• 제목/요약/키워드: Feedback skills

검색결과 174건 처리시간 0.022초

헝거포드 접근법의 행동주의를 넘어서 (Beyond the Behaviorism Embedded in the Hungerford Approach)

  • 이재영
    • 한국환경교육학회지:환경교육
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    • 제15권1호
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    • pp.68-82
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    • 2002
  • My responses to Kim Kyung-Ok's Critique on my critique on the Hungerford approach can be summarized as follows; First, it was argued that possible confusions and misunderstandings around the concept of behavior in REB were mainly caused by Hungerford himself who has used the word in several different ways, from a bunch of overt actions to almost all kinds of responses including cognitive skills, without any clear operational definition of it for more than 20 years. It seems to be needed for future users of the word, 'Behavior' to Prevent unnecessary confusions by providing their operational definition of it. Second, REB is too ambiguous to be a legitimate goal of environmental education and too outcome-oriented to be a meaningful measure for environmental education research. Anyone who accept REB as a goal of EE or a measure for research should clearly suggest procedures and criteria for judging the environmental responsibility of actions under consideration. Third, the Hungerford approach has begun by realizing the limit of a linear traditional behavior change system and has been evolving toward a complex model with dynamic interactions among/between cognitive variables and affective variables. However, it still has one-way structural orientation toward 'Behavior' with no feedbacks. Addition of some feedback processes would make the model more flexible and realistic. Finally, both the Hines model and the Hungeford model were established based on a series of behavioristic studies including three doctoral dissertations equiped with a list of actions which were prejudged to be environmentally responsible by the researchers, not by the learners. What they were primarily interested in was not how mind functions during the learning processes but how learners' behavior can be effectively changed. Considering uncertainty and complexity associated with environmental problems, a great deal of efforts ought to be made toward more context-based and less normative studies applying cognitive psychology and quantitative approaches.

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모바일 아케이드 게임의 일일 퀘스트 디자인 연구 -플레이어의 성향과 동기를 중심으로- (Daily Quest Design for Mobile Arcade Games -The Effect of Player's Tendency on Motivation-)

  • 안시형;이상원
    • 한국HCI학회논문지
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    • 제14권2호
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    • pp.83-91
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    • 2019
  • 최근에 서비스되는 모바일 게임들은 대부분 일일 퀘스트 시스템을 갖고 있다. 일일 퀘스트는 매일마다 반복적으로 수행할 수 있는 과제와 적절한 보상을 제공하여, 플레이어에게 게임의 플레이 방향을 알려주면서 접속을 유도할 수 있는 훌륭한 장치이다. 그러나 비슷한 과제의 반복적인 수행은 자칫하면 지루해질 수 있어 플레이어들의 동기부여를 고려한 일일 퀘스트에 대한 연구는 게임 경험 향상에 중요한 주제이다. 본 연구는 일일 퀘스트에 대한 학술적 논의가 매우 부족함에 대한 인식을 기반으로, 현재 서비스 중인 모바일 게임의 일일 퀘스트 유형을 정리하고, 플레이어의 성향에 따라 어떤 일일 퀘스트 유형을 선호하는지, 어떤 유형에서 동기를 더욱 향상시킬 수 있는 지를 분석하였다. 그 결과로 다음 세 가지를 도출해 내었다. 첫째, 일일 퀘스트를 클리어할 때마다 단계적으로 추가 보상을 제공하여 플레이어들의 동기를 향상시킬 수 있다. 둘째, 플레이 성향에 따라 선호하는 일일 퀘스트의 유형이 다를 수 있으며, 자율성을 중요하게 생각하는 플레이어들은 자신이 직접 퀘스트를 선택할 수 있는 기회를 통해 동기를 향상시킬 수 있다. 마지막으로, 숙련으로부터 더욱 동기 부여를 받는 성향의 플레이어들은 퀘스트를 모두 완료했다는 피드백으로 동기를 향상시킬 수 있다.

표준화 환자에 대한 학생 평가와 환자의사관계 점수와의 관계 (The Relationship between Medical Students' Assessment of Standardized Patients and Patient‐Physician Interaction Score)

  • 한의령;김선;정은경
    • 의학교육논단
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    • 제21권3호
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    • pp.150-154
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    • 2019
  • When standardized patients (SPs) are used for educational purposes, the authenticity of role play and the quality of feedback are essential requirements of SPs. This study was conducted to investigate medical students' assessment of SPs and to identify the components of SPs' performance that were most strongly correlated with patient-physician interaction score. One hundred and forty-two fourth-year medical students were asked to complete the Maastricht Assessment of Simulated Patients (MaSP) at the end of a clinical performance examination. SPs evaluated the patient-physician interactions using a 4-point Likert scale (1=poor to 4=excellent). Medical students' assessment of SPs using the MaSP was positively correlated with patient-physician interactions (r=0.325, p<0.01). Items addressing the authenticity of role play (e.g., "SPs appear authentic," "SPs might be real patients," and "SPs answer questions in a natural manner") were closely correlated with patient-physician interactions (p<0.001, p=0.027, and p=0.017, respectively). These results showed that the MaSP appears to be a useful instrument for evaluating SPs' performance and that the authenticity of SPs' performance was positively correlated with medical students' interactions. In order to improve patient-physician interactions, medical students should be given opportunities to practice their skills with SPs who have been trained to portray patients with a specific condition in a realistic way.

초등 과학과 과정중심 평가문항 예시 자료의 특징 (Characteristics of Process-Focused Assessment Examples in Elementary School Science Education)

  • 신정윤;박상우
    • 한국초등과학교육학회지:초등과학교육
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    • 제40권2호
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    • pp.191-209
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    • 2021
  • 이 연구에서는 과정중심평가의 특징이 배포된 과학과 과정중심평가 예시 문항 자료들에서 어떻게 구현되고 있는지를 분석하였다. 선행연구 리뷰를 통해 과정중심평가의 특징에 대한 분석 관점을 6가지로 추출하였다. 그 분석틀을 이용하여 시도 교육청 및 교육과정평가원에서 개발한 과정중심평가 장학자료의 초등 과학과 평가문항이 과정중심평가의 특징을 어떤 방법으로 반영하고 있는지 기술하였다. 연구 결과, 과정중심 평가의 특징은 초등 과학과 평가 문항 예시 자료들에 형식적으로 반영되어 있는 경우가 많았고, 과정중심 평가의 특징이 초등 과학과 평가 문항에 두드러지게 나타나지 않는 경우도 있었다. 개발된 예시문항들은 기존 과학과 수행평가 문항의 형태와 동일한 유형, 서·논술형 유형, 실험관찰과 유사한 유형으로 구분되었다.

4차 산업혁명 시대 예술·과학 융합 교육프로그램 설계 : 콘텐츠를 활용한 STEAM을 중심으로 (Art Science Convergence Curriculum Design in the 4th Industrial Revolution Era : Focusing on STEAM with Contents)

  • 박성원;이혜원
    • Journal of Information Technology Applications and Management
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    • 제28권1호
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    • pp.53-61
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    • 2021
  • The year 2020 was a time when the coronavirus infections-19 (COVID-19) caused various changes in society. In particular, the fields that have been conducted face-to-face have been greatly confused by the transition to an online non-face-to-face method, and this is the case with the field of education. There are two main advantages of offline education. The first is that we can improve our understanding through communication with teachers, and the second is that we can develop social skills through interaction with friends. But as online classes progressed due to corona 19, interaction could not be achieved. As a result, the motivation for learning has been reduced due to difficulties in real-time feedback, and the participation rate has been significantly lowered, especially in lower grades, raising concerns about the learning gap that will occur after corona 19. However, there are some cases in which online classes were conducted as effectively as offline classes by utilizing various contents. What they have in common is the use of content. Teachers generally improved the quality of education by linking interesting sights and videos that enhance learning comprehension. The provided video conveys learning-related content into stories, enabling intuitive observation. Many students were already enjoying these videos through VOD (Video on Demand) such as TV and YouTube, they were able to connect their easy access to content and interest in learning. Appropriate use of video content has rather increased the learning effect and should continue after corona 19. Therefore, it is necessary to study methodologies that apply video content efficiently to education. This study looked at the steps that needed content application through the development of education programs, and observed its meaning. Students were curious about the content, motivated to learn and participated in learning on their own. Intuitive learning, conducted through appreciation, play and content production, provided an opportunity to learn on their own in everyday life.

게임적 요소를 활용한 대학 신입생의 창의적 문제해결 교육 프로그램 개발 및 효과 (Development and Effect of the Creative Problem Solving Capacity Education Program for University Freshmen Using Game component)

  • 전신영;박주희
    • 한국게임학회 논문지
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    • 제21권2호
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    • pp.139-150
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    • 2021
  • 본 연구는 게임적 요소를 활용한 대학 신입생 대상의 협력적 문제해결역량 강화 온라인 프로그램을 개발하여 효과성을 분석하였다. 연구결과, 게임적 요소를 활용한 협력적 문제해결역량 강화 온라인 프로그램의 운영 모델은 ①사전준비, ②팀빌딩, ③평가, ④피드백, ⑤공유의 5단계로 제시하였으며, 창의적 문제해결역량의 사전-사후 T-검정 결과, 창의적 문제해결 역량 관련 변인인 학업도전, 창의적 사고능력, 융합적 가치창출이 유의미하게 향상된 것으로 나타났다. 향후 논의되어야 할 사항으로 온라인에서 협력적인 문제해결과정을 경험하고, 토론, 의사소통이 가능한 게임설계 및 플랫폼 개발의 필요성을 제시하였다.

The Effectiveness of Team-based Case-based Learning Approach on the Learning Outcome: A Single Course Level in a University Setting

  • Hye Yeon Sin
    • 한국임상약학회지
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    • 제32권4호
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    • pp.328-335
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    • 2022
  • Background: Case-based learning (CBL) is becoming an important approach for improving interprofessional collaboration education. Previous studies have examined learners' satisfaction with interprofessional education (IPE) in medical institutions. However, there are few studies on the implementation of university-led CBL interventions and their direct effects on learning outcomes. The aim of this study was to evaluate the effectiveness of CBL interventions on changes in the participants' perception and knowledge acquisition ability. Methods: The CBL approach consisted of team-based case-based learning, self-directed learning, and post-feedback. It was conducted as a single course for pharmacy students in their 5th year in a university setting. Changes in the participants' perceptions and self-assessments of competence levels were evaluated using survey responses. The effect of the CBL intervention on knowledge acquisition ability was directly evaluated using the exam score. Results: The majority agreed or strongly agreed that team-based case-based learning, and self-directed learning helped them to improve their knowledge and skills to a higher level and to increase the self-assessment of competency level. The average score of knowledge acquisition ability (average score of 75.0, p=0.0098) was significantly higher in the CBL intervention group than the lecture-based learning intervention group (average score of 52.0). Conclusion: The participants positively perceived that CBL intervention helped them to effectively improve their knowledge and the self-assessment of competency level. It also enhanced knowledge acquisition ability. These data, based on the survey responses, suggest that it is necessary to implement CBL interventions in a university-led single professional education.

디지털 트랜스포메이션을 위한 프로그래밍 교육 - 무엇을 어떻게 가르쳐야 하는가? (Programming Education for Digital Transformation - What to Teach and How?)

  • 박수진
    • 기술혁신연구
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    • 제31권2호
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    • pp.237-262
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    • 2023
  • 디지털 트랜스포메이션은 기업의 경영 전략적 관점에서의 조직, 프로세스, 비즈니스 모델, 커뮤니케이션의 광범위하고 근본적 변화를 요구하고 있으나, 성공적인 트랜스포메이션의 핵심 선제요건 중 하나는 구성원의 IT(Information Technology) 역량이다. 공학적 배경 지식 없이 기술경영을 전공하는 학생들은 비교적 단기간에 경영관리 능력과 IT 역량을 동시에 키워야 하는 난제에 처해 있다. 이러한 이유로 효과적인 IT 역량 교육 방법은 기술경영학 분야의 교육 이슈 중 하나로 부각되고 있다. 본 논문은 디지털 트랜스포메이션의 흐름을 주도할 수 있는 학생들을 양성하기 위한 IT 역량 교육은 "무엇"을 "어떻게" 가르쳐야 할 것인가라는 질문에 대한 답을 찾기 위한 하나의 사례로서, 서강대학교 기술경영 전문대학원의 IT 관련 커리큘럼 리노베이션의 과정과 현재까지 교육과정 실행 결과를 제시한다. 특히, IT 역량 교육의 출발점이자 진입장벽이 되는 기초 프로그래밍 교육 과정의 피드백 결과에 대한 충분한 논의를 통해, 기술경영대학원 학생들을 위한 효율적인 IT 교육의 운영 방향에 대한 선행 참조사례를 제공하는 데 본 논문의 목적이 있다.

영상처리 및 머신러닝 기술을 이용하는 운동 및 식단 보조 애플리케이션 (Application for Workout and Diet Assistant using Image Processing and Machine Learning Skills)

  • 이치호;김동현;최승호;황인웅;한경숙
    • 한국인터넷방송통신학회논문지
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    • 제23권5호
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    • pp.83-88
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    • 2023
  • 본 논문에서는 홈 트레이닝 인구가 늘어나면서 증가한 운동과 식단 보조 서비스에 대한 수요를 충족시키기 위해 운동 및 식단 보조 애플리케이션을 개발하였다. 애플리케이션은 카메라를 통해 실시간으로 촬영되는 사용자의 운동 자세를 분석하여, 안내선과 음성을 이용해 올바른 자세를 유도하는 기능을 가진다. 또한, 사용자가 사진을 촬영하면 사진에 포함된 음식들을 분류하고 각 음식의 양을 추정하여, 칼로리 등의 영양 정보를 계산하여 제공하는 기능을 가진다. 영양 정보 계산은 외부의 서버에서 수행되도록 구성했다. 서버는 계산된 결과를 애플리케이션으로 전송하고, 애플리케이션은 결과를 받아 시각적으로 출력한다. 추가로, 운동 결과와 영양 정보는 날짜별로 저장하고 확인할 수 있도록 하였다.

PBL과 협력적 교수법을 적용한 융합 교과목 개발 (Developing a convergence course applying project-based learning and collaborative teaching methods)

  • 이명희;김정미;백경자
    • 복식문화연구
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    • 제32권3호
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    • pp.334-344
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    • 2024
  • This study aimed to develop a new convergence course applying project-based learning (PBL) and collaborative teaching methods and identify its educational effects. The course development proceeded as follows: First, three instructors collaborated to define course goals, plan objectives, content, and methods, and create a syllabus for a PBL-based fashion studio course. Roles were divided to maximize expertise: one instructor focused on fashion design, another on three-dimensional cutting, and the third on flat cutting, and digital techniques. Second, the classes were conducted and feedback on student progress was shared, enhancing class quality and engagement. Third, teaching effectiveness was assessed through learner evaluation questionnaires, reflection journals, and performance assessments. Lastly, based on the results from these evaluations, positive aspects of the course were reviewed, and ways to modify it and enhance course quality for continuous improvement were explored. The results showed high satisfaction with the learning effects on major competencies, indicating that students not only effectively learned major skills but also improved their communication and teamwork. The students perceived the teaching methods positively allowing them to be more active in class. Instructors noted that the course produced higher-quality design and production outcomes compared to previous courses. Overall, the course applying PBL and collaborative teaching methods was found to improve educational quality and effectiveness, making it a valuable approach for learner-centered education.