• Title/Summary/Keyword: 수업몰입도

Search Result 208, Processing Time 0.027 seconds

A Study on Online Class Satisfaction and Learning Commitment of Head and Neck Anatomy Students Due to Corona 19 -For students in the Department of Dental Hygiene- (코로나19로 인한 두경부 해부학 수강생의 온라인 수업 만족도와 학습몰입도에 관한 연구 - 치위생학과 학생을 대상으로 -)

  • Choi, Da-Yae;Hong, Min-Hee
    • Journal of Convergence for Information Technology
    • /
    • v.11 no.5
    • /
    • pp.168-175
    • /
    • 2021
  • This study was conducted to survey the learners' satisfaction with the online head and neck anatomy class and obtain basic data for the purpose of possibly making continuing online class educationally more effective. A Google Forms survey was conducted with dental hygiene students, and 120 copies of the questionnaire were used as data for the final analysis. The study surveyed when they take on online classes and the types of online classes and had the respondents subjectively evaluate their own understanding of the classes and their academic achievements through them. The biggest influence on learning immersion was academic achievement and the biggest influence on the satisfaction with online class was the students' understanding of the class. It is hoped that the research results will shed light on the directions for designing new curriculums in anatomy in this era of a pandemic.

The Effect of the Project Learning Method on the Learning Flow and AI Efficacy in the Contactless Artificial Intelligence Based Liberal Arts Class

  • Lee, Ae-ri
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.8
    • /
    • pp.253-261
    • /
    • 2022
  • In this study, the educational effect were sought to be identified after developing and applying project learning for the artificial intelligence based liberal arts education for the non-computer majors. A paired-sample t-test was performed within each group to determine the extent of improvement in the learning flow and artificial intelligence efficacy in the experimental and control groups. After class, an independent sample t-test was performed to examine the statistical effects of pre-test and post-test on the learning flow and artificial intelligence efficacy in the experimental and control groups. The experimental group and control group demonstrated significant improvements in the learning flow and artificial intelligence efficacy before and after class, each respectively. There was no statistically significant difference in the learning flow between the experimental group for which the project learning method was applied and the control group for which only theory and practice were conducted in the artificial intelligence class. It was also confirmed that the experimental group for which the project learning method was applied improved the efficacy of artificial intelligence to a significant level compared to the control group which only proceeded with theory and practice.

A Study of the Influence of Medium Richness and Learner's Experience with Various Mediums on the Usefulness of Mediums and Learning Commitment in Integrated Media Korean Classical Education (매체통합 고전문학수업에서 매체풍부성과 매체경험이 매체유용성과 학습몰입에 미치는 영향 연구)

  • Hyun, Young-Ran;Chung, So-Yeon
    • Journal of Korean Library and Information Science Society
    • /
    • v.46 no.4
    • /
    • pp.471-491
    • /
    • 2015
  • The purpose of this paper is to examine the structural relationship between the use of a web medium and learning commitment to develop creative talent for higher media integrated Korean classical literature education. For this we used DBs of The 'Encyclopedia of Korean Local Culture(a local culture DB)' built by the Academy of Korean Studies, and a survey was conducted on 418 high school students, attending a classical literature class which used a local culture DB. The result of this study demonstrates media usefulness of local culture DBs' positive effect on learning commitment. Specifically, media richness and media experience affects the learning commitment through the medium usefulness. These results indicate that in order to encourage learner's medium experience and increase medium richness it is necessary to increase the utilization of mediums, such as local culture DBs.

Effects of the Health Assessment Learning Programs using On-line Platfom on Problem Solving Process, Critical Thinking Disposition, Class Participation and Class Flow of Nursing Students (온라인 플랫폼을 활용한 건강사정 학습 프로그램이 간호대학생의 문제해결과정, 비판적 사고 성향, 수업참여도 및 수업몰입도에 미치는 효과)

  • Hyang-Soo Kim
    • Journal of the Korean Applied Science and Technology
    • /
    • v.41 no.2
    • /
    • pp.305-317
    • /
    • 2024
  • This study is a pre-experimental research that applied one-group pretest-posttest design to find out effects of the health assessment learning program using an online platform on the problem-solving process, critical thinking disposition, class participation, and class flow of nursing college students. Data before and after participation in the learning program using the online platform were collected from second-year nursing students who were 52 test subjects taking the health assessment and practice course at J University located in G-gun, C-buk-do. As a result of analyzing, it was found that the problem-solving process (t=-2.569, p=.013), critical thinking disposition (t=-5.363, p<.001), class participation (t=-4.429, p<.001), and class flow (t=-3.747, p<.001) were statistically significantly improved according to before and after participation in the program. Therefore, it is believed that a learning program using an online platform can be used to improve the problem-solving process, critical thinking disposition, class participation, and class flow of nursing college students during health assessment classes.

The Effect of Basic Learning Ability Improvement Clinic Classes on Self-efficacy, Immersion, and Major Satisfaction in College Students

  • Jung-Oh Lee;Gyeoung-Ran Moon
    • Journal of the Korea Society of Computer and Information
    • /
    • v.28 no.11
    • /
    • pp.135-145
    • /
    • 2023
  • Due to the decrease in the school-age population, the number of freshmen at local college who lack basic learning skills is increasing. Thus, C college has been running a basic learning ability improvement clinic program. This paper is a case study that investigates the effect of basic learning ability improvement clinic programs on major class immersion, efficacy, and major class satisfaction. In 2022, a total of 459 students were surveyed, including 238 students who participated in online and offline classes for basic learning ability improvement clinics and 221 students who did not participate in classes. Data processing was performed using SPSS Ver. 26.0 was used. The results of this study are as follows. First, among the sub-factors of academic self-efficacy, the group participating in the basic learning ability improvement clinic showed significant differences in task difficulty preference and confidence. Second, the class participation group showed a significant difference in learning immersion in major classes. Third, the class participation group showed significant differences in all sub-factors of major satisfaction. In conclusion, it was found that the basic learning ability improvement clinic class had a significant effect on academic self-efficacy, learning immersion, and major satisfaction.

Development of Dialogue-based Feedback System to Improve Flow Learning in e-Learning Environment (이러닝 환경에서 몰입학습 증진을 위한 대화 기반 피드백 시스템의 개발)

  • Jeong, Sang-Mok;Song, Ki-Sang
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.2
    • /
    • pp.150-160
    • /
    • 2007
  • In the actual classroom the so-called flow learning is able to motivate the students through face-to-face feedback, and to meet their needs for educational achievement. By contrast, the so-called e-learning method falls short of the satisfactory level of real-life interaction, which makes many learners drop out or give up on their learning. In order to better the e-learning environment, this study presents a dialogue-based feedback system that improves the flow learning of the learners' in the classroom. This newly developed system was applied at the actual school. The result is that the experimented group improved its flow learning, compared with the controlled group. In the former group, each individual showed some consciousness of objective and challenge following the concrete feedback. That is to say, this system enhances the attitude of an active participation and induces the flow learning, thanks to the dialogue-based feedback and the sustained interest in learning. In conclusion, the significance of this study lies in suggesting the direction of a new learning method development in the e-learning environment.

The Relationship among Flow, Satisfaction, Service Quality, and Revisit Intention of College Ski Class Participants (대학 스키수업 참가자의 몰입, 만족도, 서비스품질 및 재방문의도의 관계)

  • Han, Gun-Soo;Lee, Jung-Heun;Ko, Wisug
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.17 no.6
    • /
    • pp.459-468
    • /
    • 2016
  • The purpose of this study was to examine the relationship among flow, satisfaction, service quality, and revisiting intention of college ski class participants. By analyzing a total of 106 college students from a university in G city, this study found the following. First, the flow of ski classes had a positive influence on the satisfaction with the ski class. Second, the satisfaction with the ski classes had a positive influence on the service quality of the ski resort. Third, the service quality of the ski resort had a positive influence on the revisit intention. Fourth, the flow of the ski class had a positive influence on the service quality of the ski resort mediated by the satisfaction of the ski class. Fifth, the satisfaction of the ski class had a positive influence on the revisiting intention mediated by the service quality of the ski resort.

Comparison of a Learner's Experience on Zoom and Spatial (줌과 스페이셜의 학습자 경험 비교 평가)

  • Yejin Lee;Kwang-Tae Jung
    • Journal of Practical Engineering Education
    • /
    • v.14 no.3
    • /
    • pp.535-541
    • /
    • 2022
  • Zoom has been most popularly used as a non-face-to-face online class tool since COVID19, but due to the recent spread of the metaverse, the use of the metaverse platform is increasing. In particular, since a metaverse platform 'Spatial' provides online classroom creation and various learning functions, and various interactions between instructors and learners or learners and learners are possible, it is highly likely to be used in university classes. Since Zoom and Spatial each have their own strengths and weaknesses for the purpose of class use, it is necessary to find out the strengths and weaknesses of each by comparing and analyzing the learner's experience in class use. In this study, a quantitative analysis of usability, immersion, and satisfaction and a qualitative analysis of individual opinions were performed in order to compare and analyze the learner's experience. SUS (System Usability Scale) was used for usability evaluation, and Magnitude Estimation method was used for immersion and satisfaction evaluation. Thirty-five people who had participated in classes using Zoom and Spatial participated as subjects in this study. Zoom was higher than Spatial at the significance level of 0.05 in usability and satisfaction. On the other hand, the immersion in class was higher in Spatial than in Zoom. Since Spatial provides online classroom creation and various learning functions, and provides various interactions and fun elements between instructors and learners or learners and learners, the immersion in classes was high. If the user interface and interaction of Spatial are improved in the future, it is judged that it can be used as an effective online teaching tool that can replace zoom in university classes.

Effect of Other Behaviors on Self-Directed Learning Ability, Flow and Academic Achievement of Department of Radiology(science) Students in Online Classes (온라인 수업에서 방사선(학)과 학생들의 딴짓이 자기주도적 학습역량, 몰입, 학업성취도에 미치는 영향)

  • Na, Gil-Ju
    • Journal of the Korean Society of Radiology
    • /
    • v.16 no.5
    • /
    • pp.611-618
    • /
    • 2022
  • The purpose of this study was to confirm the degree of other behaviors among university students in the department of radiology(science) who experienced online classes in the COVID-19 situation and to investigate the effect of self-directed learning ability, flow and academic achievement on other behaviors. The research method was descriptive research. Data were 200 students collected from June 1 to 30 in 2022 using structured questionnaires as students in the Department of Radiology(science). Collected data were analyzed using descriptive statistics, t-test, ANOVA, Cronbach's pearson's correlation, multiple regression analysis with SPSS/WIN 21.0. The result of the study showed that the other behaviors were in the order of 'having s different thought, and 'sending text messages'. other behaviors was 1.75, self-directed learning ability was 3.60, flow was 3.23 and academic achievement was 4.29. There was a significant negative correlation between other behaviors and self-directed learning ability, flow, academic achievement. Factors influencing other behaviors were academic achievement, age, flow, self-directed learning ability in that order. As a result of the above research. it is expected that specific measures and various teaching methods to be flowed in the class are need as the way to lower the other behaviors of university students in the Department of Radiology(science) is to increase academic achievement.

The Effect of Novel Engineering (NE) Education using VR authoring tool on STEAM literacy and Learning Immersion (VR 저작도구 기반 노벨 엔지니어링(NE) 교육이 초등학생의 융합인재소양과 학습몰입에 미치는 효과)

  • Song, Hae-nam;Kim, Tae-ryeong
    • Journal of The Korean Association of Information Education
    • /
    • v.26 no.3
    • /
    • pp.153-165
    • /
    • 2022
  • This study is about the Novel Engineering(NE) education program : a class model that combines reading and engineering. By including the process of directly designing and programming a virtual reality using CospacesEdu (a VR authoring tool for the NE class), the effects of the educational program on learners' STEAM literacy and Learning immersion are demonstrated. Moreover, the subject of this education is Dokdo in South Korea. As a result, the average of STEAM literacy is increased, and a significant change is confirmed statistically in Convergence. Learning immersion shows significant improvement in Challenges-skills balance. On the other hand, some students experience difficulties due to the long research stages, from reading a book to researching for information to designing VR and rewriting a story with the collected information. In conclusion, this study will help generalise other education using NE, and this developed program will be a reference that would suggest a new way of teaching.