• Title/Summary/Keyword: 교수-학습콘텐츠

Search Result 602, Processing Time 0.03 seconds

An Inquiry on the Types of Subjectivity on Edutainment Features of Software Education in Elementary School (초등학교 소프트웨어 교육에서 에듀테인먼트 특성에 대한 주관성 유형 탐색)

  • Son, Byung-Kuk;Song, Sang-Ho
    • Journal of The Korean Association of Information Education
    • /
    • v.22 no.2
    • /
    • pp.177-193
    • /
    • 2018
  • The purpose of this paper is to explore the types of subjectivity on edutainment features of software education implemented in elementary school. Q-method is used to seek individual learners' subjectivity type. Three types of subjectivity are found: implementation type, intellectual-fun type, and relationship type. Implementation type learners show positive attitude toward making their thinking into realization, intellectual-fun type learners show positive attitude toward solving problems that require intellectual activities, and relationship type learners show positive toward other persons' attention and consideration. These results imply software education will be more enhanced with these three types considered for implementing software education in elementary schools. This study is expected to contribute to further following research and practices.

A Study on a Case Applying Learner-Centered Flipped Learning for Coding Classes (코딩수업을 위한 학습자 중심의 플립드 러닝 적용 사례 연구)

  • Lee, Ae-ri
    • Journal of Practical Engineering Education
    • /
    • v.9 no.1
    • /
    • pp.23-30
    • /
    • 2017
  • This is a study on a case applying flipped learning to coding classes that is a college liberal arts course. A required coding class for the students who do not major in computers needs a teaching method differentiated from a coding education for training experts. The present study presented a flipped learning teaching model for the coding education of non-major students, and observed its effect and possibility. Flipped learning enables learners to learn with on-line contents anywhere and anytime they want and concentrate on practice education based on what they learned during class. Accordingly, the study sought for the solution to maximize the efficiency of teaching and learning through flipped learning. A pre and post surveys after applying a flipped learning to a practical class confirmed that the students taught using flipped learning were more positively assessed in learning satisfaction than those taught using a traditional method, and that in academic achievement as well, flipped learning was more effective.

A Case Study of PBL in a College General Art Class (융복합수업모형으로서의 PBL(Problem-Based Learning) : 대학교양미술 수업사례를 중심으로)

  • Kang, Inae;Lee, Hyun-Min
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.11
    • /
    • pp.635-657
    • /
    • 2015
  • The current society characterized by knowledge-based information technology and multiculturalism put more emphasis on problem-solving skills, creative thinking, and communication skills than any other periods did. In response to the demand of the current times, multidisciplinary, or convergence courses and majors are being created and conducted in college education, yet, with the lack of specific teaching and learning model for the convergence courses. In this context, this study aimed to examine PBL as an instructional model for the convergent approaches in classroom, since PBL has been regarded as a model for fostering the 21st century learning capabilities for student coupled with the learning principles of authentic tasks, learner-centeredness, collaborative learning. This study, after conducted a PBL course for the general art education during the summer semester of 2014, analyzed the result using data collected from students' reflective journals, in-depth interviews, and SNS posts among the students. The result presented students' enhanced self-respect, increased interest in their learning and communication skills, and their recognition of the value on diversity and empathetic attitudes toward each others. In conclusion, PBL showed its potential as an alternative instructional model for the multidisciplinary and convergent learning in college education.

A Case Study of Flipped Llearning of Cooking Practice Subject of University Students (대학생 조리실무 교과목의 플립드러닝(Flipped learning) 적용사례 연구)

  • Kim, Hak-Ju;Kim, Chan-Woo
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.9
    • /
    • pp.129-139
    • /
    • 2020
  • This study was conducted to analyze the subjective perception types of college students majoring in cooking by applying flip-learning teaching and learning methods to the subject of cooking practice to improve the educational efficiency of cooking-related classes. Also, in order to study subjective perception of small students, we tried to grasp the common structure in subjective attitude and perception using Q methodology, and the analysis resulted in four types. Type 1 (N=5): Problem solving ability effect, Type 2 (N=6): Self-directed learning effect, Type 3 (N=3): Mutual cooperation practice effect, Type 4 (N=6) ): Theory learning effect was analyzed for each unique feature type. Flip-learning is applied to cooking practice classes, which is a learner-centered education that leaves the traditional teaching method. Interest was found to have a very positive effect on learners' opinion sharing and learning outcomes. However, it was revealed that all students need to find additional solutions to problems such as the operation plan for flipped learning and the free ride evaluation method in group learning.

The Effects of Immersive Virtual Reality-Based Simulation Learning Program on the Communication Competence and Learning Attitude of Students with Intellectual Disabilities: Focusing on a Convenience Store Situation (몰입형 가상현실 기반 모의학습 프로그램이 지적장애학생의 의사소통 능력과 학습태도에 미치는 효과: 편의점을 중심으로)

  • Kim, Jung-Soo
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.1
    • /
    • pp.553-561
    • /
    • 2020
  • The purpose of this study was to identify the effects of an immersive virtual reality-based simulation learning program(IVR-SLP) on the communication competence and learning attitude of students with intellectual disabilities. To do this, 23 participants with intellectual disabilities were selected from 2 special schools. 11 students were placed in an experimental group and 12 students in a control group. An IVR-SLP, focusing on possible situations in a convenience store, was implemented within the experimental group and a traditional intervention program was implemented within the control group. The programs were conducted 5 times per week for 4 weeks and each session lasted approximately 40 minutes. Evaluations were carried out by using a pre- and post- test, and the results of the evaluation were analyzed using the independent t-test. The results of this study indicated that the communication competence of the experimental group showed greater improvement than that of the control group. In addition, the learning attitude of the experimental group became more positive than that of the control group. This implies that the immersive virtual reality-based simulation learning program can be a very effective tool for teaching language and communication skills to students with intellectual disabilities.

A Subjectivity Study of Culinary Arts Major Students in Problem Based Learning(PBL) Program for Culinary Competition (조리전공 대학생의 요리경연대회 참가를 위한 문제중심학습(PBL) 적용사례연구)

  • Shin, Seoung-Hoon;Kim, Chan-Woo
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.8
    • /
    • pp.598-608
    • /
    • 2019
  • This study provided the analysis of the culinary arts students' subjectivity in problem based learning(PBL) program for culinary competition. Q methodology was employed for finding common characteristic of among students' opinion and also future suggestion was generated. The study found four different types of common structures. First one is Problem-Solving Ability Type(N=6), the second one is Team Member Collaboration Important Type(N=8), The third one is Self-Directed Learning Needed Type(N=3), and the last one is Employment Preparation Type(N=2). Through the analysis, students aware this particular PBL program as a problem solving skill development, understanding of coworking in group, importance of self directed learning, and preparation for securing job opportunity. The study also suggest that the educator need to perform as a negotiator in coworking process within group members and need to have an active approach on stimulation of study motivation among the students.

A Design and Effect of Design Thinking-Based Team Project Learning in Nursing Clinical Practice (간호학 임상실습에서 디자인씽킹 기반 팀 프로젝트 학습 설계 및 적용효과)

  • Kang, Myung-Ju;Chung, Kyung-Hee;Cho, Jeong-Ah
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.3
    • /
    • pp.336-348
    • /
    • 2019
  • This study aimed to verify the effects of design thinking-based team project learning on nursing college students' empathy and proactivity of problem solving. This study also examined the subjects' experiences obtained from participating in team project activity through reflective analysis. The research was a one-group, pre-and-posttest design. The subjects were 64 seniors majoring in nursing studies in N university who had attended the course of nursing management practice. During the course, they participated in a design thinking team project for a total of 10 sessions for two weeks, five times per week, and one and a half hour per day. Data was analyzed using SPSS Win 22.0, a paired t-test was conducted and Pearson's correlation coefficients were calculated. Content analysis was carried out on their experiences obtained from participation in team project activity. The subjects' empathy(t=-2.94, p=.005) and proactivity of problem solving(t=-6.23, p<.001) showed statistically significant difference between before and after the design thinking-based team project learning and had significant positive correlation(r=.634, p<.001). Analysis of team reflection revealed four themes: design thinking, empathy, problem solving ability, and critical thinking. This study verified that design thinking-based team project learning was very effective in developing nursing college students' empathy and proactivity of problem solving. Research Results Design Thinking Based on team learning, project learning is an effective teaching learning method for finding and defining customer needs, creating a solution to problems, and enhancing engagement and empathy through various stakeholder collaborations I could.

A Study on the Roles of Library in the Era of K-MOOC (K-MOOC 시대 도서관의 역할에 관한 연구)

  • Moon, Bang-Hee
    • Journal of Korean Library and Information Science Society
    • /
    • v.49 no.1
    • /
    • pp.193-214
    • /
    • 2018
  • This study aimed to exploratorily investigate the new roles of libraries in the era of K-MOOC. For this, potential roles were derived and categorized from former researches and practices. And to evaluate the appropriacy of those roles, two expert surveys were conducted. Panel A was comprised of 30 professors who had been running K-MOOC classes and Panel B was comprised of 30 librarians of Universities that had adopted K-MOOC. The result shows that they both agree about distinct roles of library as information provider such as licensing and providing digital contents requested from information users, while technological part, for example, recording video and audio, managing website, and providing open access, was considered inappropriate because those roles were already taken by CTLs. Also, professors agree that information literacy education is required for teachers not just for students as the speed of technological development is too swift and librarians agree that they have to equipped with core competence in preparation for upcoming change by creating added value, establishing closer relationship with various educational and technological institutes, and securing organizational flexibility.

The Study on Korean Culture Education through The Musical (뮤지컬 <스웨그 에이지: 외쳐, 조선!>을 활용한 한국어 문화 교육 방안 연구)

  • Kang, Joo-Young
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.7
    • /
    • pp.71-86
    • /
    • 2021
  • The purpose of this study is to reveal the significance of musicals and find a way to utilize them in Korean language culture classes for foreigners. Korean language education aims to improve communication skills, and cultural education is necessary to help students understand not only the language but also the social background and context of the language. Accordingly, the author of this study has put together a lesson plan for Korean culture incorporating musicals, a topic that has been heretofore disregarded in Korean language education. Musicals are an appealing art medium for Korean language learners, as they provide striking visuals centered around distinct narrative structures and music. The musical "Swag Age: Shout out Joseon!," which this study focuses on, provides particularly suitable content, as it deals with social issues that are relevant even in contemporary Korean society and includes sijo (poetry), which can be used to teach traditional Korean literature. Based on the above characteristics, the author of this study outlines a Korean culture lesson plan teaching sijo through the musical "Swag Age: Shout out Joseon!" The class will be for learners of intermediate level and above, and consists of 4 sessions: 1) Understanding the overall plot of the musical, 2) Learning about Korean sijo, 3) Writing sijo based on your own life, and 4) Presenting your own sijo. This culture class is significant in that it goes beyond simply learning about sijo and enables students to internalize the meaning of and actively enjoy sijo by writing their own versions. In addition, it is expected to be a compelling class that, on top of its educational value, introduces and allows students to experience a wider range of Korean popular culture by adding the musical genre to the common repertoire of movies, dramas, plays, and pop songs often covered in Korean culture classes.

Adaptation of VR 360-degree Intravenous Infusion Educational Content for Nursing Students (간호대학생을 위한 가상현실(VR) 360도 정맥수액주입 교육용 콘텐츠의 적용)

  • Park, Jung-Ha
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.4
    • /
    • pp.165-170
    • /
    • 2020
  • In this study, after applying VR 360-degree video contents for intravenous infusion education, basic data on whether VR 360-degree video can be applied as educational content in the future is prepared by grasping the empathy and flow of nursing students in graduating grades. The VR 360 degree intravenous infusion educational content was developed in four-step process of planning, production, modification and completion. The design of this study was descriptive research, and the study period was from November 9 to November 22, 2019. The subjects of this study were 4th grade nursing students at a university, totaling 64 students. Nursing students watched VR 360 degree intravenous infusion educational content using HMD(head mounted display) under the safety management of the researcher. As a result of the study, the empathy of nursing students was 5.32±0.88 points and the flow was 6.02±0.84 points out of 7-point scale. The VR 360 degree intravenous infusion educational content developed in this study can be used as an educational medium in subjects and comparative departments, and it is necessary to specifically develop and verify teaching and learning methods in future studies.