• Title/Summary/Keyword: 과학 학습몰입

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Development of VR Programming Module for SW Education Advanced Course in Elementary and Middle School (초·중학교 SW교육 심화과정을 위한 가상현실 프로그래밍 모듈 개발)

  • Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.45-51
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    • 2019
  • In this paper, virtual reality programming modules were developed for software education advanced courses in elementary and middle schools. And the effectiveness of the developed module was also analyzed. As the result, virtual reality programming module developed in this study was proven to be suitable for software education advanced courses required after basic coding in elementary and middle school. In particular, it is expected that it will be very helpful for the information gifted education program which is carried out in 2,920 gifted education institutions nationwide. Also, it is expected that it will be suitable for STEM education.

The influence of e-learning digital literacy on cognitive flexibility and learning flow in nursing students (간호대학생의 인지적 유연성과 이러닝 디지털 리터러시가 학습몰입에 미치는 영향)

  • Jeongim Lee;Su Ol Kim
    • Journal of Korean Biological Nursing Science
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    • v.25 no.2
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    • pp.87-94
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    • 2023
  • Purpose: The purpose of this study was to identify the impact of cognitive flexibility and e-learning digital literacy on the learning flow of nursing students who had experienced e-learning. Methods: The research design for this study was a descriptive survey using convenience sampling. Data were collected using online questionnaires completed by 134 nursing students in Andong city and Pocheon city. The data were analyzed using percentages, mean values, standard deviations, Pearson's correlation coefficients, and multiple regression with SPSS for Windows version 22.0. Results: Positive correlations were found between learning flow and e-learning digital literacy (r = .43, p < .001), between learning flow and cognitive flexibility (r = .52, p < .001), and between e-learning digital literacy and cognitive flexibility (r = .65, p < .001). In the multiple regression analysis, cognitive flexibility (β = .42, p < .001) was a significant predictor that explained 27.8% of variance in learning flow. Conclusion: The results of this study show that cognitive flexibility is a factor influencing learning flow in nursing students. Based on the results of the study, educational programs aiming to improve learning flow should include methods that improve cognitive flexibility.

Vertual Reality Astronomy Education Using Planetarium Software (천체시뮬레이션 소프트웨어를 활용한 가상현실 천문학 교육)

  • Ha, Sanghyun;Sohn, Jungjoo;Park, Soonchang
    • The Bulletin of The Korean Astronomical Society
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    • v.46 no.1
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    • pp.40.2-40.2
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    • 2021
  • 최근 COVID-19의 확산에 따라 비대면 학습의 중요성이 화두로 오르고 있다. 과학관과 같은 다중이용시설을 이용하는 방법에서 각 학교, 또는 가정에서 지도할 수 있는 교육 방법의 변화 또한 논의해야 할 때이다. 특히 천문학 교육의 장으로 활용되고 있는 천체투영관(Planetarium)은 다중이용시설로, 상황에 따라 여러 가지 제약을 가지므로 시·공간 제약을 받지 않는 교육프로그램의 개발이 필요하고 볼 수 있다. 본 연구에서는 천체시뮬레이션 소프트웨어를 활용한 스크립트 제작 및 360° VR 영상 제작기술을 개발하고 온라인 플랫폼을 활용하여 천체투영관을 방문하지 않은 비대면 환경에서 도 참가자개인의 휴대기기등을 통한 몰입도 높은 천문학 교육을 구현할 수 있는 프로그램을 개발하여 새로운 환경에 대한 적용 기회를 제공하고자 한다. 나아가 개발한 프로그램을 천체투영관에 적용하여 천체투영관 활용 천문학 교육프로그램과 교육과정과 연계한 교육콘텐츠 개발에 활용되기를 기대한다.

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The mediating effect of learning flow in the relationship between blended learning achievement and learning satisfaction among dental hygiene students (치위생과 재학생의 블렌디드 러닝 수업의 학습성취도와 학습만족도간의 학습몰입 매개효과)

  • Kim, Hae-Kyeong;Cho, Myung-Sook;Oh, Na-Rae
    • Journal of Korean Dental Hygiene Science
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    • v.4 no.2
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    • pp.31-41
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    • 2021
  • Background: To investigate the mediating effect of learning flow in the relationship between blended learning achievement and learning satisfaction in dental hygiene students, and to identify whether face-to-face studies should be substituted with non-face-to-face studies. Methods: Total 134 dental hygiene students, who underwent blended learning in the dental hygiene class during the first semester of 2021, were recruited. The research tools were blended learning achievement, learning flow, and learning satisfaction, comprising 15 questions in total. Mediation regression analysis was used to analyze the mediating effect of learning flow in the relationship between learning achievement and learning satisfaction, and that between each variable. Results: Learning flow and learning satisfaction (r=0.490, p<0.001) were positively interrelated, and the interrelation between variables was statistically significant. Class environment had the biggest effect as a subfactor of class achievement, and it appeared to have an effect on class attitude and learning motive. The effect of learning flow on learning satisfaction was statistically significant. Learning flow was partially mediated by both blended learning achievement and learning satisfaction. Learning flow was directly related to blended learning satisfaction and learning achievement. Conclusion: The results showed the possible use of blended learning in dental hygiene theory and practical subjects.

Interaction Analysis Between Visitors and Gesture-based Exhibits in Science Centers from Embodied Cognition Perspectives (체화된 인지의 관점에서 과학관 제스처 기반 전시물의 관람객 상호작용 분석)

  • So, Hyo-Jeong;Lee, Ji Hyang;Oh, Seung Ja
    • Korea Science and Art Forum
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    • v.25
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    • pp.227-240
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    • 2016
  • This study aims to examine how visitors in science centers interact with gesture-based exhibits from embodied cognition perspectives. Four gesture-based exhibits in two science centers were selected for this study. In addition, we interviewed a total of 14 visitor groups to examine how they perceived the property of gesture-based exhibit. We also interviewed four experts to further examine the benefits and limitations of the current gesture-based exhibits in science centers. The research results indicate that the total amount of interaction time between visitors and gesture-based exhibits was not high overall, implying that there was little of visitors' immersive engagement. Both experts and visitors expressed that the current gesture-based exhibits tend to highlight the novelty effect but little obvious impacts linking gestures and learning. Drawing from the key findings, this study suggests the following design considerations for gesture-based exhibits. First, to increate visitor's initial engagement, the purpose and usability of gesture-based exhibits should be considered from the initial phase of design. Second, to promote meaningful interaction, it is important to sustain visitors' initial engagement. For that, gesture-based exhibits should be transformed to promote intellectual curiosity beyond simple interaction. Third, from embodied cognition perspectives, exhibits design should reflect how the mappings between specific gestures and metaphors affect learning processes. Lastly, this study suggests that future gesture-based exhibits should be designed toward promoting interaction among visitors and adaptive inquiry.

The Effects of Scientific Program for Gifted Elementary Students using Metacognition on Learning-flow and Lingual Interaction (메타인지를 활용한 초등과학 영재프로그램이 학습 몰입도와 언어적 상호작용에 미치는 효과)

  • Lee, Nam Ju;Paik, Seoung Hey
    • Journal of Korean Elementary Science Education
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    • v.32 no.4
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    • pp.415-422
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    • 2013
  • The purpose of this study was to investigate the effects of scientific program for gifted elementary students using metacognition on learning-flow and lingual interaction. For the purpose, the two classes for elementary science of P Institute for Gifted Education located in Pusan were assigned to experimental and control groups, respectively. The experimental and controls groups received eight sessions applying a program for scientifically gifted students using metacognition and same program without using it, respectively. The learning-flow test and the lingual interaction observed among students and between teacher and students pre and post program were compared and analyzed. The results shows that there was no significant difference between pretest and posttest in experimental group, indicating that learning-flow is not a construct obtained by short-term using of metacognition. For the lingual interactions, however, the amounts of conversation and the ratio of high level conversation in experimental group were 1.6 and 1.5 times higher than those in control group. This suggests that the lingual interaction may be varied among classes even with same experiments, by instruction method. The lingual interaction is not active in control group where the experimental results may be obtained easily only with sincere attitude while, in experimental group, questions using metacognition and providing intellectual stimulation is continuously presented, leading to high level of lingual interaction, therefore it is considered that the development of scientific program for gifted elementary students using these advantages is needed.

Interactive Cultural Content Using Finger Motion and HMD VR (Finger Motion과 HMD VR을 이용한 인터렉티브 문화재 콘텐츠)

  • Lee, Byungseok;Jung, Jonghee;Back, Chanyeol;Son, Youngro;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.11
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    • pp.519-528
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    • 2016
  • Most cultural contents currently we face are not suitable for associating with state of arts and high technology as simply providing one-sided learning. Pictures and movies of cultural contents also sees to utilize for efficacy of cultural education. There are still some limitations to draw interest from users when providing one-sided learning for cultural study, which aims to only deliver knowledge itself. In this paper, we propose interactive HMD VR cultural contents that can support more experience to get rid of aforementioned limitations. To this end, we first select quite interesting and wellknown cultural contents from world wide to draw more attention and effect. To increase immersion, presence and interactivity we have used HMD VR and Leapmotion, which intentionally draws more attention to increase interest. The cultural contents also facilitate augmented information as well as puzzle gaming components. To verify, we have carried out a user study as well.

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

Analysis of Rebuttals in the Argument Structure of Learning Contents in Lesson Plans of Earth Science Preservice Teachers (지구과학 예비교사가 설계한 수업내용의 논증구조에 나타난 반박 분석)

  • Park, Won-Mi
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.3
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    • pp.238-252
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    • 2020
  • In this study, we analyzed the types of rebuttals in the argument structure of learning contents in lesson plans constructed by Earth science preservice teachers, and then we explored examples of how they responded to resolving the rebuttal. As a result of analyzing preservice teachers' assignments, discussions, and interviews collected during a total of 20 hours of classes and group discussions for 5 weeks, all 5 types of rebuttals suggested by Verheij (2005) were identified. Through the data analysis, a total of 18 rebuttal cases derived, and these cases were classified into 3 types according to how preservice teachers solve the rebuttals in class. The conclusions and implications based on the results are as follows: First, this study provided empirical data that the thinking process of validating core elements of argumentation and processes of argumentation is actively taking place in preservice teachers' lesson planning using the argument structure, and expanded the scope of application of argumentation in science education research. Second, the argument structure of learning contents should be used to help teachers to come up with strategies to induce students' curiosity and devotion to learn science contents. Third, preservice teachers should have the opportunity to think about the nature of science, including the variability and uncertainty of scientific knowledge when they discover rebuttals and develop solutions to them. Based on these conclusions, implications and suggestions for science education and further research were suggested.

Key Factors of Talented Scientists' Growth and ExpeI1ise Development (과학인재의 성장 및 전문성 발달과정에서의 영향 요인에 관한 연구)

  • Oh, Hun-Seok;Choi, Ji-Young;Choi, Yoon-Mi;Kwon, Kwi-Heon
    • Journal of The Korean Association For Science Education
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    • v.27 no.9
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    • pp.907-918
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    • 2007
  • This study was conducted to explore key factors of expertise development of talented scientists who achieved outstanding research performance according to the stages of expertise development and dimensions of individual-domain-field. To fulfill the research purpose, 31 domestic scientists who were awarded major prizes in the field of science were interviewed in-depth from March to September, 2007. Stages of expertise development were analyzed in light of Csikszentmihalyi's IDFI (individual-domain-field interaction) model. Self-directed learning, multiple interests and finding strength, academic and liberal home environment, and meaningful encounter were major factors affecting expertise development in the exploration stage. In the beginner stage, independence, basic knowledge on major, and thirst for knowledge at university affected expertise development. Task commitment, finding flow, finding their field of interest and lifelong research topic, and mentor in formal education were the affecting factors in the competent stage. Finally, placing priority, communication skills, pioneering new domain, expansion of the domain, and evaluation and support system affected talented scientists' expertise development in the leading stage. The meaning of major patterns of expertise development were analyzed and described. Based on these analyses, educational implications for nurturing scientists were suggested.