• Title/Summary/Keyword: Experience of Learning

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Contents Construction of Learning a Region through the Analysis of Local Textbook, Social Studies Inquiry : Life in Seoul (지역화 교과서 분석을 통한 지역 학습 내용 구성 방안 -"사회과 탐구: 서울의 생활"을 중심으로-)

  • Yoon, Ok-Kyong
    • Journal of the Korean association of regional geographers
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    • v.13 no.2
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    • pp.220-233
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    • 2007
  • In the context of region reconceptualized as a learning framework, using the Seoul region as an example, this paper focused on the debate and the condition of regional social studies curriculum in elementary schools, It means that regionalization of curriculum is the decentralization of power to develop and manage curriculum In that case, region is understood to he a resource used to connect the subject matter to children's experience, Furthermore, region is interpreted as Heimat, community and world around, Heimat is intended to be understood, loved and belonged to, Community is the resource for learning and the space of communication, participation and action, World around is the typical example to be searched, compared and explained by the concept and theory. On the base of the regionalization debate and the classification of learning a region, I analysed the local textbook, Social Studies Inquiry: Life in Seoul and suggested the framework of learning a region. In this paper, I tried to pick out the spatial demension of Seoul. It is classified into the space of experience, participation and inquiry, In conclusion, the region-specific materials and approach laying stress on the issue and topic in the geographical context of the region will determine that a proper regionalization occurs through not only methods hut also content.

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A Study on Evaluation Methods for Implementing PBL in Engineering School (공과대학에서 PBL 적용을 위한 평가방법 연구)

  • Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.5
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    • pp.605-610
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    • 2018
  • The purpose of this paper is to develop evaluation methods in order to apply effective problem-based learning (PBL). To observe the effectiveness of a PBL system on learners and to comprehend the learning process of a PBL application, analysis of reflective journals and an evaluation questionnaire completed by participants (n=68) were used. The participants of the study were recruited from Hankyong National University students who undertook first-year Creative Engineering Design. A total of four problems for the PBL-based lectures were designed and applied to 12 weeks of PBL lectures. The participants completed reflective journals upon completion of each PBL problem-based activity; upon completion of the last PBL problem, participants completed and submitted a PBL system class-evaluation questionnaire. Also the participants completed an evaluation questionnaire at each step of the instructional procedures for each PBL problem-based activity. The findings of the research show that the participants increased their comprehension of PBL systems, their understanding of lecture content and of cooperative learning, and improved their self-reflection, authentic experience, creative problem-solving skills, communication skills, documentation skills, presentation skills, observational skills, and evaluation skills. The participants described how learning through PBL increased their confidence, satisfaction, and sense of achievement, compared to the previous semester.

The Effect of Mobile e-Learning Contents Platform Characteristics on Reuse Intention

  • Na, Jun-Gyu;Kim, Dongyeon
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.9
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    • pp.183-191
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    • 2020
  • Many learners are encountering e-Learning contents with smart devices and contents provides are carefully observing learners' reuse intention and behavior. Therefore, this study investigated the effect of e-Learning content platform characteristics on reuse intention for 200 users with smartphone-based e-Learning experience. The results show that the characteristics affecting reuse intention are content quality, interactivity, and ubiquity. Moreover, for men, only interactivity affects reuse intention, and for women, ubiquity and content quality affect reuse intention. When using smartphone-based e-Learning for less than an hour a day, only content quality affects reuse intention. On the contrary, ubiquity, convenience, and interactivity influence reuse intention when learning for more than one hour. Our results suggest meaningful implications that how e-Learning companies change their smartphone-based platform business strategy and how they utilize its key factors.

The Design and Development of Online Learning Community for Teenagers (10대 학생들을 위한 온라인 학습 커뮤니티 설계 및 개발)

  • Jo, Mi-Heon
    • Journal of The Korean Association of Information Education
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    • v.11 no.1
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    • pp.79-89
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    • 2007
  • Considering the continuous increase of teenagers' Internet use and the high rate of their participation in online communities, educators need to devote efforts to minimize the negative function of teenagers' Internet use and to guide them to experience positive aspects of Internet. Through activities in online communities, teenagers can experience various socialities and explore their self-consciousness. However, on the other hand many communities do not provide teenagers with considerate care. This may cause conflict in their sense of value and mislead them. Through this study, online learning community is designed and developed, which can reflect teenagers' various needs and connect their needs with learning experiences. The community consists of the following categories: 'about e-Tivity'(community vision, general information, list of activities, Q&A), 'activity space for teens'(event hall, data park, e-Tivity center), 'administrative space for teachers and managers'(research room, management room), and 'teen's private space'(my room, my avatar).

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A study on the Experience of Nursing Department Mature-age students Major Course (간호학과 만학도의 전공 과정 경험 연구)

  • Kim, Mi–Hwa;CHO, Eun Ha
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.19-26
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    • 2022
  • The purpose is a qualitative study that explores the essential meaning of problems in the academic performance process with respect to college life targeting Nursing students in Mature-age students. The participants of this study were 15 students who were 4th graders from a university in K city, Gyeongsangbuk-do, and who had passion for learning and had an awareness of it. As for the data collection, the experiences related to the life of Mature-age students were written through interviews and self-reports within 48 hours of asking questions as a student. The collected data were analyzed using Krippendorff's phenomenological method. As a result of analyzing the experiences of Nursing students in Mature-age students, 34 meaningful statements in 4 categories and 14 topics were derived. The four categories were derived as 'endless hardship', 'the reason for being with them even at the end of the school year', 'the confidence to find slowly', and 'learning life in the academic process'. As a result of this study, it is expected that Adult Learners nursing students will be used as basic data for a program useful for stable and smooth college adaptation and nurturing healthy nursing professions in the future.

Case of Non-face-to-face Teaching-learning in the subject of "Research and Guidance on Early Childhood Materials" in the Pre-service Early Childhood Teacher Training Program (예비유아교사 양성과정의 '유아 교재교구 연구 및 지도법' 교과목의 비대면 교수-학습 사례)

  • Kim, Ji-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.227-238
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    • 2022
  • This study is the case of non-face-to-face teaching-learning in the subject of "Research and Guidance on Early Childhood Materials" in the pre-child teacher training program. The study conducted a non-face-to-face teaching-learning model for 18 students at B University in region C who took lectures on 'Research and Guidance on Early Childhood Materials' in the first semester of 2021. As a non-face-to-face teaching-learning model, it consisted of video lectures, real-time zoom classes, and various forms of 'communication' through frequent feedback and interaction and 'participation'. As a teaching-learning strategy for the participation of pre-service early childhood teachers, comment on questions related to early childhood materials, in-depth reflection on early childhood materials through writing reflective journals and observation reports, and step-by-step presentation of making childhood materials plans, processes, and results were carried out. As a result of exploring the experience of making early childhood materials for pre-service early childhood teachers, factors such as "growth experience through trial and error," "thinking from child's point of view", "Increase efficiency and reduce burden through communication", "Process rather than result" and "The importance of communication and interaction in non-face-to-face classes"

Development of PBL Application Class Module and Convergence Application Experience in one university Scenario-based Adult Nursing Simulation Training (일개 대학 시나리오 기반 성인간호학 시뮬레이션 실습 교육에서 PBL 적용 수업 모듈 개발 및 융합적 적용 경험)

  • Young-Hee Jeong
    • Journal of Advanced Technology Convergence
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    • v.2 no.3
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    • pp.33-41
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    • 2023
  • This study aimed to improve the quality of classes through the application experience analysis after applying the adult nursing simulation practice modules with PBL. Quantitative and qualitative data such as from satisfaction, validity, self-reflection, and lecture evaluation in 68 nursing students were analyzed after the semester. Satisfaction was 4.64 points out of 5 points, and 'I want to recommend this class to other friends' was the highest. It was appropriate for the validity as 64.7% to 100% positve answer. From the qualitative data analysis of lecture evaluation, it was categorized into 5 thematic groups : 'increased immersion related to a lively class environment', 'growth of knowledge and skills through learners' active participation', 'improvement of mutual collaboration skills through team-based problem-solving process', 'Improvement of problem-solving ability through situational crisis coping process' and 'Improvement of individual comprehension through close teaching'. The continuous development of PBL learning strategies and development of various scenarios are required in the future.

The Effects of Mentoring Experience in STEAM Classes on Pre-service Mathematics Teachers' Teaching Competency for STEAM Education (STEAM 수업에서의 멘토교사 경험이 예비수학교사들의 STEAM 교수 역량에 미치는 효과)

  • Han, Hyesook
    • Communications of Mathematical Education
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    • v.32 no.1
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    • pp.1-22
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    • 2018
  • The purpose of the study was to examine the effects of mentoring experience in STEAM classes on pre-service mathematics teachers' teaching competency for STEAM education. The study was conducted with 23 pre-service mathematics teachers who participated in the mentoring program affiliated with free learning semester system during one semester. To investigate the changes of pre-service mathematics teachers' teaching competencies for STEAM education and the effects of the mentoring program, pre, post questionnaires, lesson journals, and whole group discussion data were collected. According to the results, pre-service mathematics teachers' competencies for 'knowledge of STEAM education', 'subject matter knowledge', 'teaching and learning methods', and 'learning environments and circumstances' categories were improved significantly after the mentoring program. Especially, some results indicated that pre-service mathematics teachers' teaching experiences in real STEAM classrooms were very helpful for the development of understandings of STEAM education and construction of practical knowledge.

Toward the Successful Implementation of Problem-Based Learning at the University Level

  • CHANG, Kyungwon
    • Educational Technology International
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    • v.7 no.2
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    • pp.93-106
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    • 2006
  • The knowledge-based society increasingly demands professionals possessing essential knowledge, and the ability to use this knowledge effectively in their work settings. In response to the requirement for these professionals, PBL is a promising educational method. This paper suggests an educational development program for faculty to implement problem-based learning(PBL). To implement PBL at the higher educational level, there is a need for a systemic approach. First, a well-designed educational plan for PBL is necessary. Before implementing PBL, both the instructor and the students should be prepared. Faculty members should be well informed on the characteristics of PBL, effective tutoring or facilitation skills, and how to design problems reflecting features of their own academic subject areas. Students also have to know the characteristics of PBL. Both of these groups need to be trained through workshops rather than through lectures. Second, a phase of design and implementation of PBL is necessary. PBL methods may seem to be intuitive and even unstructured because a problem is, in nature, unstructured and authentic. However, a closer look at PBL reveals that it is complex, carefully designed, and highly structured activity. Therefore, if it is poorly and incompletely designed, PBL can be a frustrating and exhausting experience for students and faculty members. Well-designed PBL can be an exhilarating and rewarding experience for both of them. Third, a phase of sharing PBL experiences is important: faculty members who have implemented PBL are required to share their experiences to help others enhance tutoring skills, and acquire practical information of students, contents, and what happened during PBL, and to develop PBL model in a specific domain. Based on the developed PBL model in a specific domain, PBL can be expanded and stabilized at the university level.

An Integrated Platform for Assessing the Efficacy of Immersive Virtual Reality Experiences through Biometric Response Analysis

  • Dajeong CHOI;Choongwan KOO
    • International conference on construction engineering and project management
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    • 2024.07a
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    • pp.1293-1293
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    • 2024
  • Virtual reality (VR) is increasingly utilized in the construction industry for diverse applications. Immersive virtual reality (IVR) offers practical experiences and educational opportunities for workers, enhancing productivity and safety. Efforts to optimize IVR involve analyzing biometric responses to monitor concentration, assess learning efficiency, and deliver personalized content. However, IVR faces challenges such as high production costs and prolonged production periods. Additionally, integrating biometric response recording into IVR experiences requires separate modules, further extending production timelines. To address these challenges, an integrated platform is necessary to streamline IVR production, user experience, and biometric response setup and recording. This study introduces such a platform designed to enhance the efficacy of IVR experiences through real-time biometric response analysis. The proposed platform comprises three main processes: (i) IVR content production using Unity; (ii) biometric response definition; and (iii) IVR content experience accompanied by generated logs for biometric responses. Firstly, IVR content production using Unity involves the development of IVR environments and scenarios. The platform incorporates diverse 3D models, including urban landscapes, building elements, and furniture, as the basis for IVR environments. Scenarios are constructed by integrating events into these environments, triggered by conditions such as reaching specific locations, the passage of time, or user interactions. Upon event activation, participants are presented with description UIs, quiz UIs, or route guidance, facilitating engagement and progression through interaction. Secondly, biometric responses encompass eye tracking and EEG. Eye tracking captures pupil diameter and fixation status on Areas of Interest (AOI), defined during IVR content production. EEG recording options include signals from each channel by default, as well as frequency-specific signals and EEG metrics such as attention, stress, fatigue, valence, and arousal. The platform supports the addition of new EEG metrics, enhancing customization and recording capabilities. Lastly, IVR content can be experienced alongside generated logs for biometric responses. The dataset enables monitoring and evaluation of participants' learning performance during IVR experiences, with the potential to enhance worker safety and productivity through immersive practical training and education.