purpose: In addition to evaluating the quality of sleep of college students, the effect on non-face-to-face online learning satisfaction is identified and used as basic data for improving the quality of remote lectures. Methods: From June 1 to June 24, 2022, a self-entry survey was conducted on students enrolled in the dental hygiene department of D University in Daegu. To evaluate the non-face-to-face online learning satisfaction and sleep quality of the study subjects using the lBM SPSS Statistics 21 program, ANOVA analysis was conducted on the difference between individual stress levels and non-face-to-face online learning satisfaction. The correlation between sleep quality, stress, and non-face-to-face online learning satisfaction was analyzed using Pearson's correlation coefficient. Results: The lower the quality of sleep, the higher the stress, resulting in statistically significant results (p<0.001). The higher the quality of sleep, the higher the learning satisfaction, resulting in statistically significant results (p<0.001). There was a statistically significant positive correlation between learning satisfaction and stress (r=0.591, p<0.01). Conciussions: Through the above results, in order to improve the satisfaction of non-face-to-face online learning, it is necessary to manage the individual's learning environment and health to relieve stress. Instructors also need to communicate with learners and apply teaching methods considering learners' academic abilities.
With the rapid development of technology and societal change, a shift from traditional classroom instruction to more diverse educational methods in medical education is necessary. As an effective approach to providing flexibility and accessibility while maintaining the benefits of face-to-face interactions, blended learning, which integrates online and offline learning, has gained attention. This study examines the current status and best practices of the aforementioned blended learning, analyzes its application in domestic and international contexts, and derives effective instructional design strategies. A comprehensive review of previous research and empirical cases reveals a conceptual framework and core principles for designing such blended learning. Key considerations include strategic integration of online and offline activities, facilitation of self-directed learning and interaction, effective use of technology, and continuous quality improvement. Furthermore, we suggest contextually relevant strategies, such as designing curricula focused on clinical reasoning, providing iterative practice opportunities, enhancing reflection, and fostering future competencies. The case analysis establishes that blended learning is implemented in various forms across different medical schools and curricula. Common features include the linkage of online and offline learning, incorporation of learner-centered methods, and emphasis on practical competencies. However, the limited number of cases suggests that generalizations may be premature. Successful implementation requires multifaceted efforts, including gradual introduction, faculty support, flexible curricula, safety measures, and institutional support. Accumulating empirical research and evidence of their effectiveness can facilitate their wider dissemination. This study provides implications and future directions for innovative medical education using hybrid learning.
This study is to develop the methods of specifying teaching that can consider individual differences in middle school geometry education. The purpose of this study is to decide the variations causing individual differences and to find the proper learning methods considering the variations. Through literature review, this study made it clear that the matter of individual difference is just the matter of talent and examined what factors make up mathematical talents. On the basis of the result, five important variations and fourteen subordinate factors were determined. I researched into the learning methods that consider the determined subordinate factors using the 'congruence' unit of middle school textbooks and developed specific learning methods for each of the subordinate factors through specific congruence problem solving situations. This study can be summarized as follows : I researched the studies of mathematical ability conducted by several educators and psychologists. This research is divided into the early study and the developed study of mathematical ability. Through this study five specific variations were determined. And fourteen subordinate factors have been made from the determined variations. The specific learning methods based on individual differences was developed according to the fourteen subordinate factors on the basis of middle school textbooks of Korea, Gusev's textbook, problem books of Russia, and etc.
Seo Yeon Hong;Hyeon-A Park;Ji Yeong Choe;Mi Seo Choi;Janghwan Kim;R. Young Chul Kim;Chaeyun Seo
International Journal of Advanced Culture Technology
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v.12
no.3
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pp.419-426
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2024
Due to the government's announcement of the 2025 policy mandating coding education, there is a growing need for effective coding learning methods in elementary education. However, there are few methods available that can easily help younger students understand coding. While text-based coding and visual block coding methods exist, they have limitations. To address these issues, we propose a block coding learning platform that combines virtual reality (VR) technology with gamification elements. The traditional two dimensional (2D) block coding methods have some limitations, so this platform aims to overcome these by providing an environment where learners can intuitively understand and experience coding in a three dimensional (3D) virtual space. The primary goal is to enhance immersive, learner-centered experiences and improve creative problem-solving skills and computational thinking. This study proposes an experimental approach to demonstrate the effectiveness of a learning platform that combines VR technology with block coding. Furthermore, we expect that the VR-based platform will significantly contribute to improving the quality of education and promoting self-directed learning among students.
The purpose of this study is to explore the factors of situational interest in math learning, and based on the results, to reveal the factors of situational interest included in teaching and learning methods, teaching and learning activities in mathematics class, and extracurricular activities outside of class. As a result of conducting a questionnaire to high school students, the factors of situational interest in learning mathematics were divided into 10 detail-domain(Enjoy, Curiosity, Competence / Real life, Other subjects, Career / Prior knowledge, Accumulation knowledge / Transformation, Analysis), 4 general-domain(Emotion, Attitude / Knowledge, Understanding), 2 higher-domain(Affective / Cognitive) were extracted. In addition, it was revealed that various factors of situational interest were included teaching and learning methods, teaching and learning activities and extracurricular activities. When examining the meaning of 10 situational interest factors, it can be expected that the factors for developing individual interest are included, so it can be expected to serve as a basis for expanding the study on the development of individual interest in mathematics learning. In addition, in order to maintain individual interest continuously, it is necessary to maintain situational interest by seeking continuous changes in teaching and learning methods in the school field. Therefore, it can be seen that the process of exploring the contextual interest factors included in teacher-centered teaching and learning methods and student-centered teaching and learning activities and extracurricular activities is meaningful.
With the development of e-learning teaching methods, the demand for blended learning, which combines face-to-face education and e-learning, is increasing, and it shows a learning effect that can replace the existing face-to-face class. Engineering subjects have various learning activities such as practice, so it is not easy to operate them with traditional blended learning. Therefore, a different teaching and learning design is required according to the learning activities required for the subject. In this paper, examples of teaching method design and operation for blended learning in engineering subjects were introduced, and their effects investigated and analyzed. Learning activities were subdivided into theoretical classes, practical classes, quizzes and Q&A, assignments and solutions, and teaching and learning methods such as online videos, LMS utilization, and face-to-face classes were applied according to learning activities. According to the results of the student satisfaction survey, blended learning showed higher satisfaction than pure online and face-to-face classes in engineering subjects, and showed differentiated satisfaction for each learning activity.
Journal of Elementary Mathematics Education in Korea
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v.3
no.1
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pp.75-92
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1999
Many educators say that one of the key theory which is widely accepted teaching-learning process in the 7th mathematics curriculum is constructivism. They believe constructivism is very powerful as a background theory in teaching-learning mathematics and in this point of view, each student can construct knowledge by himself in the inner world. Therefore, the aspect of teaching-learning methods in the 7th mathematics curriculum focused on inquiry learning, self-directed learning, cooperative learning. Through this methods, the 7th mathematics text also composed of ease, interesting and dynamic activity oriented subjects. And constructive teaching-learning methods in mathematics is implemented variously by those whom attracted in constructivism. Thus, the purpose of this study is to build up a model that is required to systematize teaching-learning process in mathematics as a guideline for teachers. Another purpose of this study is to make clear that the presented model is appropriate process for teaching-learning in mathematics.
The Journal of Korean Academic Society of Nursing Education
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v.26
no.1
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pp.25-35
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2020
Purpose: The purpose of this study was to investigate the effects of lessons based on flipped on nursing students' critical thinking disposition, academic achievement, and academic self-efficacy. Methods: The study design was a mixed methods paradigm. Participants were 82 nursing students (experimental group=41, control group=41) for the quantitative study, and nine nursing students for the qualitative study. A flipped learning lesson and lecture were provided in a class titled Critical Thinking and Nursing Processes to compare the effects of the flipped learning lesson. Quantitative data were analyzed with a chi-square test and an independent t-test. Qualitative data were analyzed by means of content analysis. Results: The critical thinking disposition (t=-5.90, p=.004) of the experimental group with flipped learning increased significantly, but their academic achievement (t=0.38, p=.078) and academic self-efficacy (t=-0.24, p=.053) did not show any significant change. From the content analysis after the flipped learning lesson, four categories and 13 sub-categories were derived. Conclusion: The results of this study showed that flipped learning is an effective teaching-learning method for improving nursing students' critical thinking disposition. Therefore, it will be necessary to consider teaching-learning management strategies for applying flipped learning in the nursing education field.
The Journal of the Convergence on Culture Technology
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v.9
no.3
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pp.753-761
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2023
This study investigates strategies to increase learning efficiency for programming subjects to which flipped learning teaching method is applied targeting non-major students. Design a learner-centered flipped learning-based programming class and get strategies for effective application methods for field application. Also, the purpose is to explore the efficient application of the flipped learning teaching method to the computational thinking subject of liberal arts classes at this university. By applying the flipped learning teaching method, one of the innovative teaching methods, we consider ways to improve the quality of programming subject classes, the efficiency of practical education, and the improvement of learner achievement. The purpose of this study is to design an efficient learning model for software education targeting non-majors by applying various teaching methods and learning design models convergence away from the traditional teaching method.
Nowadays, Deep Learning (DL) technology is being used in several government departments. South Korea imports a lot of seafood. If the demand for fishery products is not accurately predicted, then there will be a shortage of fishery products and the price of the fishery product may rise sharply. So, South Korea's Ministry of Ocean and Fisheries is attempting to accurately predict seafood imports using deep learning. This paper introduces the solution for the fish import prediction in South Korea using the Long Short-Term Memory (LSTM) method. It was found that there was a huge gap between the sum of consumption and export against the sum of production especially in the case of two species that are Hairtail and Pollock. An import prediction is suggested in this research to fill the gap with some advanced Deep Learning methods. This research focuses on import prediction using Machine Learning (ML) and Deep Learning methods to predict the import amount more precisely. For the prediction, two Deep Learning methods were chosen which are Artificial Neural Network (ANN) and Long Short-Term Memory (LSTM). Moreover, the Machine Learning method was also selected for the comparison between the DL and ML. Root Mean Square Error (RMSE) was selected for the error measurement which shows the difference between the predicted and actual values. The results obtained were compared with the average RMSE scores and in terms of percentage. It was found that the LSTM has the lowest RMSE score which showed the prediction with higher accuracy. Meanwhile, ML's RMSE score was higher which shows lower accuracy in prediction. Moreover, Google Trend Search data was used as a new feature to find its impact on prediction outcomes. It was found that it had a positive impact on results as the RMSE values were lowered, increasing the accuracy of the prediction.
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