• 제목/요약/키워드: Learning skill

검색결과 675건 처리시간 0.034초

협동학습이 간호학생의 학습성과와 수업경험의 질에 미치는 효과 (Effectiveness of Cooperative Learning on Nursing Students' Performance and Experience)

  • 박정혜
    • 한국간호교육학회지
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    • 제16권2호
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    • pp.202-212
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    • 2010
  • Purpose: The purpose of this study was to identify the effectiveness of the JigsawⅣ cooperative learning in a facilitative communication class of nursing students. Achievement, communication skill, self-directed learning and experience during the class were measured. Method: This study was a pretest and posttest design with two subject groups. 43 students were in experimental (JigsawⅣ) group and 47 ones were in control (general small discussion) group. Classes were conducted over a 6-week period. The collected data was analyzed by the SPSS 12.0 program. Result: After taking part in the educational program, the experimental group had significantly more improvement in communication skill (F=6.81, p=.002) and self-directed learning (F=11.81, p=.000). In addition, the experimental group showed significantly higher scores for concentration in the class (t=2.26, p=.27), positive emotional state (t=3.01, p=.003) and active participation (t=2.78, p=.007) compared to the control group. However, the achievement between the two groups was not significantly different (F=3.29, p=.073). Conclusion: The findings of this study show that JigsawⅣ cooperative learning has positive effects in improvement of communication skill and self-directed learning. Also, students were excited and interested in the class during cooperative learning. Based on these findings, the author suggests developing additional educational programs focusing on nursing students.

전문계 고등학생을 위한 직업기초능력 프로그램 및 e-Learning 콘텐츠 개발 연구 -대인관계능력을 중심으로- (The Development of Job Basic Skill Program and e-Learning Contents for Vocational High School Students)

  • 변숙영;이수경;이용순
    • 대한공업교육학회지
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    • 제34권2호
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    • pp.42-61
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    • 2009
  • 본 연구는 직업교육의 내실화를 위하여 교수 학습능력 신장에 기초가 되는 직업기초능력 향상 프로그램 및 콘텐츠 개발에 그 목적이 있다. 이는, 관련문헌 분석, 전문가 협의회 등을 통해 직업기초능력 영역 중 e-Learning 콘텐츠로 개발하였을 때 효과적일 것으로 관련전문가들이 합의한 대인관계 능력을 개발하였다. 대인관계능력은 업무를 수행함에 있어 접촉하는 사람들과 원만하게 지낼수 있는 능력으로 이 연구에서는 대인관계 개요, 협동능력, 리더십능력, 갈등관리, 협상능력, 고객서비스능력으로 프로그램을 구성하여, 실사례를 중심으로 한 문제해결능력 향상에 초점을 두고, 동영상과 시뮬레이션, 게임 등의 멀티미디어적 전략을 활용하여 e-Learning 콘텐츠를 개발하였다.

고위험 임부간호교육에 적용한 팀 기반 학습이 학업성취도, 문제해결능력 및 의사소통능력에 미치는 효과 (Effects of Team Based Learning on Academic Achievement, Problem Solving Skill and Communication Ability in High Risk Pregnant Nursing)

  • 김수미
    • 한국콘텐츠학회논문지
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    • 제19권8호
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    • pp.556-564
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    • 2019
  • 본 연구는 팀 기반 학습방법을 고위험 임부간호교육에 적용하여 학생들의 학업성취도, 문제해결능력 및 의사소통능력에 미치는 효과를 검증하기 위한 동등성 대조군 전후 실험설계연구이다. 연구대상은 J도에 소재한 간호학과 2학년 중 실험군 60명, 대조군 60명으로 총 120명이었다. 주 1회, 8주간 프로그램을 실시하였으며 실시 전과 후에 학업성취도, 문제해결능력 및 의사소통능력을 측정하였다. 측정된 자료는 ${\chi}^2-test$와 Fisher's exact test, independent t-test, paired t-test로 분석하였다. 연구결과 학업성취도에서는 두 군 간의 유의한 차이가 없었으나(1차 시험: p=.38, 2차 시험: p=.26) 학습자의 문제해결능력과 의사소통능력을 증진시켰다(p<.001). 그러므로 본 연구는 팀 기반 학습이 고위험 임부간호교육에서 학생들의 문제해결능력과 의사소통능력을 향상시키는데 효과적임을 파악한 점에서 연구의 의의를 지니며, 향후 다른 간호학 전공 분야의 효과적인 교수법으로 확대적용 할 수 있을 것으로 기대한다.

인지-사회적 학습활동이 유아의 사회적지식과 사회적기술 증진에 미치는 영향 (The Effects of Cognitive-Social Learning Activities on Preschool Children's Social Knowledge and Social Skill)

  • 이상화;최석란
    • 아동학회지
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    • 제19권1호
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    • pp.85-99
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    • 1998
  • The purpose of the present study was to study the effect of cognitive-social learning activities on children's social knowledge and prosocial skill. The subjects of the study were five- and six-year old kindergarten children. 57 children were in the experimental group and another 57 children were in the control group. A six-week cognitive-social learning intervention program was implemented using activities for social knowledge and social skills. Cognitive- social learning activities developed in the present study brought out effective results on improving children's social knowledge and prosocial skill.

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Proposal of Database Design for Construction of Service for Skill Learning

  • Shin, Sanggyu
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2018년도 춘계학술발표대회
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    • pp.183-186
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    • 2018
  • In this paper, we propose the database design for skill learning service through the internet from the viewpoint of service engineering. This paper we describe the outlines for a design theory for skill learning service, which can lead to the satisfaction of both learner and instructor. Compared to other services, motion control learning takes a considerable amount of time, and this leads to a difficulty for learners to rate the quality of the service as well as for the instructors to provide consistent quality and standard of teaching. To solve these problems, we use a relational database with MongoDB which is an unstructured database allowing to flexibly incorporate the demands of both learner and instructor into the database itself.

The Advantages of Virtual Reality in Skill Development Training Based on Project Comparison (2009-2018)

  • Magar, Sunny Thapa;Suk, Hae Jung
    • International Journal of Contents
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    • 제16권2호
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    • pp.19-29
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    • 2020
  • In the era of noble technology, virtual reality (VR) has been adopted in various fields, with the advantages of VR in education being confirmed through numerous studies. In skill development training education, humans or equipment that interact with the trainee are crucial and currently VR is more preferred. In this study, six projects were selected and reviewed in-depth visualizing the use of VR in training and its potential. Comparison between the learning actions of training in the virtual and real environments were conducted. Training through VR is location-dependent, time-dependent, safe, and reversible. VR application is also determined by the preps and feedback-providing functionality which must be emphasized. All the advantages of VR in skill development training make it an opportunity provider. This article can be used by those developing VR projects for skill development training.

웹 2.0 기반의 e-PBL 모형 개발 (Development of e-PBL Based on Web 2.0)

  • 이준희
    • 한국컴퓨터정보학회논문지
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    • 제13권2호
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    • pp.59-66
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    • 2008
  • 지식의 습득은 개인적으로 일어나지만, 그 지식은 동료, 교사와 같은 사회적인 맥락으로부터 만들어지고 지식과 기술이 적절하고 효과적이었는지에 대한 피드백이 일어난다. 학습은 문제를 같이 이해하고, 문제 해결을 위한 다양한 도구들을 공유하는 환경 내에서 효과적으로 발생한다. 본 연구의 목적은 창의적 문제해결력 증진을 위해 창의적 문제해결의 주요원리들을 응용하여 창의적 문제해결력 증진을 위한 e-PBL을 개발하는데 있다. 본 연구의 결과 웹 2.0 기반의 e-PBL로 학습한 집단이 e-러닝을 사용하여 학습한 집단보다 수업만족도와 문제해결력에서 더욱 효과적으로 나타났다.

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조리 실기 교육을 위한 교수-학습 의사 소통 모형 개발 - 구성주의 관점에서 - (The Development of a Communication Model for Teaching-Learning in Culinary Practical Education - A Constructivism Point of View -)

  • 김태형;나정기
    • 한국조리학회지
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    • 제14권4호
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    • pp.14-26
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    • 2008
  • The purpose of this study is to develop a communication model of teaching-learning at culinary practical learning class in school. Statistically, the organizational culture of culinary schools was influenced by the nature of hierarchical culture, task outcomes, and the conservative culture of organizations in companies. First, in basic skill class, teaching and learning methods are based on a teacher who leads students according to his plans and decisions. Second, in a higher skill course, teaching and learning methods are based on students who take an active part by injecting some fresh ideas into their class. Third, the model of three courses for culinary skill development has an effect on processing into a modeling-scaffolding-fading method by teaching and learning in school. It was ascertained that organizational culture directly or indirectly influenced organizational effectiveness and organizational culture in culinary schools. Moreover, it was found that organizational culture was the biggest influencing concept for communication effectiveness between teachers and students.

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Motor Skill Learning on the Ipsi-Lateral Upper Extremity to the Damaged Hemisphere in Stroke Patients

  • Son, Sung Min;Hwang, Yoon Tae;Nam, Seok Hyun;Kwon, Yonghyun
    • The Journal of Korean Physical Therapy
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    • 제31권4호
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    • pp.212-215
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    • 2019
  • Purpose: This study examined whether there is a difference in motor learning through short-term repetitive movement practice in stroke survivors with a unilateral brain injury compared to normal elderly participants. Methods: Twenty-six subjects who were divided into a stroke group (n=13) or sex-aged matched normal elder group (n=13) participated in this study. To evaluate the effects of motor learning, the participants conducted a tracking task for visuomotor coordination. The accuracy index was calculated for each trial. Both groups received repetitive tracking task training of metacarpophalangeal joint for 50 trials. The stroke group performed a tracking task in the upper extremity insi-lesional to the damaged hemisphere, and the normal elder group performed the upper extremity matched for the same side. Results: Two-way repetitive ANOVA revealed a significant difference in the interactions ($time{\times}group$) and time effects. These results indicated that the motor skill improved in both the stroke and normal elder group with a tracking task. On the other hand, the stroke group showed lesser motor learning skill than the normal elder group, in comparison with the amount of motor learning improvement. Conclusion: These results provide novel evidence that stroke survivors with unilateral brain damage might have difficulty in performing ipsilateral movement as well as in motor learning with the ipsilateral upper limb, compared to normal elderly participants.

퍼즐 기반 알고리즘 학습이 학습자의 문제 해결력에 미치는 영향 (The impact of puzzle based algorithm learning on problem solving skill of learners)

  • 최정원;이영준
    • 컴퓨터교육학회논문지
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    • 제18권4호
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    • pp.1-9
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    • 2015
  • 문제해결력은 21세기 학습자라면 누구나 갖추어야 할 핵심 역량이다. 특히 컴퓨팅 시스템이 실생활과 다양한 학문 분야의 문제 해결에 효율성을 보장하기 시작하면서 컴퓨터 과학의 개념과 원리를 바탕으로 문제 해결 과정을 설계하는 알고리즘 학습에 대한 관심이 증가하고 있다. 문제해결력 향상을 위해서는 알고리즘 설계 기법을 이해해야 하는 것 뿐 아니라 직면한 문제 해결에 적합한 알고리즘 설계 기법을 찾아 적용할 수 있어야 한다. 이러한 점에서 퍼즐은 문제해결력 향상에 매우 적합한 학습 도구라 할 수 있다. 따라서 본 연구에서는 퍼즐 기반 알고리즘 학습을 설계하고 적용함으로써 학습자의 문제해결력 향상에 미치는 영향을 분석하였다. 연구 결과, 퍼즐 기반 알고리즘 학습은 학습자의 문제해결력 향상에 긍정적인 영향을 미친 것을 확인하였다. 이러한 결과는 퍼즐 기반 알고리즘 학습이 학습자로 하여금 알고리즘 설계 기법 이해 뿐 아니라 퍼즐 해결에 적합한 알고리즘 설계 기법을 적용하는 경험을 제공함으로써 학습자의 문제해결력을 향상시킨 것으로 해석할 수 있다.