• Title/Summary/Keyword: Team-based learning

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Analysis of Learning Experience on Team-based Technology Design Project of Non-Engineering Students

  • KIM, Insu
    • Educational Technology International
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    • v.15 no.2
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    • pp.201-215
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    • 2014
  • The design project of a technology product provides an opportunity for students to experience the inter-connectedness of academic information and ill-defined real-world problems. This study focuses on non-engineering students' activity and perception through the assistive technology design project. For this purpose, participants engaged in a team-based technology design project. Then, a qualitative research approach was adopted, which included reflective journals with 24 undergraduate students majored in Adaptive Physical Education. The analysis identified six factors (knowledge value, social value, reality value, accomplishment value, perspective value, benefit value) of perception and five stages (topic selection, function suggestion, visualization, presentation preparation, and presentation) of activity.

A Study of Game Project Curriculum for Integrated Subject (통합교과로서의 게임 프로젝트 교육과정 운영방안 탐구)

  • Choi, Seung-Kwan
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.111-122
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    • 2016
  • The purpose of this study is to suggest an curriculum model of teaching scheme which performs team project learning based on Integrated project with different fields. To address this goal, the present study suggests a practical game project model under the same game-making circumstances as game industry by consisting of real case of convergence parts(game graphic, game design, game program). This project-based learning case has been conducting Integrated project education since 2008 in A educational Institute in Korea. The results of study suggest a standard of Integrated-based curriculum model and it is constructed with two parts. The first part is what students learned during project processing, such as responsibility, communication. The other part is how to construct the educational environment for integrated project. It explains how to organize and build teams, plan of integrated project, rule the role of team task, perform collaborative task, present interim/final presentation, evaluate grade. This study is expected to be utilized as a framework for the instructional design and the guideline for improving learner competency in team project learning.

Building Construction Education Adopted Team-based Learning (건축시공교육에 팀 기반 학습 적용 연구)

  • Kim, Gwang-Hee;Shin, Yoonseok
    • Journal of the Korea Institute of Building Construction
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    • v.14 no.6
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    • pp.597-604
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    • 2014
  • In order to match the paradigm shift of a construction company for obtaining competitive edge, it is necessary to introduce newly an innovative educational method in the architectural engineering domain. The objective of this study is to adopt team-based learning, whose effectiveness have been proven in other domains, and to examine its applicability in architectural engineering education. To verify its effectiveness, a questionnaire survey of 39 attendees was conducted at the end of a term. As a result of that, academic achievement of students was higher than that of previous teaching method. In the future, team-based learning adopted in more subjects of the architectural engineering will contribute to improve the academic achievement of students by extension, to raise up the competent practitioners.

The Study on Instructional Effect and Satisfaction of Project-based Learning (팀 기반 프로젝트 수업효과와 수업만족도에 관한 연구)

  • Shin, Yeon-Ha;Ryu, Ki-Sang
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.1-12
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    • 2020
  • The study is to analyze the value of satisfaction of instructional process to university students and to verify the relationship between the factors that how students make the team for class activity and instructional effect. According to this, the purpose of this study is to analyze the effect of lecture-based instruction and the project-based learning and verify the component factor of project-based learning so that this study can suggest various ways to participate in classes actively. For this study, the students participating in the classes from this researcher were selected and it was analyzed with quantitative and qualitative research. The qualitative research was in progress for 15 weeks class from September to December 2019 and the survey was done at the last day of 15 weeks class and project. Frequency, difference, correlation and regression analysis were conducted through SPSS 23.0 with 80 copies of the questionnaire. The result of this study, at first, the instructional effect and satisfaction of satisfaction on project-based learning is higher than teacher-centered instruction. Second, the team cohesion and team-work is giving a huge impact on instructional effect and satisfaction. At last, project-based leaning makes students participate in the class. Enjoy and satisfy in the course of class participation regardless of the result. Based on these findings, we are looking for the ways to use the project-based leaning and provide the objective data for the planning and production of class program to improve the effectiveness of the class. In addition, we discussed the implications and limitations of this study as well.

Design Principles for Learning Environment based on STEAM Education

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.55-61
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    • 2021
  • In this study, a learning environment based on STEAM theory was proposed to support and improve learners' activities and achievements for convergent design education. The learning environment design influence STEAM education with intentional design and schedule coordination, schools can create informal environments that are crucial to STEAM education. The physical surroundings of the learning space should be applied to teaching methods and learning activity, especially for STEAM-based education, physical space conditions should support the learner's design thinking and process. Furthermore, STEAM-based education environment should support a vast array of experiences that allow students to learn the context around ideas and skills. For spaces for learning environment based on STEAM, common design principles should be considered such as technology integration, safety and security, transparency, multipurpose space, and outdoor learning. Therefore, the learning environment based on STEAM needs flexible and mobile, connected, integrated, organized, flipped, and team-focused surroundings to support the learners understand, participate, cooperate, and accomplish the design process.

Predicting Oxynitrification layer using AI-based Varying Coefficient Regression model (AI 기반의 Varying Coefficient Regression 모델을 이용한 산질화층 예측)

  • Hye Jung Park;Joo Yong Shim;Kyong Jun An;Chang Ha Hwang;Je Hyun Han
    • Journal of the Korean Society for Heat Treatment
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    • v.36 no.6
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    • pp.374-381
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    • 2023
  • This study develops and evaluates a deep learning model for predicting oxide and nitride layers based on plasma process data. We introduce a novel deep learning-based Varying Coefficient Regressor (VCR) by adapting the VCR, which previously relied on an existing unique function. This model is employed to forecast the oxide and nitride layers within the plasma. Through comparative experiments, the proposed VCR-based model exhibits superior performance compared to Long Short-Term Memory, Random Forest, and other methods, showcasing its excellence in predicting time series data. This study indicates the potential for advancing prediction models through deep learning in the domain of plasma processing and highlights its application prospects in industrial settings.

Comparative Evaluation of Machine Learning Models for Predicting Soccer Injury Types

  • Davronbek Malikov;Jaeho Kim;Jung Kyu Park
    • Journal of the Korean Society of Industry Convergence
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    • v.27 no.2_1
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    • pp.257-268
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    • 2024
  • Soccer is type of sport that carries a high risk of injury. Injury is not only cause in the unlucky soccer carrier and also team performance as well as financial effects can be worse since soccer is a team-based game. The duration of recovery from a soccer injury typically relies on its type and severity. Therefore, we conduct this research in order to predict the probability of players injury type using machine learning technologies in this paper. Furthermore, we compare different machine learning models to find the best fit model. This paper utilizes various supervised classification machine learning models, including Decision Tree, Random Forest, K-Nearest Neighbors (KNN), and Naive Bayes. Moreover, based on our finding the KNN and Decision models achieved the highest accuracy rates at 70%, surpassing other models. The Random Forest model followed closely with an accuracy score of 62%. Among the evaluated models, the Naive Bayes model demonstrated the lowest accuracy at 56%. We gathered information about 54 professional soccer players who are playing in the top five European leagues based on their career history. We gathered information about 54 professional soccer players who are playing in the top five European leagues based on their career history.

The Effects of Team-Based Learning on Outcome based Nursing Education (성과기반 간호교육에서 팀기반학습 적용의 효과)

  • Oh, Hyo-Sook
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.409-418
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    • 2015
  • This study was performed to develop and evaluate the effects of Team-Based Learning(TBL) on cardiac problem in adult nursing. The study measured problem-solving ability, critical thinking disposition, academic achievement and, class satisfaction for learning outcomes of course. Pretest-posttest design with nonequivalent control group was utilized to analyze the effects of TBL. Experimental group and control group each consisting of 52, 54 participants was picked from the junior students. The experimental group was given the TBL for 6 hours and control group was given a lecture and case-based announcement class. In results, significant improvements were found in problem-solving ability(F=5.92, p=.017), and class satisfaction(F=5.80, p=.018). Critical thinking disposition and academic achievement of experimental group were improved than those of control group, but there were not statistically significant difference.

Relationships between Teamwork Skills and Thinking Styles in Engineering Students (공과대학생의 팀워크 역량과 사고양식의 관계)

  • Hwang, Soonhee
    • Journal of Engineering Education Research
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    • v.20 no.2
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    • pp.39-49
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    • 2017
  • This research aims to explore the relationships between 'teamwork skills' (often called team activity competence) and 'thinking styles' of engineering students in Korea, and to provide an explanation for the application of team-based environment as well as for the increase of teamwork skills. Teams and team activity are pervasive in today's organization and there has been relatively much research on teamwork skills and its related factors. However, to date, little attention has been paid to the teamwork skills, essential factor in team-based environment and its relationships with thinking styles. This study was conducted with 383 engineering students at P University, and students' teamwork skills as well as thinking styles have been measured before and after team-based learning class (hereafter TBL). Our findings show that firstly, there was a significant increase of teamwork skills between before and after TBL class. Second, team activity competence was found to have a higher correlation with most of creativity generating styles (i.e. legislative, judicial, hierarchical and global styles). Third, hierarchical style was found to influence team activity more than other components, and also legislative, external, global and judicial styles contributed to team-based activity. These findings are expected to provide an explanation for the application of thinking styles in team-based environment and will be useful for the improvement of related courses in engineering school.