• Title/Summary/Keyword: 수업몰입도

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The Study on motivation factors of G learning through contents analysis (콘텐츠 분석법에 의한 미국 초등학생 G러닝 몰입 요소 분석)

  • Wi, Jong Hyun;Wi, Yokyung
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.89-96
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    • 2015
  • The purpose of this paper is to analyze quantitative learning motivation on G learning. For the purpose the paper has analyzed the learning motivation factors through students' review on G learning which had been done at La Ballona Elementary School in Culver City, USA in 2010. On the basis of contents analysis method, it showed what factors of G learning influenced students and raised their academic motivation. Students used the positive, active words such as good, fun, learn, accomplish, easy, quest in terms of learning process, interest and achievement. They also showed future G learning intention describing terms such as love and miss. Team Quest has been especially developed for G learning class this time. Students had to help each other to solve the team quests which is different from traditional textbook. The system raised students' academic motivation.

Awareness and Utilization Plan of the Smart Learning in University Education (대학교육의 스마트러닝에 대한 인식 및 활용 방안)

  • Lim, Jin-Hyung;Ko, Sun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.8
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    • pp.5232-5239
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    • 2015
  • The purpose of this study is to examine university student's awareness and utilization plan of Smart Learning of the university education. For this purpose, a needs analysis is performed through a survey of 345 university students. Through the survey, first, students of media devices, including the average daily usage time of four hours at the most common smart devices, the intended use was used SNS, games and entertainment, datebook, and more. Second, the benefits of the smart learning, which students learn to recognize the challenges and reducing the burden most common obstacle was the difficulty in immersion classes. Third, the demand for university education smart learning, the most common opinion about the classroom building. On the basis of the above research findings, the utilization plans are proposed.

A Study on the Design and Development of Robot Game-based Project for Teaching Children to Program Computers (프로그램교육 목적의 로봇게임 프로젝트 학습 구안에 관한 연구)

  • Shin, Seung-Young;You, Sang-Mi;Kim, Mi-Ryang
    • Journal of Internet Computing and Services
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    • v.10 no.6
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    • pp.159-171
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    • 2009
  • The objective of this research is to explore a method to utilize a programmable robot, as a potential learning tool in the elementary school's curricula. Due to their programmability and operational ease of use, programmable robots are among digital toys that today offer specially instructive features. In this research, we developed the robot game-based project contents as a tool for teaching the elementary school children to learn the algorithm, the essential part of computer programming. The LEGO material, selected as the construction kit for robot, consists of a mechanical assembly system, a set of sensors and actuators, a central control unit, a programming environment. The project requires the children to complete 3 separate tasks, each of which is developed based on the principles of algorithm. The classroom feedback supports that the robotic experiences provided the children with fun and absorption. It is likely that implementing learning with robot in regular classroom in elementary school can bring new possibilities to the educational system, provided that a thorough preparation backs up the plan.

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Effects of Primary ELLs' Affective Factors and Satisfaction through AI-based Speaking Activity (인공지능 기반 말하기 학습이 초등영어학습자들의 정의적 특성과 학습 만족도에 미치는 영향)

  • Yoon, Tecnam;Lee, Seungbok
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.34-41
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    • 2021
  • The purpose of this study is to explore any effects of primary English language learners' affective factors and satisfaction through AI-based speaking activity. In order to answer these questions, a total number of 46 ELLs from a public elementary school participated in this research. Survey questionnaire on affective factors and learning satisfaction were distributed and the results were analyzed quantitatively. The findings are as follows. First, participants could expand their knowledge on AI-based activity towards its educational advantages and capability. Second, overall affective factors of the participants on AI-based activity changed positively, with the improvement of the mean score. The paired samples t-test showed that there was a significant difference among interest, value and attitude. Third, the satisfaction degree on AI-based learning escalated, particularly in the sense of efficacy, academic achievement and involvement. Lastly, it was revealed that the satisfaction degree was correlated with learners' self-confidence, interest and attitude.

Research on the immersion in learning, class satisfaction, and academic achievement of dental technology students in online learning (온라인 수업에서 치기공과 학생의 학습몰입, 수업만족도, 학업성취도 관계연구)

  • Choi, Ju Young;Kim, Im-Sun
    • Journal of Technologic Dentistry
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    • v.43 no.4
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    • pp.186-193
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    • 2021
  • Purpose: The purpose of the study was to determine the general characteristics of students in dental technology departments; the correlations among their immersion in learning, class satisfaction, and academic achievement; factors influencing online learning experience; ways to improve students' class satisfaction; and basic data for designing effective online courses. Methods: A total of 300 questionnaires were produced and distributed to dental technology students from September 29 through October 8, 2020. The outcome was analyzed using IBM SPSS Statistics ver. 25.0. A significance level of α=0.05 was used for reliable verification. Results: Immersion in learning, class satisfaction, and academic achievement were relatively high among students who studied on a regular basis, and class satisfaction and academic achievement were relatively high among students who studied with almost no interruption. Concerning the correlations between academic achievement, immersion in learning, and class satisfaction in online learning, the correlation between academic achievement and class satisfaction was the highest at r=0.862. Class satisfaction was the largest factor that influenced academic achievement, and the higher students' immersion in learning and class satisfaction were, the higher their academic achievement was. Conclusion: The research is a case study that investigated the general characteristics of dental technology department students and the correlations among their immersion in learning, class satisfaction, and academic achievement. The study outcome could be used in determining factors that influence online learning and designing effective online courses that improve learner satisfaction.

Effects of integrative simulation practice on nursing knowledge, critical thinking, problem-solving ability, and immersion in problem-based learning among nursing students (문제중심학습 통합 시뮬레이션교육이 간호대학생의 간호지식, 비판적 사고성향, 문제 해결 능력 및 수업 몰입도에 미치는 효과)

  • Song, Young A
    • Women's Health Nursing
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    • v.26 no.1
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    • pp.61-71
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    • 2020
  • Purpose: This study was conducted to investigate the effects of problem-based learning-integrative simulation practice (PBL-ISP) on nursing knowledge, critical thinking, problem-solving ability, and immersion among nursing students. Methods: The study used a nonequivalent control group post-test design. A PBL-ISP educational program was provided to the experimental group, and hands-on practice using a high-fidelity simulator (HFS) was administered to the control group. There were 42 subjects in the experimental group and 40 in the control group. Data were collected during the fall semester of 2019. Using SPSS for Windows version 23.0, data were analyzed in terms of frequency, percentage, mean, standard deviation, the chi-square test, t-test, and Pearson correlation coefficients. Results: Significant differences between the experimental and control groups were found in nursing knowledge (t=3.67, p<.001), critical thinking (t=3.40, p=.001), problem-solving ability (t=3.52, p=.001) and immersion (t=4.44, p<.001). Conclusion: PBL-ISP was more effective in improving nursing knowledge, critical thinking, problem-solving ability, and immersion than was hands-on practice using an HFS.

The effect of job stress on job exhaustion on Middle School teacher (중등교원의 직무스트레스가 직무소진에 미치는 영향)

  • Kwon, Eun-Kyoung
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.81-87
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    • 2018
  • Recently, honorary retirement is spreading like a fashion among teachers. This was due to rapid environmental changes and stress. Therefore, in this study, we examined the relationship between teachers' stress and job exhaustion. The study was conducted for middle school teachers in Changwon city. The results of this study were as follows: First, job stress of middle school teachers affected emotional exhaustion. Second, job stress of middle school teachers had an effect on impersonation. Finally, job stress of secondary teachers did not affect the reduced individual achievement. The results of this study suggest that job stress of middle school teachers is closely related to job exhaustion. Therefore, it is urgent to improve the administrative simplification based on the analysis of the teacher 's stress factors and the immersion into the class.

Study on the Relationships between Data from Sensors and Basic Actions of Robots for Robot Programming Education (로봇 프로그래밍 교육을 위한 센서 데이터와 로봇 기본 동작의 관계에 관한 연구)

  • Jeong, Inkee
    • The Journal of Korean Association of Computer Education
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    • v.17 no.1
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    • pp.25-33
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    • 2014
  • Robot assisted programming education has been highlighted because it enhances the involvement of students. Robots are combined with mechanical and program elements. However, in after school Robotics classes, almost all is education for the mechanical elements of robots. On the other hand, education for robot programming is a starting stage. It is difficult for students to programming with sensors. Therefore, in this paper, I researched the relationships between elements from sensors to output devices. And I applied it to Robotics education. As a result, the students can understand robot because they studied the relationships between data from sensors and output devices. We proved it by the survey after the relationship education.

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A Effects of Democratic and Autocratic Behavior Types of Dance Art Instructors in Elementary on Class Satisfaction : Focused on Mediations of Flow and Perceived Competence (초등무용교육에서의 민주적, 권위적 행동유형이 수업만족도에 미치는 영향 : 몰입과 지각된 유능감의 이중매개효과를 중심으로)

  • WOO, Jung-Wook;MUN, SunHo
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.3
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    • pp.701-712
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    • 2016
  • The purpose of this study was to investigate the effect of democratic and autocratic behavior type of dance art instructors in elementary dance education on class satisfaction focused on mediations of flow and perceived competence. A total of 500 questionnaires were distributed but insincerely replied or double-replied questionnaires were excluded and finally 453 questionnaires were analyzed for this study. For the analysis of the data, SPSS 18.0 version was used and double mediation model operating in serial, proposed by Hayes and a bootstrapping method were used. First, instructor's democratic behavior type was statistically positive effect on class satisfaction. However autocratic behavior type was statistically negative effect. Second, the indirect effect of instructor's democratic type and autocratic behavior type on class satisfaction through the flow were statistically positive significant. Third, the indirect effect of instructor's democratic behavior type on class satisfaction through the perceived competence was statistically significant. However autocratic behavior type was statistically negative effect. Lastly, the indirect effect of instructor's democratic and autocratic behavior types on class satisfaction through the flow and perceived competence were statistically positive significant.

A Role-play base PBL(Problem-Based Learning) for Information Security Learning (정보보호 학습을 위한 롤-플레이 기반 문제중심학습)

  • Lee Byong-Rok;Ji Hong-Il;Shin Dong-Hwa;Cho Yong-Hwan;Lee Jun-Hee
    • The Journal of the Korea Contents Association
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    • v.6 no.3
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    • pp.85-92
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    • 2006
  • Problem-Based Learning(PBL) is one of constructionism's model which is learner-centered learning. In this paper, a role-play base PBL using character is proposed to study importance of information security. It is different from the other PBL models in that it reflects the characteristics of learners, learning task. And it is learning support system which the learners preside their own learning activities using Internet and mobile devices. By experimental result showed that proposed method was more effective than traditional teacher-oriented teaching method about information security in self-directed learning, cooperative learning, contents-making and attraction.

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