vividness of the environment', VR safety education contents could be categorized into three types: tangible lecture type, simulation type, and game type. Through this study, we hope to contribute to the planning and production of quality VR safety education contents by considering the purpose of safety education and the characteristics of types with the expected effects.

Analysis of User Experience for the Class Using Metaverse - Focus on 'Spatial' - (메타버스의 수업활용에 관한 사용자 경험 분석 - 스페이셜(Spatial)을 중심으로 -)

  • Lee, Yejin;Jung, Kwang-Tae
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.367-376
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    • 2022
  • In this study, the user experience was analyzed from the learner's point of view, focusing on the metaverse platform 'Spatial'. SUS(System Usability Scale) was used to evaluate the usability of the metaverse platform 'Spatial' in a college class, and the Magnitude estimation technique was used to evaluate the immersion and satisfaction with the class. In addition, a questionnaire survey was used to collect user experience opinions on the use of 'Spatial' as a teaching tool. Looking at the usability evaluation results of the 'Spatial' system, the students evaluated the usability, immersion, and satisfaction quite positively. Looking at the user experience of metaverse platform 'Spatial', it was found that students highly valued Metaverse as an educational tool that can provide a place for many people to gather and communicate even in a non-face-to-face space. Compared to other online platforms, metaverse has advantages in ease of use, interaction, immersion, and interest. In particular, in addition to keyboard, touch, and display, interaction using the five senses such as voice, motion, and gaze was recognized as a great advantage. On the other hand, it was found that high openness, freedom, and interest factors can both promote learning and inhibit learning. Nevertheless, it is judged that the metaverse platform 'Spatial' can be effectively applied in college classes because it enables various interactions between instructor and learner or between learner and learner.

Effect of Game based Learning Utilized Sandbox Game on Creative Problem-solving Ability and Learning Flow (샌드박스형 게임을 활용한 게임기반학습이 창의적 문제해결력과 학습몰입도에 미치는 영향)

  • Jeon, Inseong;Kim, Jeongrang
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.313-322
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    • 2016
  • The effect on creative problem solving ability and learning flow is analyzed by applying game-based learning using sandbox game, Minecraft Edu for elementary school students. It appeared to be effective when applied to sand box utilizing game-based learning than traditional lecture teaching method on creative problem solving ability and learning flow. It is found to be a significant difference observed in all sub-elements on Creative problem solving ability and it is found to be a significant difference in all sub-elements on learning flow except sense of control and transformation of time.

Education Content Service Platform Using the Near Field Communication based on IoT (IoT 기반의 근거리 통신 기술을 활용한 교육콘텐츠 서비스 플랫폼)

  • Ryu, Chang-su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.690-692
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    • 2014
  • Conventional one-way cramming education at schools has the disadvantage of poor student interest in learning, immersion, and learning efficiency as well as a limitation in realizing collective intelligence and collaborative learning. Therefore, an educational content service platform using a near-field communication(NFC) technology is required as a tool for encouraging the voluntary learning participation of students and increasing learning effectiveness through self-directed studying. This study focuses on the development of an educational content production system that creates high-quality education contents suitable for smart schools. In these schools, students and teachers generally communicate through an electronic blackboard using Bluetooth, which is an NFC technology. Further, the lecture notes of individual students are reproduced and collected as big data, which will facilitate the sharing of these notes.

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The Effects of PBL(Problem-Based Learning) on Academic Resilience, Learning Flow, and Academic Motivation of Nursing Students (문제중심학습이 간호대학생의 학업 탄력성, 학습 몰입, 학업 동기에 미치는 효과)

  • Kang, Myungsuk;Park, Yoon-Jin;Choi, Seonyoung;Lee, Su-Jung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.6
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    • pp.291-298
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    • 2018
  • Purpose: The purpose of this study was to identify the effects of Problem-Based Learning on Academic Resilience, Learning Flow, and Academic Motivation in nursing students. Methods: Research design was a non-equivalent control group pretest-posttest design. The participants were 121 sophomore nursing students from two universities. They were divided into the Problem-Based Learning group (n=61) and Lecture-Based Learning group (n=60). The data were analyzed by Chi-square, paired t-test, and independent t-test. Results: In the PBL group, there was statistically significant improvement in Academic Resilience after intervention (pretest $3.88{\pm}.36$, posttest $4.00{\pm}.38$, p<.001). However, no statistically significant difference was found in the Lecture-Based Learning (LBL) group (pretest $3.86{\pm}.43$, posttest $3.93{\pm}.17$). In terms of Learning Flow, there was statistically significant improvement in the PBL group (pretest $3.31{\pm}.41$, posttest $3.51{\pm}.42$). However, no significant change was identified in the LBL group (pretest $3.45{\pm}.42$, posttest $3.48{\pm}.47$. Academic motivation was improved in the LBL group (pretest $3.32{\pm}.30$, posttest $3.46{\pm}.32$, p=.002) as well as in the PBL group (pretest $3.26{\pm}.23$, posttest $3.47{\pm}.21$, p<.001). Both results were statistically significant. Conclusion: These results suggest that Problem-Based Learning could be more effective for nursing students in improving their academic achievement. Further studies need to be investigated.