• Title/Summary/Keyword: 학습 경험

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The Interactive Learning Experience by Integrating Educational Robots into the Augmented Reality (교육용 로봇과 증강 현실 결합을 통한 인터랙티브 학습 경험)

  • Yu, Jeong Su
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.419-427
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    • 2012
  • This paper presents the effect of a interactive learning experience and student's response to technological components We develop the interactive learning environment and learning model in lessons relying on educational robots and augmented reality in the school classroom. The developed learning model is based on the problem-based learning model. The experiments of the study conduct with 18 students, the $5^{th}$ and $6^{th}$ graders of an elementary school for 8 weeks using developed system. We find out the interactive learning experiences have an influence on the creative ability of children. We know that students who scored lower on the school exam scored higher on the score of creativity compared to top students through educational robots and augmented reality.

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The Impact of Simulation-based Learning in Undergraduate Courses on the Problem Solving and Clinical Competence for New Nurses (학부과정의 시뮬레이션 학습이 신규간호사의 문제해결과정과 임상수행능력에 미친 영향)

  • Hong, Eun-Jeong;Kim, Hyun-Young
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.617-626
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    • 2016
  • This study was a descriptive research investigating the impact of simulation-based learning on the problem solving process and clinical competence of new nurses. The 202 participants were new nurses who have provided nursing care for less than 12 months have experienced simulation-based learning more than once in their undergraduate courses. This study found that the number of times participants have experienced the simulation-based learning had no correlation with their problem solving process and clinical competence, but simulation design features correlated with their problem solving process and clinical competence. The results of clustering analysis that examined differences in the effects on problem solving process and clinical competence by classifying simulation design features by clustering also showed significant differences. This study has confirmed the importance of simulation design to simulation-based learning in nursing education. We hope that the findings of the study will be used for effective operation of simulation-based learning. In the future, objective assessment methods will be required to evaluate the effects of simulation-based learning provided in undergraduate courses on nurses' clinical competence.

A Study on the Experience of Non-face-to-face Lecture by College Freshmen Using Focus Group Interview (포커스 그룹 인터뷰를 활용한 대학 신입생들의 비대면 강의 경험에 대한 연구)

  • Kang, Jin-Ho;Son, Sung-Min;Han, Sueng-Tae
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.397-408
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    • 2020
  • This study conducted a focus group interview with 15 college freshman from J college to find out their experiences in non-face-to-face lectures with COVID-19. The contents of the interview were recorded and conducted, and the meaning was analyzed according to the focus group interview procedure through repeated listening. Components were 'Operation of non-face-to-face lectures in unprepared situations', 'Loss of orientation in lectures and departure from learning', 'One way listening', 'The convenience of taking a lectures'. The experience of 'Operating non-face-to-face lectures in unprepared situations' included the start of mixed non-face-to-face lectures, cumbersome and inconvenient online systems, and the demand for tuition refunds. The experience of 'Loss of orientation in lectures and departure from learning' has experienced difficulty in concentrating on lectures, Deficiency in the degree of recognition of learning content, and burden of assignments and exams. The experience of 'One way listening' has experienced lack of interaction between professors and learners and non reflection of liveliness in the field. Finally, participants experienced satisfaction with being able to lectures and repeat lectures at anytime and anywhere they wanted with the convenience of taking lectures. Based on this study, participants called for improvements in the quality lecture contents and interaction between professors and learners, and it is thought that universities will need administrative and financial support and education design and system construction to construct high-quality lecture contents.

The effects of learning method, learning schedule, and task difficulty on the learning of computer software (학습방법, 학습계획, 과제 난이도가 소프트웨어 학습에 미치는 영향)

  • Kim, Kyung-Su;Li, Hyung-Chul;Kim, Shinwoo
    • Science of Emotion and Sensibility
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    • v.17 no.1
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    • pp.3-12
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    • 2014
  • Quick and accurate learning of diverse electronic products has become an important daily task. In particular, software occupies core status in the control and operation of the products. This research tested the effects of learning method, schedule, and task difficulty in the learning of software. Using 2 (learning method: experiential vs. verbal) ${\times}$ 2 (learning schedule: spaced vs. massed) ${\times}$ 2 (difficulty: easy vs. difficult) between-subjects design, Experiment 1 tested participants' learning of file control using Windows Movie Maker. There was no effect of learning schedule on task completion time, but participants in experiential learning were faster in the completion of evaluation task compared with those in verbal learning condition. Importantly, as task difficulty increases participants in verbal condition showed markedly lower performance than those in experiential condition, which suggests that experiential learning is more effective with more difficult learning task. That is, in case of learning simple operation of software verbal learning using linguistic manual or instruction could be sufficient; on the other hand in case of learning complex operation learning from experience or tutorial mode would be more effective. Additional studies which manipulated task difficulty (Expt. 2) and inter-trial learning interval (Expt. 3) did not produce meaningful results.

Perceptions and Educational Needs of Teachers for Instructions Using the Science Museum (과학관을 활용한 교수.학습에 대한 교사들의 인식과 교육 요구)

  • Han, Moon-Jung;Yang, Chan-Ho;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.30 no.8
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    • pp.1060-1074
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    • 2010
  • In this study, we investigated teachers' experiences in teaching with the science museum as well as their confidence, their perceptions, educational needs, and their willingness to practice the instructions using science museum. A survey was administered to 225 elementary and secondary school teachers. The analyses of the results revealed that few teachers had training for the instructions using the science museum and not many teachers had experience in teaching with the science museum. Many teachers were also found to have low confidence in teaching with the science museum. Although the teachers had a relatively good understanding of the educational effects, nature and teaching strategies for the instructions using the science museum, they tended to apply the formal views on science teaching/learning to learning with the science museum. The levels of willingness to use the science museum in their instructions and educational needs of the instructions using the science museum were high. They wanted the information about practical aspects to use in the instructions using science museum most. Educational implications of these findings are discussed.

Designing learning service in real life contexts using smart device - focused on science learning - (스마트 디바이스를 활용한 일상생활 속 맥락 기반의 학습 서비스 디자인 - 과학 학습을 중심으로 -)

  • Choi, Hojeong;Ryoo, Han Young
    • Design Convergence Study
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    • v.14 no.4
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    • pp.151-167
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    • 2015
  • This research suggests scenarios of learning in real life contexts with smart devices and provides user interface prototypes to show their characteristics more effectively. For this, literature review was conducted to understand the strength and limitations of current learning in which real life contexts are used. Then, the characteristics of smart devices as a support tool of learning service was reviewed. With such understand, a user research was executed to establish 10 design guidelines for learning service in real life contexts. Finally, this paper suggested two scenarios that shows learning in real life contexts as case studies and their detailed user interface protypes.

The Role of Student Immediacy in a Technology-Mediated Learning Context (기술 매개 커뮤니케이션 환경에서 학습자 즉시성의 영향: 비대면 수업을 중심으로)

  • Hyejin Moon;Yumi Yi
    • Science of Emotion and Sensibility
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    • v.27 no.1
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    • pp.47-58
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    • 2024
  • This study aimed to investigate the role of student immediacy in learning-related positive affective experiences in the technology-mediated education context. In particular, perceived social presence was expected to mediate the relationship between student immediacy and positive affect. Moreover, we hypothesized the moderating role of technology readiness in the relationship between student immediacy and perceived social presence. To test this hypothesis, a survey of approximately 500 undergraduate students who have attended non-face-to-face online courses was conducted. The results revealed that social presence fully mediated the relationship between immediacy and positive affect. That is, students who scored high on the immediacy scale tended to experience a greater level of social presence during online classes; consequently, they tended to demonstrate more positive affect. As expected, technology readiness moderated the relationship between immediacy and social presence. Unlike previous studies that mainly focused on instructor immediacy, the present study contributed to immediacy literature by empirically testing the positive effect of student immediacy on learning. Furthermore, this study revealed the potential importance of communication competence and its progress in predicting student participation and satisfaction, which could have been changed since the COVID-19 pandemic.

Studying the Possibility of Puzzle Based Learning for Informatics Gifted Elementary Student Education (초등정보영재 교육을 위한 퍼즐 기반 학습 가능성 탐색)

  • Choi, JeongWon;Lee, Eunkyoung;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.16 no.5
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    • pp.9-16
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    • 2013
  • Computational thinking is an ability to resolve problems that may be applied to the various real world problems and is regarded as the core of computer science. Computational thinking may be improved through experiences of analyzing problems and of selecting, applying, and modeling strategies appropriate for problem-solving. In order to enhance computational thinking of learners, it is important to provide experiences of solving various problems. This study designed puzzle based learning in order to educate learners principles of problem solving, let them have experiences of interest and insight, and provide them with problem solving experiences. The puzzle questions used for learning were classified into six types - constraints, optimization, probability, statistics, pattern recognition, and strategies. These questions were applied to Informatics gifted elementary students and, after their education, their computational thinking and problem solving inventory significantly improved.

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Minority Students' Learning Patterns in Science Class (소외 계층 학생들의 과학 학습 유형)

  • Shin, Donghee;Kim, Seolhee;Lee, Jihye
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.129-141
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    • 2019
  • As the number of minority students such as multicultural, North Korean defectors, and low-income groups increases, more research is needed in science education to help their learning. Due to the various growth backgrounds and learning environments of the underprivileged students, there is a big difference in the individual characteristics of the group rather than the whole group characteristics. In this study, we conducted about 50 hours of science lessons for seven students in the underprivileged class, categorized them by observing and interviewing the characteristics of their science learning. Seven underprivileged students showed five different learning patterns, these are 'I love science', 'I think I know science', 'I want to know science', 'I need to know science', and 'I don't know what I want'. Although the scientific activities they experienced were not all of an excellent educational quality, their interest in science learning has increased with their experience in science activities. It shows the need to provide more abundant science experience and educational opportunities for these minority students who can only experience science learning under the public educational system.

Exploring Consideration Factors and Improvement Suggestions for Operating Effective Synchronous Online Education in College: Focusing on Learners' Experience and Perception (대학 실시간 온라인 교육의 효과적인 운영을 위한 고려요소 및 개선방안 탐색: 학습자 경험과 인식을 중심으로)

  • Han, Hyeong-Jong
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.69-79
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    • 2020
  • This study is to explore factors to consider for effective operation of synchronous online education in college. Synchronous online education is expanding in higher education. However, there is insufficient to comprehensively identify key components based on the learners' experience and perception. Using qualitative analysis on content of group interview and multidimensional scale analysis, the experience and perception of learners were identified. For the effective operation, interaction should be considered important, and rapport between learners needs to be built. In addition to improving the system in which activity tools are integrated, instructors should play mainly facilitator role, and learners have to manage the environment for immersion. For the types of online education, learners were divided into the dimension of 'activity' and 'temporality'. Further, it is to develop optimized design strategies considering its characteristics.