• 제목/요약/키워드: Learning Experience

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응급구조(학)과 학생들의 구급현장실습 대체 간접실습 학습 항목 제안 (Proposal of indirect experience practice learning items to alternative ambulance ride practice in paramedic students)

  • 홍성기
    • 한국응급구조학회지
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    • 제25권2호
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    • pp.7-18
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    • 2021
  • Purpose: This study aimed to present the learning items of indirect practice as an alternative means of ambulance riding practice. Methods: Twelve on-site professionals participated in testing the effectiveness of learning items of utility value in indirect experience practice among the recommended learning objectives of ambulance ride practice using the modified Delphi technique. To validate the learning objectives, the Delphi technique was used to check content validity, and analytic hierarchy process (AHP) analysis was used to analyze the weighting value. Results: As the learning goal of indirect experience practice replaced the ambulance riding practice, four items were derived in consideration of practicality. These items were consistent with the Delphi panel's consistency index, convergence, and agreement. The first learning item to consider was 'Prevention of infection and risk of infection.' Conclusion: The results of this study are meaningful in that they propose the learning items that can achieve the minimum educational goal through indirect experience practice as an alternative means of ambulance training.

제주 곶자왈 숲 자연 놀이 체험 학습이 초등학생의 환경 감수성 변화에 미치는 영향 (Effects of the Nature Game Experience Learning on Schoolchild's Environmental Sensitivity Change in Jeju Gotjawal Forest)

  • 고성우;홍승호
    • 한국환경교육학회지:환경교육
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    • 제23권3호
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    • pp.97-114
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    • 2010
  • The aims of this study are to develop and apply a Nature Game program for the ecological experience learning in Jeju Gotjawal forest and analyze the environmental sensitivity change of the students. The results obtained in 4th graders of A elementary school of Seogwipo-city are as follows: It was found that attention, susceptibility and practice will of environment protection for forest environment of the experimental class were significantly higher than those of the comparison class. And it was found that interest and curiosity into forest environment were also elevated in the results of the qualitative evaluation, suggesting that we could get the effect of developed Nature Game program on ecological experience learning. If various ecological experience learning programs considering the regional-specific characteristics are developed to cause students' interest and curiosity, students would come to participate in the protection activity of environment aggressively a little more.

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e-Learning 환경에서 영어 말하기와 듣기 학습자의 몰입경험(flow) 척도개발에 관한 탐색적 연구 (A Study on the Flow State Scale of English Speaking and Listening in the e-Learning Environment)

  • 강정화;한금옥;신동로
    • 디지털융복합연구
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    • 제6권3호
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    • pp.13-22
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    • 2008
  • The purpose of this study is to explore 'Flow Experience' of those studying English speaking and listening in the e-Learning environment. The exploration of flow experience in this study is based on the literature research of Csikszentmihalyi's flow models and other studies. There have been many studies on flow experience focusing on arts, leisure and sports in accordance with Csikszentmihalyi's original theory, however, his flow theory has recently been adapted to the educational field. Nonetheless, it is in the e-learning environment, rather than the face-to-face traditional teaming environment, that there is not enough flow state measurement scale. Therefore, it is important to develop as a stepping stone a flow state scale for those who study English speaking and listening by the cyber-native-speaker on e-Learning environment to improve their satisfaction and achievement.

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스마트러닝 학습앱의 사용자경험이 지속사용의도에 미치는 영향 (Effect of User Experience of Smart Learning App on Intention to Continuous Use)

  • 박중희;한광희
    • 한국콘텐츠학회논문지
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    • 제22권8호
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    • pp.416-434
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    • 2022
  • 본 연구는 온라인, 오프라인 도구를 사용하는 학습자들을 대상으로 스마트러닝 학습앱의 사용자경험이 지속 사용 의도에 미치는 구조적인 관계를 기술수용모델을 통하여 이해하고, 학습형태 특성을 분류하였다. 또한, 스마트러닝 앱의 사용 경험을 기반으로 학습 도구와 콘텐츠 구성에 대한 사용자 경험 디자인 설계향상 방안을 모색하였다. 이를 위하여 개발된 스마트러닝 학습앱을 중고등학생 대상 학습자 84명을 대상으로 2개월간 사용 후 사용인식을 조사하였으며, PLS구조방정식 기법을 사용하여 자료를 분석하였다. 본 연구의 주요결과는 다음과 같다. 첫째, 시스템 및 콘텐츠 사용자 경험은 지각된 사용성과 지각된 사용 용이성에 유의미한 영향이 있었으며, 태도를 매개로 지속사용 의도에 미치는 영향은 유의미하였다. 둘째, 다중그룹 비교분석과 성별 그룹에서는 시스템 사용자경험이 지각된 유용성에 미치는 영향에서 유의미한 차이가 발생하였다. 선호학습 그룹에서는 유의미한 경로차이를 나타낸 것은 지각된 사용용이성과 지각된 유용성에서 태도 및 지속사용의도로의 경로였다. 셋째, 실제 가장 많이 사용하는 학습유형을 다차원척도법으로 분류한 결과 저차원으로 분리된 유형은 offline sync type, Online sync type, Ubiquitous learning type, Self-direct learning type으로 4가지 유형으로 나타났다.

소규모 학급의 환경 체험 학습을 위한 학습 유형화와 그 교육 과정 (The Learning Styles and Curriculum for Environmental Experience-Based Learning in Classroom of the Small Scale)

  • 곽홍탁;이옥희
    • 한국환경교육학회지:환경교육
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    • 제19권3호
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    • pp.40-56
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    • 2006
  • The purpose of this study is to enhance elementary students' awareness of environment-friendly life and help them to prepare for a better life in the future. To achieve this purpose we examined the effect typical environmental experience-based learning activities, which were based on the local circumstances with high environmental-educational potential, have on the attitudes toward environment-friendly life. This study was carried out on the basis of typical environmental experience-based learning in the small class size. The research group used was composed of one sixth grade elementary school class called Sangroksu, whose total students were 9. The research period lasted from March 2005 to February 2006. To analyze the result of this study, two research methods were applied simultaneously : quantitative research methods and qualitative research methods. Especially statistical analysis in quantitative research methods by self-administrated questionnaire was done with SAS program. Qualitative research methods were analyzed in a cyclic pattern, including the processes of domain analysis, classification analysis, and factor analysis which continued to be associated with data-collecting methods. This research shows the following results. First of all, students have shown meaningful differences after typical environmental experience-based learning activities.(p<.05). Followings are fields of the differences - students‘ interest on the subject, their understanding levels of necessity for basic environmental facilities around us as well as for the kinds of environmental experience-based learning, awareness levels of various environmental problems, consciousness on environment conservation, and the practicing ability of environment - friendly lifestyles. Secondly, We have discovered improvements in the following fields after this study - the knowledge and understanding levels on our environment and human relationships, students' fundamental abilities to work out environmental problems, right ideas and appropriate attitudes on environment protection, the practicing ability of environment-friendly life styles, and their parents' understanding levels on the education related to environment. In conclusion, typical environmental experience-based learning activities have a positive effect on the improvement of elementary school students' environment-friendly life styles.

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COVID-19 이후 온라인 수업 시행에 따른 대학 교수·학습 개선방안 도출 (A Study on Improvement of Teaching and Learning of University in Online Class Environment since COVID-19)

  • 박동찬;이길재;강소윤;김수진;안은비;장서진
    • 산업융합연구
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    • 제20권3호
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    • pp.11-21
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    • 2022
  • 2020년 COVID-19 확산으로 인해 대학은 개강 연기, 전면적 비대면 온라인 수업 체제를 도입 및 운영하게 되었다. 이에 본 연구의 목적은 온라인 수업 시행에 따른 학습경험 분석을 통해 온라인 수업의 교수·학습의 질 제고 방안 탐색을 위한 기초자료를 제공하는데 있다. 본 연구는 한국교육개발원 2020년 대학 교수·학습과정에 관한 설문조사(NASEL) 결과 중 C대학의 자료를 활용하여, 온라인 수업 유형(실시간 수업, 녹화 수업)에 따른 학생의 학습경험과 교수·학습 성과와의 관계를 파악하고, 이 과정에서 온라인 수업에 대한 인식 및 태도의 매개효과가 발생하는지 등을 분석하고 자 구조방정식 모형을 사용하였다. 연구결과는 첫째, 학습경험이 교수·학습 성과에 정적인 영향을 미치는 것으로 나타났다. 둘째, 온라인 수업 유형에 따라 학습경험이 교수·학습 성과에 미치는 영향력이 다르게 나타났다. 녹화 수업보다 실시간 수업에서 학습경험이 교수·학습 성과에 미치는 영향력이 더 크게 나타났으며, 온라인 수업의 인식 및 태도가 교수·학습 성과에 미치는 영향력은 녹화 수업에서 더 큰 것으로 나타났다. 학습경험과 교수·학습 성과의 관계에서 온라인 수업에 대한 인식 및 태도의 매개효과는 나타나지 않았다.

제주도의 지역 환경 자원을 활용한 초등학교 고학년용 체험교육 프로그램 개발 (The Development of Experience Education Program for Elementary Upper Grades using Local Environmental Resources of Jeju Island)

  • 강경희
    • 한국환경교육학회지:환경교육
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    • 제22권3호
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    • pp.72-82
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    • 2009
  • The purpose of this study was to develope experience-education program for elementary students which use environmental resources and learning sources of Jeju island. This study designed developing framework of environmental education program for using local resources and developed experience-education program on the basis of it. Especially this program consisted of direct experience, indirect experience, and local community learning. This program consisted of five activities -'Jeju's water', 'Mecca of wind power', 'Rushing jellyfish', 'Ramsar wetland', and 'Searching the fossil'. Each activity themes was to use environmental resources of Jeju island. And this program had relationship with science, social studies, and ethics in the curriculum. The result of this study will serve to activate environmental education program for using local resources if we solve program's problem through application process.

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성인학습자의 인문교양교육 학습경험 유형화에 관한 질적 연구 (A Qualitative Study on Adult Learners' Learning Experience Typology in Humanities & General Education)

  • 김미정;이정희;안영식
    • 수산해양교육연구
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    • 제25권2호
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    • pp.510-525
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    • 2013
  • The purpose of this study is to investigate adult learners' experience by studying Humanities & General Education and get to know types and characteristics by classifying their learning experiences. This study uses grounded theory method which is suitable to investigate subjective experiences. In this study, data is collected from 13 adult learners by using Focus Group Interview(FGI) who participate in learning experience of Humanities & General Education of D university in Busan region. The data is categorized by open coding, axial coding and selective coding based on data analysis method of grounded theory and analysis processes. This study provides several outcomes as follows: 113 concepts, 38 subcategories and 16 upper categories are derived through the process of abbreviation and categorization of learning experience of Humanities & General Education. In a process of learning experience, this study shows interrelationship in a frame of paradigm and derives results of a process of abbreviation and categorization casual condition, contextual condition, phenomenon and interaction(help/obstruction factor). Tree types of learning experiences and characteristics are drawn as follows: 1) "Self-realization" is the type who participate in Humanities & General Education with desire of learning and they want to find identity and plan detailed future. 2) "The pursuit of happiness" has less desire on learning than "self-realization" and they are types who participate in Humanities & General Education because of someone else's help and suggestion. 3) "Local community" is the type who participate in Humanities & General Education because they feel necessity of social role and they expect local development based on their interest in local community. Several conclusions and suggestions are provided for further studies.

The Impact of Learning Motivation on Continuous Use in the Mobile Game - Focusing on Chinese Mobile Game

  • Chen, Xueying;chang, Byenghee
    • International Journal of Contents
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    • 제16권2호
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    • pp.78-91
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    • 2020
  • In this study, an investigation was conducted into the influencing factors for the learning motivation of players in the game, including experience, vicarious experience, the need of achievement, the need of power, and mastery motivation. Then, a discussion was conducted regarding the role played by learning motivation, learning performance, and satisfaction with continuous use. A survey was conducted with 519 players, most at the intermediate gaming level in . As demonstrated by the results of this study, experience, vicarious experience, the need of power, and the mastery of motivation have significant positive association with the players' motivation of learning the game. Learning performance and satisfaction have a positive impact on the continuity of use. Additionally, the correlation between the need of achievement and learning motivation is insignificant. Overall, the research results confirm the significance of the social-cognitive theory relative to the learning motivation. Players began to transform, satisfied with their achievements in the game, as well as gradually evolving toward self-improvement to achieve satisfaction. It offers a new explanation and crucial reference for mastering the gaming trend among the contemporary players.

예비학습자의 간호영어 팀 기반 학습방법의 학습경험과 효과에 관한 연구 (Team Based Learning Experience and Effect on Study of Preliminary Learners on Medical Terminology)

  • 유수옥
    • 한국콘텐츠학회논문지
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    • 제17권7호
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    • pp.101-112
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    • 2017
  • 본 연구의 목적은 학습자 중심 팀 기반 학습방법(Team Based Learning 이하tbl)이 예비간호학습자의 간호영어교과에서 경험과 효과를 확인 하고자 한다. 예비간호학습자 12명 대상으로 학습 결과 기록지, 학습관찰, 학습만족도, 학습자가 보고서, 동료평가서를 내용 분석하여 학습경험의 의미를 기술하였고 개인별, 팀별 점수는 빈도분석, 대응표본 T 검정을 통해 분석하였다. 연구결과는 1차, 2차 모두 개인별 점수보다 팀별 점수가 높았다. 협동이 잘되는 팀별 순위로 문제를 해결하였고 팀별 점수도 높았다. tbl학습 경험으로는 동료와 친밀감을 형성하며, 학습동기가 되고, 자율학습을 형성하며 학습이 용이해지고, 반복학습을 통해 어렵게 느꼈던 의학용어가 쉽게 암기되었다. 또한 팀끼리 시험을 봄으로 긴장감과 승부욕이 생기게 되어 성적향상에 도움이 된다고 하였고, 즐거운 학습시간으로 기억되었다고 하였다. 본 연구결과 예비학습자들에게 어렵게 접하는 간호영어 과목을 tbl을 통하여 학습동기를 유발하고 자율 학습을 유도하고 성적향상 및 동료와 친밀감이 형성됨을 알 수 있었다.