• Title/Summary/Keyword: Learning Course Design

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The Effect of Havruta Learning Method on Academic Self-Efficacy, Academic Achievement and Communication Skills of Radiology Students (하브루타 학습법이 방사선과 학생들의 학업적 자기효능감, 학업성취도 및 의사소통능력에 미치는 효과)

  • Gil-Ju Na
    • Journal of the Korean Society of Radiology
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    • v.17 no.6
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    • pp.1009-1015
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    • 2023
  • This study was a one-group pretest-posttest design experimental study that attempted to verify the effects of applying the Havruta learning method on the academic self-efficacy, academic achievement, and communication skills of radiology college students. This study was conducted from May 1 to June 23, 2023, and applied the Havruta learning method for 6 weeks to 38 second-year radiologists taking a radiology technology course at a university in Jeollanam-do. SPSS/WIN 21.0 was used for data analysis, the reliability of the scale was verified, the subject's general characteristics, pre-test values and post-test values for measurement variables were verified with descriptive statistics, and the difference between before and after the Havruta learning method was verified with paired t-test. Research results show that the Havruta learning method improves academic self-efficacy (t=-2.70, p<.001), academic achievement (t=-2.87, p=.006), and communication skills (t=-2.76, p=.008). showed a statistically significant difference. As a result, Havruta learning method was confirmed as an effective learning method that improves academic self-efficacy, academic achievement, and communication skills of radiology college students. In the future, expanded application of the Havruta learning method will be necessary.

Design of Educational Game for Development of Creativity (창의력 계발을 위한 학습게임의 설계)

  • Ahn, Seong-Hye;Song, Su-Mi
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.1-9
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    • 2007
  • Recently, the primary school training courses requires creative human being who is able to solve problem in accordance with rapidly changing society. Accordingly, it needs development of edutainment contents that can develop creativity and heighten educational effect as attracting learner's interest. This paper intends to design educational game which can develop creativity. Method of research is based on the concept of creativity and theory of multiple intelligence. First, I pulled out educational elements of edutainment game which can develop ability to solve synthetic problem and then drew interest elements of edutainment game by combined game with form of cartoon. Secondly, creativity studying area set the 5 learning area of verbal, visual, mathematical, logical and analytic creativity and then, a course of learning was designed to have each 3 details of 5 teaming areas of creativity. Finally, it presented production direction of educational game by combined with 4 elements of the interest that is an avatar, achievement of a mission, a time limit and win a point.

The raise the efficiency of game graphics design education using game engine : In focus of Unity3D and Torque (게임엔진 활용으로 게임 그래픽 교육 효율성 제고: 유니티3D(Unity3D)와 토크(Torque) 엔진을 중심으로)

  • Kim, Chee-Hoon;Park, Sung-Il
    • Cartoon and Animation Studies
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    • s.29
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    • pp.151-172
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    • 2012
  • Game production education in a university is very important because it is the stage for completing a game education course as well as for determining a future of game industry. In order to perform various experience and creative learning, it should be able to effectively use a computer infrastructure representing the knowledge and information society for the purpose of obtaining and re-processing information necessary for game production through prediction of directions of game industry as well information technology. This research is focused on an effective game engine education for students whom want to become game graphics designers. The purpose of this study is to draw a lesson of game production utilizing game engines and it enables practice-focused class for game production. It also allows the class participant to manufacture prototypes without support from game programmers for their outcomes of works planned during the game production class. The theoretical background of game production compared and analyzed exemplary game engines. Based on the result, the study selected Unity 3D engine and conducted the research on the background where the Unity engine has been selected and its characteristics. In addition, this study provided an example of game production utilizing a game engine, and also described the details of actual realization. This study selected Torque3D with the Unity in order to identify the purpose of this study and efficiency of learning. Thus, the previous situation is that the class remained in making a game plan during the course of game production project and, students whose major is not game programming. Now, it is necessary for students to make many efforts to make a game in an active and positive attitude by utilizing a game engine beyond the previous method of class.

Altemative Instructional Methods and Strategies for Effective Computer Programming Education (컴퓨터 프로그래밍 교육에 적용 가능한 효과적 교수방법의 탐색적 대안)

  • Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
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    • v.5 no.3
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    • pp.1-9
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    • 2002
  • For teaching-learning activities to be effective, the teaching methods need to reflect the contents of instructional materials and the characteristics of the learners. The purpose of this paper is to investigate the effective ways of teaching computer programming languages. The main components of teaching computer programming languages might be the characteristics of the language itself, the function of design, and general problem-solving capacity. But the analysis of the Quality and environments of learners is much more important. To improve the Quality of teaching computer programming languages, the structured syllabus needs to be provided and a variety of teaching methods such as project-based approach, problem-based approach, cooperative learning, peer tutoring and case study should be applied selectively, depending upon the instructional situations. In addition, procedural and constructive evaluation process needs to be developed to monitor each stage of learning and to give the guidelines of completing the course projects.

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An analysis of Dental Hygine Curriculum in Three Countries (한 . 미 . 일 치위생사 양성기관의 교과과정 비교)

  • 권현숙;최병옥
    • Korean Journal of Health Education and Promotion
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    • v.17 no.1
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    • pp.185-213
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    • 2000
  • The purpose of this study is to analyze and compare dental hygine curriculum of three countries--Korea, U.S.A., and Japan--, focusing on the ways of organizing content. In this study, 30 curriculum documents of dental hygienist in U.S., Japan, and Korea were analyzed and discussed by a framework of analysis which was constructed referring to Tylerian curriculum model. Using this framework, three kinds of key components of curriculum document were compared according to specific elements of each component. More specifically, comparing those curriculum documents, we must consider the dimension of content organization. In this study, the problem of course organization was viewed on three dimensions: continuity, sequence, and integration of curriculum content. Based on the results of this study, the conclusions are as follows. 1. Courses of dental hygienist education should be organized so that the curriculum foster the cumulative and continuous learning. It will be accomplished by considering the essential procedures or sequence of dental hygiene activities. 2. When organizing curriculum elements, we should consider the continuity dimension of learning content. Continuity deals with the vertical manipulation or repetition of curriculum components. In other words, it accounts for the reappearance in the curriculum of certain major ideas or skills. Therefore, courses should be based on the level of the dental hygienist activities in order to ensure a continuity of learning experiences. 3. Dental hygienist curriculum must be organized in a way to integrate the logic of dental hygiene as a discipline with the process of dental hygiene performance. Integration refers to the linking of all types of knowledge and experiences contained within the curriculum design. It emphasizes horizontal relations among various content topics and themes involving all domains of knowledge recognized. Thus, courses of dental hygiene curriculum should be integrated to allow college students to obtain a unified view of knowledge and an in-depth meaning of the dental hygiene as a profession.

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Design and Development of a Constructionist Based Field-Trip Support System (구성주의 기반의 현장학습 지원 시스템의 설계 및 구현)

  • Ahn, Seong Hun;Son, Chan Hee
    • The Journal of Korean Association of Computer Education
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    • v.11 no.5
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    • pp.33-45
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    • 2008
  • Field study improves students' capacity for studying and thinking about their surrounding environments. It also develops further interest academic study by allowing them to learn curriculum related materials from actual experience. Moreover, students acquire the capacity for independent and self regulated learning in the course of making efforts to solve problems they face in the environment. Our efforts arc directed at designing and developing a RFID based support system-based on the constructionist's learning theory to help students perform field study more efficiently. The field study support system can be implemented not only in museums but also in botanical gardens, zoos, art galleries, and science centers. Based on the results of the verification at the sample museum we will expand the target locations to implement the field trip support system. We expect that our field study support system will be a catalyst for improving learning in the fields.

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Project-based Embedded System Education Using Arduino (아두이노를 활용한 프로젝트 기반의 임베디드 시스템 교육)

  • Kim, Song-Ju
    • The Journal of Korean Institute of Information Technology
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    • v.15 no.12
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    • pp.173-180
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    • 2017
  • In this paper, we propose a project-based learning using Arduino as an example of embedded system class in engineering students. By introducing these Project-Based Learning(PBL) into engineering education, students became able to actualize individual theories that they had learned through their major curriculum and they were given the experience to build up their field work ability by participating in the whole project development process. We conducted a questionnaire survey to investigate the education effect of PBL before and after class and the results were analyzed using SPSS statistical program. Since PBL is mainly operated by a team system, communication skills and teamwork within the organization can be improved through interactions among the members. All of the materials produced during the course of the project could be used to make portfolio of students, which could be of great help to data for employment activities after graduation.

Audio Generative AI Usage Pattern Analysis by the Exploratory Study on the Participatory Assessment Process

  • Hanjin Lee;Yeeun Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.47-54
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    • 2024
  • The importance of cultural arts education utilizing digital tools is increasing in terms of enhancing tech literacy, self-expression, and developing convergent capabilities. The creation process and evaluation of innovative multi-modal AI, provides expanded creative audio-visual experiences in users. In particular, the process of creating music with AI provides innovative experiences in all areas, from musical ideas to improving lyrics, editing and variations. In this study, we attempted to empirically analyze the process of performing tasks using an Audio and Music Generative AI platform and discussing with fellow learners. As a result, 12 services and 10 types of evaluation criteria were collected through voluntary participation, and divided into usage patterns and purposes. The academic, technological, and policy implications were presented for AI-powered liberal arts education with learners' perspectives.

A Study on the Student Surveys for CAAD(Computer Aided Architectural Design) (건축 CAD 과목에 대한 학생 설문평가에 관한 연구)

  • Nam, Yun-Cheol
    • Journal of The Korean Digital Architecture Interior Association
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    • v.12 no.4
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    • pp.117-124
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    • 2012
  • The importance of the digital architecture is increasing more ever. Currently, CAD and 3D programs are used as design fields, but the BIM (building information modeling) is gradually interested. BIM is mandatory on the project more than 50 billion won ordered by the government since 2012, it will be expanded to a total of government orders by 2016. University needs to evaluate teaching methods and computer-aided design environments such as CAD and BIM. In this paper, we surveyed computer-aided design environments and teaching methods for 73 students at the J University of Department of architectural engineering. Main results are as follows: 1. Hardlock is uncomfortable but necessary program for the computer management. 2. The desk placement considering the behavior of the design students results in higher satisfaction. 3. Because a CAD subject was a difficult course content and progress is fast, students thought it is difficult to follow. Especially, first-year students answered it is difficult to learn program and understand the structure of the building at the same time. 4. First-year students want to learn CAD more. Second-, third-, fourth-year students want to learn Photoshop more. Supplement for these classes is required. 5. Students answered that a teaching method of a CAD subject would be good to their own practice after the professor demonstrates for students. The senior's assistance is also a high effective way in the class. 6. During class, students' activities such surfing the web and Kakao Talk on a smartphone disrupt the class, there is a need to regulate by a rule such as disconnect computers from a network and against using smartphone. Although the Internet with the popularization of smartphones confers a benefit on modern life, it causes damage to us. This is a hard part for a salaried workers as well as students studying equally. The self management is required and a professor needs to control and restraint in a university classroom. The professor's continuing interest to students can increase the effectiveness of learning.

The Development and Application of PBL based Education Program for Ethical Consumption (PBL을 적용한 윤리적 의류소비교육 프로그램 개발과 적용)

  • Jeon, Mi Yeon;Oh, Kyung Wha
    • Journal of Korean Home Economics Education Association
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    • v.26 no.2
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    • pp.69-87
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    • 2014
  • This research is to develop ethical clothes consumption education program that adopts PBL which is student centered professor-learning method where the learner actively participates in lessons to recognize problems and solve them. This research also tried to see the changes in the students' ethical clothes consumption awareness and problem solving skills and self-directed learning ability after applying this program to lessons. With total of four study topic, seven ethical clothes consumption education programs were developed, and the actual lesson was conducted in controlled group and experiment group. Summary of this research is as followed: First, ethical clothes consumption education program was developed using PBL. Second, teenagers' ethical clothes consumption awareness increased much more than before the course. As both the control group and the experiment group were proven to have high ethical clothes consumption involvement and awareness, it was possible to confirm there is a need for systematic and continuous consumption education at school. Third, when a post test on changes in problem solving ability and self-directed learning ability after applying PBL based ethical clothes consumption education program was conducted, students' problem solving ability was enhanced and both factors, the awareness and behavior of self-directed learning, showed significant difference.

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