• 제목/요약/키워드: Learning of the role-play

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The Impact of Audiovisual Elements on Learning Outcomes - Focusing on MOOC -

  • Li Meng;Hong, Chang-kee
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권3호
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    • pp.98-112
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    • 2024
  • As digital education progresses, MOOC (Massive Open Online Courses) are increasingly utilized by learners, making research on MOOC learning outcomes a necessary endeavor. In this study, we systematically investigated the impact of audiovisual elements on learning outcomes in MOOC, highlighting the nuanced role these components play in enhancing educational effectiveness. Through a comprehensive survey and rigorous analysis involving descriptive statistics, reliability metrics, and regression techniques, we quantified the influence of text, graphics, color, teacher images, sound effects, background music, and teacher's voice on learner attention, cognitive load, and satisfaction. We discovered that background music and text layout significantly improve engagement and reduce cognitive burden, underscoring their pivotal role in the instructional design of MOOC. We findings contribute new insights to the field of digital education, emphasizing the critical importance of integrating audiovisual elements thoughtfully to foster better learning environments and outcomes. Not only advances academic understanding of multimedia learning impacts but also offers practical guidance for educators and course designers seeking to enhance the efficacy of MOOC.

Motivational Interviewing Training Using Role Play in Dental Hygiene Students

  • Han, Ye Seul;Cho, Young Sik
    • 치위생과학회지
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    • 제18권1호
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    • pp.50-59
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    • 2018
  • The purpose of this study was to develop a motivational interviewing (MI) training program to improve competency in communication and to effect the evaluated changes that would occur in dental students' counseling techniques as result of the training in the program. The study proceeded through the program via role-play practice, which was explained effectively during the MI program training process. A convenience sample of 43 fourth-year dental hygiene students was recruited. Twenty-two students were randomly assigned to the intervention group and 21 to the control group in the order of recruitment. The theoretical lecture was delivered over 3 hours and the practice was done in parallel by applying cases occurring in clinic settings. The practice was technical training, partner practice, and small group practice. The intervention group received three hour MI lecture while the control group received no lecture. Evaluation through role-play practice was separated according to "researcher's viewpoint," "counselor's role viewpoint," and "patient's role viewpoint." The results of the analysis showed that the intervention group had higher MI skills and ability than the control group. Furthermore, program participants showed positive impressions to the MI training program. The use of coaching sessions improved the MI techniques and counseling skills of dental hygiene students learning MI. The effect of the application of the MI training program was that the MI training improved counseling skills and interviewing abilities. Moreover, continuous training and feedback enhanced MI techniques and core skills. Training using lectures in parallel with practice rather than education through theory alone improved students' techniques. Application of role play through the combined method of the MI program was confirmed by an effective training method.

현장학습을 중심으로 구성해가는 만 3세 교실의 역할 놀이 영역 (Constructing 3-year-old classroom with role play areas based on field-trips)

  • 서혜정;한애희
    • 한국보육지원학회지
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    • 제6권2호
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    • pp.83-115
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    • 2010
  • 이 연구는 현장학습을 중심으로 구성해가는 만 3세 교실의 역할 놀이 영역과 그 과정에서 교사가 알게 된 것에 대한 것이다. 이를 위해 참여관찰과 심층면담을 하였으며, 수집된 자료는 동영상, 사진, 교사일지, 서술식 질문지, 심층면담 자료이다. 역할 놀이영역을 구성하기 과정은 현장학습 전 사전활동(질문목록과 질문할 역할 정하기, 현장 학습 시 지켜야 할 규칙 정하기, 현장 학습 목적 인지하기) 현장학습(현장 학습 장소 둘러보기, 질문목록에 따른 질문하기), 현장학습 후 현장학습 장소를 역할 놀이 영역으로 구성하기(현장학습 활동 회상하기, 역할 놀이영역을 구성하기 위한 계획, 자료 준비하기, 수집된 자료로 제작하기), 역할 영역놀이 및 중간 평가, 역할 영역 놀이 평가로 이루어졌다. 성인들의 큰 사회를 교실 안으로 들여오는 과정에서 현장학습은 역할놀이의 터닝 포인트가 되었으며, 언어발달의 기회, 공공질서를 배우는 더 많은 배움의 기회로 작용함을 알게 되었다.

한의학 전공학생의 진료 및 의사소통 역량 향상을 위한 동료 역할극 모델제안과 사례분석 (Peer Role-Play in a College of Korean Medicine to Improve Senior Students' Competencies in Patient Care and Communication: A Case Analysis and Proposal for a Model)

  • 조은별;정현종;임정태
    • 대한한의학회지
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    • 제43권3호
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    • pp.49-64
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    • 2022
  • Objectives: Peer role-play (PRP) has been used in health care training simulations because standardized patient training requires considerable time and expense. This study described the implementation of clinical simulation using PRP and examined the effect. Methods: Final year students from a single college of Korean medicine engaged in PRP as part of clinical skills practice. Education tools from clinical practice guidelines were used to structure the PRP. Communication competency was assessed with the Korean Version of the Self-Efficacy Questionnaire (KSE-12). Whether this training helped to achieve graduate outcomes was evaluated on a five-point scale. Results: Fifty-nine students (53.2%) participated in the survey. Among 12 items on the KSE-12, the score for "How certain are you that you are able to successfully listen attentively to the patient?" was the highest. Further, PRP was found to be helpful for self-directed learning, establishment of one's professional identity, and the ability to communicate and manage patients. Three themes ("Benefits of role-play", "The importance of positive feedback", "Limitations and problems of role-play"), 15 categories, and 16 central meanings were derived by categorizing learners' subjective opinions about PRP. Conclusions: Study findings indicate that PRP may contribute to improving communication skills and establishing a professional identity for future Korean medicine doctors. We suggest using PRP in clinical education in colleges of Korean Medicine.

5세 도담반의 실내놀이지원을 위한 실행연구 (An Action Research to Support Indoor Free Play in the Dodam Class Consisting of Five-Year-Olds)

  • 심소영;권연희
    • 한국보육지원학회지
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    • 제17권4호
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    • pp.29-47
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    • 2021
  • Objective: The purpose of this study was to understand the teacher's role as play supporter in a carry out play generated curriculum and develop and implement an action plan in order to indoor free play. Methods: Participants were 14 kindergartners (9 boys, 5 girls) and one teacher. Processes of planning-implementation and observation- reflection were repeated in a cyclical procedure and the 3rd action plan was conducted based on strategies to support children's play. Results: Children experienced the following: Continuing and immersive play, play filled with experiments and challenges, play to make together, attitude to enjoy novelty and respect differences, and play of trial and error. And the researcher changed the following: Be sensitive to the child's words and actions, finding the 'real interest' of children in 'waiting', acquiring the perception that 'children are the masters of play', seeing the value of learning in children's expressive play, and gain confidence in play support. Conclusion/Implications: This study suggested the need for teacher to have patience and demonstrate reflective thinking in order to support children's play.

말하기 과제 수행에서 인지적 활동으로서의 학습자 대화 사례 연구 (A Case Study of KSL Learner-Learner Dialogue as a Cognitive Activity in Speaking Tasks)

  • 손혜진
    • 한국어교육
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    • 제29권2호
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    • pp.73-100
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    • 2018
  • The purpose of this study is to investigate learner-learner dialogue during speaking tasks. In the Korean language classroom, conversation between learners is an important activity as speaking practice. However, learner dialogue is also a tool to enable learners to collaboratively conduct various cognitive activities in the classroom. In previous research, it was unfolded that through learner-learner dialogue, learners can solve second-language related problems and set a goal to carry out tasks. Therefore, this study analyzed learner-learner dialogue to investigate what kinds of cognitive activities are activated during the role-play task. As a result, the learners collaboratively generated and monitored language and content for role play. Also, in order to accomplish tasks more successfully, learners shared the same understanding about the goal of the task, and tried to manage the task procedure. Through learner-learner dialogue, learners can participate in cognitive activities such as content, language construction, and task management voluntarily without the help from teachers. This means that learner-learner dialogue can be an activity to support language learning tasks. Also, it can make learners actively involved in learning and by sharing resources with each other. It is also important that learners can experience language use that participates in real-world communication activities, such as learning in the classroom and collaborating with peer learners. This study is an exploratory study for a basic understanding of learner's conversation as a cognitive activity, and the scope of the study is limited to clarifying contents of learner-learner dialogue as a cognitive activity in speaking tasks. Based on the findings of this study, future research should be conducted on the function of learner-learner dialogue as a cognitive activity in Korean language learning and its role in the classroom of Korean language education.

공공연구기관 산학연 협력의 공간적 특성 분석 (Spatial Analysis on the Cooperation Patterns of Public Research Institutes)

  • 최지선
    • 기술혁신연구
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    • 제12권3호
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    • pp.179-203
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    • 2004
  • This paper examines the intra-and inter-regional linkages of public research institutes (PRIs) with various innovation actors in Korea. In spite of the general consensus on the role of PRIs as innovation facilitators as well as creators, the attributes of regional spillover effect of knowledge created by PRIs have not been understood completely. Some argue that PRIs play pivotal role in encouraging intra-regional innovation networks through collective learning process. Others argue that PRIs are not necessarily related to intra-regional knowledge transfer, but play more important role in establishing national and international innovation linkages. This study attempts to figure out the current status of innovation linkages of Korean PRIs and to prove how the internal and external attributes of PRIs influence the development of spatial innovation linkages. Furthermore, it also tries to draw policy implication from empirical analysis results.

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웹기반 원격교육시스템을 활용한 경영학 교육 (Management Education by Utilizing the Cyber Education Learning System)

  • 홍용기
    • 경영과정보연구
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    • 제5권
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    • pp.249-285
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    • 2000
  • This paper discusses management education by utilizing the cyber education learning system in a web-based. New learning system tools offer great promise for a new contents of management learning. The cyber education learning system a shift from face-to-face lecturing to interactive learning. The situation changes profoundly when information technology becomes develope and education paradigm is shift. By exploiting the digital media. educations, and students, managers can shift to a new, more effect cyber education learning system. The following shift from classic educations to cyber educations learning system: from instruction to construction, from teacher-centered to learner-centered, from school to lifelong, from one-size-fits-all to customized, from teacher as transmitter to teacher as facilitator. Cyber education learning system has an important role to play in management education. Web-based technology is regarded as a general solution to cyber education learning. This study discussed many factors of implementation in cyber education systems and provide utilizing the learning system at main, detail functions. Lastly, management implications of these cyber education utilize are discussed in more detail.

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A Study on Metaverse Learning Based on TPACK Framework

  • Jee Young, Lee
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권1호
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    • pp.56-62
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    • 2023
  • In the educational environment of the post-COVID-19 era, metaverse learning, which can improve the disadvantages of online learning and improve learning outcomes, is attracting attention. Metaverse is expected to play an important role as a learning experience platform (LXP) that can provide immersion and experience for learners. In order to successfully introduce and utilize metaverse learning that utilizes the metaverse platform, teachers' knowledge of metaverse-related technologies and pedagogical convergence is important. So far, teacher knowledge for educational use of the metaverse has not been explored. In this regard, this study explored the TPACK (Technological, Pedagogical And Content Knowledge) framework as a teacher's knowledge system for metaverse learning. Based on this, this study designed the class contents of metaverse learning. The results of this study are expected to diffuse the importance of TPACK required for metaverse learning and contribute to the development of teachers' competence.

이슈 리더십이 혁신 행동에 미치는 영향 연구 : 학습 민첩성의 매개효과 (The Mediating Effect of Learning Agility in the Relationship between Issue Leadership and Innovative Behavior)

  • 박성열;정병규
    • 벤처혁신연구
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    • 제4권3호
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    • pp.69-87
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    • 2021
  • 본 연구는 불확실성과 복잡성이 증대되고 있는 경영 환경하에서 조직의 장기적 생존에 필요한 혁신 행동에 초점을 맞추어 이루어졌다. 이를 위해 이슈 리더십이 조직 구성원의 혁신 행동에 미치는 영향 관계를 신호이론(Signaling theory), 경로-목표이론(Path-Goal Theory), 직무요구-자원이론(Job Demands-Resources Theory) 관점에서 규명하였다. 또한 학습 민첩성 및 학습 민첩성의 하위 구성 요인의 매개 역할을 실증적으로 분석 하였다. 실증분석을 위해 다국적 기업에 근무하고 있는 팀장과 팀원 총 252쌍(한국 142쌍, 미국 110쌍)을 대상으로 설문조사를 실시하였다. 본 연구의 결과는 다음과 같다. 이슈 리더십은 종업원들의 혁신 행동에 정(+)의 영향을 미치는 것으로 분석되었다. 학습 민첩성은 이슈 리더십과 혁신 행동간 매개 역할을 하는 것으로 나타났다. 한편, 학습 민첩성의 하위 구성 요인인 피드백 추구성향, 정보 지향성, 성찰, 실험성, 민첩성의 각각에 대해 매개효과를 검정하였다. 그 결과 5개의 하위 구성 요인 모두 이슈 리더십과 혁신 행동간에 매개 역할을 하는 것으로 나타났다. 특히 민첩성의 매개효과가 가장 큰 것으로 분석되었다. 다음으로 정보 지향성이 크게 나타났다. 이슈 리더십이 혁신 행동에 미치는 긍정적 영향 관계에서 학습 민첩성의 매개 역할을 규명한 일부 연구는 있지만, 이를 세분화해서 살펴본 경우는 거의 없는 실정에서 본 연구는 학술적인 의미가 있다고 사료 된다. 실무적인 차원에서도 조직의 학습 민첩성 제고를 하고자 할 때 어느 부분을 더 집중해야 할 것인지에 대한 시사점을 제공할 것으로 보인다.