• Title/Summary/Keyword: Learning skill

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A Research Review on Usage of Smart Learning for Elementary Students with Learning Disabilities (초등 학습장애학생을 위한 스마트러닝 활용 연구 고찰)

  • Gu, Eun Jeong
    • Journal of The Korean Association of Information Education
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    • v.20 no.5
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    • pp.451-464
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    • 2016
  • The purpose of this paper is to review recent articles on applying smart learning for elementary students with learning disabilities. The search procedures through the Web-database system were implemented to find the proper research. Finally, a total of 10 articles met the criteria and were included in this review. Each study was analyzed according to the categories of the population, setting, research design, and intervention. The results indicated that research design implemented as case study and single subject design. Results founded strategies applying smart learning leaned too much towards using the skill-based application as learning contents. Based on analysis results, considerations for smart learning for elementary students with learning disabilities were suggested.

Analysis of dental hygiene learning objectives based on Bloom's taxanomy (Bloom의 교육목표 분류에 기반한 치위생학 학습목표 분석)

  • Ki, Ji-Yun;Jang, Jong-Hwa
    • Journal of Korean society of Dental Hygiene
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    • v.21 no.2
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    • pp.193-201
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    • 2021
  • Objectives: We evaluated the learning objectives of dental hygiene courses based on Bloom's learning objectives, and analyze the degree of match with the dental hygienist's job for each detailed subject. Methods: The 5th edition of 'Dental hygiene and learning objectives' was analyzed by subject based on Bloom's cognitive domain classification from March 10 to April. In addition, the degree of match between the contents of the secondary job analysis of the dental hygienist and the learning objectives for each detailed subject were analyzed. Results: The total number of dental hygiene learning objectives was 2,975 (2,762 theory, 52 practice). Among the cognitive domains, the comprehension domain was the most common (79.8%), and the skill domain was very low (4.9%). In the job for each detailed subject of dental hygiene, the most frequently performed was 'dental prophylaxis and practice' with 103 subjects. Conclusions: Overall, dental hygiene learning objectives are mostly theory-oriented, so it is necessary to expand and improve in the direction related to the jobs that clinical dental hygienists perform in the field. In addition, it is necessary to continuously develop timely learning goals, and prepare active strategies for developing high-quality items.

Designing the Framework of Evaluation on Learner's Cognitive Skill for Artificial Intelligence Education through Computational Thinking (Computational Thinking 기반 인공지능교육을 통한 학습자의 인지적역량 평가 프레임워크 설계)

  • Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.59-69
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    • 2020
  • The purpose of this study is to design the framework of evaluation on learner's cognitive skill for artificial intelligence(AI) education through computational thinking. To design the rubric and framework for evaluating the change of leaner's intrinsic thinking, the evaluation process was consisted of a sequential stage with a) agency that cognitive learning assistance for data collection, b) abstraction that recognizes the pattern of data and performs the categorization process by decomposing the characteristics of collected data, and c) modeling that constructing algorithms based on refined data through abstraction. The evaluating framework was designed for not only the cognitive domain of learners' perceptions, learning, behaviors, and outcomes but also the areas of knowledge, competencies, and attitudes about the problem-solving process and results of learners to evaluate the changes of inherent cognitive learning about AI education. The results of the research are meaningful in that the evaluating framework for AI education was developed for the development of individualized evaluation tools according to the context of teaching and learning, and it could be used as a standard in various areas of AI education in the future.

The Effects of Video-based Peer assisted Learning in Standardized Patients Simulation: Pre and Post Operative Care (표준화 환자 시뮬레이션 실습교육에서 동영상을 활용한 동료학습의 효과: 수술 전후 간호를 중심으로)

  • Park, In-Hee;Shin, Sujin
    • Korean Journal of Adult Nursing
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    • v.27 no.1
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    • pp.73-82
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    • 2015
  • Purpose: This study examined the effects of peer assisted learning (PAL) using video recordings in standardized patients (SP) simulation. Methods: A mixed-method approach was adopted, in which quantitative data were supplemented with qualitative data. Research participants consisted of 49 nursing students, 24 of whom were assigned to the experimental group, and 25 to the control group. The 12 item instrument was used to measure perioperative care knowledge, while performance confidence was assessed with the 10 item questionnaire, and clinical critical thinking skills with the Clinical Critical Thinking Skill Test (CCTS). Qualitative data were collected using a reflective journaling and in-depth interviews. Results: Participants in the experimental group exhibited significantly higher levels of knowledge than those in the control group (t=5.43, p<.001), and were significantly more confident in their performances (F=52.33, p<.001). However, no significant differences were found between the experimental and the control groups with regard to CCTS (t=0.72, p=.477). A qualitative content analysis was conducted using the interview and reflective journaling data, in which six major themes were elicited from three codes. Conclusion: PAL employing video recordings is expected to be utilized as a teaching and learning strategy in simulation-based nursing practicum with greater frequency and longer period, given the positive effects observed in this study.

Effects of Hyperemia Menu Types and Metacognition on Errors at Learning stages and Achievement (하이퍼미디어 메뉴방식과 메타인지가 학습시기에 따른 오류와 성취도에 미치는 효과)

  • Kim, Jeong-Rang;Park, Seon-Ju;Kim, Byeong-Gi
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.5
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    • pp.1059-1069
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    • 1996
  • The purpose of this paper is to examine some effects of four menu types: icon menu, context menu, pulldown menu, and bar selection menu. In order to find whether there are some effects of menu types or learning stages (the first, intermediate and the last stage) on skill-based errors, each of the menus has been studied in relation to hyperemia instruction, menu search time, scholastic a chievements and learners' metacognitionon their errors. A further purpose of this paper is to suggest some strategies for enabling learner to select menus more efficiently in order to enhance the learner's own learning effectiveness in hypere mia instruction.The results of this study are as follows. The menu types had a significant effect on the low metacognition regulation group. The context menu types had a significant effect on achievements. In contrast, it was also noticed he the menu types did not have any significant effect on the high metacognition regulation group. The bar-selection menu type and the icon menu type had a relatively significant effect on skill-based errors in the first stage of learning.

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Development of an Actor-Critic Deep Reinforcement Learning Platform for Robotic Grasping in Real World (현실 세계에서의 로봇 파지 작업을 위한 정책/가치 심층 강화학습 플랫폼 개발)

  • Kim, Taewon;Park, Yeseong;Kim, Jong Bok;Park, Youngbin;Suh, Il Hong
    • The Journal of Korea Robotics Society
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    • v.15 no.2
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    • pp.197-204
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    • 2020
  • In this paper, we present a learning platform for robotic grasping in real world, in which actor-critic deep reinforcement learning is employed to directly learn the grasping skill from raw image pixels and rarely observed rewards. This is a challenging task because existing algorithms based on deep reinforcement learning require an extensive number of training data or massive computational cost so that they cannot be affordable in real world settings. To address this problems, the proposed learning platform basically consists of two training phases; a learning phase in simulator and subsequent learning in real world. Here, main processing blocks in the platform are extraction of latent vector based on state representation learning and disentanglement of a raw image, generation of adapted synthetic image using generative adversarial networks, and object detection and arm segmentation for the disentanglement. We demonstrate the effectiveness of this approach in a real environment.

Relation Research on Participation Valence and Learning Flow of Adult Learner in the Credit Bank System (성인학습자의 학점은행제 참여 유의가와 학습몰입 관계 연구)

  • SONG, Kyoung-Hwa;JUNG, Ju-Young;AHN, Young-Sik
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.5
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    • pp.1209-1219
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    • 2016
  • In knowledge based society, lifelong learning is increasing in order to meet educational needs of adult learners. Credit Bank system which is credited by individual experience, learning and qualifications are also emphasized for continuing learning participation. However, in spite of the importance of concern in the Credit Bank System, adult learners expectation and value are not high. The purpose of this study is to analyze participation valence and learning flow of adult learner in the Credit Bank System. The result of this study is summarized as follows: first, adult learners participated in the Credit Bank System to get new knowledge and skill based on internal and external motivation and requirement not involved with individual degree. Second, adult learners participating in the Credit Bank System are experiencing learning flow realizing that behavior of participation is compensated, adult learners are concentrating and feeling with satisfaction and pleasure to study. Third, participation in the Credit Bank System based on adult learner's own right learning requirement have been analyzed as it has a positive effect to the learning flow and have indicated that adult learners having high level of valence experience, recognition immersion, behavioral devotion, and egoistic immersion. Based on the conclusion, further studies are suggested.

A Study on Information Education and School Library (정보교육과 학교도서관에 관한 연구)

  • Yoo So-Young
    • Journal of the Korean Society for Library and Information Science
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    • v.26
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    • pp.53-74
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    • 1994
  • Creative thinking in education is a common assumption to be accomplish in this information age. Information education can contribute to build the ability to think creatively. The Author explored how information education conduces the creative thinking ability that is necessary to the development of independent and competent study for students themselves. The writer also expressed the integrated education makes students think synthetically and synthetic educational experience derives creative thinking. She based her arguments upon the theory of the psychology of memory and the Piaget's cognitive structure. To increase the effects of information education, it is necessary to integrate the curriculums and learning method of the information education and those of other areas of learning, i,e., languages, literatures, social sciences, sciences, mathematics, etc. Here, author asserted that the teaching of information skill within classroom curriculums for all subject areas can make the integrated effects on various classroom curriculums. On the basis of the findings of this study, the author recommended that every school needs to prepare enough books and other media for the students to drill information skill. Consequently, to build creative thinking ability for He students, librarians, classroom teachers and school principals who have influence on the information education, have to cooperate to initiate integrated information education for the student.

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An Activity-based Instructional Design For Search Algorithm Expression of Elementary Students (초등학생의 알고리즘 표현을 위한 활동 중심의 검색 알고리즘 수업 설계)

  • Han, Byoungrae;Gu, Jungmo;Song, Taeok
    • Journal of The Korean Association of Information Education
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    • v.20 no.2
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    • pp.161-170
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    • 2016
  • Currently computer education has been emphasized improving thinking skill instead of practical education of applied software. There are various studies that are to teach algorithm with visualization learning materials or activitives-centered unplugged class. However, algorithm classes for elementary school have various difficulties. One of the reasons is insufficient learning materials and teaching methods. Therefore we designed a activities-centered algorithm class for elementary school students. We hope this study will contribute to the study of algorithm classes for improving kids' thinking skill.

Effectiveness of Student Learning with a Simulation Program focusing on Cardiac Arrest in Knowledge, Self-confidence, Critical Thinking, and Clinical Performance Ability (심정지 시뮬레이션 교육이 간호학생의 지식, 자신감, 비판적 사고성향 및 임상수행능력에 미치는 효과)

  • Chae, Min-Jeong;Choi, Soon-Hee
    • Korean Journal of Adult Nursing
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    • v.28 no.4
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    • pp.447-458
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    • 2016
  • Purpose: This study was designed to describe the effects of a nursing simulation focused on patients with cardiac arrest. The study was designed to measure knowledge, self-confidence, critical thinking, and clinical performance ability of nursing students. Methods: A non-equivalent control group quasi-experimental design was used. Thirty students in the experimental group received two hours of pre-learning and three hours of skill and simulation practice. Another thirty students in the experimental group received a two hour conventional lecture and three hours for skill practice. The post survey was completed by both groups. Results: Students in the experiemetal group scored significantly higher than students in control group. The critical thinking disposition was not significantly different between the two groups of students. Conclusion: The results indicate that a simulation education program is more effective in a number of areas including knowledge, self-confidence, and clinical performance. It is recommended that simulation education should be expanded to various clinical situations.