• Title/Summary/Keyword: Team Based Learning

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Comparison of the relative importance of educational content, teaching methods, and evaluation methods in the patient assessment curriculum for 119 EMTs (119구급대원 대상 환자평가 교육과정에서 교육내용, 교수법, 평가 방법의 상대적 중요도 비교)

  • Ah-Ram Seo;Jun-Dong Moon
    • The Korean Journal of Emergency Medical Services
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    • v.28 no.1
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    • pp.97-112
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    • 2024
  • Purpose: This study compared the relative importance of educational content, teaching methods, and evaluation methods in the patient assessment curricula of 119 emergency medical technicians (EMTs). Methods: First, we identified the educational content, training hours, and teaching and evaluation methods of the existing patient assessment curriculum based on the National Competency Standard learning module. Second, we surveyed 30 EMTs affiliated with 119 services using the Analytic Hierarchy Process (AHP) method. Subsequently, we compared the differences between the current curriculum and the AHP analysis results. Results: Currently in operation, the "Advanced EMT Course" comprises three learning modules: assessment of patient status, scene size-up and triage, and assessment using monitoring devices. Among these, content related to the assessment of patient status received the most allocated time and was deemed the most important according to the AHP survey results. Conversely, while less time was allocated to scene size and triage compared with assessment using monitoring devices, the former was assessed as more important than the latter in the AHP results. Furthermore, scenario-based team training and procedure-focused individual practice were evaluated as relatively important teaching methods, while practical examination using a checklist was deemed the most appropriate evaluation method for all learning content. Conclusion: To improve the patient assessment curriculum, we propose adjusting teaching hours and introducing new teaching and evaluation methods based on the results of relative importance. The proposed improvement plan will contribute to enhancing the competency of 119 EMTs.

An Application and Educational Outcomes of e-PBL (e-Project-based Learning) to University Forest Education (대학 산림교육의 웹기반 프로젝트 학습법(e-PBL) 적용 사례와 학습성과)

  • Lee, Songhee;Lee, Jaeeun;Kang, Hoduck;Yoon, Tae Kyung
    • Journal of Korean Society of Forest Science
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    • v.110 no.2
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    • pp.266-279
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    • 2021
  • This study applied the e-PBL (e-Project-based learning) method for "Urban Forest Management" courses in the Department of Forest Science at S University to progress in university forest education. e-PBL effectively motivates self-directed learning, problem-solving, communication skills, and learners' responsibility by enabling them to choose, design, and perform their projects. Due to the COVID-19 pandemic in 2020, learners were encouraged to use online media to carry out projects and submit presentations for the campus forest. Learners' educational effects were subsequently investigated through a five-point Likert scale. This study discovered a positive effect on learners' motivation and interest (4.17) through e-PBL. Learners responded that e-PBL also helped their understanding regarding the subject (4.17). In addition, this study provided evidence that the e-PBL method was helpful in problem-solving (4.25), communication (4.33), and decision-making skills (4.21). According to learners' responses, there are positive indications that learners were satisfied with e-PBL. Learners responded that interactions and communications with team members could improve their understanding of the subject. Hence, there is scope for improving an efficient and successful e-PBL model suitable for university forest education by providing more efficient instructional time management, e-PBL method guidelines, and institutional support.

Development and Evaluation of the Web-based Wound Care Course for Undergraduate Nursing Students

  • Ko, Il-Sun;Park, Jin-Hee;Kang, Kyu-Sook;Yook, Shin-Young;Song, In-Ja;Cho, Sun-A;Park, Sung-A
    • Journal of Korean Academy of Nursing
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    • v.36 no.8
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    • pp.1324-1330
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    • 2006
  • Purpose. This study developed a web-based wound care course for undergraduate nursing students and evaluated the course's content, system, and student-satisfaction. Methods. This study was done in three stages, the development of the web-based wound care course, the implementation and evaluation of the course. The course was developed based on the ARCS model. 80 under-graduate nursing students to Y University in Korea used the web-based wound care program during four weeks. After that, they completed questionnaires, evaluating the contents, system, and their satisfaction. Results. Eighteen learning objectives were used to create the web-based wound care course and the course was developed with 7 chapters and 20 subsections. The analysis of the questionnaires showed a mean score for content and system-related items of 3.04 each, out of a possible 4 points. Student satisfaction items had a mean score of 2.89. Conclusions. The web-based course allowed students access to the course anytime and anywhere, and according to their own learning abilities. However this advantage would only be possible when nurse educators develop qualitative web-based course to meet the demand of a complex health care system as well as the needs of the students and the effectively incorporate it into traditional lectures.

Comparative Analysis of Citation Patterns between Journals and Conferences: A Case Study Based on the JKIISC

  • Byungkyu Kim;Min-Woo Park;Beom-Jong You;Jun Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.8
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    • pp.171-190
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    • 2024
  • This paper conducts a comparative analysis of citation patterns between journals and conferences using bibliometric and social network analysis on references from the 'Journal of the Korea Institute of Information Security and Cryptology (JKIISC)'. The results indicate that conference references slightly exceed journal references, with around 80% being international publications, highlighting Korean researchers' high dependency on overseas publications. Analysis of citation age shows trends of increasing immediacy citation rate, lengthening citing half-life, and shortening peak time, with domestic publications having higher immediacy citation rate and international publications having slower citing half-life. Mapping SCOPUS journals and ICORE conferences revealed that journal citations mainly come from 'Computer science' (32.3%), 'Engineering' (23.5%), 'Mathematics' (16.7%), and 'Social Cciences' (12.8%), along with other research fields (25.6%), while conference citations are predominantly in 'Cybersecurity and Privacy' with recent increases in 'Computer Vision and Multimedia Computation' and 'Machine Learning'. Co-citation network analysis shows higher degree centrality for conference groups and international publications. The co-citation frequency between different types of literature was highest between journals and conferences (36.9%), compared to within journals (34.3%) or within conferences (28.8%). Lastly, network visualization maps are presented to explore the structural connections among co-cited publications and their research fields. The results of this study suggest that the field of information security research in Korea effectively balances the use of journal and conference literature, indicating that the field is developing through a complementary relationship between these sources.

Analysis of Changes in Sociality of Gifted Elementary Students Depending on LT Cooperative Learning (LT 협동학습에 따른 초등 정보영재의 사회성 변화 분석)

  • Kang, Oh-Han
    • The Journal of Korean Association of Computer Education
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    • v.21 no.1
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    • pp.23-30
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    • 2018
  • In this paper, the elementary students from the Information class of the Science Education Institute for the Gifted were divided into the experimental and control groups. The two groups took Scratch programming classes and the changes in their sociality were analyzed. The experimental group used the Scratch remix function, an educational programming language, to perform the LT cooperative learning. The control group took general instructor-led classes. The experimental group carried out a team project in which learners should cooperate with each other to produce certain results using the remix function. Twelve 3-hour lessons were taken by the experimental and control groups consisting of 30 and 30 students respectively to verify changes depending on remix-based cooperative learning. According to t-test using the survey results, the experimental group that performed cooperative learning using the Scratch remix function showed more improved sociality than the control group did. There was a statistically significant difference as well.

A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.44-61
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    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.

Knowledge Integration and CoP Performance: Based on Social Capital and Diversity in CoP (CoP 내 지식통합과 CoP 성과 연구: 사회적 자본과 CoP 구성 다양성을 기반으로)

  • Lee, Gunho;Min, Jinyoung;Heo, Dongcheol;Lee, Junyeong;Lee, Heeseok
    • Knowledge Management Research
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    • v.15 no.2
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    • pp.129-145
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    • 2014
  • As a community of practice (CoP) is known to facilitate team learning, it is increasingly important to understand the mechanisms of CoP, thereby enabling organizations to fully utilize it and optimize its benefits. To explain how CoP improves organizational performance, we focus on its effects on social capital and knowledge management activities, and propose a research model suggesting that shared goals and trust in CoP improve its performance through knowledge integration. Our analysis uses structural equation modeling, with field data collected from 372 members of 46 CoPs in three companies; the analysis validates our research model. Our findings also suggest that CoP diversity can strengthen the link between knowledge integration and CoP performance.

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Adaptive Control Based on Fuzzy-CMAC Neural Networks (Fuzzy-CMAC 신경회로망 기반 적응제어)

  • Choi, J.S.;Kim, H.S.;Kim, S.J.;Kwon, O.S.
    • Proceedings of the KIEE Conference
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    • 1996.07b
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    • pp.1186-1188
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    • 1996
  • Neural networks and fuzzy systems have attracted the attention of many researehers recently. In general, neural networks are used to obtain information about systems from input/output observation and learning procedure. On the other hand, fuzzy systems use fuzzy rules to identify or control systems. In this paper we present a generalized FCMAC(Fuzzified Cerebellar Model Articulation Controller) networks, by integrating fuzzy systems with the CMAC(Cerebellar Model Articulation Controller) networks. We propose a direct adaptive controller design based on FCMAC(fuzzified CMAC) networks. Simulation results reveal that the proposed adaptive controller is practically feasible in nonlinear plant control.

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Game-type as Metaverse System for Problem Based Learning Classes

  • Sung-Jun, Park
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.211-221
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    • 2023
  • After COVID-19, various metaverse platforms for online lectures are being provided. Most of the classrooms are tiered type, and they are divided into intensive classrooms and open classrooms depending on the shape of the classrooms. Intensive classrooms provide a one-sided lecture format, so there are many difficulties in conducting communication-based classes that carry out team missions like PBL classes. In this study, we propose a metaverse classroom that applies the functions of a multiplayer online role-playing game (MMORPG), one of the game genres suitable for PBL classes. The proposed system provides various interaction techniques for PBL classes. We evaluated user satisfaction when this was applied to actual classes. As a result of the evaluation, it was found that users preferred text and voice chatting more than video chatting and solving missions like games was very helpful in online classes.

A Study on the Practical Talent Training Method Based on Team Project Using CK-AR/VR PBL (CK-AR/VR PBL을 활용한 팀 프로젝트 기반의 실무형 인재 양성 교수법 연구)

  • Jung-Sun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.449-452
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    • 2023
  • 본 연구는 신산업분야 특화 선도전문대학 지원사업 연구를 통해 개발된 CK-AR/VR PBL 교수법을 팀 프로젝트 기반의 캡스톤디자인 정규 교과목 수업에 적용해봄으로써, 해당 교수법의 장점 및 문제점을 파악하고 활용방안을 모색하기 위해 진행되었다. CK-AR/VR PBL 교수법은 기존 PBL(문제중심수업) 교수법의 특징과 장점을 유지하고 AR/VR 게임콘텐츠 특성에 맞는 특징을 중심으로 구축된 교수법으로 15주 정규교과목 수업인 '취업과창업을위한차세대게임창작프로젝트(캡스톤디자인)' 수업과 '취업과창업을위한차세대게임 포스트프로덕션(캡스톤디자인)' 수업을 수강한 200여 명의 학생에게 적용하였고 장단점을 파악하게 되었다. 이를 바탕으로 게임 개발 팀 프로젝트 교육과정을 운영 중인 교육 관계자들이나 앞으로 유사한 교육과정을 운영하기 위해 준비 중인 교육 관계자들에게 조금이나마 도움을 주고자 한다.

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