This study evaluates the effect of structured debriefing for a business simulation game for university students. The program provides an authentic learning experience of real-world business management by allowing learners to make decisions related to R&D, marketing, production, and finance through a business simulation game, and check the results in real time. In 2022, University A and B each ran a business simulation game-based program as an extra-curricular activity. University A conducted a traditional instructor-led debriefing where the instructor explained the summarized process and results, while University B implemented a structured debriefing which had been developed based on Gibbs' and 3D models. To assess the effect of the structured debriefing compared to the traditional instructor-led debriefing, business knowledge and entrepreneurship competencies were measured three times. Repeated measures ANOVA was used to test for the differences between the two groups and to examine interaction effects between group and time. The structured debriefing group achieved statistically significantly higher academic scores than the traditional instructor-led debriefing group at the post-test and in 2 weeks. There was no statistically significant difference between the groups in terms of entrepreneurship competencies. There was no interaction effect between group and time, both in academic achievement and in entrepreneurship competencies. In conclusion, the simulation game-based program integrated with the structured debriefing session is more likely to have a stronger impact on academic achievement and its retention.
Journal of The Korean Association For Science Education
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v.37
no.6
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pp.1063-1073
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2017
This study analyzed the difficulties elementary school students have in role-playing analogy activities for concept learning of heat transfer. Eleven fifth graders were given an orientation class on role-playing analogy activity, a class for concept learning of heat transfer as presented in a textbook, and then they performed the role-playing analogy activity with concepts of heat transfer. After the classes, researchers investigated the difficulties students encountered through questionnaires and interviews. The following are results of the research: Difficulties that students faced in role-playing analogy activity can be classified into five types. First, students encountered difficulties in expressing the analogy. The students who had difficulties in expressing the analogy focused on expressions outside the science concepts or lacked understanding of the science concepts. They also had difficulties in expressing the analogy because they lacked the expressiveness of analogy or abilities in mapping errors. They had difficulties in expressing the planned role-playing analogy in a narrow space. Second, students also experienced difficulties in performing activities due to lack of understanding on activities or lack of experience. Third, students experienced difficulties in selecting roles because they preferred the specific role or unwanted the specific roles. Fourth, the members of group experienced difficulties in group activities because they did not concentrate on activities, failed to perform roles, or showed attitudes of an onlooker. Fifth, they experienced difficulties in communications due to unilateral communication, conflicts of opinions, and lack of opinions.
Fraction has difficulties in learning because of the diversity of meanings, the ways of presenting contents and teaching methods in elementary school mathematics. Therefore, the various strategies of teaching of fraction concept is proposed as an alternative. The problem of equal sharing problem is that children can experience the concept of fractions naturally in the context of everyday distribution. Even before learning formal fractions, children can solve them in various ways based on their own experiences. The purpose of this study is to investigate the degree of problem solving and problem solving strategies for children in 2nd, 4th, and 6th grades in elementary school. As a result of the research, the percentage of correct answers increased as the grade increased, but the grade levels showed a difference depending on the numbers given to the problems. Also, there were differences in the problem solving strategies according to the grade levels. Also, according to the numbers presented in the problem, the percentage of correct answers was high in items that were easy to divide, and the percentage of correct answers was low in items that were difficult to divide. When children solved the problems, they were affected by the strategies they could use immediately according to the number presented in the problem, and their learning experiences were also affected.
Journal of the Korea Academia-Industrial cooperation Society
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v.15
no.7
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pp.4573-4579
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2014
In the 21st century, university education is changing from an objective knowledge and information to critical thinking and problem-solving ability. Moreover, university education should change rapidly towards a learner-centered educational environment because it has an educational goal to have college students experience authentic tasks they will be in charge of after graduation, and improves self-directed learning ability and cooperative learning ability. PBL is a pedagogical strategy for posing significant, contextualized, real world situations, and providing resources, guidance, and instruction to learners as they develop content knowledge and problem-solving skills. In problem based learning, the students collaborate to study the issues of a problem as they strive to create viable solution. For these advantages of PBL, the application of PBL in school has been enlarged. On the other hand, the application of PBL in engineering education has not been enlarged. To improve these instruction methods, the development or applications of new instructional methods will be needed. This study examined the PBL instructional design of a creative engineering design subject, which aims to foster talent. The PBL model developed in this study consists of Analysis, Design, Development, Implementation, and Evaluation. A plan of creative engineering design subject was developed based on PBL, and focused on the process of PBL. To determine the effects of this model, studies applying this instructional design to many lecturers should be implemented.
This study is aimed to provide basic data to set the direction of polar literacy education and to raise awareness of the importance of polar research. Elementary, middle, and high school students' perception of the polar region was examined in terms of current status of polar information, impression regarding polar regions, and awareness of related issues. The study included 975 students from nine elementary, middle, and high schools, who responded to 16 questions, including close-ended and open-ended items. The results suggest that students had more experiences regarding the polar region on audiovisual media, but relatively limited learning experiences in school education. The impression they had of the polar region was confined to the monotonous image of a polar bear in crisis, following the melting of the glacier due to global warming. The students formed powerful images by combining scenes they saw in audiovisual media with emotions. In terms of recognizing problems in the polar region, the students were generally interested in creatures, natural environment, and climate change, but their interests varied depending on their school level and their own career path. The students highly valued the scientist's status as agents to address the problems facing the region, and gave priority to global citizenship values rather than practical standards. Based on the results, we suggest the following: introducing and systematizing content focusing on the polar region in the school curriculum, providing a differentiated learning experience through cooperation between scientists and educators, establishing polar literacy based on concepts that are relevant to various subjects, earth system-centered learning approach, setting the direction for follow-up studies and the need for science education that incorporates diverse values.
The Journal of Korean Association of Computer Education
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v.13
no.5
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pp.51-70
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2010
The purpose of this article is twofold; first, investigates the relations between the cyber deviant behaviors and the reasons it causes in details and second discuss the measure to prevent cyber deviant behaviors and its recurrence. The findings of the study are; First, the factors which influence more to the cyber deviant behaviors are subjective norm, social identity, and self-control in a row. Second, identified such factors, anonymity (+), consciousness on public order (+), learning experience on information norms (-), and social identity have influences on the subjective norm that both factors of internet addiction (+) and anonymity (+) have significant impacts on self-control in negative perspectives. In conclusion, to prevent cyber deviant behaviors will provide a lot of opportunities to develop self-reflections and critical thinking and the ethics of accountability, and ability of sympathy. This study suggests the so-called reflexive practice-oriented process of education on Information as a strategic teaching-learning procedure. The process framework consists of four stages including problem identification, risk analysis, self-reflexive, and practice & evaluation that have a spiral structure, repeats a life-cycle.
Journal of the Korea Academia-Industrial cooperation Society
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v.17
no.8
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pp.662-672
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2016
The purpose of this study was to develop an integrated-simulation practice program using standardized patients and to identify the effects of such program. The present study used a pretest-posttest design with a single group applied to 30 fourth-year nursing students in a university and developed a case scenario for alcoholism patients with diabetes mellitus in a community. As results showed, communication skills were significantly improved (t = 4.24, p < .001), but the learning of self-efficacy and motivation of transfer were insignificantly improved compared with the pretest. Moreover, motivation of transfer showed a positive correlation with the learning of self-efficacy (r = .758, p < .01). The purpose of utilizing an appropriate case development based on practical experience and hands-grade students was to improve the motivation of transfer and increase self-efficacy through problem solving. Therefore, we identified that an integrated-simulation practice program using standard patients was useful in the improvement of client centered nursing competence, such as communication skills. In addition, further studies would help develop various scenarios for the integrated-simulation practice program to improve not only communication skills but also increase self-efficacy and motivation of transfer.
Journal of Elementary Mathematics Education in Korea
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v.14
no.3
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pp.789-806
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2010
As calls for more attention toward social minority group increases in our society recently, in the field of mathematics education more attention toward an issue about mathematics underachievers is being amplified. Thus, the present study is to examine the effects of teaching method considering students' cognitive characteristics on mathematical underachievers' problem solving and mathematical disposition. For this study, 10 fifth graders identified as mathematical underachievers based on the results of the national level diagnosis assessment and school based assessment were voluntarily selected from an elementary school in Seoul. The results of this study found out the fact that students participating in this program improved in terms of an ability both to solve problems in various ways and to explain an process of problem solving using spoken or written language and drawings. In addition, learning environment respecting students' own mathematical ideas seems to positively influence students' attitudes toward mathematics learning and mathematical dispositions. Furthermore, this study pointed out that mathematical underachievers tend to have difficulty in expressing their own mathematical thinking by reason of linguistic limitation. Finally, the findings of this study imply that for effective teaching of mathematics underachievers, these students' own informal experience and knowledge about mathematics as well as their characteristics regarding learning difficulties should be strongly considered.
Journal of The Korean Association For Science Education
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v.37
no.4
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pp.625-636
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2017
The purpose of this study is to compare the differences in the operation form of science academy, science high school, and ordinary high school. We tried to find what kinds of variables differ in operation form based on the perception of the beneficiaries. For this purpose, 288 beneficiaries were surveyed. The groups were divided into three groups according to the high school they graduated from and then the differences among the groups were compared. The results are as follows. First, as a result of comparing the operation form according to high school using the most similar system design, it was confirmed that there are differences in curriculum and teacher variables. Second, as the result of analyzing the perception of curriculum and teacher professionalism based on the education experience of the beneficiary, the satisfaction for science academy was higher, but the satisfaction for science in ordinary high school was lower. Third, the key variables showing the differences in the operation forms between science academy and science high school were the learning contents, learning process and learning environment. The results of this study are expected to be used as basic data for future improvement of gifted education curriculum.
Journal of the Korean Society of Earth Science Education
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v.12
no.1
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pp.27-39
/
2019
The purpose of this study is to develop a STEAM program for teaching climate change through CLAMP (Climate-Leaf Analysis Multivariate Program) paleoclimate inquiry in connection with high school 'Integrated Science' subject. In order to do so, we analyzed the 2015 revised national curriculum and science textbook in terms of the PDIE instructional design model, and developed the teaching-learning materials for 10 class hours through expert panel discussion and pilot test. According to the STEAM class procedure, in the situation presentation stage, the fossil leaves were collected from the dicotyledon plants near school, and the LMA (Leaf Margin Analysis) climate inquiry activity. was presented as the learning goal. During the creative design stage, students were taught about geology and leaf fossils in the study region, and CLAMP input data (31 characteristics of morphotype and leaf architectural of fossil leaves) were given. In the emotional experience and new challenge stage, we collected leaf fossils for outdoor learning, explored paleoclimate with CLAMP method, and promoted climatic literacy in the process of discussing tendencies and causes of Cenozoic's climate change. The validity of the development program was assessed (CVI .84) as being suitable for development purpose in all items through the process of establishing reliability among expert panel. In order to apply the program to the high school, a pilot test was conducted to supplement the discrepancies and to review the suitability. The satisfaction rate of the participants was 4.48, and the program was complemented with their opinions. This study will enable high school students to have practical knowledge and reacting volition for climate change, and contribute to fostering students' climate literacy.
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