• Title/Summary/Keyword: 수업몰입도

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Analysis of User Experience for the Class Using Metaverse - Focus on 'Spatial' - (메타버스의 수업활용에 관한 사용자 경험 분석 - 스페이셜(Spatial)을 중심으로 -)

  • Lee, Yejin;Jung, Kwang-Tae
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.367-376
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    • 2022
  • In this study, the user experience was analyzed from the learner's point of view, focusing on the metaverse platform 'Spatial'. SUS(System Usability Scale) was used to evaluate the usability of the metaverse platform 'Spatial' in a college class, and the Magnitude estimation technique was used to evaluate the immersion and satisfaction with the class. In addition, a questionnaire survey was used to collect user experience opinions on the use of 'Spatial' as a teaching tool. Looking at the usability evaluation results of the 'Spatial' system, the students evaluated the usability, immersion, and satisfaction quite positively. Looking at the user experience of metaverse platform 'Spatial', it was found that students highly valued Metaverse as an educational tool that can provide a place for many people to gather and communicate even in a non-face-to-face space. Compared to other online platforms, metaverse has advantages in ease of use, interaction, immersion, and interest. In particular, in addition to keyboard, touch, and display, interaction using the five senses such as voice, motion, and gaze was recognized as a great advantage. On the other hand, it was found that high openness, freedom, and interest factors can both promote learning and inhibit learning. Nevertheless, it is judged that the metaverse platform 'Spatial' can be effectively applied in college classes because it enables various interactions between instructor and learner or between learner and learner.

The Effect of Robot Programming Learning Considered Gender Differences on Female Middle School Student's Flow Level and Problem Solving Ability (성별의 차이를 고려한 로봇 프로그래밍 학습이 여중학생의 몰입수준과 문제해결력에 미치는 효과)

  • Song, JeongBeom;Paik, SeoungHey;Lee, TaeWuk
    • The Journal of Korean Association of Computer Education
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    • v.12 no.1
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    • pp.45-55
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    • 2009
  • The purpose of this study was to examine the possibility of development of flow level and problem-solving ability by Using robots in the programming classes. For this purpose, a course has been developed which consists of (1) strategies to motivate students and to improve flow level (2) Creative Problem Solving (CPS) teaching model to improve their problem solving abilities. We experimented the course with 30 second-grade middle school students and we could observe that the robot programming learning considered gender differences helps improving their problem solving abilities and flow level. Specially, the group of the female student was greater improvement than the group of the male student on flow level.

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The effect of Virtual Reality sports experience on sports satisfaction, sports immersion, and sports attitude

  • Myung-Soo, Kim;Byung-Nam, Min;Seung-Hwan, Lee;Sung-Hee, Kim;Jae-Hoon, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.129-136
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    • 2023
  • In this paper, we propose the positive effects of Virtual Reality(VR) sports classes and the foundation for VR sports to become the basis of lifelong sports education through the application of physical education classes in sports virtual reality programs are to be provided. For this purpose, the effect of VR sports experience on sports satisfaction, sports immersion, and sports attitude factors was investigated for 281 elementary school students in Busan. Results It was found that VR sports experience had a significant effect on sports satisfaction, sports satisfaction had a significant effect on sports immersion and sports attitude, and sports immersion had a significant effect on sports attitude. The great advantage of sports virtual reality is that sports activities for items that are difficult to deal with in physical education classes and unpopular items will be easily performed. In addition, by using a program that links physical education classes with English and mathematics, physical education will be recognized as a convergence subject by elementary school students, and at the same time, it will become an integrated subject that can acquire fun elements and learning elements at the same time through play or games.

Factors Influencing on Learning Flow to Nursing Students Self-Leadership and Academic Self-Efficacy in both Online and Offline Lectures (온·오프라인 수업을 병행한 간호대학생의 셀프리더십과 학업적 자기효능감이 학습몰입에 영향을 미치는 요인)

  • Lim, Se-mi;Yeom, Young-Ran
    • Journal of Convergence for Information Technology
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    • v.10 no.11
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    • pp.107-116
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    • 2020
  • The purpose of this study was to identify the degree of self-leadership, academic self-efficacy, and learning flow of nursing college students to took both online and offline lectures, and to identify the factors that influence learning flow. Data were collected by using questionnaires from 152 students who were in 2nd year of the nursing college in G city, from September 7 to September 29, 2020. Data were analyzed by t-test, ANOVA, Pearson's correlation, and stepwise multiple regression using SPSS WIN 25.0 program. As a result of the study, Learning flow according to general characteristics showed significant differences in perceived health status, interpersonal relationship, major satisfaction, and grades. Statistically, learning flow showed a significantly positive correlation with self-leadership and academic self-efficacy. Influencing factors on learning flow were academic self-efficacy(β=.44, p<.001), self-leadership(β=.35, p<.001), and major satisfaction(β=-.14, p=.031) accounting for 57% of the total change. Based on this study, strategies to enhance academic self-efficacy and self-leadership are required to improve the learning flow of nursing students.

A Study on the Factors Affecting Flow in e-Learning Environment - Focusing on Interaction Factors and Affordance - (이러닝 환경에서 몰입에 영향을 미치는 요인 연구 -상호작용 요인과 어포던스 요인을 중심으로-)

  • Lee, So-Young;Kim, Hyung-Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.522-534
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    • 2019
  • The purpose of this study is to investigate the interaction factors(learning motivation, concrete feedback, learner's control) and affordance factors (aesthetics, playfulness, stability) that influence flow in e - learning. This study collected 236 survey data from e-learning users. The data was analyzed the statistical relationships among the variables using the SPSS21 and AMOS21. The measurement model was reliable and valid, and the structual model was good. The result shows that interaction factors (concrete feedback, learner's control) and affordance factor (playfulness) influence on flow. Flow has a significant effect on satisfaction. Especially the effect of playfulness on flow is meaningful. Playfulness is one of the most important factors leading to the flow state of humans. The contribution of this study is to find the factors influencing flow in the interaction between learners and computer in e-learning. It can be used to provide an entertainment experience that can enhance the satisfaction of consumers in the Internet environment by finding the antecedents that affect the flow in computer - human interaction.

Analysis of the effectiveness of Havruta learning method in fundamentals nursing classes (기본간호학 수업에서 하브루타 수업방식의 효과 분석)

  • Jihyun Kim;Jeong Ha Yang;Sun-Young Park
    • Journal of Internet of Things and Convergence
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    • v.10 no.1
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    • pp.29-37
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    • 2024
  • The purpose of this study is to investigate the impact of education applying the Havruta learning method in fundamentals nursing classes for nursing students on problem-solving ability, self-directed learning ability, critical thinking disposition, and learning commitment. One-group pretest-posttest design was used. Nursing students received training applying the Havruta learning method for 6 weeks (12 hours) in fundamentals nursing classes. The study was conducted from September 18 to November 6, 2023. Data were analyzed using SPSS/WIN 28.0 with mean, standard deviation, and paired samples t-test. problem-solving ability (t=4.52, p<.001), self-directed learning ability(t=-4.61, p<.001), critical thinking disposition(t=-4.10, p<.001) significantly increased before and after the 6-week Havruta learning method training for nursing students. However, there was no statistically significant difference in learning commitment (t=-0.28, p=.782). The Havruta learning method is an effective nursing education tool for improving problem-solving ability, self-directed learning ability, and critical thinking disposition. The results of this study can serve as basic data for nursing professors when planning teaching and learning strategies using Havruta. Research will be needed to utilize the Havruta learning method in various classes and evaluate its effectiveness.

Path Analysis of Bodily-Kinesthetic Intelligence, Linguistic Intelligence, Flow and Learning Outcomes in Motion-Capture Game-Based Learning (동작인식게임 활용학습에서의 신체운동지능, 언어지능, 몰입, 학습성과 간 경로분석)

  • Ryoo, EunJin;Kang, Myunghee
    • Journal of The Korean Association of Information Education
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    • v.21 no.6
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    • pp.607-618
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    • 2017
  • Recently, there is a growing interest in learning to use games as a teaching method for digital native learners. In this study, we conducted a path analysis between bodily-kinesthetic intelligence, linguistic intelligence, flow, learning outcomes(academic achievement, persistence intention) in motion-capture game-based learning(the used game developed for elementary school history class). As a result, bodily-kinesthetic intelligence directly influenced flow and indirectly influenced learning outcomes. Linguistic intelligence did not have direct influence on flow and indirect effects on learning outcomes. Through this result, we expected that the motion-capture game-based learning facilitate learning motivation and performance of learners for higher bodily-kinesthetic intelligence.

Analysis of Communicative Features in an Excellent Elementary English Class Using COLT and TALOS (COLT와 TALOS 활용 동영상 분석으로 살펴본 우수 초등영어수업의 의사소통성 양상)

  • Yoo, Hee-yeon;Kim, Jeong-ryeol
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.269-279
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    • 2018
  • The purpose of this research is to investigate how an elementary English class is presented in terms of communicative properties using COLT and TALOS because previous studies mainly used COLT. A lack of TALOS has shown on the previous studies. Also, this study takes a close look into whether the English class is communicative or not communicative since previous studies criticized in that elementary English classes are not communicative. For the purposes of this research, COLT part B and TALOS low-inference were used to analyze one elementary English class which had won the grand prize at English class contest. The result of this study revealed that the class is communicative in terms of high quantity and quality of students utterances, high ratio of students' discourse initiation, students' unpredictable information giving utterances and extension of utterances. Findings from this study revealed the good elementary English class characteristics of this class: students' participation, focus on affective atmosphere, students-directed activities, and unconscious internalization of target expressions through repetition.

Comparison of Learning Immersion Experiences According to Cognitive Style in Online Edu-games (온라인 교육용 게임에서의 인지양식에 따른 학습 몰입경험 비교)

  • Kang, Eun-Kyougn;Kim, Han-Il
    • The Journal of Korean Association of Computer Education
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    • v.13 no.4
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    • pp.61-68
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    • 2010
  • One often thinks that those doing any activity on the Internet are likely to be addicted to it so that they tend to rather restrain the educational use of what the Internet can provide. However, the online edu-games deserve a good learning material which can not only provoke learners' interest but also draw out a smoother interaction between teachers and learners. Even the preliminary study on immersion verified that the Internet could work positively for the learners. Considering that online edu-games can be a useful tool for individual learning, more studies on immersion should be conducted focusing on the individualization in the future. This paper shows the differences among the components of learning immersion depending on the different individual cognitive styles in the online edu-games.

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The Effect of Learning Flow and Learning Satisfaction from App Programming Education Using m-Bizmaker (m-Bizmaker를 활용한 앱 프로그래밍 교육이 학습몰입 및 학습만족도에 미치는 영향)

  • Han, SoonJae;Kim, SungSik
    • The Journal of Korean Association of Computer Education
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    • v.21 no.2
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    • pp.41-48
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    • 2018
  • This study aims to present a method for app programming education by analyzing the effect of Learning Flow and Learning Satisfaction from app programming education using m-Bizmaker in specialized high school students. Currently, SW education to increase computational thinking is actively carried out in schools that are leading SW education school and various SW education methods are being applied. In particular, the app programming education could continue when the learner is engaged in Learning Flow and Learning Satisfaction with the learning. And according to survey results, it has been proved that the app programming education using m-Bizmaker is effective to improve some factors of Learning Flow(control sense, loss of consciousness) and Learning Satisfaction in specialized high school students.