• Title/Summary/Keyword: 블렌디드 러닝

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Understanding Language Learning Strategies, Language Learning Beliefs, and English Listening Achievement of Korean Undergraduate Students (대학생들의 언어학습전략, 언어학습믿음과 영어듣기성취 이해)

  • Cho, Hyewon
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.37-45
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    • 2018
  • The purpose of this study was to understand language learning strategies use, language learning beliefs, and listening achievement of Korean EFL learners. The participants was sixty-nine university students who enrolled in blended learning classes for English listening. Data was collected and analyzed to see if there were any differences in strategies and beliefs between students who improved their listening test score and those who did not. The results showed that students showing improvement at the post-test used more language learning strategies and had a high level of motivation. Statistically significant correlation was found between motivation and strategies such as cognitive and meta-cognitive strategies.

A Case Study on Engineering Education of Architectural Engineering CAD Using Blended Learning (Blended Learning을 활용한 건축공학CAD 수업 사례연구)

  • Jang, Myung-Houn
    • Journal of the Korea Institute of Building Construction
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    • v.12 no.4
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    • pp.426-432
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    • 2012
  • For students majoring in Architecture or Architectural Engineering, describing a building with pictures and signs is equal to expressing his/her opinion with sentences and presentations. CAD (computer aided design) is a method of describing buildings, and is used practically in architecture-related companies. Many universities prescribe CAD instruction as a compulsory subject, and ABEEK (Accreditation Board for Engineering Education of Korea) requires an introduction to CAD as a basic subject for visual expression. The Architectural Drawing and CAD class in the department of Architectural Engineering of J University is a 2-credit course, with 4 hours of lectures per week. Relative to other subjects, this is insufficient for practical study. Thus, to make up for this insufficient time, the class has adopted a Blended learning system that mixes off-line and on-line classes. The objective of this research is to introduce Blended learning, and to give a case study of the CAD class using Blended learning.

Design of Teaching·Learning Model for Programming Language Education (프로그래밍 언어 교육을 위한 교수·학습 모델 설계)

  • Kang, Hwan Soo
    • Journal of Digital Contents Society
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    • v.13 no.4
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    • pp.517-524
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    • 2012
  • This paper deals with the design of teaching learning model for programming language education. Various courses related to programming language education have opened at the university having many academic majors. In the meantime, a variety of programming languages have been developed, many integrated development environments of programming language have also been developed for users to make a program easily. But it is difficult for many novice learners to learn programming language still, likewise it is difficult for many teachers to teach the introduction course of programming language. In this paper, we have designed a teaching learning model based on scholastic achievements and blended learning for programming language education. The teaching learning model designed in this study was applied to a course opened in the second semester of 2011. According to the course evaluation result, the teaching learning model for programming language has shown to be an effective for novice learner.

Effects of a Virtual Reality Simulation and a Blended Simulation of Care for Pediatric Patient with Asthma (천식 아동 간호에 대한 가상현실 시뮬레이션과 블렌디드 시뮬레이션 교육 효과)

  • Kim, Mikang;Kim, Sunghee;Lee, Woo Sook
    • Child Health Nursing Research
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    • v.25 no.4
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    • pp.496-506
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    • 2019
  • Purpose: The purpose of this study was to examine the effects of a virtual reality simulation and a blended simulation on nursing care for children with asthma through an evaluation of critical thinking, problem-solving processes, and clinical performance in both education groups before and after the educational intervention. Methods: The participants were 48 nursing students. The experimental group (n=22) received a blended simulation, combining a virtual reality simulation and a high-fidelity simulation, while the control group (n=26) received only a virtual reality simulation. Data were collected from February 25 to 28, 2019 and analyzed using SPSS version 25 for Windows. Results: The pretest and posttest results of each group showed statistically significant improvements in critical thinking, problem-solving processes, and clinical performance. In a comparison of the results of the two education groups, the only statistically significant difference was found for critical thinking. Conclusion: Simulation-based education in child nursing has continued to involve high-fidelity simulations that are currently run in many programs. However, incorporating a new type of blended simulation, combining a virtual reality simulation and a high-fidelity simulation, into the nursing curriculum may contribute to the further development of nursing education.

Analysis of achievement predictive factors and predictive AI model development - Focused on blended math classes (학업성취도 예측 요인 분석 및 인공지능 예측 모델 개발 - 블렌디드 수학 수업을 중심으로)

  • Ahn, Doyeon;Lee, Kwang-Ho
    • The Mathematical Education
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    • v.61 no.2
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    • pp.257-271
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    • 2022
  • As information and communication technologies are being developed so rapidly, education research is actively conducted to provide optimal learning for each student using big data and artificial intelligence technology. In this study, using the mathematics learning data of elementary school 5th to 6th graders conducting blended mathematics classes, we tried to find out what factors predict mathematics academic achievement and developed an artificial intelligence model that predicts mathematics academic performance using the results. Math learning propensity, LMS data, and evaluation results of 205 elementary school students had analyzed with a random forest model. Confidence, anxiety, interest, self-management, and confidence in math learning strategy were included as mathematics learning disposition. The progress rate, number of learning times, and learning time of the e-learning site were collected as LMS data. For evaluation data, results of diagnostic test and unit test were used. As a result of the analysis it was found that the mathematics learning strategy was the most important factor in predicting low-achieving students among mathematics learning propensities. The LMS training data had a negligible effect on the prediction. This study suggests that an AI model can predict low-achieving students with learning data generated in a blended math class. In addition, it is expected that the results of the analysis will provide specific information for teachers to evaluate and give feedback to students.

Development and Effects of a Sex Education Program with Blended Learning for University Students (대학생을 위한 블렌디드 러닝 기법의 성 교육 프로그램 개발 및 효과)

  • Kim, Il-Ok;Yeom, Gye Jeong;Kim, Mi Jeong
    • Child Health Nursing Research
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    • v.24 no.4
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    • pp.443-453
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    • 2018
  • Purpose: This study was describes the development and implementation a sex education program with a blended learning method for university students. Methods: Sixty-eight university students were recruited either to the experimental group (n=35) or the control group (n=33). This program was developed based on the analysis, design, development, implementation, and evaluation model. The analysis phase consisted of a literature review, focus group interview, expert consultations, and target group survey. In addition, learning objectives and structure were designed, and a printed text-book, presentation slides, cross-word puzzle, and debate topics were developed. In the implementation phase, the program was conducted 3 times over the course of 3 weeks. The evaluation phase involved verification of the effects of the program on sex-related knowledge, sexual autonomy, and justification of violence, as well as an assessment of satisfaction with the program. Results: The experimental group had significantly higher scores on sex-related knowledge (t=5.47, p<.001), sexual autonomy (t=2.40, p=.019), and justification of violence (t=2.52, p=.015) than the control group. Conclusion: The results indicate that this sex education program with blended learning was effective in meeting the needs of university students and can be widely used in this context.

The E-Learning for Practice Training Using Augmented Reality in the College Education (증강현실을 이용한 대학 e-Learning 실습교육)

  • Lee, Ki-Ho
    • Cartoon and Animation Studies
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    • s.40
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    • pp.443-476
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    • 2015
  • The university e-learning classes give a major focused on practical training in the art and design field are opened such as theory classes. The cyber universities that fully gives on-line classes even open as theory classes. They speak about difficulty and limitation of operating cyber class with practice. So, many of them organize off-line special lecture at the classroom in weekend. In the reason of studying that has the constraints of time and space, the student wastage rates in cyber universities are going higher. This research focused on giving an efficient e-learning practice environment in college e-learning courses, and operated scholastic achievement test between the augmented reality(AR) based practice education and the existing classroom based practice education. The subjects of study were totally 84 people who are the freshmen of the design department in the two-year diploma course college. They were divided 3 groups which one was treated AR based practice e-learning and two others groups were existing classroom based practice. Each of the group took the same treated lecture during 7 weeks. The first of the outcome was the AR based practice e-learning was more effective than existing classroom based practice on the side of scholastic achievement. The second, the AR based practice e-learning aroused increasing in the interest in class on the side of attribute factors. The third, the AR based practice e-learning group made higher level of studying immersion than others. In consideration of this experiment was processed in the regular college academic course, the finding by this research shows AR based major practice e-learning is an alternative lecturing strategy what can be supplemented existing classroom based academic teaching methods.

Study of e-learning and ICT Education in the Knowledge Society (지식정보화 사회에서의 e-learning과 ICT 활용 학습연구)

  • Park Young Chul;Baek Jong Sil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.6 no.1
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    • pp.64-71
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    • 2005
  • In this paper we are investigating how ubiquitous revolution in knowledge society changes the education system. By the help of ubiquitous computing and networking techniques we estimates the configuration of e-teaming in the age of knowledge -based society, and we examines Education Model with e-teaming and ICT (Information and Communication Technology) at e-School. We also suggest the feasible design of the e-School and a Blended-learning scheme based on cooperative education as a way of teaching Education.

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The Effect of Self Efficacy and Self-Regulated Learning on Learning Persistence in Blended Learning Based Basic Mathematics Class (블렌디드 러닝기반 기초수학 수업에서 자기효능감, 자기조절학습이 학습지속의향에 미치는 영향)

  • Hong, Hyo Jeong
    • Journal of Engineering Education Research
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    • v.20 no.6
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    • pp.3-11
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    • 2017
  • The purpose of this study is to investigate the variables that learners should consider for learning persistence when applying blended learning to mathematics class which is a basic curriculum of engineering college. For this purpose, this study compared the basic mathematics class with the blended learning and the class without it. In addition, this study analyzed the influence of the learning outcomes of the blended learning on the willingness to learning persistence by using the self-efficacy and self-regulated learning variables that can predict it. As a result, it was found that the blended learning applied mathematics class of K university which is the subject of analysis in this study has higher self - efficacy, self - regulated learning, and learning persistence intention than general classroom. Finally, the results of this study are meaningful to provide the points to be considered for improving the learning performance when applying the blended learning to the subject class in the future.

Comparison of the effectiveness of SW-based maker education in online environment: From the perspective of self-efficacy, learning motivation, and interest (비대면 온라인 환경에서 SW기반 메이커교육의 효과성 비교: 자기효능감, 학습동기, 흥미도의 관점에서)

  • Kim, Tae-ryeong;Han, Sun-gwan
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.571-578
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    • 2021
  • This study compares Online SW-based maker education in terms of self-efficacy, learning motivation, and interest after applying differently according to blended learning strategies. First, a SW maker program for blended learning was developed and applied as a live seminar-type class including real-time interactive and a support-providing class consisting of online content and Q&A. As a result of comparing the differences between students according to the two strategies divided into pre- and post- survey, in the self-efficacy part, there was a significant difference in the positive efficacy and the overall part, and in the learning motivation part, the live seminar form was significantly higher in the confidence part. In the interest part, the support-providing form showed a significantly higher average in the instrumental interest and nervous part. In order to maintain the effect of maker activities like existing face-to-face situations in Online learning, it is necessary to increase sharing time between students, an integrated learning environment, and sufficient provision of exploration time and learning materials.