• Title/Summary/Keyword: 학습몰입경험

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The Effects of 4CID Model based Robot Programming Learning on Learners' Flow Level (4CID 모델 기반 로봇 활용 프로그래밍 학습의 몰입 효과 분석)

  • Lee, EunKyoung;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.11 no.4
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    • pp.37-46
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    • 2008
  • Using robots in the programming classes may help to induce learners' interest and motivation. However, simple introduction of new media, such as robots, may cause to increase learners' interest level temporarily, but also may give cognitive overload and offense against learning motivation. We developed a robot programming course to induce intrinsic motivation and to reduce cognitive load for learners in the programming education. And then, we implemented the developed course in college programming classes and analysed the educational effects of robot programming learning on novice learners' flow level. We found that robot programming course was helpful in enhancing novice learners' flow level. Especially, the element of 'autotelic experience', which explains an intrinsic motivation, was higher than conventional programming course group. It means that the developed strategies for robot programming course provides positive effects on learners' intrinsic motivation.

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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
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    • v.46 no.4
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    • pp.471-491
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    • 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.

The Effect of a Programming WBI Based on the Flow Theory on Flow Level and Academic Achievement (몰입이론을 적용한 프로그래밍 WBI가 학습자의 몰입수준과 학업성취도에 미치는 영향)

  • Chae, Yu-Mi;Cho, Seong-Hwan;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.12 no.1
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    • pp.15-22
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    • 2009
  • Computer programming language learning has an educational effect on improving the high level abilities such as a logical thinking ability and a problem solving ability as well as on understanding a computer working process through the process of programming and debugging tasks. In this study, the Flow Theory is applied for the students to have inner learning motive and continue their learning in the programming language learning. For this, we developed teaching-learning strategies applied by Flow elements, and designed to the WBI. We also applied to the actual teaching-learning field designed WBI and verified the effects on the changes in the learner's Flow level and academic achievement. The result of verification, WBI learning applied by Flow Theory is effective on improving Flow level, making the students have the learning goal and spirit of challenging, forming feedbacks. Also Flow experiences have effect on improving academic achievement(programming ability) through the positive effects on the results of the learning.

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The Sutability of VR Artwork as an Immersive Learning Tool (몰입적 학습 도구로서의 VR 예술작품의 적합성)

  • Rhee, Boa;Kim, Jusub
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.223-226
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    • 2016
  • 본 논문은 최근 출시된 반 고흐 VR 예술작품의 2D 및 3D 콘텐츠에 대한 경험을 분석했다. 두 가지의 콘텐츠에서 쾌락적 특성이 강하게 나타났으며, 원작의 재생산된 작품으로서가 아니라 새로운 창작물로 인지되었다. 콘텐츠의 일반적 특성과 마찬가지로, 몰입감의 경우에도 2D 보다는 3D 콘텐츠에 대한 평가가 더욱 긍정적으로 이루어졌으며, 두 가지의 콘텐츠에서 가장 높게 평가된 몰입감 요인은 주의집중력으로 제시되었다. 특히 3D 콘텐츠의 경우, 다감각적 촉진은 가상공간에서의 현존감(presence)과 관련된 육체적 움직임에 대한 역동성에 영향을 미쳤으며, 원작에 대한 현존감은 가상공간에서의 현존감과 몰입감으로 대체되었다. 3D 기반의 콘텐츠는 학습에 대한 내재적 동기부여를 비롯, 그룹 토의의 활성화, 예술작품 및 작가에 대한 관심 증가 등의 몰입형 학습 도구로서의 효용성이 유의미하게 나타났다. 비록 2D 및 3D 콘텐츠의 몰입학습을 위한 도구로서의 적합성이 예술작품에 대한 감상 및 해석도구로서의 적합성보다 높게 제시되기는 했지만, 예술작품의 진정성과 아우라라는 관점에서 보면 '회화적 동일성'은 존재했지만 콘텐츠의 재창조적 특성으로 인해 '미학적 동일성'은 보장되지 못했다. 이러한 현상은 VR 예술작품의 콘텐츠 제작 목적의 상이함 뿐만 아니라 기술적 정교함 및 예술적 전문성 결여에 기인한다.

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The Effects on Flow at Using Robots of Introductory Programming Course (프로그래밍 초급과정에서 로봇의 활용이 몰입에 미치는 영향)

  • Yoo, InHwan
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.329-337
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    • 2013
  • Introductory programming course using robots that makes good effect to learners. I investigated that the effects on flow at using robots of introductory programming course. According to experiment result, the flow level showed significant change and all of it's element(antecedents, experiences, effects) had changed significantly. This result means that using robots of introductory programming course makes effect that is very positive in flow level of learners. There was strong interrelation by each element of flow in the result of correlation analysis about flow element. In particular, interrelation of antecedents element and experience element was high. Therefore, using robot is precondition of flow, and the level of experience element is high according to level of antecedents, and also experience element elevate the learner's intrinsic satisfaction. The conclusion is that using robots of introductory programming course is helpful enhancing learner's flow level and is positive in study achievements.

Effects of Immersive Virtual Reality English Conversations on Language Anxiety and Learning Achievement (몰입형 가상현실 영어 회화 학습이 언어불안감과 학습 성취도에 미치는 영향)

  • Jeong, Ji-Yeon;Jeong, Heisawn
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.321-332
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    • 2021
  • This study developed an English conversation learning program using virtual reality(VR) and mobile devices. Participants learned and practiced English conversational patterns in immersive virtual reality and mobile conditions. In the program, participants learned and practiced nine conversational patterns with virtual characters in four steps. Language anxiety and conversational fluency were measured to examine the effects of this program. Language anxiety questionnaire was administered before and after the experiment. The results showed that language anxiety was significantly reduced after learning in both conditions, and the reduction waa significantly greater in the immersive condition. Conversational fluency was assessed based on the changes in the length, appropriateness, and accuracy of the responses before and after participants learned and practiced conversational episodes. The results showed that the length, appropriateness, and accuracy of the responses were improved in both conditions after learning. The response length was significantly longer in the immersive VR conditions. These results suggest that immersive VR can be an effective tool to enhance English conversational abilities.

Learning Flow and Problem-solving Confidence of Nursing Students Experienced Team-based Nursing Practice Learning: The Mediating Effect of Perceived Interactivity (팀기반 실습 수업을 경험한 간호대학생의 학습몰입과 문제해결 자신감: 인지된 상호작용의 매개효과)

  • Hyunsim Kim;Ju-Young Hong
    • Journal of Industrial Convergence
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    • v.21 no.11
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    • pp.57-65
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    • 2023
  • This study was attempted to verify the mediating effect of perceived interaction in the relationship between learning flow and problem-solving confidence of nursing students who experienced team-based nursing practice learning. The subjects of this study were 148 senior nursing students who experienced team-based nursing practice learning classes. Data were collected using a structured questionnaire. For data analysis, descriptive statistics, Pearson correlation analysis, hierarchical multiple regression analysis, and Sobel test were conducted. The results of the study showed that nursing students' learning flow was 3.58±0.56 points, perceived interaction was 4.06±0.56 points, and problem-solving confidence was 3.67±0.53 points on average. Learning flow of nursing students showed a positive correlation with perceived interaction(r=0.63, p<.001) and problem-solving confidence(r=0.74, p<.001). Perceived interaction showed a partial mediating effect in the relationship between learning flow and problem-solving confidence(z=5.31, p<.001). It may be necessary to develop programs to improve nursing students' learning flow, perceived interaction, and problem-solving confidence, and to improve their clinical practice ability to solve nursing problems in various nursing settings.

The effect of the entry programming course on the flow of elementary pre-service teacher (엔트리 프로그래밍 교육이 초등예비교원의 몰입에 미치는 영향)

  • Han, Kyujung
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.403-413
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    • 2017
  • The purpose of this paper is to verify whether the entry programming course applied with the flow based learning type is to affect the flow of students' learning. The subjects of the study were the students in the 3rd grade of the National University of education who had not experienced the coding before, and conducted two hours of programming lessons per week for three months. Learning contents and learning materials of beginner course in Entry Homepage were used as learning materials. The teaching and learning process consisted of clear goals setting, motivation, follow-up and immediate feedback, providing application problems, and providing reflection time for students. As a result of the study, the nine factors of flow were compared before and after the experiment. The seven factors - A balance between challenges and skills, Immediate feedback, Action and awareness are merged, Distractions are excluded from consciousness, No worry of failure. Self-consciousness disappears, The activity becomes autotelic-were obtained.

Effect of Role Rotation Experience on Learning Flow, Self Leadership and Debriefing Satisfaction of Nursing Students in Simulation Learning (시뮬레이션학습에서 역할교대 경험이 간호대학생의 학습몰입, 셀프리더십 및 디브리핑 만족도에 미치는 효과)

  • Seo, Ji-Yeong;Choi, Eun-Hee;Lee, Kyung-Eun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.423-430
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    • 2017
  • This study examined the effects of role rotation experience on learning flow, self leadership and debriefing satisfaction in nursing students. A non-equivalence control group quasi-experimental study was used and included as participants 203 junior nursing students at Y University. The experimental group (n=103) participated in the teaching class using a role rotation experience, while the control group (n=100) received conventional practice education. The outcome measurements were learning flow, self leadership, and debriefing satisfaction. The collected data were analyzed using a chi-test, and at-test using the SPSS WIN 21.0 program. The total score of learning flow and self leadership were similar in the two groups. On the other hand, in the case of the debriefing satisfaction (t=-2.70, p=.008), the experimental group ($4.24{\pm}0.51$) was remarkably higher than the control group ($4.03{\pm}0.60$). Although the changes regarding the learning flow and self leadership could not be identified, the debriefing satisfaction had been affected by the practice education using the role rotation experience. Therefore, to identify the effects of simulation education for further details, more research with diversified subjects and varied durations is needed.

A Study on Language Anxiety and Learning Achievement through Immersive Virtual Reality English Conversation Learning Program (몰입형 가상현실 영어 회화 학습 프로그램을 통한 언어불안감과 학습성취도에 대한 연구)

  • Jeong, Ji-Yeon;Seo, Su-Jong;Han, Ye-Jin;Jeong, Heisawn
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.119-130
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    • 2020
  • This study developed an English conversation learning program in immersive virtual reality (VR) environments and compared its effects with non-immersive VR environment using a computer monitor. The effects of the program was assessed using language anxiety and learning achievement. The results indicated that students' language anxiety decreased significantly after learning English conversation in VR environment, but there was no difference between immersive and non-immersive VR. The two VR conditions also produced similar learning outcomes. Future research on immersive VR need to address cyber sickness problems and develop effective learning contents in order to realize its potential for learning.