• 제목/요약/키워드: Blended Problem-Based Learning

검색결과 30건 처리시간 0.021초

Effects of Blended-TBL on Students' Self-Regulated Learning

  • PARK, Eunsook
    • Educational Technology International
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    • 제10권1호
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    • pp.137-155
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    • 2009
  • The purpose of this research is to develop Blended-TBL(Team Based Learning) model that emphasizes the active participation and teamwork of students in on-off blended learning environment, and apply it into the college course and explore whether self-regulated learning between one group pretest and posttest is different. For this, this research investigated the concept and the characteristics of Team Based Learning, and developed the Blended-TBL Model to apply it into the college course, and finally prove effects of Blended-TBL model on self-regulated learning using Motivated Strategies for Learning Questionnaire (MSLQ). The participants in this study were 57 college students. They participated in on-off blended-TBL course for 15weeks. Participants followed the content grounded and the problem solving steps in collaborative team-based learning. This research practiced a quantitative research to find out the statistical difference of the self-regulated learning between pretest and posttest using SPSS. The result revealed that Blended-TBL students improved self-regulated learning including motivation, cognitive, metacognitive, and resource management. Based on this result, this research discussed the effects of Blended-TBL on Self-Regulated Learning and suggested the further study.

혼합 학습(Blended learning) 환경에서 프로젝트 학습법 실천 사례 (A Case Study of project-based learning strategy in Blended learning environment)

  • 이영민
    • 대한공업교육학회지
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    • 제31권1호
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    • pp.129-145
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    • 2006
  • 이 연구의 목적은 혼합 학습 환경에서 추후 초등학교 교사가 될 학생들에게 과학적 사고 능력, 창의성 및 문제해결력을 배양하고 신장시키기 위하여 프로젝트 학습 전략을 개발하고 적용하는 것이다. 이 연구는 교육대학 환경에 의거하여 시행된 현장연구이다. 이 연구의 연구대상은 교육대학교 한 학급 25명을 대상으로 하였다. 자료는 관찰, 설문조사, 인터뷰와 학생들의 학습 결과물을 통하여 수집되었다. 혼합 학습 환경에서 프로젝트 학습 전략은 학생들에게 문제해결력, 과학적 사고력 및 창의성을 배양하게 하는 것으로 연구 결과는 관찰되었다. 마지막으로 이 연구의 시사점, 이 연구를 시행하는 데 따르는 어려움 및 이 학습전략을 보다 효과적이고 효율적으로 시행하기 위한 제언들 제시하였다.

간호대학 수업에서 혼합학습을 활용한 문제중심학습 설계 및 운영 사례 연구 (A Case Study on the Design and Operation of PBL by Employing Blended Learning on Instruction in a Nursing College)

  • 최은영;이우숙
    • 동서간호학연구지
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    • 제16권2호
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    • pp.96-104
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    • 2010
  • Purpose: This research is a case study on a problem-based learning (PBL) model with blended learning in a nursing college. Methods: The target students were nursing sophomores in a nursing college who agreed to participate in a blended learning course and to be subjects in this study for 15 weeks. The questionnaires developed by Baek (2003) and Lee (2007) were modified and applied to collect data. Results: The students' satisfaction with the blending learning was the highest in the item "Online community activities were helpful in enhancing knowledge." The level of satisfaction with PBL was the highest in the item "It was helpful to listen my classmates' opinions rather than thinking all by myself." Conclusion: This study is suggestive that blended learning is effective to improve learning satisfaction by reinforcing practicality of face-to-face study to online learning. Various learning methods based on students' demands and preferences should be applied in nursing education.

혼합학습 프로그램이 간호대학생의 윤리적 가치관에 미치는 효과 (Effects of a Blended Learning Program on Ethical Values in Undergraduate Nursing Students)

  • 김상돌
    • 간호행정학회지
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    • 제20권5호
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    • pp.567-575
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    • 2014
  • Purpose: This study was performed to investigate the effects of a blended learning program on ethical values in undergraduate nursing students. Methods: This study was a one group pretest-posttest design. Seventy-one undergraduate nursing students who were taking a nursing ethics course at K University in S city were conveniently selected. The blended learning program was undertaken for 120 minutes one day weekly for 15 weeks. It consisted of case-based learning through an online method combined with problem-based learning offline. Scores for ethical value were measured using the ethical values scale. Results: The ethical values score increased significantly in the students after the blended learning (p=.004). Of the subgroup of ethical values human-life, relationship with collaborator, and nursing job scores increased significantly in students after the blended learning, respectively (p=.034; p<.001; p<.001), the score for area as relationship with nursing clients decreased significantly in the students after the blended learning (p<.001). Conclusion: The blended learning program was identified as an educational program which induces a positive effect on the development of ethical values in undergraduate nursing students, and in future it can be utilized in nursing ethics education.

Blended Learning 환경에서 문제해결력 강화를 위한 스토리텔링 교수학습 모형 개발 (Development of an Storytelling Instructional Model for promoting problem-solving ability in a Blended Learning Environment)

  • 강문숙;김석우
    • 수산해양교육연구
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    • 제25권1호
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    • pp.12-28
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    • 2013
  • The purpose of this study was to develop storytelling Instructional model for promote problem-solving in a Blended learning Environment. To achieve the purpose, the study was performed by dividing into two stages. First, the draft of storytelling Instructional model was proposed by performing a literature survey and a case study. Second, the draft model was applied to the actual work. And the draft was modified and developed to the final model on the basis of the draft model's strength and implemented to 28 students who were the sophomore of child care education department and enrolled the profession class of at S University for 6 weeks. From the implementation result of the model, it was obtained that there was the positive reaction on applying storytelling technique to the beginning stage of learning. Instructional model storytelling consists phases Preparing to perform Storytelling, Building the team and role sharing team, Problem providing, Planning for problem solving, Brend Story structuralization, Cooperative Learning and Problem solving, announcement of the results and evaluating and reflection of general. And then learning supporting components for a facilitator and a learner were prepared for each process. Established in a Blended learning Environment was created based on all-line, how to teach and learning supporting organization. Final Model was suggested as a blueprint for stages actual learning which was consisted of a introductory storytelling part, an main storytelling part and a post storytelling part.

정보통신윤리 교육을 위한 블랜디드 문제중심학습 시스템 구현 및 평가 (Implementation and Evaluation of Blended PBL Systems for Information Communication Ethics Education)

  • 이준희
    • 한국컴퓨터정보학회논문지
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    • 제16권4호
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    • pp.83-91
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    • 2011
  • 본 논문의 목적은 정보통신윤리 교육을 위한 효과적인 블랜디드 문제중심학습 시스템을 구현하는데 있다. 교수-학습 목표 달성을 위해서 온라인 학습과 면대면 수업이 체계적으로 혼합되었고 온라인 학습을 위한 주요 모듈은 오픈소스 학습 관리시스템인 무들에서 운영되었다. 제안 시스템의 교육적인 효과를 검증하기 위해서 ${\bigcirc}{\bigcirc}$시 소재의 대학교 2학년 2개 반을 대상으로 논문에서 제시한 방법을 사용하여 실험연구를 하였다. 실험 대상의 학생 수는 60명(실험집단: 30명, 통제집단: 30명)이며 각 그룹에 6명의 학생으로 10개의 그룹으로 편성되었다. 연구 결과는 다음과 같다. 첫째, 제안한 블랜디드 PBL을 활용한 교육이 면대면 PBL 방법을 활용한 교육보다 정보통신윤리 의식 함양에 효과적이었다. 둘째, 제안한 블랜디드 PBL에 참여한 학습자들이 면대면 PBL에 참여한 학습자들보다 문제해결능력 향상, 협동학습의 이해와 같은 다양한 PBL 효과를 체험하였다.

정보통신윤리 교육을 위한 블랜디드 문제중심학습 시스템 설계 및 구현 (Design and Implementation of Blended PBL Systems for Information Communication Ethics Education)

  • 이준희;류관희
    • 정보교육학회논문지
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    • 제15권2호
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    • pp.179-188
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    • 2011
  • 본 논문의 목적은 정보통신윤리 교육을 위한 효과적인 블랜디드 문제중심학습 시스템을 구현하는데 있다. 제안 시스템은 온라인 학습과 면대면 수업이 체계적으로 혼합되었고 온라인 학습 플랫폼을 위해서 무들을 활용하였다. 위키와 블로그를 지식의 생성뿐만 아니라 문제중심학습을 지원하기 위한 능동적 학습 도구로 활용하였다. 제안 시스템에서 학습자가 새로운 지식 생성과 문제 해결 능력 향상, 협동학습의 이해와 같은 문제중심학습의 다양한 효과들을 체험하기 위한 열린 공간으로서의 웹 2.0을 활용하였다. 블랜디드 문제중심학습 시스템은 교수 -학습 모형과 함께 정보통신윤리 학습에서 학습자의 수업 만족도와 학업성취도가 평가되었다. 연구 결과를 보면 블랜디드 PBL 학습 방법이 면대면 PBL 학습 방법보다 정보통신윤리 의식 함양에 효과적이었으며 면대면 PBL 학습 방법보다 학습자들의 만족도와 학업성취도가 높았다.

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Using Kirkpatrick's Evaluation Model in a Multimedia-based Blended Learning Environment

  • Embi, Zarina Che;Neo, Tse-Kian;Neo, Mai
    • Journal of Multimedia Information System
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    • 제4권3호
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    • pp.115-122
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    • 2017
  • Over the years, there has been much research in blended learning. However, research regarding its use and evaluation is inconsistent, not following any specific evaluation method, and may not be applicable to local students. In this research, a case study was conducted to evaluate the environment based on three levels of Kirkpatrick's model. Methodological triangulation was the principle of data collection used in which multiple sources of evidence were triangulated to provide insights into this study. Instruments used include surveys, interviews, questionnaires and pre- and post-tests that are guided by Kirkpatrick's model. The results revealed that students were positive with the learning environment. Students enjoyed learning with multimedia and motivated to learn as well as engaged in the environment. The tests showed significant difference in their learning. Students also perceived that they have transferred their learning from face-to-face lecture into problem-based learning and learning outcome. This research contributes to the field by providing deeper insights into assessments in multimedia-based blended learning environment and empirical evidence on views, attitudes, learning and knowledge transfer of students in higher education.

Blended Learning을 활용한 이공계 과학기술 문서 작성 및 발표 수업 사례연구 (A Case Study on Engineering Education for Scientific and Technical Writing and Presentation Using Blended Learning)

  • 한영신;송해상
    • 공학교육연구
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    • 제14권3호
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    • pp.25-30
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    • 2011
  • 본 논문은 성균관대학교에서 개설되고 있는 "과학기술 문서 작성 및 발표" 강좌의 특징과 핵심 교육목표에 중점을 두고 학생들에게 부과되는 과제를 중심으로 공학적 의사소통, 공학적인 문제들을 인식하며 이를 공식화하여 해결하는 일종의 사고능력과 표현능력을 동시에 훈련하는 기초과정의 측면에 기반 하였다. 과학기술 문서 작성 및 발표수업은 기본적으로 Blended Learning 학습유형중 문제 중심학습(PBL)에 기반을 두어 학생들 스스로의 문제해결력을 키워갈 것을 강조하며 자기 주도적으로 학습할 수 있는 능력을 키워주는데 지향점을 두었다. 팀별활동을 통해 학습자들이 좀 더 구체적인 문제를 이끌어내도록 참여를 장려하였고, 학생들 스스로 주제를 설정하는 능동적인 과정 속에서 자신의 활동을 객관화시켜 검토해 보는데 수업의 목표를 두었다.

A Study on the Development of Learning Model for Improving Collaborative Creativity Based on CPS

  • PARK, Eunsook
    • Educational Technology International
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    • 제7권2호
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    • pp.23-44
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    • 2006
  • As the educational paradigm has shifted from the traditional knowledge oriented instruction learning to the knowledge product oriented instructional learning, the development of student's creativity becomes one of the most important educational goals, because the ability that can produce the knowledge creatively is required in the digital information knowledge based society. The purpose of this study is to make a basic direction and strategy for the instructional design to develop an on and off line blended instructional design which will help a learning community to be a more collaborative and creative learning community. This research has investigated the concept and the characteristics of collaborative creativity and creative problem solving as the theoretical basis of the design. After that, on the basis of the theories connected with the collaborative creativity theory, the direction and the strategies for the development of collaborative creativity was designed. The design was applied into the real learning community and finally proved the effectiveness of the learning model for the development of the collaborative creativity by the quantitative evaluation.