• Title/Summary/Keyword: 수업 이해도

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Nursing Student's Experiences on Simulation Practice focusing on Cardiac Arrest (간호대학생의 심정지 시뮬레이션 실습 경험)

  • Song, Mi-Sook;Jae, Kyung-Sung
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.119-128
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    • 2018
  • In this paper, The purpose of this qualitative research was to explore the experience of a nursing simulation practice focused on patients with cardiac arrest with 50 4th-year nursing students who participated the simulation practical education. The data collection period was from 12/4/2017 to 12/6. Subjects were asked to write a self-reflection journals with a narrative style in order to explore the cardiac arrest simulation practice experience. Data were analyzed using Thematic Analysis by Braun & Clarke. The results were "Expectation for types of simulation education", "A great deal of regret", "Pre-experience in cardiac arrest situation", "Cognition in the importance of team interaction", "Active reaction", "Extended role from a nursing student to a nurse." The results indiate that understanding the experience of a nursing simulation education for nursing students will be able to be used as baseline data which is needed to manage the method of the simulation education effectively.

Linguistic Turn and the Education of Liberal Arts (언어적 전환과 인문교육)

  • Paik, Tohyung
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.279-288
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    • 2020
  • In this paper, we try to criticize a bias that liberal arts are not practical. First, I introduce holistic models of knowledge and constructivism in education. Second, I suggest 'linguistic turn' as another noticeable phenomenon. Language is an element of culture, but a priviledged one because culture, in itself, is linguistic. So culture is a sort of a text. We can see that liberal arts or humanities to deal with texts, contexts and languages can have an important role to read, understand and construct a world. So the rediscovery of the traditional model of the education of liberal arts like processes of graduating studies of liberal arts or humanities, is relevant to a new 'practical' model of reading and leading recent social transformations. An important point is academic contribution. And current situation called 'Knowledge-Based Society' also supports my point in another way. The situation of rapidly changing knowledge requires an education of problem-solving ability by unifying and reconstructing knowledge supporting with constructivism in education rather than the cramming system of education.

The effects of Multimedia Case-based Learning on Preservice Teachers' Critical Thinking and Practices (멀티미디어 사례기반학습이 예비교사의 비판적 사고 성향과 수행능력에 미치는 효과)

  • Park, Sung-Hee
    • The Journal of Korean Association of Computer Education
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    • v.14 no.5
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    • pp.19-28
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    • 2011
  • The purpose of the study is to investigate the effects of multimedia case-based learning on preservice teachers' critical thinking disposition and practices. Forty-nine students among the seventy-five preservice teachers who enrolled in the class, Introduction to Special Education, participated in this study. Pretest and a case were presented at the beginning of the semester and then 4 cases and multimedia learning resources were provided during 13 weeks. In addition, small and whole class discussion were used for learning activities to share their opinions. At the end of the semester, the posttest and practices regarding a new case data were collected. Results found that no significant difference in the critical thinking disposition survey, however, the multimedia group showed better practices in a new case than the control group. Suggestions and future research were discussed.

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Development of an Eclipse-based IDE for Educational Compilers (이클립스 기반의 교육용 컴파일러 통합개발환경)

  • Sung, U-Kyung;Kang, Hyun-Syug;Bae, Jong-Min
    • The Journal of Korean Association of Computer Education
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    • v.14 no.5
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    • pp.9-18
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    • 2011
  • Compiler development projects, which are designed and taught in compiler course, allow students to practice and absorb valuable amount of experience and techniques in developing compilers. However, both instructors and students face difficulties as they are often limited by insufficient hands-on time during course of an academic year along with a relatively high level of technologies involved when dealing with compilers. As well, most compiler's target systems use interpreter-based technologies which are rather limited in drawing student's attention. As a result compiler courses often end up being more of a theoretical course than practical. This paper presents a new integrated development environment (IDE) that will help overcome aforementioned difficulties and allow students to obtain both theoretical and practical knowledge more efficiently. The development environment includes a reference compiler with $Mindstorms^{(R)}$ NXT Robots as the target system, compiler development tool, target language test tool, and code generation visualizer. It is developed as a plug-in for the popular Eclipse IDE which enables easy access and great expandability. This integrated development environment allows students to understand compilers better and start their development faster.

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The Effects of Computer Science Program based on Specific Manipulative Activities in Achievement and Attitude of Learning (구체적 조작활동기반 컴퓨터과학 프로그램이 학업성취도 및 학습태도에 미치는 효과)

  • Park, Jung-Ho;Bae, Young-Kwon;Lee, Tae-Wuk
    • The Journal of Korean Association of Computer Education
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    • v.10 no.5
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    • pp.33-42
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    • 2007
  • The purpose of this study is to develop and applicate the computer science teaching-learning program to raise the next newest talented students in IT field. The experiment was conducted to analyze the effects of learners variables such as learning achievement and attitude at K elementary school in Chungcheongbuk-do during 8 weeks and samples were 74 students. The summary of results of this study are as follows : First, significant differences were not observed in part of achievement of learning between comparative group and the experimental group who used computer science program consisted of specific manipulative activities. However, the higher mean score means that teaching-learning based on specific manipulative activities have a positive effect on understanding contents of computer science. Second, it is found that students in experimental group respond more positively about computer science than comparative group.

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Predicting Factors on the Increase in Computer Entertainment Behavior with Data Mining (데이터마이닝을 이용한 컴퓨터 오락추구 행동 상승의 예측요인)

  • Lee, Hyejoo;Jung, Euihyun
    • The Journal of Korean Association of Computer Education
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    • v.20 no.2
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    • pp.47-55
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    • 2017
  • The purpose of this study is to investigate the predicting factors on the increase in computer entertainment behavior with the sample from KYPS data. The results of the Decision Tree model revealed that: (1) Neighbor supervision, self-belief, parent attachment, life satisfaction, and peer attachment were significant for the increase in computer entertainment behavior. (2) Neighbor supervision, class participation and leisure satisfaction were significant for male students' increase in computer entertainment behavior. (3) Optimistic disposition, teacher attachment, and peer attachment were significant for female students' increase in computer entertainment behavior. These results suggest that meaningful factors and their divers interactions should be considered in methods and programs for regulating and preventing the increase in computer entertainment behavior.

Characteristics of Middle School Students' Conceptual Ecologies on the Need of Existence of Living Things (생물 존재 필요성에 대한 중학생의 개념생태 특징)

  • Song, Hyoun-Mee;Chung, Wan-Ho
    • Journal of The Korean Association For Science Education
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    • v.21 no.4
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    • pp.648-657
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    • 2001
  • Using the concepts on the need of existence of living things, we investigate students' concepts on interdependence concepts between living things. The purposes of this study are to identify components of conceptual ecologies influencing on students' concepts and to describe the relations between those components and their concepts. The subjects of this study are 4 boys, 2 girls in the 3rd grade of middle school. The sources of data used in this study include a questionnaire, interviews and observation of the discussion class. Then, all data collected through each methods are compared and summarized in the relation to the questions of research. As a conclusion, it reveals that students' concepts are connected with several cognitive or affective components. Especially, the major components influencing on students' concepts are their metaphysical beliefs, conceptions includes other fields. These components function as constraints. Given these results, a teacher who want to teach a new concept to students should consider their characteristics and the components of conceptual ecology.

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Exploration of the application possibility of curriculum with mathematical modeling through coding activities

  • Kim, Dong-Joong;Kim, Won;Jung, Jae young;Choi, Sang-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.2
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    • pp.241-250
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    • 2020
  • In this paper, we propose a direction of teaching method for future generations. In order to suggest such the direction, teaching and learning materials that integrate coding activities and mathematical modeling were developed through top-down and bottom-up processes. Coding and engineering experts and mathematics education experts developed teaching and learning materials through councils (top-down courses) and applied them to 24 high school first graders based on student responses (bottom-up courses). Additionally, the developed curriculum helped students increase interest and motivation and realize conceptual understanding, problem posing, and problem solving in mathematics. On the basis of these results, it provided an idea about how to develop curriculum combining mathematical modeling with coding activities, needed for the fourth industrial revolution.

Development of Contents For Building Construction Education Using Smart Media and Utility Verification of the Contents (스마트 미디어를 활용한 건축시공 교육 콘텐츠 개발 및 효용성 검증)

  • Yun, Ji-In;Kim, Taek-Jung;Choi, Yoon-Ki
    • Korean Journal of Construction Engineering and Management
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    • v.19 no.3
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    • pp.23-32
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    • 2018
  • As the size of the construction industry becomes larger, there are many tries to change the construction education for growing the pre-engineering who has many directly experience. However, architectural construction education, which requires a lot of practical understanding, is still limited to educational textbooks and field trips. Therefore, this study proposed the development of educational contents which can indirectly experience by combining smart media such as time-lapse, video and animation. Also, we verified the effectiveness of contents developed based on usability, practicality(fitness of education), necessity, possibility of commercialization. We will contribute to enhance the effectiveness of education through building construction education contents that take advantage of contents based on this.

Development of Curriculum Using ROBOTC-based LEGO MINDSTORMS NXT and Analysis of Its Educational Effects (ROBOTC기반 LEGO MINDSTORMS NXT 로봇을 이용한 교육과정 개발 및 교육효과 분석)

  • Lee, Kyung-Hee
    • The KIPS Transactions:PartA
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    • v.18A no.5
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    • pp.165-176
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    • 2011
  • In this paper, we show how a curriculum using LEGO MINDSTORMS NXT robot based ROBOTC for undergraduate students has been developed, and we analyze the educational effect of the curriculum. The curriculum is composed of basic knowledge learning, practice with basic robots, practice with advanced robots, and creative design and implementation of robots. During the three year period since 2009, educational achievement has been analyzed by surveys for 6 classes, 94 students. According to the analysis, the curriculum has highly motivated the students and made them to achieve effectively our educational and academic goals. Also, we observe that the curriculum helped the students to improve their creativity and the problem solving skill, and that the students were autonomously and deeply involved in the homework and the term projects, which made them be very cooperative. Finally, the intensive practice with ROBOTC programming is shown to help students to improve their programming ability of C language.