• Title/Summary/Keyword: Convergence Teaching and Learning Strategy

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Effect of achievement goal directivity and self-regulated learning strategy on the level of learning achievement (성취목표지향성과 자기조절학습전략이 학업성취도에 미치는 영향)

  • Lee, Sook-Jeong;Shin, Kyoung-Hee
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.829-834
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    • 2013
  • This study intended to find out an efficient teaching-learning method by identifying the effect of achievement goal directivity and self-regulated learning strategy on the level of learning achievement in class. This study analyzed the relationship between the achievement goal directivity and the average and standard deviation of self-regulated learning strategy as well as the relationship between the achievement goal directivity and the learning achievement of self-regulated learning strategy and also analyzed the effect of achievement goal directivity and self-regulated learning strategy on the level of learning achievement, based on the result of survey targeting 133 university students attending the Department of Social Welfare. The findings show that the higher the tendency of achievement goal directivity and self-regulated learning ability, the higher the academic performance, which means that it is necessary to resolve any anxiety through motivation control training and mentoring learning for academic achievement of students and inducing their proactive participation in class.

Apparel Pattern CAD Education Based on Blended Learning for I-Generation (I-세대의 어패럴캐드 교육을 위한 블렌디드 러닝 활용 제안)

  • Choi, Young Lim
    • Fashion & Textile Research Journal
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    • v.18 no.6
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    • pp.766-775
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    • 2016
  • In the era of globalization and unlimited competition, Korean universities need a breakthrough in their education system according to the changing education landscape, such as lower graduation requirements to cultivate more multi-talented convergence leaders. While each student has different learning capabilities, which results in different performance and achievements in the same class, the uniform education that most universities are currently offering fails to accommodate such differences. Blended learning, synergically combining offline and online classes, enlarges learning space and enriches learning experiences through diversified tools and materials, including multimedia. Recently, universities are increasingly adopting video contents and on-offline convergence learning strategy. Thus, this study suggests a teaching method based on blended learning to more effectively teach existing pattern CAD and virtual CAD in the Apparel Pattern CAD class. To this end, this researcher developed a teaching-learning method and curriculum according to the blended learning phase and video-based contents. The curriculum consisted of 2D CAD (SuperAlpha: Plus) and 3D CAD (CLO) software learning for 15 weeks. Then, it was loaded to the Learning Management System (LMS) and operated for 15 weeks both online and offline. The performance analysis of LMS usage found that class materials, among online postings, were viewed the most. The discussion menu most accurately depicted students' participation, and students who did not participate in discussions were estimated to check postings less than participating students. A survey on the blended learning found that students prefer digital or more digitized classes, while preferring face to face for Q&As.

The Effect of Problem-Based Learning for Patient Safety on Self-Leadership, Patient Safety Competencies, and Reflective Thinking of Nursing Students

  • Park, Jung-Ha;Yun, Ji-Ah;Park, Kyoung-Duck
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.194-204
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    • 2022
  • This study is a one-group pretest-posttest design to evaluate the effect of problem-based learning (PBL) for patient safety on self-leadership, patient safety competencies, and reflective thinking of nursing students. The research was conducted from March 2 to April 15, 2022, in which 57 nursing students participated. PBL for patient safety was examined in a total of 8 sessions in the order of motivation, problem identification, task performance planning, problem-solving methods, summary and solution, presentation, and evaluation. The following topics of patient safety were selected for each team: nursing records, high-alert medication, medication error and intravenous fluid regulation, blood transfusion care, fall, bedsore, infection control, and pain management. We provided feedback on the learning process and outcomes of nursing students. According to the results, self-leadership showed a statistically significant improvement in self-expectations (t=2.60, p=0.01), goal setting (t=2.84, p<0.01), self-reward (t=3.32, p<0.01), and self-criticism (t=2.32, p=0.02). Patient safety competencies showed a statistically significant improvement in patient safety knowledge (t=13.05, p<0.001) and patient safety skills (t=4.87, p<0.001) but not in reflective thinking. The results prove that PBL for patient safety is an effective teaching-learning strategy to improve self-leadership and patient safety competencies. Future studies must develop and validate specific and long-term teaching-learning methods to improve reflective thinking.

Observer-Teacher-Learner-Based Optimization: An enhanced meta-heuristic for structural sizing design

  • Shahrouzi, Mohsen;Aghabaglou, Mahdi;Rafiee, Fataneh
    • Structural Engineering and Mechanics
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    • v.62 no.5
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    • pp.537-550
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    • 2017
  • Structural sizing is a rewarding task due to its non-convex constrained nature in the design space. In order to provide both global exploration and proper search refinement, a hybrid method is developed here based on outstanding features of Evolutionary Computing and Teaching-Learning-Based Optimization. The new method introduces an observer phase for memory exploitation in addition to vector-sum movements in the original teacher and learner phases. Proper integer coding is suited and applied for structural size optimization together with a fly-to-boundary technique and an elitism strategy. Performance of the proposed method is further evaluated treating a number of truss examples compared with teaching-learning-based optimization. The results show enhanced capability of the method in efficient and stable convergence toward the optimum and effective capturing of high quality solutions in discrete structural sizing problems.

A Study on the Influence between Self-leadership Strategies and Learning Performance at IT Classes mediated by Attitude of Attendance: Comparative Research between Korea and China (셀프리더십전략이 학업성과에 미치는 영향에 대한 한국과 중국학생 비교연구)

  • Park, Ki-Ho
    • Journal of Digital Convergence
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    • v.9 no.6
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    • pp.411-419
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    • 2011
  • Recently concept of self-leadership that leads one's own activities toward right direction through self-control or self-management has been being focused on practices as well as academia. This study is to investigate the influence between self-leadership strategies and learning performance at IT classes mediated by attitude of attendance focused on the social science students at an university. This study performed the comparative study to investigate whether differences among Korean(64 samples) and Chinese(31 samples) students is or not Research results can give us right direction of task-taking attitudes in firms or learning attitudes in teaching organization and implications to human resource managers who are in charge of improving learning performance or productivity.

Developing a World Geography Gamification Lesson Plan with Digital Tools

  • Suji JO;Jiwon BYUN
    • Fourth Industrial Review
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    • v.4 no.1
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    • pp.11-18
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    • 2024
  • Purpose: The purpose of this study is to develop a geography class teaching and learning guide that enables learners to realistically explore the characteristics of the world's climate and geographical environment using digital tools. Research design, data and methodology: We review previous research on classes using goal-based scenario learning models, gamification, and digital tools, and explore tools that can be applied to world geography classes. Based on the exploration results, a goal-based scenario learning module is designed and a strategy for promoting educational gamification is established based on the ADDIE instructional design model. Results: The study comprises four sessions. Sessions 1-3 involve performance evaluations using a goal-based scenario learning module. Learners create game characters reflecting geographical characteristics, present results, and proceed with 3D modeling. In Session 4, a gamification class using Google Sites on the CoSpaces metaverse platform will be conducted. Conclusions: The study introduces a goal-based scenario learning model and a gamification class using digital tools to empower learners in exploring geographical diversity and its impact on lifestyles. Utilizing an accessible online platform, the study provides practical measures for integrating digital tools into geography education, addressing the current importance of digital technology in teaching.

Experience Way of Artificial Intelligence PLAY Educational Model for Elementary School Students

  • Lee, Kibbm;Moon, Seok-Jae
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.232-237
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    • 2020
  • Given the recent pace of development and expansion of Artificial Intelligence (AI) technology, the influence and ripple effects of AI technology on the whole of our lives will be very large and spread rapidly. The National Artificial Intelligence R&D Strategy, published in 2019, emphasizes the importance of artificial intelligence education for K-12 students. It also mentions STEM education, AI convergence curriculum, and budget for supporting the development of teaching materials and tools. However, it is necessary to create a new type of curriculum at a time when artificial intelligence curriculum has never existed before. With many attempts and discussions going very fast in all countries on almost the same starting line. Also, there is no suitable professor for K-12 students, and it is difficult to make K-12 students understand the concept of AI. In particular, it is difficult to teach elementary school students through professional programming in AI education. It is also difficult to learn tools that can teach AI concepts. In this paper, we propose an educational model for elementary school students to improve their understanding of AI through play or experience. This an experiential education model that combineds exploratory learning and discovery learning using multi-intelligence and the PLAY teaching-learning model to undertand the importance of data training or data required for AI education. This educational model is designed to learn how a computer that knows only binary numbers through UA recognizes images. Through code.org, students were trained to learn AI robots and configured to understand data bias like play. In addition, by learning images directly on a computer through TeachableMachine, a tool capable of supervised learning, to understand the concept of dataset, learning process, and accuracy, and proposed the process of AI inference.

Learning Experience Study of Problem Based Learning on War history (문제중심학습(PBL) 경험연구 -군사학과 전쟁사 강좌 사례를 중심으로-)

  • Kim, Sung Woo
    • Convergence Security Journal
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    • v.13 no.2
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    • pp.101-109
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    • 2013
  • Problem Based Learning(PBL) is one of effective teaching-learning strategy for enhancing military students' motivation, comparing with the other study method. After monitoring military student classes, we conclude that PBL can enhance the effectiveness of learning in War history case study education and finds merits; PBL assists students to play a more active role in the class, induces students to solve problems independently, and makes the learning military situation real case study. The case study is common in social sciences and life sciences. Case studies may be descriptive or explanatory. It is good for War history education. The demerit of PBL is a costly method as students should spend more time and institutions should provide more manpower and materials. This study suggests that more empirical researches on alternative teaching methods, including PBL, to a lecture in War history education.

The Effects of Strategy of enhanced Metacognition on the Improvement of Creative Problem Solving Skills (메타인지 강화 전략이 창의적 문제 해결력 신장에 미치는 효과)

  • Song, Ju-yeon;Park, Ji-eun
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.1-12
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    • 2017
  • The purpose of the study was to develop a teaching strategy using metacognition and to investigate its effects on enhancing students' creative problem solving skills (i.e. creative thinking skills and critical thinking skills), metacognitive skills. With reference to previous studies, the researcher developed self-questionnaire to enhance metacognition. To achieve this aim, a learning strategy enhancing metacognition was developed and applied to design a creative problem solving instruction program. The strategy was implemented to university students over 9 weeks. The same test was used in two groups. To analyze the data statistically, ANCOVA was used. Results indicated that the experimental group presented statistically meaningful improvement in creative thinking skills, especially identifying a problem, making hypothesis, and controlling of variables(p<.05). Also, the strategy contributed to improve critical thinking skills, especially in inquiry process of recognizing problems, making hypothesis(p<.05). In addition, this strategy also helped students' metacognitive skills(p<.05). It was effective to improve thinking skills. It will contribute to improve convergence thinking skills.

Study on the Achievement Goals and Teaching-Learning Methods of 'Problem Solving' Topic of Informatics Subject (정보 교과의 '문제 해결' 주제의 성취 목표 및 교수-학습 방법에 관한 연구)

  • Jeong, InKee
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.243-254
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    • 2014
  • We need problem solving abilities based on the information abilities in information-oriented society. New curriculum is demanded by new technology and circumstance to need the core competencies. Korea Association of Information Education has studied new curriculum and suggested new plans that contents of information education classified by 'Software', 'Computer System' and 'Convergence Activities.' Therefore, we studied on 'Problem Solving' topic of the 'Software' section of first grade to ninth grade. In this paper we firstly categorized 'Problem Solving' as 'Problem Comprehension and Analysis', 'Data Management', 'Strategy Establishment for Problem Solving', 'Problem Solving Method Seeking and Development' and 'Examination of Problem Solving Method.' We nextly suggested the achievement goals, teaching-learning methods and evaluation methods of 'Problem Solving' topic. We expect that the achievement goals and teaching-learning methods we suggested about 'Problem Solving' topic will contribute to training talented individuals.