• Title/Summary/Keyword: Learning Effectiveness

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Effectiveness of G-Learning(Teaching and Learning Methodology utilizing Game) adopted in an English Class for 5th Grade Elementary School Students (초등학교 5학년 영어수업에 적용된 G러닝(게임을 활용한 교수학습 방법)의 학습 효과)

  • Won, Eun-Sok;Wi, Jong-Hyun
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.541-554
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    • 2012
  • This study suggests the effectiveness of G-learning English afterschool classes implemented to elementary school students at low achievement level in English. These days, the use of games in teaching and learning, known as G-learning, has gradually expanded, so it is necessary to consider how to adapt G-learning generally in English education. A G-learning afterschool English class was implemented to 23 low-level 5th grade students in an elementary school located in Daejon for 12 weeks. This study set two hypotheses aiming to determine the effectiveness in achievement and affectiveness of the participants. Pre and post achievement tests were conducted. Also, survey and FGI (focused group interview) were carried out twice with the participants. The study found that students' spelling awareness, vocabulary recognition and dialogue comprehension ability (hypothesis 1) were all improved with statistical significance. Moreover, after the class, participants' confidence and interest toward English study showed meaningful increases.

Effectiveness of Video-Record Method on Fundamental Nursing Skill Education - Focused on Intramuscular Injection Practice - (기본간호학 실습교육에서 비디오 녹화학습의 효과연구 - 근육주사 실습교육을 중심으로 -)

  • Yeun Eun-Ja
    • The Journal of Korean Academic Society of Nursing Education
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    • v.5 no.1
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    • pp.86-96
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    • 1999
  • Effectiveness of the videotaped-record learning method in teaching intramuscular injection skill was investigated using an experimental research methodology. Data was collected from 57 female students attending Fundamental nursing class from two depts. of nursing in Chung-ju and Seoul. The subjects were assigned to two groups, the experimental group of 30 and the control group of 27. The independent variable was videotaped-record learning method and the dependent variable were the degree of knowledge achivement, nursing skill achivement, competence on practicing intramuscular injection skill and satisfaction about the learning method. Data was analyzed using descriptive statistics, chi-square test, t-test and Pearson's correlation coefficient with SPSS-PC program. The results were summarized as follows ; 1. There was statistically significant difference between the experimental group and control group in knowledge achievement about intramuscular injections (t=4.721, P=.000). 2. There was statistically significant difference between the experimental group and control group in nursing skill achievement(t=3.542, P=.001). 3. There was no statistically significant difference between the experimental group and control group in competence on practicing intramuscular injection skill (t=.627, P=.533). 4. There was statistically significant difference between the experimental group and control group in satisfaction about learning method(t=4.708, P=.000). 5. There was significant correlation between nursing skill achievement and knowledge achievement(r=.233, p<.05). In conclusion, this study suggests that videotaped-record learning method is an effective learning method for achieving intramuscular injection skill as a basic nursing skills. Therefore, further study with more developed research design and other fundamental nursing skill practice will be needed to investigate the effectiveness of videotaped-recored learning method.

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Stress and Mental Health by Extracurricular Learning in upper Grade Elementary School Students (초등학교 고학년 학생의 과외학습에 따른 스트레스와 정신건강)

  • Kim, Eun-Ju
    • Journal of the Korean Society of School Health
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    • v.25 no.1
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    • pp.95-104
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    • 2012
  • Purpose: In an attempt to investigate the differences in the level of stress & mental health between extracurricular learning group and non-extracurricular learning group and level of stress and mental health by the extracurricular learning-related characteristics, this study was carried out in upper grade elementary students. Method: The subjects were 241 students living in 4 small towns in 4th, 5th and 6th grade elementary students. The data were collected by using the questionnaires, and analyzed by SPSS/WIN 12.0 program. Results: First, 64.7% of subjects were receiving extra-curricular learning, and extracurricular learning contents were the main curriculum and foreign language classes in many cases. Second, there were no differences in the level of stress and mental health between extracurricular learning group and non-extracurricular learning group, but also in the area of stress as physical, mental, emotional and behavioral stress. Third, extra-curricular learning satisfaction and learning effects are the major factor affecting mental and emotional stress and mental health. In other words, the group with high satisfaction and effectiveness by extra-curricular learning was less mentally and emotionally stressed and better for mental health than low group. Also, days per week for extracurricular learning affected physical stress and intention to continue extracurricular learning affected mental stress. Fourth, factors affecting whether the intention to continue extracurricular learning were the sex, decision-makers about whether they receive extracurricular learning, extracurricular learning satisfaction and duration of extracurricular learning. Conclusion: From the above results, The fact that the upper grade elementary school students receiving the extracurricular learning did not affect on the stress and mental health. In case of extracurricular group, the effectiveness and satisfaction about extra-curricular learning were major factors affecting mental and emotional stress as well as mental health.

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Development of a Field-Experiential Learning Framework using Location Based Mobile-learning AR System (이동성 위치기반 증강현실(LBMS-AR)시스템 적용 현장체험 학습활동 프레임워크 개발)

  • Cho, Jae Wan;Kim, Eun Gyung
    • Journal of Information Technology Services
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    • v.18 no.5
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    • pp.85-97
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    • 2019
  • In this study, we developed the Field-Experiential Learning Framework Using the Location Based Mobil-learning System (LBMS) and it is mobile Augmented Reality (AR) for smart learning system which is advanced e-learning. AR is technology that seamlessly overlays computer graphics on the real world. LBMS-AR has become widely available because of mobile AR. Mobile AR is possible to get information from real world anytime, anywhere. Nowadays, there are various areas using AR such as entertainment, marketing, location-based AR. We analysed the result of survey and implemented the functions. Also, for survey about application's effectiveness, we have focus group interview (FGI). Then we demonstrated and explained the application to them. The result of survey about application's effectiveness shows that application have higher utilization in education area. One of the most promising areas is education. AR in education shows lifelike images to users for realism. It's a good way for improving concentration and attention. We utilize only a beacone for image-based AR without other sensor.

Effectiveness of Cooperative Learning on Nursing Students' Performance and Experience (협동학습이 간호학생의 학습성과와 수업경험의 질에 미치는 효과)

  • Park, Jeong-Hye
    • The Journal of Korean Academic Society of Nursing Education
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    • v.16 no.2
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    • pp.202-212
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    • 2010
  • Purpose: The purpose of this study was to identify the effectiveness of the JigsawⅣ cooperative learning in a facilitative communication class of nursing students. Achievement, communication skill, self-directed learning and experience during the class were measured. Method: This study was a pretest and posttest design with two subject groups. 43 students were in experimental (JigsawⅣ) group and 47 ones were in control (general small discussion) group. Classes were conducted over a 6-week period. The collected data was analyzed by the SPSS 12.0 program. Result: After taking part in the educational program, the experimental group had significantly more improvement in communication skill (F=6.81, p=.002) and self-directed learning (F=11.81, p=.000). In addition, the experimental group showed significantly higher scores for concentration in the class (t=2.26, p=.27), positive emotional state (t=3.01, p=.003) and active participation (t=2.78, p=.007) compared to the control group. However, the achievement between the two groups was not significantly different (F=3.29, p=.073). Conclusion: The findings of this study show that JigsawⅣ cooperative learning has positive effects in improvement of communication skill and self-directed learning. Also, students were excited and interested in the class during cooperative learning. Based on these findings, the author suggests developing additional educational programs focusing on nursing students.

An Exploratory Case Study on Types of Teaching and Learning with Digital Textbook in Primary Schools

  • SUNG, Eunmo;JUNG, Hyojung
    • Educational Technology International
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    • v.19 no.1
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    • pp.35-60
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    • 2018
  • The purpose of this study was to analyze the types of lesson and its effectiveness with digital textbook. To address those goals, we had observed five classes of the primary school, which designated as a research pilot school for digital textbook. Based on the result of observation, 3 types of lesson with digital textbook were categorized: Teacher-directed lecture (type 1), Blended learning (type 2), and Flipped learning (type 3). Depending on the type of lesson was analyzed the positive and negative effectiveness by means of matrix analysis method. As a result, in Teacher-directed lecture (type 1), there was found out the participation of the lesson in atmosphere of stable and comfortable as positive experience, also digital textbook operating immature and boring as negative experience. In Blended learning (type 2), there was found out the fun by sharing the product and peer feedback, and flow by learning transfer as positive experience, also digital textbook operating immature and understanding the difference between assignments as negative experience. In Flipped learning (type 3), there was shown the positive attitude and ownership in the lesson as positive experience, also distracting and boring in the lesson when learner was excluded in participation as negative experience. Based on the results, we suggested some strategies for improving positive experience and protecting negative experience in the lesson with using digital textbook.

Effectiveness of goal-based scenarios for out-of-class activities in flipped classrooms: A mixed-methods study

  • KIM, Kyong-Jee
    • Educational Technology International
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    • v.19 no.2
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    • pp.175-197
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    • 2018
  • Flipped classroom (FC) has gained attention as an active learning approach. Designing effective out-of-class activities to help prepare students for in-class activities is fundamental for successful implementation of FC. This study investigated the effectiveness of Goal-Based Scenarios (GBS) for out-of-class learning in FC. Four out of twelve units in a medical humanities course for Year 2 medical students was redesigned into a FC format, where e-learning modules were designed using a GBS approach for out-of-class activities and classroom debates were implemented for in-class activities. The other eight units were delivered in a conventional classroom debate format, which included reading text materials as pre-class assignments. A formative evaluation study was conducted using questionnaires and interview methods and students' academic achievements were evaluated by comparing their pre- and post-test scores between FC and conventional units. Students had positive perceptions of the e-learning modules in GBS approach and preferred the structure of learning in the FC format. Students' pre-test scores were slightly higher in the FC units, yet their post-test scores were comparable with conventional units. This study illustrates students' perceptions that the learning was bettered structured in FC and that the out-of-class learning using the GBS approach helped them better prepared for in-class activities.

The Development and effectiveness of Learning Strategy Program for Junior College Students (전문대학생용 학습전략 프로그램 개발 및 효과)

  • Hwang Jae Gyu
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.299-311
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    • 2023
  • This study is to verify the development process and effectiveness of a learning strategy program for junior college students. The necessity and feasibility of learning strategy programs for junior college students were confirmed and reviewed through prior studies, and the program development process was divided into four stages: program planning, program development, program execution, and program evaluation, and integrated into program development management. In the first stage of program planning, the development direction, goals and objectives were set. In the second stage of program development, prior research analysis, content selection, program organization, and evaluation plan were conducted. In the third stage of execution, the program was executed, and in the fourth stage of evaluation, program evaluation was conducted to develop the program. In order to verify the effectiveness of the program, the test was conducted using the learning strategy diagnostic scale for junior college students to collect data, and the effectiveness was verified for the pre-, post-, and post-test scores.

Online pedagogical strategies of a fashion design CAD course - Focused on Adobe Photoshop, Illustrator, and Texpro programs - (패션디자인 CAD의 온라인 교육 방법 연구 - 포토샵, 일러스트레이터, 텍스프로 프로그램을 중심으로 -)

  • Kwon, Sang-Hee
    • The Research Journal of the Costume Culture
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    • v.30 no.5
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    • pp.717-731
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    • 2022
  • The purpose of this study is to suggest effective online pedagogical strategies for a fashion design CAD course to enhance student learning and satisfaction. The study investigated student experience of online learning and compared online learning with a face-to-face learning experience. Student concentration, participation, perceptions of effectiveness of teaching, utilization of learning materials, and satisfaction were analyzed using a 5-point Likert scale. Advantages and disadvantages of online learning as well as advantages of face-to-face learning were also analyzed both quantitatively and qualitatively. Student concentration, participation, and perception of effectiveness of teaching were greater for face-to-face learning with significantly higher concentration on individual practice. Students utilized video recording of synchronous online lectures more actively than PDF lecture notes. The advantages of face-to-face learning were plentiful communication and feedback and easy questioning process as well as high levels of understanding and concentration. Meanwhile, major disadvantages of online learning were the speed of the lecture, lower levels of understanding and concentration, limited peer interaction, and technical problems. Major advantages of online learning were flexibility and convenience, repetitive learning through videos, and instant communication and feedback. Students preferred a blended learning approach for the fashion design CAD course. For effective online learning, it is suggested that instructors frequently question and check student practice through screen share in a private online meeting room and engage activities that are demanding of student interaction. The video recording of synchronous online lectures is also suggested as a supplemental learning material for repetitive learning.

The Effectiveness of Cognitive Scaffolding in an Elementary Mathematics Digital Textbook

  • CHOI, Jeong-Im
    • Educational Technology International
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    • v.14 no.1
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    • pp.75-108
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    • 2013
  • The purpose of this study is to find a way to improve digital textbooks for self-regulated learning by applying cognitive scaffolding designs to an elementary math digital textbook and examining the effectiveness of the system. Hence this study was conducted in two steps. First, a framework for scaffolding design was devised by examining the problems and difficulties students encounter when using a mathematics digital textbook. Second, after the digital textbook was revised by applying the scaffolding design frameworks, the effectiveness of the scaffolding framework was examined by comparing students' achievement levels in an experimental group and that of students in a control group. Seventy fifth-graders participated in this study. Students were divided into two groups: an experimental group and a control group. The students in the experimental group studied with the revised version of the digital textbook and the students in the control group studied with the original version of the digital textbook. The students received a pretest before the experiment. After the experiment, they took an achievement test and completed a usability questionnaire. The data were analyzed by ANCOVA with the SPSS Windows version. The results revealed that the students who used the revised program (to which design strategies for scaffolding were applied) showed higher levels of achievement than those who used the original version. In addition, students in the experimental group generally showed higher scores on the usability survey, which consisted of four sub-categories such as 'effectiveness', 'efficiency', 'satisfaction', and 'learnability'. There was a statistically significant effect on 'efficiency'. These results implied that scaffolding strategies were effective for mathematics learning through the use of an elementary digital textbook.