• Title/Summary/Keyword: Learning skill

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Problem-Solving Ability, Self-Directed Learning Ability and Confidence of Core Fundamental Nursing Skill Performance of Nursing Students (간호대학생의 문제해결능력, 자기주도학습능력 및 핵심기본간호술 수행자신감)

  • Kim, Seon Ok;Shim, Moon Sook
    • Journal of Korean Public Health Nursing
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    • v.32 no.3
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    • pp.424-437
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    • 2018
  • Purpose: This study was to conducted to search for factors influencing the confidence of core fundamental nursing skill performance (CC) based on comparative analysis, of the relationship between problem solving ability (PS), self-directed learning ability (SL) and CC of nursing students. Methods: This study was conducted based on questionnaires (208) given to senior nursing students. Data were analyzed by the t-test, ANNOVA and Scheffe's test. Moreover, Pearson's correlation coefficient and hierarchical regression were conducted to determine the relationship between items. Results: Proving Solving ability differed significantly in SC. In addition, satisfaction with core fundamental nursing skills (SL) differed significantly by gender, academic performance of last semester, support for nursing, and SC. Moreover, PS was found to have a normal relationship with SL and CC, and SL was found to have a normal relationship with CC. Conclusion: Education strategy should include methods of increasing the PS of student to improve CC in nursing education. Moreover, SL education should be used to increase nursing tasks and effective adaptation to their circumstances as a clinical nurse after graduation.

The Development and Application of the SW-STEAM Program by Utilizing Ozobot Coding for Elementary Science Class (초등과학 수업에서 오조봇 코딩을 활용한 SW 융합교육프로그램의 개발과 적용)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.38 no.2
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    • pp.234-243
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    • 2019
  • The purpose of this study is to investigate the effects of the SW-STEAM program by utilizing ozobot coding for elementary science class. The developed SW-STEAM program was applied to $5^{th}$ grade students of S elementary school located in B city. The participants were divided into an experimental group which is consisted of 22 students and a comparative group comprised 22 students. And they were engaged in different teaching and learning methods during 11 class hours. The experimental group participated in the SW-STEAM program, the comparative group was taught by using a traditional instruction. The main results of this study are like followings. The SW-STEAM program had a positive effect on elementary school students' basic science process skill, science learning motive, science achievement. Therefore, the SW-STEAM program by utilizing ozobot coding could be meaningful works to encourage students' basic science process skill, science learning motive and science achievement, and more studies on developing SW-STEAM program are needed.

The Effect of Tik Tok Users' Love Types on Love Videos' Motivation and User Satisfaction (틱톡(Tik Tok) 이용자의 연애유형이 연애 동영상의 이용 동기, 이용 만족도에 미치는 영향)

  • Zhao, Meng;Yang, Xi;Lee, Sang Hoon
    • Journal of Korea Multimedia Society
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    • v.25 no.5
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    • pp.703-720
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    • 2022
  • Based on the love styles theory used in psychology, this paper classifies users(Passionate Love, Game-playing Love, Friendship Love, Practical Love, Possessive Love, Altruistic Love) and investigates satisfaction with the motivation for using TikTok love videos(Entertainment, Social Relationship, Love skills-learning, Self-verification, Problem-solving) according to the theory of use and satisfaction. First, 414 users were selected to conduct TikTok surveys to collect data. Then, through the analysis of the research results, among the six love types, game-playing type and possessive type have a positive (+) impact on entertainment motivation and love skill-learning motivation. Game-playing type also have a positive (+) impact on social relationship motivation and self-verification motivation. In addition, altruistic type and possessive type are also factors to strengthen the motivation of self-verification. The altruistic type, possessive type and practical type will improve the problem-solving motivation. Finally, through hierarchial multiple regression analysis, it is confirmed that game-playing love type, entertainment motivation, love skill-learning motivation and self-verification motivation can improve user satisfaction. The above results enrich the research of user classification as well as providing inspiration for improving the quality and communication efficiency of TikTok's video and enhancing user experience.

Improvement of online game matchmaking using machine learning (기계학습을 활용한 온라인게임 매치메이킹 개선방안)

  • Kim, Yongwoo;Kim, Young‐Min
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.33-42
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    • 2022
  • In online games, interactions with other players may threaten player satisfaction. Therefore, matching players of similar skill levels is important for players' experience. However, with the current evaluation method which is only based on the final result of the game, newbies and returning players are difficult to be matched properly. In this study, we propose a method to improve matchmaking quality. We build machine learning models to predict the MMR of players and derive the basis of the prediction. The error of the best model was 40.4% of the average MMR range, confirming that the proposed method can immediately place players in a league close to their current skill level. In addition, the basis of predictions may help players to accept the result.

The Effect of Home Economics Instruction Applying Flipped and Problem-Based Learning on Middle-School Students' Metacognition Skill (거꾸로 문제중심학습(FPBL)을 적용한 가정과 수업이 중학생의 메타인지에 미치는 효과)

  • Ji Sun, Ryu;Jung Hyun, Chae
    • Human Ecology Research
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    • v.60 no.4
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    • pp.565-576
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    • 2022
  • The purpose of this study is to identify the effect of Home Economics Instruction applying Flipped and Problem-Based Learning (FPBL) on Korean middle-school students' metacognition skill. The study uses a pre-post design test of the same group. There were 151 participants (77 male and 74 female) who were middle-school students in the third grade. Two hours of classes on 'Food Selection and Storage' were given per week for three weeks - a total of six hours. Analysis using the t-test revealed a statistically significant difference between the pre-test and the post-test, supporting the conclusion that participating in the class improved the metacognition, food selection, and storage behavior scores of the middle-school students. All area scores and overall averages of metacognitive sub-elements such as planning, monitoring, regulation, and evaluation also improved after taking FPBL classes. From the results of this study, Home Economics Instruction applying FPBL is an effective teaching method for improving middle-school students' metacognition.

Effect of Participation in Science Fairs on Perception, Science Related Attitudes and Science Inquiry Process Skill of Elementary School Children (과학 대회 참여가 초등학생들의 인식, 과학 관련 태도 및 과학 탐구 능력에 미치는 영향)

  • Ahn, Kwang-Ho;Park, Il-Woo
    • Journal of Korean Elementary Science Education
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    • v.28 no.3
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    • pp.304-312
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    • 2009
  • We have investigated the effects of participation in science fairs on perception, science related attitudes and science inquiry process skill of thirteen fifth-grade elementary school children in the science subjects. Questionnaires were prepared to find out student's reactions to the participation in science fairs. All participated children responded that the activities at the fairs were interesting and helpful to learning scientific knowledge and inquiring scientific questions. From the analysis of the responses we have found that the participation process including preparatory ones during the fairs may help children to enhance their science related attitudes and science inquiry process skill and can be considered as a useful science curriculum.

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Development of Learning Strategy Scale for College Students (전문대학생을 위한 학습전략 진단 도구의 개발)

  • PARK, Sung-Mi
    • Journal of Fisheries and Marine Sciences Education
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    • v.21 no.1
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    • pp.16-27
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    • 2009
  • The purpose of this study was to develop of learning strategy scale for college students. This study further classified several sub-areas and defined each concepts of learning strategy. Based upon the classification of each sub-areas, tentative test items were developed through the verification of validity by three professionals. A pilot study of the developed scale was administered to 239 college students. And the research collected major data from 1,012 college students. Data were analyzed to obtain item quality, reliability, and validity analysis. The results of this study were as follows. The scale for learning strategy was defined by eight factors and they were 'self-management strategy', 'examination-readiness strategy', 'cognitive strategy', 'memorizing strategy', 'reporting strategy', 'resource-utilization strategy', 'self-regulated strategy', 'cooperative learning strategy'. The results of the confirmatory factor analysis proved the eight factors in the learning strategy. And criterion validity evidence was also obtained from a correlation analysis of the level of academic achievement.

"Spot the differences" Game: An Interactive Method That Engage Students in Organic Chemistry Learning

  • Cha, Jeongho;Kan, Su-Yin;Chia, Poh Wai
    • Journal of the Korean Chemical Society
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    • v.62 no.2
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    • pp.159-165
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    • 2018
  • For the first time, the spot the differences (STD) game was employed in the teaching of basic organic chemistry course. Three sets of paired pictures associated with selected topics in organic chemistry were presented to the students and they were required to spot the differences between the two pictures. Based on the students' pre and post self-assessment, the STD game resulted in several positive learning outcomes as indicated in the students' reflective writing, including knowledge recall, deeper understanding of a subject, enhanced analytical skill, motivation and fun-filled learning, learning from peers and self-empowerment in learning. The STD game is a desirable teaching and learning tool, as learning in an entertaining and interactive way is highly sought after in today's classroom, especially to novice students. In the future, the STD game can be modified and implemented to cater the needs of different courses and topics.

Analysis of constraints about using for e-learning in Sports Class (전공체육 강의에서 e-러닝 활용의 제약 분석)

  • Choi, sung-hun
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.410-414
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    • 2009
  • The purpose of this study was to analyze the constraints about using for e-learning in sports class. These class were leisure studies, swimming, soccer, tennis class as a core requirement and address of homepage was http://sunghun.ulsan.ac.kr. The research methods were deep interview, observation, and description of instructor. The results were as follows. First, constraints of students in e-learning were low skill of computer, problem of sharing information, lack of interaction. Second, constraints of instructor in e-learning were confusing of term, lack of recognition, lack of time and skill, considering of co-instructor, and burden of e-learning. Third, structural constraints in e-learning were administrative constraints and technical constraints.

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Learning Effectiveness according to the Practical Teaching Method, Self-Confidence and Degree of Knowledge Achievement or Aseptic Technique by Nursing Students (간호학생의 무균술에 대한 지식정도 및 자신감과 실습교육 방법에 따른 학습효과)

  • Kim Sun-Ock;Cho Su-Hyun
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.6 no.1
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    • pp.7-17
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    • 1999
  • This study investigated the degree of knowledge achievement and self-confidence in aseptic technique as a part of the fundamental nursing practice classes. The subjects were 220 nursing students in a junior college in Chonnam and an applied Quasi-experimental research methodology was used thirty of them comprised an experimental group to examine learning according to the teaching method. Wata were collected over 80 days, from April to June 1988, analyzed using descriptive statistics, percentages, means, t-test, one way ANOVA, Pearson's correlation coefficient and stepwise multiple regression with the SAS program. The conclusions are as follows. 1. The mean score of the degree of knowledge achievement of aseptic technique of the 220 students was 0.68(possible score 1.0) before the lecture but was 0.88 after lecture(p=.000). 2. The mean score for aseptic technique of the 220 students was 3.41(possible score 5.0) before practice but was 4.27 after practice(p=.000). 3. The correlation of self-confidence before and after practice was relatively low(r=.25, p=.000). 4. The mean score of the degree of knowledge achievement of aseptic technique in the experimental group(selected 30 students) was 0.72 before the lecture but was 0.90 after the lecture. 5. The mean score of self-confidence on aseptic technique in the experimental group(selected 30 students) was 3.18 before practice but was 4.32 after practice(p=.000). 6. The mean score of learning according to the type of teaching to aseptic technique for the experimental group(selected 30 students) was 23.2(possibel score 34) after lecture and presentation, was 27.3 after learning through video tape, was 31.7 after presentation through practice, was 33.7 after first practical training, and was 34 after secondary practical training. As a result of this study, learning methods in the education of fundamental nursing skill effective for knowledge achievement and competence in practicing skill.

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