• Title/Summary/Keyword: Design based Learning

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Recommendations for the Successful Design and Implementation of Competency-Based Medical Education in Korea (한국에서 역량바탕의학교육의 성공적인 실행을 위한 제언)

  • Yoon, Bo Young;Choi, Ikseon;Kim, Sejin;Park, Hyojin;Ju, Hyunjung;Rhee, Byoung Doo;Lee, Jong-Tae
    • Korean Medical Education Review
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    • v.17 no.3
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    • pp.110-121
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    • 2015
  • Competency-based medical education (CBME) is an outcome-oriented curriculum model for medical education that organizes learning activities and assessment methods according to defined competencies as the learning outcomes of a given curriculum. CBME emerged to address the accountability of medical education in response to growing concerns about the patient safety in North America in the 1970s, and the number of medical schools adopting CBME has dramatically increased since 1990. In Korea, CBME has been under consideration as an alternative curriculum model to reform medical education since 2006. The purpose of this paper is three-fold: (1) to review the literature on CBME to identify the challenges and benefits reported in North America, (2) to summarize the process and experiences of planning and implementing CBME at Inje University College of Medicine, and finally (3) to provide recommendations for Korean medical schools to be better prepared for the successful adoption of CBME. In conclusion, one of the key factors for successful CBME implementation in Korea is how well an individual school can modify the current curriculum and rearrange the existing resources in a way that will enhance students' competencies while maximizing the strengths of the school's existing curriculum.

A Study on the Effectiveness of a VR-based Industrial Safety Education (VR 기반 산업안전교육의 효과성에 관한 연구)

  • Jung, Jong Won;Jung, Kihyo;Jeong, Jaewook
    • Journal of Engineering Education Research
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    • v.26 no.2
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    • pp.23-31
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    • 2023
  • The purpose of this study is to explore the effectiveness of VR-based industrial safety education compared with conventional methods. For the study, three types of safety learning contents(VR-based learning, rule-based learning, and case-based learning) were developed and implemented with three college students groups. The results show that VR-based learning was effective in sustaining learning outcomes compared to other two conventional contents groups. In addition, participants perceived VR-based safety learning is attractive that facilitates their learning motivation and usefulness.

Analysing Differences of Learning Motivation According to Learning Styles in Project-Based Programming Learning (PBL 기반 프로그래밍 수업에서 학습양식에 따른 학습동기 차이분석을 통한 시사점 도출)

  • Kim, Byoung-Wook;Kim, Han-Sung;Lee, Won-Gyu
    • The Journal of Korean Association of Computer Education
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    • v.13 no.5
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    • pp.15-27
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    • 2010
  • Project-based learning is an effective teaching method for improvement of academic achievement and problem-solving ability so that is often applied to programming education. However, a strategy of enhancing motivation is required by a course design considering a learning style of students for advantage of PBL to take effect. Yet, studies on considerations with learning style still lack, when designing project-based programming learning courses for improvement of learning motivation. This research aims to address issues for consideration in designing PBL programming course. Accordingly, we analyzed learning motivation's difference between learning style in PBL programming class. We designed PBL programming course focusing ARCS model, where students making simulation The Kolb Learning Style Inventory is used to determine learning preferences. To assess students' motivation, Keller's Course Interest Survey was used in a pre-post-test-design. The result indicates that pre-post students' motivation differed. Also, we found considerations through comparing difference of ARCS model's detailed elements between learning styles.

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Research on Instructional Design Models for Cross-Cultural Collaborative Online Learning (온라인 국제교류 협력학습 설계모형 탐구)

  • Park, SangHoon
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.1-9
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    • 2018
  • The purpose of this study is to examine the concepts and types of cross-cultural collaborative online learning that enhance the utilization of advanced ICT in education and contribute to the promotion of educational exchanges between countries, and suggest exchange learning design models necessary for the active introduction. For this study, previous studies related to cross-cultural collaborative online learning were examined. As a result, cross-cultural collaborative online learning is an educational method based on constructivism that explore and construct knowledge by interacting and collaborating with students, teachers, and field experts who are linguistically and culturally heterogeneous based on advanced ICT. The type of cross-cultural collaborative online learning could be divided into synchronous exchange learning centered on remote video classes and asynchronous exchange learning centered on website based tasks. A PPIE learning design model considering the characteristics of each type is presented.

Effects of Presentation Classes in English Language Curriculum: Focusing on Phonetics/Phonology and Syntax

  • Mi Sook Park
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.20-25
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    • 2024
  • The qualitative effect of class is influenced by the instructor's class design and operation method, but it comes from motivating students to actively participate in class and utilizing potential qualities that lead to student-centered learning. Students' activities and the quality development of class participation can be utilized in presentation-based classes. This could be confirmed through the presentation classes in English language curriculum applied to English major students in Korea. In other words, with presentations conducted in language-theoretic classes such as phonetics/phonology, and syntax, it turned out that immersion in learning, concentration on class, and motivation for learning can be improved, developing systematic self-directed learning ability and cooperative mutual communication ability. Instructors need to lead the direction and design of the classes, but the actual educational effect depends on how students accept the academic tasks, how well they understand the learning contents, and how well they can systematically transmit them to others. In this respect, this study aims to investigate that learner-centered presentation classes contribute to making learners develop their competencies in class design, data utilization, imparting knowledge, and communication, which would bring about the improvement of learning quality and educational effects.

Development of Creative Economy Innovation and Digital Entrepreneurial Ability for Distribution Strategy by using Design Thinking

  • Siwaporn NAKUDOM;Sor sirichai NAKUDOM;Panita WANNAPIROON
    • Journal of Distribution Science
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    • v.21 no.4
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    • pp.11-20
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    • 2023
  • Purpose: 1) develop a learning model involving design thinking to develop creative economy innovation and the characteristics of digital entrepreneurs. 2) evaluate the impact of design thinking on creative economy innovation 3) evaluate the impact of design thinking on digital entrepreneurial ability. Research design, data and methodology: 1) develop a learning model involving design thinking in order to develop creative economy innovation and the characteristics of digital entrepreneurs. 2) Evaluating creative economy innovation involving design thinking. 3) Assessing the characteristics of digital entrepreneurs based on design concepts. Results: 1) the development of a learning model involving design thinking to develop creative economy innovation and digital entrepreneurial competency 2) The students who studied using the learning model involving a design thinking process had the highest overall scores in terms of creative economy innovation 3) The scores for the assessment of digital entrepreneurial activity for the students who studied by using the design thinking learning model were at a high level. Conclusions: The development of the design thinking learning model can encourage students to be able to develop creative economy innovations and to empower digital entrepreneurs' ability for distribution strategy. Educational institutions that would like to succeed in developing creative economy innovative and digital entrepreneurship characteristics with the support of design thinking.

A Self-Designing Method of Behaviors in Behavior-Based Robotics (행위 기반 로봇에서의 행위의 자동 설계 기법)

  • Yun, Do-Yeong;O, Sang-Rok;Park, Gwi-Tae
    • Journal of Institute of Control, Robotics and Systems
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    • v.8 no.7
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    • pp.607-612
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    • 2002
  • An automatic design method of behaviors in behavior-based robotics is proposed. With this method, a robot can design its behaviors by itself without aids of human designer. Automating design procedure of behaviors can make the human designer free from somewhat tedious endeavor that requires to predict all possible situations in which the robot will work and to design a suitable behavior for each situation. A simple reinforcement learning strategy is the main frame of this method and the key parameter of the learning process is significant change of reward value. A successful application to mobile robot navigation is reported too.

Effects of Problem Based Learning on Critical Thinking Disposition and Problem Solving Process of Nursing Students (문제중심학습이 간호학생의 비판적 사고성향과 문제해결과정에 미치는 효과)

  • Yang, Jin-Ju
    • Journal of Korean Academy of Nursing Administration
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    • v.12 no.2
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    • pp.287-294
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    • 2006
  • Purpose: The purpose of this study was to identify the change of critical thinking disposition and problem solving process in students who experienced problem-based learning. Method: This research design was one group pre-post test design. Twenty-five nursing students who participated in ‘'Nursing Process' course with two PBL packages for a semester in 2004 were the subjects of this study. The data were analyzed by repeated measures of ANOVA, and content analysis. Result: The problem defining in problem solving process was improved significantly, but there was no significant difference in the critical thinking disposition. Conclusion: The results of this study suggest that PBL has a positive effect on nursing students' problem solving process, But for a more significant effect on a continuous base for critical thinking of nursing students, faculties should use web based and simulation-based education for self directed learning along with clinical situation-based scenarios.

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Design of Efficient Simulation-based Contents at e-Learning (이러닝에서 효율적인 시뮬레이션 기반 콘텐츠 설계)

  • Lee Jun-Hee
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.325-333
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    • 2005
  • When a designer creates a new web-based learning-teaching system, there are so many considerations to help learners' learning effect through effective interaction. First of all, web-based simulation is recommended to provide learners with effective and attractive learning environments in web. Efficient study design should be considered because well designed simulation-based contents provide continuous interest for learner. Until now many e-Learning systems provide web-based simulation using various technique. However, those contents require to be reorganized considering the level of accomplishment, learning styles. In this paper, I proposed a system that the learners can share simulation objects among other e-Learning systems using XML web service. By experimental result, the proposed system shows that is more efficient than the conventional system in the self-leading study activity and interactivity.

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A Study on eTextbook Development for Mobile Learning in a University (대학에서의 모바일 러닝을 위한 전자교재 개발 사례 연구)

  • Jung, Hyojung;Chon, Eunhwa;Suh, Eung-Kyo
    • Journal of Information Technology Services
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    • v.14 no.4
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    • pp.237-256
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    • 2015
  • The purpose of this study is to develop the eTextbook and to explore the usability of the eTextbook for accelerating mobile learning in university. This study was primarily based on needs analysis of students, and eTextbook was created based on digital publishing through Adobe DPS. The major design principles of the eTextbook based on previous studies were as follow. First, eTextbook should deliver learning contents in a simple and systematic way. Second, eTextbook should induce student's flows by providing segmented learning contents and various learning resources. Third, eTextbook should expand information accessibility by providing a wide variety of multimedia functions. The development principles of eTextbook have been developed based on cognitive psychology. Location and function of the link or icon used for eTextbook have been developed on the basis of the principles of cognitive psychology. The main development principles were Coherence, Signaling, Redundancy, Segmentation, Multimedia principle, and so on. In order to examine usability of the developed eTextbook, experts' and learners' reactions were evaluated. The primary responses of learners are that the eTextbook increased the learning accessibility and provided various multimedia factors, and thus increased the learning flows in the class.