• Title/Summary/Keyword: 대학이러닝

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The Effect of Simulation Education based on Blended Learning on Nursing Students' Knowledge, Performance, Learning Satisfaction to ACLS (블렌디드 러닝 기반 시뮬레이션 교육이 간호대학생의 전문심폐소생술 지식, 수행 능력, 학습 만족도에 미치는 효과)

  • Lee, Kyoung-Hee
    • Journal of Industrial Convergence
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    • v.20 no.10
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    • pp.225-232
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    • 2022
  • This study purpose was to identify the effect of simulation education based on Blended Learning on Nursing students' Knowledge, performance, Learning satisfaction to ACLS. Methods was nonequivalent control group pretest-posttest design. The participants were 88 students 4 grade from the Department of Nursing at C University. The study period was from September 1 to December 31, 2021, and Data were analyzed with X2 test, independent t-test using SPSS 22.0 program. The research results show that the experimental group showed significantly higher performance(t=-9.843, p=.001) and learning satisfaction(t=-3.484, p<.001) for ACLS compared with the control group. In conclusion, it was suggested that ACLS simulation education based on Blended Learning is an effective teaching method to improve nursing students' performance and learning satisfaction.

Analysis of Factors Influencing Continuous Usage Intention of Mobile Learning in Cyber University (사이버대학생의 모바일러닝 지속사용의도 영향변인 규명)

  • Joo, Young-Ju;Ham, Yoo-Kyoung;Jung, Bo-Kyung
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.477-490
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    • 2014
  • The purpose of this study is to investigate factors influencing continuous usage intention of mobile learning and suggest practical strategies to enhance learners' continuous usage intention of mobile learning. In this study, we hypothesized that system quality, information quality, service quality and personal innovativeness have a positive effect on effort expectancy and performance expectancy, which ultimately have a positive effect on continuous usage intention. In order to examine structural relationship among variables, we surveyed 279 students who took courses at W Cyber University in 2013 fall semester. After collecting data, we examined causal relationship among variables using Structural Equation Modeling. The results of this study are as follows: First, system quality and personal innovativeness significantly affect effort expectancy. Second, information quality, service quality and personal innovativeness significantly affect performance expectancy. Last of all, effort expectancy and performance expectancy significantly affect continuous usage intention of mobile learning.

An Analytic Study about the Effect of Flipped learning Class at Universities used for Digital Media Usage Exploration (디지털 매체 활용 탐색을 위한, 대학의 플립드 러닝 효과분석 연구)

  • Choi, Keunho;Yun, Jaeyoung
    • Journal of the HCI Society of Korea
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    • v.13 no.4
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    • pp.25-34
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    • 2018
  • This study is a literature study that analyzes empirical case study of Flipped learning application which has emerged as a method of future university education in Korea. The purpose of the study is to explore the use of digital media by learners in the Flipped learning applied courses in domestic universities considering current digital-based media environment. For this purpose, we analyzed the measurement variables and statistical significance of the preceding studies and analyzed the media utilization. The most important measurement variables were 'learning achievement' and 'class satisfaction', which were measures of effectiveness on the Flipped learning classes. All studies analyzed used media, but most studies focused on verifying the effectiveness of classroom classes, resulting in separate media utilization measurements in one study and statistically meaningful results for the 'video learning recognition' variable. The qualitative measurement related to the use of media for each study was presented as a separate analysis result. In the future, in order for effective follow-up studies on application of Flipped learning and digital media utilization, there are five main issues that need to be studied, which are securing the necessary treatment period for accurate effect measurement, etc.

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Path Setting Running App for Beginners, 'OnTheRiver' (초보자를 위한 경로 설정형 러닝 앱, 'OnTheRiver')

  • Yu, Dae-Sang;Kim, Gyu-Ho;Jeong, Bo-Ram;Park, Ji-Woo;Jeon, Yoo-Jin;Ahn, You Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.239-240
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    • 2022
  • 코로나로 인해 비대면 생활이 지속되면서, 사람들은 실외 운동 및 만남 장소로 한강과 같이 탁 트인 야외를 찾고 있다. 이는 MZ 세대들의 건강과 몸매 가꾸기 등 자기관리에 대한 관심이 증가하는 트렌드와 시너지 효과를 내고 있다. 이러한 현상은 등산, 바디프로필, 필라테스, 헬스, 홈 트레이닝 등 운동에 대한 활동의 비약적 증가로 이어진다. 본 연구에서는 위의 두 가지 트렌드 흐름을 기반으로, 러닝을 시작하고 싶은 초보자들이 한강 공원에서 가볍게 시작할 수 있도록 하는 모바일 운동 앱인 'OnTheRiver'를 설계 및 구현하게 되었다.

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Performance Evaluation of a Convolutional Neural Network Models for Diagnosing Malignant Pleural Effusion Using Positron Emission Tomography (양전자 단층 촬영 영상을 사용한 악성 흉수 진단을 위한 컨볼루션 신경망 기반 딥러닝 모델의 성능 평가)

  • Yeji Kim;Jong-Min Lee;Seung-Jin Yoo;Bo-Guen Kim;Hyun Lee;Yun Young Choi;Soo Jin Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.17-18
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    • 2024
  • 악성 흉수의 진단은 세포학적 검사로 암세포를 확인하는 것이 필수적이며 진단율은 50~80%로 나타난다. 양성자 단층 촬영은 비침습적으로 암 병기를 평가하는 유용한 방법이다. 하지만 암이 아닌 다른 원인으로 인한 포도당 대사로 인하여 양전자 단층 촬영만으로 악성 흉수를 진단하는 데 어려움이 있다. 악성 흉수 자동 진단 모델은 암세포를 진단하는데 있어서 보조적인 역할이 가능하다. 이에 따라 본 연구는 컨볼루션 신경망 기반의 딥러닝 모델을 개발하여 악성 흉수 진단 성능을 확인하고 진단의 보조적 목적으로써 딥러닝의 사용 가능성을 확인하고자 하였다. 결과적으로 모델 전반적으로 accuracy 0.7~0.86의 높은 성능을 보였다. 본 연구의 결과를 통해 실제 의료 환경에서 악성 흉수를 진단하는데 딥러닝 모델이 보조적인 역할을 할 수 있을 것으로 기대된다.

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A Study on the Effectiveness the Blended e-Learning on Teaching and Learning of the Engineering Mathematics (블렌디드 이러닝이 공학수학 교수·학습에 미치는 효과)

  • Lee, Heonsoo
    • Journal of the Korean School Mathematics Society
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    • v.22 no.4
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    • pp.395-413
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    • 2019
  • The purpose of this study was to find out how Blended e-Learning affected the teaching and learning of engineering mathematics for engineering students. It has researched the application condition of Blended e-Learning and the students' attitude in the offline classes of students. The subject were 42 students of Junior in the Department of Mechanic Engineering in M-University participated in the study. The lecturer taught the class for the students by fact-to-face teaching at the offline. It was recorded all processes during the class, and the video was loaded at the Learning Management System(LMS). The students studied online by themselves. This study investigated the attitude of students at the offline and the Utilization of Online Data by learners through the mixed class for one semester. The results were as follows. First, Blended e-Learning applied engineering mathematics affected positively for the self-regulated and individualized learning to the students. Second, Blended e-Learning has shown a positive impact on the teaching and learning of engineering mathematics. Finally, it also had a positive effect on the class satisfaction level of students.

A Study of Standardization Model of Learner Information in e-Learning (이러닝에서의 학습자 정보 표준화 모형 연구)

  • Joung, Young-Ran;Kwak, Duk-Hoon
    • The Journal of Korean Association of Computer Education
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    • v.7 no.4
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    • pp.77-91
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    • 2004
  • The standardization of learner information is needed for exchanging learner information in e-learning system with another educational institution. And also it is needed for providing customized educational service to the learner's characteristics. The purpose of this study is to develop standardization model of learner information that is focused learner's characteristics and performance in higher educational situation. Earlier researches related to the standardization of learner information are analyzed and added some ideas from instructional theory for dealing with meaningful information about learners. The draft standardization model of learner information with 33 of items in 3 areas is proposed. For the validation of this model proposed, we surveyed from 26 of universities that have been experienced e-learning service. It was divided into mandatory and optional items to the result of the survey.

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The Effect of Flipped Learning on Learning Motivation in Software Education (플립러닝이 소프트웨어 교육의 학습동기에 미치는 효과)

  • Jeon, Soo-Jin
    • Journal of The Korean Association of Information Education
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    • v.20 no.5
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    • pp.433-442
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    • 2016
  • The purpose of this paper is to prove the effect of flipped learning on learning motivation in software education. For this study, the experiment was consisted of experimental group and control group for university of education. They learned software education using Scratch programming for 10 weeks. The experimental group was applied to the flipped learning with online software courses. As a result, post motivation in the experimental group was significantly increased compared to the pre learning motivation. Post- learning motivation is also the experimental group were higher learning motivation significantly compared to the control group. It is hoped this flipped learning as an effective learning strategies base expansion in primary and secondary education as well as high education teaching software in the future.

Development of Interactive e-Learning Authoring Tool for Computational Engineering (인터랙티브 계산공학 이러닝 콘텐츠 저작도구 개발)

  • Shin, jung-hun;Ryu, gi-myeong;Jang, cheol-hoon;Lee, sik;Cho, kum-won
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.413-414
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    • 2017
  • 계산공학 분야는 복잡한 수치이론과 계산 실행 및 분석 툴의 중요성이 높기 때문에 온오프라인 모두에서 효과적인 교육을 수행하는 것이 힘든 실정이다. 본 논문에서는 오프라인 저작도구와 EDISON 플랫폼을 두축으로 효과적인 웹기반 이러닝 환경을 구축하는 과정을 설명하였다. 특징으로는 웹기반이지만 데스크탑에서 오프라인으로 동영상/발표자료/외부링크 등의 이종 콘텐츠들을 조합하여 강의를 구성할 수 있는 저작도구가 있다는 것이다. 또한 계산과학공학 플랫폼인 EDISON의 계산실행 포틀릿을 활용하여 인터랙티브 실습교육 환경을 구성하였다는 것이다. 본 이러닝 시스템은 대학 및 현장에서의 즉각적인 이론습득 및 실습 요구에 대응할 수 있을 것으로 사료된다.

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Investigation on the Correlations between Team Cognition and Team Process as well as Team Performance in E-Iearning based Team Learning Environment (이러닝 기반 팀 학습환경에서 팀인지와 팀 활동과정, 팀성과 간 상관관계 탐색)

  • Lee, Youngmin
    • The Journal of Korean Association of Computer Education
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    • v.10 no.3
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    • pp.31-38
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    • 2007
  • The purpose of the study was to examine the correlations between team cognition and team process and team performance in e-learning based team learning environment. 55 graduate students consisting of 11 teams participated in the study voluntarily during the spring semester. In the result, it was found that team cognition had no relationship with team process and performance although sub-variables of team cognition and team process as well as team performance had a significant relation with each other. Some further research issues were addressed in terms of team leadership and potential variables affecting each variables.

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