• Title/Summary/Keyword: 직관 학습

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A Study on the Relationship between Nursing Ethics Education on Ethical Values, Nursing Professionalism, and Consciousness of Biomedical Ethics of Nursing Students (간호윤리 교육이 간호대학생의 윤리적 가치관, 간호전문직관 및 생명의료윤리의식에 미치는 관련성 연구)

  • Kim, Hae-Ok;Moon, Mi-Young
    • Journal of the Korean Applied Science and Technology
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    • 제37권6호
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    • pp.1706-1717
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    • 2020
  • The purpose of this study is to understand the effects of nursing ethics education on ethical values, nursing professional intuition and biomedical ethics of nursing students. Data collection period was from December 2, 2017 to December 31, 2017 and the data were collected from 186 nursing college students at 2 universities. Data were analyzed by t-tests, one-way ANOVA, Pearson's correlation coefficient analysis using the SPSS 21.0 program. The average score for the ethics values was 3.08±0.33 points. the average score of nursing professionalism was 3.22±0.84. The average score of consciousness of biomedical ethics was 2.86±0.22. It is necessary to develop case-centered textbooks in order to raise the competence to apply ethics management about biomedical issues in the course program of nursing ethics to improve the awareness of biomedical ethics for nursing college students.

P-값을 이해하기 위한 멀티미디어 프로그램의 개발

  • 최숙희
    • Communications for Statistical Applications and Methods
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    • 제4권3호
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    • pp.807-816
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    • 1997
  • 통계학의 개념들을 직관적으로 이해시키기 위해 기존의 교재중심 강의교육에서 탈피하여 실제적인 실험을 중시하고 컴퓨터를 교육에 활용하는 방안에 국내외적으로 많은 관심이 쏠리고 있다. 본 연구에서는 통계학의 기초개념들을 쉽게 배울 수 있는 통계교육용 멀티미디어 프로그램개발의 한 단계로서 유의성검증시 필요한 p-값(유의확률)의 의미를 정확히 이해하고 적용할 수 있도록 하는 프로그램을 개발하였다. 다양한 상황을 소리, 컴퓨터그래픽, 애니메이션, 텍스트와 동영상을 통합한 멀티미디어 환경하에서 구현하여 피교육자가 흥미를 가지고 학습함으로써 단순한 계산결과가 아니라 원리와 과정을 알 수 있도록 구성하였다. 이 프로그램은 한글 windows 95가 설치된 개인용컴퓨터에서 사용할 수 있으며 internet을 통하여 web browser에서 직접 실행할 수 있다.

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A Comparative Study of Logical and Intuitive Thinking in Mathematical Concepts with Reference to Secondary Talented Students

  • Pak, Hong-Kyung;Kim, Tae-Wan
    • Journal of the Korean Data and Information Science Society
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    • 제19권4호
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    • pp.1101-1110
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    • 2008
  • The present paper investigates about the formation of the logical thinking and the intuitive thinking in mathematical concepts with reference to secondary talented students (students aged 16$\sim$17 years). As a main result, we conclude that their preference between the logical and the intuitive thinking does not related to the distinction of the school level and sex, while their consistence between them relates.

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초등학교 5학년 학생들의 넓이 측정과 관련된 지식 상태의 분석

  • Park Hye-Gyeong;Kim Yeong-Hui;Jeon Pyeong-Guk
    • Proceedings of the Korea Society of Mathematical Education Conference
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    • 한국수학교육학회 2006년도 제37회 전국수학교육연구대회 프로시딩
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    • pp.79-90
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    • 2006
  • 새로운 것을 학습할 때 학생들은 자신이 어떤 지식 상태를 갖고 있는지에 따라 상당히 다른 이해의 정도를 나타낸다. 유의미한 이해를 이끌어 내기 위해서 교사들은 학생들의 사전 지식상태를 파악하고 그것에 근거하여 학습과제를 제시할 필요가 있으며, 어떤 단원을 학습한 후에 학생들의 지식상태를 파악해 보는 방법도 모색되어야 할 것이다. 본 연구는 충청북도 C도시 4개 초등학교 5학년 학생 285명에게 수학 5-가 6단원을 학습한 후 넓이 측정과 관련된 지식상태 검사를 실시하고 그 결과를 Doignon & Falmagne(1999)의 지식공간론을 활용하여 분석하였다. 학생들의 답안에서 평면도형의 넓이 측정과 관련된 지식의 상태를 파악하고 세 가지 범주-측정의 의미 파악, 공식 활용, 전략의 사용-에서 지식 상태의 위계도를 작성하였다. 첫 번째 범주인 측정의 의미 파악과 관련하여 학생들은 둘레나 넓이의 속성 파악에서 혼동을 보이거나 직관적으로 넓이를 비교해야 하는 과제에서도 계산을 시도하는 지식 상태가 반 이상인 것으로 드러났다. 두 번째 범주인 공식 활용과 관련해서는 학생들의 상당수가 부적합한 수치를 넣어 무조건 넓이 계산을 시도하고 있었다. 또한 세 번째 범주인 전략 사용에 관해서는 분할이나 등적변형 등의 전략을 알고 있는 학생 중에도 40% 가량은 문제를 표상하는데 어려움이 있어 해결하지 못하는 것으로 드러났다.

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The Effect of Scratch Programming Education on Learning-Flow and Programming Ability for Elementary Students (스크래치 프로그래밍 교육이 초등학생의 학습 몰입과 프로그래밍 능력에 미치는 효과)

  • Ahn, Kyeong-Mi;Sohn, Won-Sung;Choy, Yoon-Chul
    • Journal of The Korean Association of Information Education
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    • 제15권1호
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    • pp.1-10
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    • 2011
  • The programming education in K-12 field is processing with conceptual approaches to obtain basic grammar not including higher knowledge processing. This is main reason that can't able to obtain the educational effects. This study aims to research the innovated methodology of programming education which can have educational effect by participating of learners with positive interest, and recognize the effect of the Scratch programming education on elementary school student's learning-flow and programming ability. As a result Scratch programming education has effect on elementary school student's improving the level of learning-flow and the programming ability.

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Analysis of Non-Computer Majors' Difficulties in Computational Thinking Education (Computational Thinking 교육에서 나타난 컴퓨터 비전공 학습자들의 어려움 분석)

  • Kim, Soohwan
    • The Journal of Korean Association of Computer Education
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    • 제18권3호
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    • pp.49-57
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    • 2015
  • The purpose of this study is to provide considerations through investigation and analysis about non-computer major learners' difficulties in computational thinking education. In recent, the importance of human resources development in convergence based on computational thinking is increasing internationally and a Korean university is selecting CT as a mandatory subject. I taught CT with Scratch at C university in Seoul for two semesters in 2014 and investigated and analyzed what difficulties non-Computer majors felt in the process of CT education. The result showed they felt the following some difficulties in order: the concept of variable and list; to think a idea and implement it; which commands should be selected. The pleasure and the interest can be apply to decrease difficulty, because they affect self-programming ability and self-CT capability each other statistically. Although Scratch is an easy and an intuitive programming language, it is needed to consider to provide appropriate learning time to student for using and applying commands.

The Development of Interactive Artificial Intelligence Blocks for Image Classification (이미지 분류를 위한 대화형 인공지능 블록 개발)

  • Park, Youngki;Shin, Youhyun
    • Journal of The Korean Association of Information Education
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    • 제25권6호
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    • pp.1015-1024
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    • 2021
  • There are various educational programming environments in which students can train artificial intelligence (AI) using block-based programming languages, such as Entry, Machine Learning for Kids, and Teachable Machine. However, these programming environments are designed so that students can train AI through a separate menu, and then use the trained model in the code editor. These approaches have the advantage that students can check the training process more intuitively, but there is also the disadvantage that both the training menu and the code editor must be used. In this paper, we present a novel artificial intelligence block that can perform both AI training and programming in the code editor. While this AI block is presented as a Scratch block, the training process is performed through a Python server. We describe the blocks in detail through the process of training a model to classify a blue pen and a red pen, and a model to classify a dental mask and a KF94 mask. Also, we experimentally show that our approach is not significantly different from Teachable Machine in terms of performance.

Effects of Teaching of Limit Using GeoGebra to High School Students' Mathematics Learning (GeoGebra를 활용한 극한 지도가 고등학생들의 수학 학습에 미치는 영향)

  • Kong, Min Sook;Kang, Yun Soo
    • Journal of the Korean School Mathematics Society
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    • 제17권4호
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    • pp.697-716
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    • 2014
  • The purpose of this paper is to investigate high school students' learning characteristics which revealed in their learning process of limit using GeoGebra. And we are going to analyze effects of teaching of limit using GeoGebra to high school students' interesting and attitudes for mathematics learning. To do this, we selected three high school students as participants and ask them performing limit learning using GeoGebra. We recorded their problem solving process. Through analyzing their problem solving process relate to their solution, we found the followings: First, students did not logically approach based on mathematical properties or given materials, rather showing tendency decide with self-conscious and intuition. Second, it is possible that former reasoning strategies disturb following reasoning in the process of high school students' mathematics learning. Third, learning process of limit using GeoGebra help high school students to identify and correct their errors relate to limit learning. Forth, learning process of limit using GeoGebra positively effects to high school students' interesting and attitudes for mathematics learning.

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Serious Game Design and Implementation for Kids (유아용 기능성게임 설계 및 구현)

  • You, GiWon;Yoon, SeonJeong
    • Journal of Korea Game Society
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    • 제15권4호
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    • pp.19-28
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    • 2015
  • According to the Infant Educational Law, learning of the children are encouraged through playing, but there are not many tools to learn. Educational Serious Game is a game developed for the purpose of learning. And so, in this paper, we produced serious games for education learning for young children. Contents of the game is the digestive system. And we utilized touch and drag which are kinds of intuitive interface of the mobile platform being able to play easy. At the end of each stage, and it contained a scene that can learn the characteristics of the digestive system. After producing this game, we supplemented something that is inadequate through testing. In addition, the learning effect of the game was confirmed by interviews with the teachers. We hope this will be a fun and informative game for the digestive tract to the children.

Augmented Reality based Learning System for Solid Shapes (증강현실 기반 입체도형 학습도구 시스템)

  • Yeji Mun;Daehwan Kim;Dongsik Jo
    • Smart Media Journal
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    • 제13권5호
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    • pp.45-51
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    • 2024
  • Recently, realistic contents such as virtual reality(VR) and augmented reality (AR) are widely used for education to provide beneficial learning environments with thee-dimensional(3D) information and interactive technology. Specially, AR technology will be helpful to intuitively understand by adding virtual objects registered in the real learning environment with effective ways. In this paper, we developed an AR learning system using 3D spatial information in the 2D based textbook for studying math related to geometry. In order to increase spatial learning effect, we applied to solid shapes such as prisms and pyramids in mathematics education process. Also, it allows participants to use various shapes and expression methods (e.g., wireframe mode) with interaction. We conducted the experiment with our AR system, evaluated achievement and interest. Our experimental study showed positive results, our results are expected to provide effective learning methods in various classes through realistic visualization and interaction methods.