• Title/Summary/Keyword: Liberal Arts Class

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Design and Implementation of Problem Based Learning in Training Ship (PBL(Problem Based Learning) 수업 방법을 활용한 실습선 수업 설계 및 운영)

  • Kim, Bu-Gi;Kim, Noo-Ree;Kim, Jun-Ho;Choi, Hyun-Jun
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.25 no.6
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    • pp.743-748
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    • 2019
  • This study suggested a process of redesigning and implementing problem based learning to enhance students' active and collaborative learning activities and learning outcomes. The results of this study are as follows. First, the ef ect of class participation, academic self-regulated learning, and academic self-efficacy were examined. As a result, first, the average of learning activity, class extension, and participation in class was high in the difference between before and after class. Second, the post average scores of all the factors except the 'evaluation' were higher than before. Third, academic self-efficacy showed a significant difference only in 'task preference'. Finally, students' satisfaction with the class was also high. The professor was also able to grasp the characteristics of individual students by designing and operating the classes using PBL, and it was confirmed that the interaction with students increased. Based on the results of this study, we discussed the limitations and educational implications of the problem based learning class and propose successful problem based learning design and operation of the classroom.

The Effects of Gamification E-Learning Classes Based on Self-Determination Theory on University Students' Class Participation, Learning Immersion, Teaching Presence (자기결정성 이론에 기반한 게이미피케이션 이러닝 수업이 대학생의 수업참여도, 학습몰입도, 교수실재감에 미치는 효과)

  • Myoung-Heo;Sang-woo Jin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.73-83
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    • 2023
  • This study is a descriptive survey to develop a gamification e-learning class based on self-determination theory and to check its effectiveness. The data collection period was from March 1 to June 15, 2023, and 59 students at G University in G Metropolitan City were surveyed on class participation, learning immersion, and teaching presence before and after the course. IBM SPSS/Win 26.0 was used to analyze the collected data, and descriptive statistics, analysis of variance (ANOVA), and analysis of covariance (ANCOVA) were conducted. The results showed that the self-determination-based gamification class significantly improved students' class participation, learning engagement, and teaching presence (p<.05). An analysis of covariance (ANCOVA) was conducted to determine whether the general characteristics of the participants affected the results of the post-test, and gender affected the post-test results of learning engagement, with an effect of 7.9%. Based on the results of this study, it can be seen that self-determination-based gamification e-learning class is effective in improving learners' class participation, learning engagement, and teaching presence. As the demand for e-learning in universities is expanding, self-determination-based gamification e-learning classes should be developed in various fields of liberal arts and majors.

Studies on the Structure of Plant Community and Visitor's Activities in Mt. Naejang Park (I) - Analysis of the Vegetational Structure by the Ordination Techniques - (내장산국립공원(內藏山國立公園)의 식물군집(植物群集) 및 이용행태(利用行態)에 관한 연구 (I) - Ordination 방법에 의한 식생구조분석(植生構造分析) -)

  • Lee, Kyong Jae;Oh, Koo Kyoon;Jo, Jae Chang
    • Journal of Korean Society of Forest Science
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    • v.77 no.2
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    • pp.166-177
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    • 1988
  • To investigate the structure of the plant community of the Naejang Temple District in Mt. Naejang National Park, 22 plots were set up by the vegetation physiognomy and vegetation analysis by four kinds of ordination techniques(PO, PCA, RA and DCA) was carried out. Pure and mixed forest community of Quercus variabilis and Q. mongolica were major forest communities and each of them covered 31.27 and 20.77%, respectively. The degree of human disturbance of vegetation 9, 8, 7 and 6 area covered 30.9, 67.0, 0 and 0.02%, respectively. According to stand dynamic analysis by DBH class distribution, the present Pinus densiflora and Quercus communities may be succeeded to Carpinus laxiflora communities. DCA was the most effective method of this study. DCA ordination showed that successional trends of tree species seem to be from P. densiflora through Q. variabilis, Q. aliena, Sorbus alnifolia, Platycarya strobilacea to Carpinus laxiflora, Fraxinus rhynchophylla, Zelkova serrata, Cornus controversa in the tree layer, and from Rhododendron mucronulatum, Rh. schlippenbachii, Lespedeza cyrtobotrya, Rhus trichocarpa through Styrax japonica, Daphniphyllum macropodum, Sapium japonicum to Euonymus oxyphyllum, E. sieboldiana, Lindera erythrocarpa in the subtree layer.

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A Study on Factors of the Academic Achievement in Computer Training Courses as the Liberal Arts in University (대학 컴퓨터 실습 교양과목에서의 학업성취 요인에 대한 연구)

  • Kim, Wanseop
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.433-447
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    • 2013
  • The purpose of this study is to find out the factors of the students' achievement on the computer training courses which are based on computer practice. In order to improve the academic achievement of the students, it is necessary to analyze the factors affecting academic achievement and apply the results of the analysis to education. In particular, it is necessary to study for finding out factors of the academic achievement in practical computer training courses, because these courses are different from other courses focusing on the theory. In this study, in order to find out the factors, the logistic regression analysis and the decision tree analysis which is the field of data mining were peformed. For the experimental data, the test results of the MOS certification of the S university in seoul were used. Through logistic regression analysis it is found that the factors of the professors, class size, lecture time, group(lecture period) are important in order. Through decision tree analysis of data mining, it is found that there are some additional factors ; entrance year, whether the course is retaken, and the classroom environment. and these various factors effect the academic achievement compositively as identified through the model tree. The tree model was presented as a result of the analysis, and the importance of the factors is expressed numerically from multiple tree models by using the proposed mathematical formula.

Study on Flipped Learning and Flipped PBL Effectiveness of College General Mathematics (대학교양수학의 플립러닝과 플립 PBL 효과성연구)

  • Kim, Dong-Ryool
    • Journal of the Korea Convergence Society
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    • v.9 no.6
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    • pp.209-215
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    • 2018
  • The college liberal arts mathematics is opened as a required course in science and engineering field, but students with low achievement experience difficulty in learning. Therefore, flip learning, which is well known as an effective teaching method based on self-led and learner, is suggested as an alternative. However, some problems are pointed out in this pedagogy. As an alternative to flip learning, we apply flip PBL classes that apply PBL to flip learning to general math subjects to supplement the problems of existing flip learning classes and increase interest in mathematics I want to know the effectiveness of whether it can be done. In this study, we investigated the educational effectiveness of the comparison study between the experimental group applying flip PBL class and the control group applying the existing flip learning class. First, the experimental group showed higher than the control group by 22 points Second, in the reflection journal analysis, in contrast to the control group, there was a positive effect on the improvement of the interest of the mathematics in the experimental group, It is expected that it will be applied as a teaching method that can complement the learning.

Efficient 3D Model Retrieval using Discriminant Analysis (판별분석을 이용한 효율적인 3차원 모델 검색)

  • Song, Ju-Whan;Choi, Seong-Hee;Gwun, Ou-Bong
    • 전자공학회논문지 IE
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    • v.45 no.2
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    • pp.34-39
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    • 2008
  • This study established the efficient system that retrieves the 3D model by using a statistical technique called the function of discriminant analysis. This method was suggested to search index, which was formed by the statistics of 128 feature vectors including those scope, minimum value, average, standard deviation, skewness and scale. All of these were sampled with Osada's D2 method and the statistics as a factor effecting a change turned the value of discriminant analytic function into that of index. Through the primary retrieval on the model of query, the class above the top 2% was drawn out by comparing the query with the index of previously saved class from the group of same models. This method was proved an efficient retrieval technique that saved its procedural time. It shortened the retrieval time for 3D model by 57% faster than the existing Osada's method, and the precision that similar models were found in the first place was recorded 0.362, which revealed it more efficient by 44.8%.

Exploring the Convergence Possibility of Learner's Major Field in Software Project -Focus on the Non-Computer Major Freshmen- (소프트웨어 프로젝트에서 학습자 전공분야의 융합 가능성 탐색 - 컴퓨터 비전공 대학 신입생을 중심으로 -)

  • Jung, Hye-Wuk
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.263-270
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    • 2020
  • Recently, the necessity of education for developing the capability to create new knowledge and creatively solve problems through cooperation and integration with various disciplines is increased. And a lot of universities carry out software capability education to bring up talents capable of creative fusion with other major and software knowledge. To bring up talents capable of creative fusion through software education for non-computer majors, it is important for learners to develop ability to solve problems by using and applying various knowledge for themselves. Therefore, this study explores the possibility of convergence between software and learner's major fields by analyzing software projects made by non-computer major freshmen through software class and the results of pre-post surveys of the class and proposes the future direction of software education for them.

The Influence of College Students' Achievement Emotions on their self-regulated learning strategies and self-handicapping strategies (대학생의 성취감성이 자기주도학습전략과 자기손상전략에 미치는 영향)

  • Song, Yun-Hee
    • Journal of Convergence for Information Technology
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    • v.8 no.4
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    • pp.231-236
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    • 2018
  • There has been a notable increased interest of the study of emotions in educational contexts. The purpose of this study was to analyze predicting emotional variables of self-regulated learning strategies and self-handicapping strategies with the university students. Participants were 143 students of undergraduates at A University and B University. Collected data were analyzed by correlation analysis and regression analysis, respectively. It turned out that class related emotions, learning related emotions, and test emotions predicted self-handicapping strategies negatively. However, achievement emotions didn't predict self-regulated learning strategies. The result of this study will provide the theoretical basis and practical usefulness of academic emotions.

Study on Strategy for Applying Flipped Learning Method for Programming Practice (프로그래밍 실습을 위한 플립드러닝 교수법 적용 전략 연구)

  • Kim Hyun Ah
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.753-761
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    • 2023
  • This study investigates strategies to increase learning efficiency for programming subjects to which flipped learning teaching method is applied targeting non-major students. Design a learner-centered flipped learning-based programming class and get strategies for effective application methods for field application. Also, the purpose is to explore the efficient application of the flipped learning teaching method to the computational thinking subject of liberal arts classes at this university. By applying the flipped learning teaching method, one of the innovative teaching methods, we consider ways to improve the quality of programming subject classes, the efficiency of practical education, and the improvement of learner achievement. The purpose of this study is to design an efficient learning model for software education targeting non-majors by applying various teaching methods and learning design models convergence away from the traditional teaching method.

Topic-centered English Learning Method Using Animated Movie with Reference to Awareness of Social Issues (애니메이션을 활용한 주제 중심의 영어 학습 방안: 사회문제 인식을 중심으로)

  • Kim, Hye-Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.217-225
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    • 2024
  • This study explores the use of animation as a tool for both English learning and recognizing social problems. In addition, this study examines how topic-centered learning paired with animation affects the acquisition of English vocabulary and expressions specific to discussing social problems. To achieve these goals, the study used two animations, Zootopia and Luca, and focused specifically on discrimination and prejudice. Conversation analysis, discussion activities, and learning of vocabulary and expressions in context were conducted. To evaluate the research, pre-tests, post-tests, a questionnaire, and thinking notes containing learners' opinions were used. Pre- and post-tests were administered to determine the extent of improvement in students' vocabulary and expression learning, and they reveal a statistically significant difference between the two tests. A questionnaire and thinking notes were analyzed in order to understand learners' responses and attitudes toward the class, and the results demonstrate an overall satisfaction with this class using animation topics (81.8%). The data highlights three reasons for this satisfaction: developing an in-depth understanding of movies, enhanced awareness of social problems, and increased engagement through the use of animations. These findings highlight the importance of conducting an in-depth analysis of the targeted topic when using animation.