• Title/Summary/Keyword: 학습참여 동기

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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.

A Study on Improvement Direction of Onboarding Process Design for Elevating Early User Experience of Online Games (온라인 게임의 초반 사용자 경험 향상을 위한 진입 과정 디자인 개선 방향 연구)

  • Yang, Seung Hee;Yoo, Seung Hun
    • Design Convergence Study
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    • v.18 no.4
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    • pp.1-15
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    • 2019
  • As the game industry is steadily becoming the spotlight industry, the importance of user experience design in game industry is increasing. This study tried to approach game from the viewpoint of user experience design and aimed to analyze the onboarding process focusing on user accessibility and retention in an online game. First, through literature review, onboarding process was devided into three stages. Then each stages were analyzed into experience design, game design elements to derive the key UX factors. Second, based on the UX elements, the game experience and cognitive element analysis frame was presented. With this frame, five domestic online games were qualitatively analyzed and cognitive elements of each game's onboarding process were derived. Key cognitive factors in each stages were, selective attention in the discovery stage, working memory and active learning in the learning stage, and participation and motivation in the immersion stage. Finally, improvement direction were presented, focusing on the key cognitive factors. These studies highlight the importance of the user entry process in online games and suggests improvements to lower entry barriers.

A Study on Creative Teaching Methods using Blockchain Media (블록체인 미디어를 활용한 창의적 교수법 연구)

  • Baek, Jinwook
    • Journal of Creative Information Culture
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    • v.5 no.2
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    • pp.173-182
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    • 2019
  • Recently, creative teaching methods have received a lot of attention in the university community. Creative teaching methods can maximize the effectiveness of the creative education through the voluntary participation of students. One of the most important skills in creative teaching methods is communication because many students are passive in their real classes. An economic reward system helps to improve students' communication skills because it motivates students to study harder. Therefore, a blockchain media based on an economic reward system can be useful teaching tools. This paper proposes a creative teaching method using blockchain media to improve communication skills. The proposed method consists of eight steps, and it was applied to classes for the last three years. The results show that the proposed method helps students improve their communication skills.

A Study on the Enhancement of Learning Effects through Student-Oriented Teaching Methods in Engineering Education (공학교육에서 학습자 주도형 강의방법을 통한 학습효과 향상에 관한 연구)

  • Yang Han-Ju;Kim Jong-Heon
    • Journal of Engineering Education Research
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    • v.2 no.1
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    • pp.3-9
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    • 1999
  • This study investigated the improved teaching methods which can enhance the learning effects of students in engineering education and provide students with practical abilities of field works. As the results of applying student-oriented teaching methods to students who take the course of hydraulic and pneumatic control in the department of mechanical design engineering of Dongyang technical college, student-oriented teaching method Is more effective than professor-oriented teaching methods in the aspects of motivation of learning, cultivation of imagination and creativity, and ability of solving problems. In order to successfully execute student-oriented teaching method, integrated lecture of both theory and experimental practice has been carried out in the classroom equipped with experimental facilities, and after acquiring sufficient experience through experimental practices, students looked into theoretical backgrounds based on the experimental results during the process solving the subjects which a professor suggested. The subjects should be suggested with the contents for accomplishing the goal of learning, and it is very important for a professor to play the role of helping students solve the problems by themselves, which results in improving practical ability of field works. At the end of every class, a professor has students fill up the questionnaire about the level of learning achievement, questions, and teaching method, and applying the surveying results to the next class can bring out improving the extents of students' participation of classes and concerns about the course. Since the engineering education requires a practical ability of field works, imagination, and creativity in every course, it is desirable to introduce student-oriented teaching method rather than professor-oriented teaching method.

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Development and Application of a NCS-based Reference Operation Model for Contract Departments of the Korean Work-and-Study Parallel Colleges (한국형 일학습병행제 대학 계약학과의 NCS기반 표준운영모델 개발 및 적용)

  • Kang, Kiho;Kim, Uijung;Om, Kiyong
    • Journal of Practical Engineering Education
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    • v.11 no.1
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    • pp.61-73
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    • 2019
  • Recently the Korean life-long occupational skill development system is undergoing rapid change and innovation on the basis of NCS (National Competency Standards). In order for the NCS-based occupational training system to be successfully established, it is required to be accepted and applied in the higher education. Universities, however, hesitate to adopt NCS-based contracted education programs of the work-and-study cooperative system due to low relevance of university education to industrial needs and absence of the reference operation model for the NCS-based contracted education programs considering Korean small companies' particular needs. This study aims to develop and apply a reference operation model for NCS-based contracted education programs of the university-linked work-and-study parallel system, focusing on the Department of Mechanical Design Engineering of College of Work and Study in Parallel, Koreatech. In addition, several operational guidelines are suggested within the framework of current law and regulations for successful diffusion of the NCS-based reference operation model. The results of this study are expected to contribute to nation-wide proliferation of NCS-based contracted education programs in the higher education and motivating companies and universities to participate in the work-and-study parallel initiatives.

The Relations of Metacognition, Learning Flow and Problem Solving Ability of Online Classes in Nursing Students (일 지역 간호대학생의 온라인 수업에서 메타인지, 학습몰입, 문제해결력 관계)

  • Jeon, Eun-Ju;Kim, Su-Eun
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.13 no.6
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    • pp.597-604
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    • 2020
  • This is a narrative research study conducted on the subject in order to understand the relationship between the meta-cognition, learning flow, and problem solving ability of nursing students in online class, and to find out the factors that influence problem solving ability, 88 students enrolled in 2nd and 3rd grade students who participated in online classes at G city universities. The analysis method was analyzed by means, standard deviation, t-test, one-way ANOVA, Pearson correlation, and stepwise multiple regression using SPSS version WIN 23.0. As a result of the study, the difference between learning flow and problem-solving ability according to general characteristics was significantly different depending on the perception of nurses after learning and the motivation for admission to the department of nursing, and the problem-solving ability was positively correlated with metacognition and learning flow. There was a relationship, and metacognition and learning flow were significant variables that influenced problem solving ability. The conclusion of the study is considered to be the basic data for the development of a systematic program that can increase the learning flow and meta-cognition to increase problem solving ability amid the change from nursing education to online classes, and to change the teaching method.

Analysis on the Mismatch between Instructional Design and Teaching Practice of Pre-service Science Teachers in Teaching Practicum (교육실습에서 중등 예비과학교사들의 수업계획과 실제수업의 불일치 분석)

  • Jung, Juwon;Lee, Bongwoo
    • Journal of The Korean Association For Science Education
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    • v.36 no.3
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    • pp.435-443
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    • 2016
  • The purpose of this study is to analyze the mismatch between instructional design and teaching practice of pre-service science teachers and to investigate the cause of these mismatches. Twenty pre-service science teachers took part in teaching practicum for four weeks from Apr. 2015 to May 2015 and we analyzed their lesson plans and videos of these lessons. After that, we interviewed the pre-service science teachers in order to know the cause of these mismatches and additional informations. The main findings are as follows. First, in the introductory stage, we found more mismatch in the "attention and motivation stimulation" area than any other area. Many pre-service science teachers corrected their 'motivation practice' in different forms. Second, we found out that the most mismatch occurred in the evolving stage. Many pre-service science teachers added learning contents in "learning content presentation" area. Third, in the closing stage, many pre-service science teachers omitted the "leaning content summary" area in the lack of time. Fourth, the number of mismatches by internal factors is similar of by external factors. The mismatches by external factors were mainly by feedback of guidance teacher and change by students' response. In addition, we discussed the implications related to reflective mentoring program, importance of guidance teacher, importance of time management etc.

3D Massively Multiplayer Online Role Playing Game (MMORPG) Based Lecturing System (3차원 다중 사용자 온라인 게임 기반 강의 시스템)

  • Lim, Nak-Kwon;Lee, Hae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.1
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    • pp.21-27
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    • 2010
  • Today the lectures are usually practiced in a teacher-led traditional classroom system or a student-led e-learning system. Students passively follow the teacher's lectures in both systems, though. Also due to the advances in 3D Computer Graphics and Game technologies, there are trials to exploit the positive effect of games in learning. The serious games, specifically designed games for an educational goal, or existing games for a special class have been used as lectures. Still these games have a great difficulty in being integrated into the educational system technically and economically. Therefore a new 3D MMORPG based lecturing system is presented in this paper. In our new lecturing system, the characteristics of a 3D MMORPG, achievement, sociality, and immersion, are provided to motivate students to participate actively in a lecture. A teacher and students interact with each other in realtime as 3D characters in a 3D virtual classroom on-line. An ordinary teacher can also easily apply our new system to existing classes since a teacher only needs to specify a slide file to prepare a lecture. For the future work, a user study and the effect of our new lecturing system will be performed.

A Web-based Environmental Education System for Elementary School Students (초등학생을 위한 웹기반 환경교육 시스템)

  • Chae, Yeong-Uk;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.7 no.1
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    • pp.27-36
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    • 2003
  • Environmental problems can be dealt in the diverse areas such as engineering, public administration, and law. However, the education on environmental preservation is conceived as the fundamental solution for environmental problems, because the education can make the person of action. Specifically, building the attitude and habit of environmental preservation through environmental education is the effective and efficient way of environmental preservation. This research was conducted to develop an education system that is designed to build students' attitude and habit of environmental preservation through acquiring knowledge and functions of natural environment. The proposed system supports diverse learning activities such as writing, drawing, listening natural sounds and music, and problem solving. The system is technically designed on the Web to promote students' creativity and autonomy, and also are theoretically based on constructivism to build the will of environmental preservation. Moreover, the proposed Web-based system includes diverse functions such as classes, material resources, environmental quiz pool, environmental work gallery, which motivate students' learning activities. Therefore the proposed Web-based system is expected as an effective tool to achieve the goals of environmental education such as acquiring environmental knowledge and functions, building attitude of environmental preservation, and participating in the environmental preservation activities.

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Qualitative Analysis of Chinese University Students' Online Learning Experience in Korea During the Covid-19 Pandemic (코로나19 시기 재한 중국인 유학생들의 온라인 수업경험에 대한 질적 분석)

  • Kim, Joo-yeong;Koo, Yesung;Bai, Chunai;Park, Junghwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.633-642
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    • 2021
  • This study explores the online learning experiences of Chinese foreign students in Korea by using the CQR process and method. To gather data, researchers conducted online, in-depth interviews with 15 Chinese university students in Korea who were enrolled in the spring and fall semesters in 2020. After compiling the research, the data were segmented into four domains and 13 categories, with 36 subcategories identified from among foreign students' online learning experiences. The results show that Chinese students perceived the convenience of online classes and personalized learning as its strength, but considered lowered motivation and lack of concentration as weaknesses. Also, they experienced an increase in the amount of learning, spending more time studying online, using personal learning strategies, and getting help from friends and the university's online learning system. Moreover, they experienced difficulties related to class notifications, guidance, and interactions with the instructors. Foreign students studying in Korea need their instructor's facilitation in order to understand and participate in online classes, reinforcing a student's self-directed learning ability, and need appropriate guidance and support in terms of the online class environment.