• Title/Summary/Keyword: Learning Theory

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Assessing the Validity of the Preclinical Objective Structured Clinical Examination Using Messick's Validity Framework (Messick의 타당도 틀을 활용한 임상실습 전 실기시험의 타당도 평가)

  • Lee, Hye-Yoon;Yune, So-Jung;Lee, Sang-Yeoup;Im, Sunju
    • Korean Medical Education Review
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    • v.23 no.3
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    • pp.185-193
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    • 2021
  • Students must be familiar with clinical skills before starting clinical practice to ensure patients' safety and enable efficient learning. However, performance is mainly tested in the third or fourth years of medical school, and studies using the validity framework have not been reported in Korea. We analyzed the validity of a performance test conducted among second-year students classified into content, response process, internal structure, relationships with other variables, and consequences according to Messick's framework. As results of the analysis, content validity was secured by developing cases according to a pre-determined blueprint. The quality of the response process was controlled by training and calibrating raters. The internal structure showed that (1) reliability by generalizability theory was acceptable (coefficients of 0.724 and 0.786, respectively, for day 1 and day 2), and (2) the relevant domains had proper correlations, while the clinical performance examination (CPX) and objective structured clinical examination (OSCE) showed weaker relationships. OSCE/CPX scores were correlated with other variables, especially grade point average and oral structured exam scores. The consequences of this assessment were (1) making students learn clinical skills and study themselves, while causing too much stress for students due to lack of motivation; (2) reminding educators of the need to apply practical teaching methods and to give feedback on the test results; and (3) providing an opportunity for faculty to consider developing support programs. It is necessary to develop the blueprint more precisely according to students' level and to verify the validity of the response process with statistical methods.

Educational examples of game development methodology and paper prototyping for effective digital game creation

  • Choi, Bu-ho
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.11
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    • pp.59-66
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    • 2021
  • This study is to verify the effectiveness of initial planning verification using paper prototyping while methodologies are being developed to verify the direction of game planning in a short time at low cost since it is having a hard time to verify the direction and fun of the game by taking a lot of capital and time in the initial planning process as the game development becomes larger. It conducted paper prototyping production for about 40 students who are learning game planning for a semester, and trained them on how to motivate using core mechanical diagrams, scrums, and basic psychological needs that can effectively materialize the ideas of their early game planning. Through this curriculum, board games were completed with eleven paper prototyping, and it was confirmed that students who participated in the class were meaningful in verifying fun and securing gameability through cross-play.

A Study of Educational Renovation on the Advertising Curriculum in the Fourth Industrial Revolution (4차 산업혁명시대, 광고학 교육과정 혁신에 관한 연구)

  • Han, Sangpil
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.141-147
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    • 2019
  • The purpose of this paper was to develop advertising curriculum demanded in advertising industry in the fourth industrial revolution. A survey was conducted targeting 121 human resources manager in advertising agencies. The results showed that advertising curriculum in Korean university was far behind coping with the fourth industrial revolution and needed to improve for suitable curriculum reform process. The results indicated that proper methods of operation for advertising curriculum were project based learning, practical work based education, convergence education with theory and practical work, and connection with software education. Practical and theoretical suggestions are interpreted in relation to the fourth industrial revolution and advertising education and manpower.

Career Exploration Process of Nursing Student in Clinical Practice: A Voyage to Find the Authentic Nurse of Pre-registration Nurses (간호대학생의 진로탐색과정: 예비간호사의 진짜 간호사 찾아가기)

  • Son, Hyun-Mi;Hong, Yun Kyung;Kim, Young Hae
    • The Journal of Korean Academic Society of Nursing Education
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    • v.25 no.1
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    • pp.69-82
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    • 2019
  • Purpose: The purpose of the study is to understand the experiences of career exploration among nursing students during their clinical practice and to develop a theoretical framework for the career exploration process. Methods: From February 2 to 28, 2015, data were collected through focus group interviews from 24 participating fourth-year nursing students. The data were analyzed using grounded theory. Results: The central phenomenon of 'confusion between the ideal and the reality of nursing' occurred in contexts for various reasons of choosing one's major, nurses in the ideal, a vague fear of the field, arduous nursing assignments in the field, and severe adversity in the nursing field. Nursing students tried to deal with their confusion by using interaction strategies such as pursuing the intrinsic value of nursing, finding role models, trying to project oneself, and preparing for adapting to reality. The career exploration process in clinical practice was a voyage to discover the authentic nurse of the pre-registration nurse. Conclusion: This result shows that nursing students were to gain confidence in their career choices by finding the value of nursing and interacting with patients. Therefore, opportunities for learning experiences about interaction with patients and various positive experiences in clinical practice should be provided for nursing students.

A study on the integrative feedback modeling to develop pre-service teachers' competence of planning STEAM lessons (예비교사의 융합적 수업구성 역량 향상을 위한 통합적 피드백의 모델링)

  • Hong, Ye-Yoon;Im, Yeon-Wook
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.75-88
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    • 2021
  • Along with the advent of the Fourth Industrial Revolution, fostering young talents with convergent mind is getting important. Moreover pre-service teachers' ability to design proper convergent classes can be a meaningful issue for high quality future education. This study proposes the role of professors' exquisite feedback is so significant for developing their competence in STEAM education, It analyzed how various theories regarding feedback support them to enhance convergent knowledge with e-learning. They participated in the 5 step group and individual activities for creating STEAM lesson plan and received suitable feedback. Lastly a survey was performed. The researchers did modeling how integrative feedback was applied to the procedure step by step according to the 'Ladder of Inference' theory. This strategic model contributed to elevating the participants' convergent knowledge, competence, achievement and satisfaction.

Development of a Virtual Reality-Based Physics Experiment Training Simulator Centered on Motion of Projectile (포물선 운동을 중심으로 한 가상현실 기반 물리 실험 교육 시뮬레이터 개발)

  • Kim, Yeon Jeong;Yun, Sei Hee;Shin, Byoung-Seok
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.1
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    • pp.19-28
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    • 2021
  • Recently, in the field of education, various attempts have been made to apply virtual reality technology to an educational field and use it as an educational medium. Accordingly, in the science subject area, it is necessary to simulate science experiments that can make various and active experiments out of various limitations such as space and situation by using virtual reality environment construction technology. In this study, after selecting a physics course from a science subject, an experimental simulation using a parabolic motion formula, one of physical phenomena, is implemented in a virtual space, and then used in actual physics education based on the learning standards of the STEAM theory. Prove this is possible. Through this, it was confirmed that a specific educational model using virtual reality space can be designed, and it shows that education can be conducted with more effective educational methods in various subjects of education through the combination of traditional educational model and modern technology. Regarding the results of the research, it suggests the possibility of future research plans and practical use in the educational field.

Development and evaluation of course to educate pre-service and in-service elementary teachers about artificial intelligence (예비 및 현직 초등교사의 인공지능 교육을 위한 수업 콘텐츠의 개발 및 평가)

  • Jo, Junghee
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.491-499
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    • 2021
  • Major countries in the world have established strategies for educating about artificial intelligence(AI) and with large investments are actively implementing these strategies. With this trend, domestic ministries have made efforts to establish national strategies to better educate students about AI. This paper presents the syllabus of AI classrooms which has been developed and presented to pre-service and in-service elementary school teachers for their use. In addition, the AI education tools they particularly preferred and their future plans for utilizing them in the elementary school classroom were investigated. Through this study, it was found that pre-service and in-service elementary school teachers strongly prefer lectures about AI education tools that can be immediately applied in the classroom, rather than learning about the theoretical basis of AI. At issue, however, is that the ability to utilize AI is usually based on a sufficient understanding of the theory. Thus, this paper suggests further study to identify better pedagogical practices to improve students' understanding the theoretical basis of AI.

Development and Evaluation of Booklets and Video Clips to Prevent Children from Developing Picky Eating (유아 대상 활동북과 동영상 중심의 채소 편식 개선 교육자료 개발과 평가)

  • Lee, Sojeong;Lee, Seungmin
    • Korean Journal of Community Nutrition
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    • v.25 no.6
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    • pp.451-463
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    • 2020
  • Objectives: The purpose of this study was to develop and evaluate booklets and video clips to prevent children from picky eating. Methods: Based on a survey conducted on food preferences of preschool children aged 2 to 5 years, 14 kinds of less preferred vegetables were selected. Accordingly, educational videos, activity books, and teaching-learning guides were produced for preschool children using the 'food bridge' theory, and the educational materials were named "Friendly vegetables". Educational materials were distributed to childcare institutions, and their effectiveness was investigated for preschool children who were instructed on these materials once every 30 days from March to November, 2019. The children were examined for changes in their knowledge of names, colors, taste/texture, methods of cultivation, and preferences for vegetables before and after the instructional course. Results: The awareness of vegetables increased significantly in younger children and the picky eating group. When the assessment was carried out in terms of vegetable knowledge, it was observed that the younger the age or the pickier the in eating food, the more effective the education is compared to the counter part. The preference for vegetables also increased after the instruction compared to the pre-instruction period, but significant changes were seen only in the 2~3 year age group for boys and girls. Also, only the picky group of girls showed changes in preference. The children's average interest in the education materials was 3.85 points out of 5 points. Conclusions: Through this study, we have developed educational materials for standalone use in childcare facilities and confirmed that they have a significant effect on improving awareness and preferences related to vegetables. In summary, the younger the age or the pickier the child in eating food, the more effective the education. It is believed that additional education on mealtime guidance is needed which can alter the eating behavior of preschool children and improve their diet. It is proposed to widen the scope of use of the materials by collecting diverse opinions from child care teachers.

Single Low-Light Ghost-Free Image Enhancement via Deep Retinex Model

  • Liu, Yan;Lv, Bingxue;Wang, Jingwen;Huang, Wei;Qiu, Tiantian;Chen, Yunzhong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.5
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    • pp.1814-1828
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    • 2021
  • Low-light image enhancement is a key technique to overcome the quality degradation of photos taken under scotopic vision illumination conditions. The degradation includes low brightness, low contrast, and outstanding noise, which would seriously affect the vision of the human eye recognition ability and subsequent image processing. In this paper, we propose an approach based on deep learning and Retinex theory to enhance the low-light image, which includes image decomposition, illumination prediction, image reconstruction, and image optimization. The first three parts can reconstruct the enhanced image that suffers from low-resolution. To reduce the noise of the enhanced image and improve the image quality, a super-resolution algorithm based on the Laplacian pyramid network is introduced to optimize the image. The Laplacian pyramid network can improve the resolution of the enhanced image through multiple feature extraction and deconvolution operations. Furthermore, a combination loss function is explored in the network training stage to improve the efficiency of the algorithm. Extensive experiments and comprehensive evaluations demonstrate the strength of the proposed method, the result is closer to the real-world scene in lightness, color, and details. Besides, experiments also demonstrate that the proposed method with the single low-light image can achieve the same effect as multi-exposure image fusion algorithm and no ghost is introduced.

The Effect of Design Thinking Based Artificial Intelligence Education Programs on Middle School Students' Creative Problem Solving Ability

  • Seung-Ju, Hong;Seong-Won, Kim;Youngjun, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.227-234
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    • 2023
  • In this paper, we developed a design thinking-based artificial intelligence education program for middle school students and applied it to verify the impact on creative problem-solving skills. The inspection tool used the Creative Problem Solving Profile Inventory (CPSPI), an inspection tool for measuring creative thinking type ability based on the CPS theory of Hwasun Lee, Jungmin Pyo, Insoo Choe(2014). CPSPI included the steps of evaluating cognitive preferences and cognitive abilities by supplementing the limitations of existing tests, and sharing and persuading one's ideas with others. Before and after applying the design thinking-based artificial intelligence education program, as a result of analyzing the creative problem-solving ability, it increased significantly in all areas. As a result of analyzing the creative problem-solving ability of middle school students, significant results were found in the areas of Problem Detection and Analysis, Idea Generation, Action plan, Execution, Persuasion and Communication. The effect of design thinking was confirmed as a teaching and learning method to improve creative problem-solving ability in artificial intelligence education.