• Title/Summary/Keyword: Convergence teaching-learning program

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The Effects of the Convergence Study about Smart Learning in Nursing Education (간호교육에서의 스마트러닝 적용에 관한 융합연구의 효과)

  • Ki, Eun-Juong;Seo, Dong-Hee;Chung, Soon-Ah
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.519-527
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    • 2018
  • The purpose of this convergence study was to examine the effects of smart learning on learner's participation, academic self-efficacy and task value in nursing education. The study was designed using a nonequivalent control group no-synchronized design. The subjects of this study consisted of 86 experimental group and 95 control group who were nursing students. Data were collected from March 2 to June 8. 2018. The data were analyzed using the spss 18.0 program to perform independent t-test. There were not statistically significant differences in learner's participation(t=1.065, p=.288) but were statistically significant differences in academic self-efficacy(t=2.668, p=.008) and task value(t=2.070, p=.040). Therefore, the smart learning was effective in increasing academic self-efficacy and task value for nursing students. The smart learning is expected to be useful as effective teaching and learning strategies in nursing education.

Application of a Project-Based Learning on Community Dental Hygiene (프로젝트 기반 지역사회치위생학 현장실습 수업적용 사례)

  • Choi, Moon Sil
    • Journal of Convergence for Information Technology
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    • v.8 no.6
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    • pp.31-41
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    • 2018
  • The purpose of this study was to investigate the applicability of project - based learning as a teaching method for 'Dental Hygiene Practice' in the community dental hygiene department at G city S university. The subjects were 30 students in the fourth grade in 2018. Data collection period was from March 12 to June 27, and mean and standard deviation were compared using SPSS 20.0 program. The results of the analysis showed that the score of the team with high team performance was high ($3.91{\pm}0.82$), the students were required to practice ($4.10{\pm}0.88$), and the feedback from the professor ($3.73{\pm}0.86$) Satisfaction was high. It was determined that the application of project - based learning classes in the 'Community Dental Hygienic Field Practice' course was appropriate for the class.

The Effect of College Students' Teaching-Friendly Learning Activities on Adaptation to College Life (대학생의 교수친교형 학습활동이 대학생활적응에 미치는 영향)

  • KIM, KYUNG HEE
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.397-404
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    • 2022
  • This study aims to examine the effects of college students' teaching-friendly learning activities on college life adaptation, and to examine whether these effects differ according to learner characteristics. To this end, 214 people who participated in the learning program of universities located in G area in the first semester of 2022 were targeted. In order to find out the effect of teaching-friendly learning activities on college students' adaptability to college life, frequency analysis, response sample t-verification, and one-way analysis of variance (one-way Anova) were conducted using SPSS 20.0. The results are as follows. First, it was found that teaching-friendly learning activities significantly increased the scores of academic adaptation, emotional adaptation, and social adaptation in college life adaptation. Second, there was no difference in adaptation to college life according to college. Third, The score of the level of attachment to universities was found to be higher in the female group than in the male group. Fourth, as a result of the analysis according to the grade, it was found that the third-grade group had a high level of attachment to universities. Conclusions and suggestions for these research results were presented.

Development of Convergence Education Program Based on 3D Panorama Virtual Fieldwork Courses on Water Spider in Eundaeri (은대리 물거미 서식지의 3D 파노라마 가상야외학습장 융합교육 프로그램 개발)

  • Yoon, Ma-Byong
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.607-619
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    • 2019
  • This study used Natural Monument water spiders and their habitats as educational contents, so those students could have a scientific literacy and the beautiful memories of Eundaeri's marshes through developing a virtual fieldwork courses (VFC) and observing the ecology of water spiders. In order to develop the program, the 2015 revised national curriculum and its textbooks were analyzed. In accordance with the STEAM model, we developed teaching-learning materials for 7 classes. Students produced 3D panorama virtual fieldwork courses (PVFC) about water spider by team-based cooperative learning, enabling them to emotionally experience the meaning and value of water spiders. A panel of six education experts verified the validity of the program and found it to be fairly valid at 4.24 (CVI = .88) on the 5-point Likert scale. In order to confirm the suitability of the program, students in the middle school science clubs participated in pilot testing camp. Their average classes satisfaction was 4.24 and students were very satisfied with the usefulness of the program, the fresh learning contents, and the suitability of the convergence education class. This study could contribute to convergence education related to ecology and virtual reality for adolescents.

Development of Computational Thinking-based Educational Program for SW Education (초등 SW교육을 위한 CT교육 프로그램 개발)

  • Ryu, Miyoung;Han, Seonkwan
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.11-20
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    • 2015
  • The researches on the concept of justice and utilization for Computational Thinking with SW education are being actively discussed. However, a program has developed in conjunction with the actual elementary curriculum is not much. In this study, we have developed an educational program in applied mathematics based on CT. First, a separated view for a CT Application of mathematical concepts and objectives are set in three different application models. In order to achieve the CT-based math lessons, we also have developed a teaching and learning materials. We applied the developed materials in class, and to evaluate the satisfaction of learners. In addition to the validation of school application, we conducted a survey of professionals and teachers. The results of the analysis, the data showed that are helpful in the development of the student' CT ability as well as the ability to be helpful teaching and learning in school.

The Effect of Convergence Education by Flipped Learning & Design Thinking of Nursing Students (간호대학생에 적용한 플립러닝과 디자인씽킹 융합교육의 효과)

  • Jeong Lee
    • Journal of Industrial Convergence
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    • v.20 no.12
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    • pp.235-244
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    • 2022
  • Purpose: This study aimed to develop and evaluate the effects of an nursing process education program based flipped learning and design thinking for undergraduate nursing students. Methods: The study employed a single-group pre-post design. A total of 41 nursing students were recruited from sophomore nursing students. Learning self-efficacy, problem-solving ability, empathy, and learning satisfaction were analyzed. Results: There were statistically significant differences in learning self-efficacy (t=-2.11, p=.041), problem-solving ability (t=-2.11, p=.042), and learning satisfaction (t=-6.40, p<.001). In empathy, but among the sub-categories, perspective-taking increased significantly from 24.56 to 25.41 (t=-2.11, p=.041). Conclusion: It is suggested to develop educational programs for nursing students applying various teaching and learning methods.

Research on Development and Operation of Flipped Learning Based Learner-Centered Science Gifted Education Program (플립드 러닝 기반 학습자 주도형 과학영재 교육 프로그램 개발 및 운영 연구)

  • Lee, Dong Yub;Kim, Dong Hyun;Jo, Soo Jin;Kang, Hyun Syug
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.81-89
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    • 2019
  • In order to foster talented people needed for the 4th Industrial Revolution, learner-centered classes that meet the characteristics and needs of students are needed. In particular, the learner-centered student-active class is more meaningful for gifted students who have diverse needs and interests. In order to meet these demands, this study developed a learner-centered science gifted education teaching-learning model based on flipped learning, and analyzed various results revealed after applying the developed program to the gifted class. Based on the results, we proposed a plan for more efficient operation of future learner-centered science gifted education programs.

The Development of a Cosmetics Educational Convergence Program for Free-Semester System (자유학기제 화장품교육 융합프로그램 개발)

  • Kang, Hyun-Mi;Jung, Yeon-Ja
    • Journal of the Korea Convergence Society
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    • v.8 no.3
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    • pp.283-294
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    • 2017
  • This study developed and proposed a cosmetics education program for middle school students for the free semester policy. The program was conducted for 20 sessions, two hours per week, based on theories and practice, and the teaching-leaning plan was made in the order of introduction, development, and summary. Through the program, students will have an opportunity to recognize the problems of misusing cosmetics and importance of the skin. Also, the program was developed in a way that encourages students to actively participate in the education so that it can lead to career development in the social and technical aspects. This study can provide basic data for students to acquire knowledge and practical education related to skincare and cosmetics use in the future.

A Study on the Relative Weights of the Components of Core Competence Based Learning Outcomes in STEAM (Science, Technology, Engineering Art, Mathematics) (융합인재교육에서 핵심역량 기반 학습성과 구성요소의 상대적 가중치 연구)

  • Park, Ki-Moon
    • 대한공업교육학회지
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    • v.40 no.2
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    • pp.239-258
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    • 2015
  • The purpose of this study is to provide basic data that can be used in a reasonable assessment of the learning outcomes of STEAM. It presented a learning outcome evaluation method, relative weights of key competencies standard that a learner should cultivate. For this study, a pairwise comparison questionnaire about the key competencies was conducted on the STEAM professionals, and AHP was applied to analyze the priority of main factors of key competencies. The results of this study are as follows. First, the importance of capabilities of convergence accomplishment and capabilities of convergent cognition, in the first layer of key competencies, were 39.4% and 36.8%, respectively. In the education evaluation of the STEAM, capabilities of convergence accomplishment and capabilities of convergent cognition showed similar level of importance, and were considered more important factor than capabilities of convergence attitude (23.8%). Second, the relative importance of capabilities of problem solving (20.0%) was highest in the second layer of key competencies, and followed by capabilities of creative thinking (18.3%), responsibility (15.3%), and understanding convergence knowledge (11.0%). Third, it will be a foundation of a competency evaluation, which reasonably evaluates, based on the relative weights, whether to accomplish educational objectives of the STEAM program In addition, this results is expected to become a guide to develop an education program that can improve the teaching and learning process and raise the learning outcome, as well as an education evaluation of the STEAM.

A Study of Game Project Curriculum for Integrated Subject (통합교과로서의 게임 프로젝트 교육과정 운영방안 탐구)

  • Choi, Seung-Kwan
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.111-122
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    • 2016
  • The purpose of this study is to suggest an curriculum model of teaching scheme which performs team project learning based on Integrated project with different fields. To address this goal, the present study suggests a practical game project model under the same game-making circumstances as game industry by consisting of real case of convergence parts(game graphic, game design, game program). This project-based learning case has been conducting Integrated project education since 2008 in A educational Institute in Korea. The results of study suggest a standard of Integrated-based curriculum model and it is constructed with two parts. The first part is what students learned during project processing, such as responsibility, communication. The other part is how to construct the educational environment for integrated project. It explains how to organize and build teams, plan of integrated project, rule the role of team task, perform collaborative task, present interim/final presentation, evaluate grade. This study is expected to be utilized as a framework for the instructional design and the guideline for improving learner competency in team project learning.