• Title/Summary/Keyword: Immersion in Learning

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A Study on Factors Affecting Pre-Service Teachers' Learning Commitment in Online Science Classes (온라인 과학수업에서 초등예비교사의 학습몰입에 영향을 미치는 요인 연구)

  • Lee, Yong-Seob
    • Journal of the Korean Society of Earth Science Education
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    • v.14 no.2
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    • pp.193-201
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    • 2021
  • This study is a study of factors affecting pre-service teachers' learning immersion in online science classes. The results of a survey on the responses of 88 pre-primary teachers to online science classes were interpreted. In online science class, independent variables were set as ease, usefulness, and social presence, and dependent variables were set as learning immersion. Online science classes were conducted based on the university's LMS system. The results of the study were interpreted by regression analysis for t-test, correlation between factors, and multicollinearity test in pre-post-responses of pre-service teachers for ease, usefulness, and social presence. The results of this study are as follows. First, there was a significant effect in the before-and-after tests of factors in the online science class. Second, the correlation coefficient between factors in online science class is .306 for sense of community and mutual support and concentration at the significance level of .01, and .354 for learning immersion and open communication, indicating that there is a correlation. Third, considering the effective results of the pre-post test of each factor in the online science class, it cannot be interpreted that a particular factor had an effect, but it is interpreted that learning was immersed in ease, usefulness, and a sense of social presence.

The Effect of Nursing Students Academic Achievement in the COVID-19 On-Contact Learning Environment: Focusing on Video production class and Real-time video class (COVID-19 온택 학습환경에서 간호대학생의 학업성취감에 미치는 영향요인: 동영상 제작수업과 실시간 화상수업을 중심으로)

  • Hye Kyung Yang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.321-328
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    • 2023
  • This study is tried to to identify factors affecting academic achievement depending on the quality of class, learning immersion, level of academic achievement, and class type according to video production classes and real-time video classes in the on-contact learning situation due to the COVID-19 epidemic. The subjects of the study were 122 students enrolled in the nursing department at two universities. As a result of the study, the quality of the class was high in real-time video classes (t=-2.69, P=0.02), learning immersion was high in video production classes (t=1.14, P=0.28), and academic achievement was high in video production classes (t=4.24, P=0.01). Depending on the type of class, the effect on academic achievement is learning immersion in production video classes (β=.37, p<.001) has the most influence, and in real-time video classes, class quality (β=.29, p<.001) had the most influence on academic achievement. Based on the results of this study, it is suggested that it is necessary to develop a strategy for instructional design suitable for class types to improve academic achievement in an on-contact environment.

Metaverse platform-based flipped learning framework development and application (메타버스 플랫폼 기반 플립러닝 프레임워크 개발 및 적용)

  • Ko, Hyunjoo;Jeon, Jaecheon;Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.26 no.2
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    • pp.129-140
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    • 2022
  • Our society is undergoing rapid changes due to COVID-19, and in particular, online learning using digital technology is being tried in various forms in the educational field. A change has occurred. However, the limitations of distance learning, such as reduced learning immersion in non-face-to-face educational situations, lack of interaction between teachers and learners, and lower basic academic ability, are constantly being raised, and an appropriate educational strategy is needed to solve these problems. This study focused on the concept of 'Metaverse' based on the interaction between the virtual world and the real world, and tried to verify the effectiveness of educational activities based on it. In detail, we propose an educational framework for realizing flipped learning in the Metaverse Virtual Classroom, and a frame developed by measuring the learning immersion of a single group with a teaching/learning program developed based on this. The effectiveness of the work was verified. When the metaverse platform-based flip learning framework and education program proposed in this study were applied, it was confirmed that learners' immersion in learning was improved.

The Effects of Gamification E-Learning Classes Based on Self-Determination Theory on University Students' Class Participation, Learning Immersion, Teaching Presence (자기결정성 이론에 기반한 게이미피케이션 이러닝 수업이 대학생의 수업참여도, 학습몰입도, 교수실재감에 미치는 효과)

  • Myoung-Heo;Sang-woo Jin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.73-83
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    • 2023
  • This study is a descriptive survey to develop a gamification e-learning class based on self-determination theory and to check its effectiveness. The data collection period was from March 1 to June 15, 2023, and 59 students at G University in G Metropolitan City were surveyed on class participation, learning immersion, and teaching presence before and after the course. IBM SPSS/Win 26.0 was used to analyze the collected data, and descriptive statistics, analysis of variance (ANOVA), and analysis of covariance (ANCOVA) were conducted. The results showed that the self-determination-based gamification class significantly improved students' class participation, learning engagement, and teaching presence (p<.05). An analysis of covariance (ANCOVA) was conducted to determine whether the general characteristics of the participants affected the results of the post-test, and gender affected the post-test results of learning engagement, with an effect of 7.9%. Based on the results of this study, it can be seen that self-determination-based gamification e-learning class is effective in improving learners' class participation, learning engagement, and teaching presence. As the demand for e-learning in universities is expanding, self-determination-based gamification e-learning classes should be developed in various fields of liberal arts and majors.

Differences in Presence, Immersion, and Situation Interest in Small Group Learning Using Augmented Reality Based on the Degree of Tool Sharing (증강현실을 활용한 소집단 학습에서 도구 공유 정도에 따른 현존감, 몰입, 상황흥미의 차이)

  • Taehee Noh;Jaewon Lee
    • Journal of the Korean Chemical Society
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    • v.68 no.2
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    • pp.93-106
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    • 2024
  • This study investigated differences in presence, immersion, and situational interest in small group learning using augmented reality, based on the degree of tool sharing. 84 eighth-grade students participated in small groups of four. Each group was randomly assigned to one of three environments based on marker and device sharing: the shared environment (shared marker and device usage), the mixed environment (shared marker and individual device usage), and the individual environment (individual marker and device usage). Small group learning using augmented reality was conducted for three class periods, focusing on the "Characteristics of Matter" unit. One-way ANOVA results for the dependent variables revealed that, compared to the shared environment, presence and situational interest were significantly higher in the mixed environment, while immersion and situational interest were significantly higher in the individual environment. MANOVA results for the sub-components of each dependent variable showed significant differences in realness for presence, antecedents and experiences for immersion, and instant enjoyment, novelty, and total interest for situational interest. Analysis of interviews and classroom observations indicated that students in shared and individual environments tended to use their devices individually when utilizing augmented reality. However, in mixed environments, students showed a tendency to use their devices collaboratively, leading to more active interactions. Based on these findings, environments for using tools to enhance the effectiveness of small group learning using augmented reality are discussed.

The Factors affecting self-directed learning ability of nursing students who experienced online lectures

  • So-Young, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.119-126
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    • 2023
  • This study attempted to find out the factors affecting the self-directed learning ability of nursing students who took online lectures. The research method was a structured questionnaire survey targeting 2nd to 4th grade nursing college students, and the analysis method was analyzed by t-test, ANOVA, and multiple regression analysis. As a result of the study, the self-directed learning ability of nursing college students was an average of 3.48 points out of 5 points, and it was found that learning immersion had the greatest effect on self-directed learning ability. Based on the results of this study, it will be necessary to establish a quality education system and the efforts of instructors who apply various lecture methods or customized lecture programs so that learners can immerse themselves in learning in order to improve learners' self-directed learning ability.

A Case Study of Untact Communication liberal Arts Class - focusing on Reflection Journals and Feedback Activities (비대면 의사소통 교양 수업 사례 연구 - 성찰일지 및 피드백 활동을 중심으로)

  • Choi, Yun-hee;Kim, Jin-sun
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.444-454
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    • 2022
  • The purpose of this study is to investigate the effects of writing academic reflection journals and feedback activity experiences in untact online classes for engineering students who have taken communication liberal arts classes, and to find out the effect of these learning strategies to promote students' learning motivation, to check whether it is useful for class participation and immersion. In order to find out the effect of class, pre- and post-tests on learning motivation were conducted, and the students' reflection journals and in-depth interviews were analyzed using the topic analysis method, which is one of the qualitative research methods. As a result of the study, it was found that the reflection journal and feedback activity had a significant effect on individual learning understanding, immersion, attitude, etc. The study is meaningful in that it was able to confirm students' active learning attitudes and positive teaching effects with appropriate learning strategies according to changes in the untact educational environment. Various teaching-learning strategies according to changes in the educational environment should be sought and applied in many ways.

The Effect of Nursing Students' Empathy and Communication skills on Major Immersion

  • Suk-Kyong Choi
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.155-163
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    • 2024
  • This study was conducted to determine the relationship between nursing students' empathy, communication skills, and major immersion, and to identify factors that affect major immersion. The subjects of the study were 247 nursing students from one university in the G province, and data collection was conducted from November 20 to December 1, 2023. Data analysis was performed using SPSS 22.0 using descriptive statistics, t-test, one-way ANOVA, Scheffe test, Pearson correlation coefficient, and multiple regression analysis. The subject's empathy ability was 3.49 points, communication ability was 3.64 points, and major immersion was 3.61 points. Major immersion has a positive correlation with empathy and communication ability, and the factors affecting major immersion are major satisfaction and communication ability, with an explanatory power of 42.9%. To improve nursing students' immersion in their major, it is necessary to set the direction of learning activities and develop and apply various extracurricular programs.

Development and Application of AI Education Immersion Course for school autonomous curriculum at Elementary School

  • Soo-Hwan, Lee;Jeong-Rang, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.201-208
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    • 2023
  • As the demand for AI education increases, AI education is actively conducted in the educational field, but it is difficult to internalize AI education due to securing time, difficulty in organizing class contents, and lack of curriculum. As a way to solve this problem, there is a school autonomous course. The school autonomous course allows schools to have autonomy and discretion throughout the curriculum, such as adjusting the number of hours in the subject group and restructuring the use of achievement standards. In this study, in order to enhance AI education, the effect was analyzed by developing and applying an AI education immersion course using a school autonomous curriculum. In the AI education immersion course, students continuously experience AI education in a dense manner within a limited time, so substantial AI education can be achieved. After the AI curriculum, it was found that students' overall AI literacy and self-determination learning motivation improved. It is expected that this study will be able to present a direction to internalize AI education using school autonomous curriculum.

Proposal of design plan to improve immersion in online video education -Focusing on Zoom and Webex- (온라인 화상 교육 몰입도 향상을 위한 디자인 방안 제안 -줌(Zoom)과 웹엑스(Webex)를 중심으로-)

  • Lee, Kaha;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.341-348
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    • 2021
  • This study identified learners' immersion, focusing on online video education platforms, Zoom and Webex, used in colleges after the 'Covid-19', and suggested design improvement measures to improve immersion. Through prior research and literature research, the components of immersion and screen components of the online distance education platform were identified, and measures to improve immersion were suggested through questionnaire surveys and in-depth interviews. The research method was conducted for 5 days from April 7 to 12, 2021 for 50 college students and graduate students in their 20s and 30s who are receiving online education through Zoom and Webex, and 6 people were interviewed in-depth. As a result of the experiment, the communication between learners and lecturers was deduced as the biggest factor, so a design plan to facilitate communication between learners and lecturers was proposed based on Gutenberg's diagram. As online video education is predicted to continue even after the Covid-19, continuous online video education immersion research is needed, and we hope that it can contribute to the direction of the research.