• 제목/요약/키워드: education ability

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간호대학생의 좋은 수업 경험이 문제해결능력에 미치는 영향: 자기조절학습능력의 매개효과를 중심으로 (The mediating effect of self-regulated learning ability on the relationship between experience of good class and problem solving ability of nursing students)

  • 박주영;우정희
    • 한국간호교육학회지
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    • 제26권2호
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    • pp.185-197
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    • 2020
  • Purpose: The purpose of this study was to investigate the mediating effect of self-regulated learning ability on the relationship between experiencing a good class and problem solving ability in nursing college students. Methods: A structured self-report questionnaire was used to measure experiencing a good class, self-regulated learning ability, and problem solving ability. During June, 2019, data were collected from 130 nursing students in D city. Data were analyzed using t-test, One-way ANOVA, Pearson's correlation coefficients, and hierarchical multiple linear regression with SPSS/WIN 23.0. Results: Importance of good class (r=.50, p<.001), satisfaction of good class (r=.42, p<.001), and self-regulated learning ability (r=.71, p<.001) were positively correlated with the problem solving ability of participants. Also, self-regulated learning ability had a partial mediating effect on the relationship between experiencing a good class and problem solving ability. Conclusion: Considering the findings of this study, developing programs that can improve the self-regulated learning ability of nursing students who experience a good class are needed to increase their level of problem solving ability.

시멘트와 거푸집을 이용한 중학교 메이커 교육 프로그램이 창의융합 역량에 미치는 효과 (Development of a Maker Education Program Using Cement and Mold for Middle School Students and Effect on Convergence Ability for Creativity)

  • 김성수;유현석
    • 한국융합학회논문지
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    • 제10권6호
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    • pp.129-138
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    • 2019
  • 최근까지 메이커 교육의 흐름은 3D 스캐너, 3D 프린터, 피지컬 컴퓨팅 도구 등과 같은 디지털 기기를 활용한 메이커 프로그램 연구들이 주류를 이룬 반면, 학생들의 창의적인 아이디어를 즉시 다양한 형상으로 구현하여 직접 손으로 만들 수 있는 메이커 교육 프로그램 개발은 다소 미흡한 실정이었다. 이 연구에서는 중학교 기술 교과를 학습하는 학생들을 위해 시멘트와 거푸집을 이용한 메이커 교육 프로그램을 개발하고 학생들의 창의융합 역량에 미치는 효과를 분석하였다. 이 연구의 준비 단계에서는 문헌분석을 통해 학습단원과 내용요소를 추출하였으며, 개발 단계에서는 교수-학습 자료를 개발하고 교수-학습 자료 타당도 및 창의융합 역량을 측정할 수 있는 평가도구를 선정하였다. 실행 단계에서는 교수-학습 자료와 창의융합 역량 평가도구에 대한 전문가 타당도 검증을 실시한 후 수업을 실시하였으며, 평가단계에서는 창의융합 역량을 분석하였다. 이 연구에서 개발한 프로그램을 바탕으로 t-검증을 실시한 결과 학생들에게 창의융합 역량에서 유의미한 변화가 있는 것으로 나타났으며, 하위요인으로는 소통과 협업능력, 타 분야에 대한 지식, 인본주의 요인이 향상된 것으로 나타났다.

NCS 직업기초능력(정보능력) 학습모듈 개발 - 영상방송과(공학계열) 중심 (NCS Learning Module Development for Vocational Core Competency (Information Ability) - Centered on Department of Video & Broadcasting(Affiliation of Engineering))

  • 안인수
    • 전기학회논문지P
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    • 제64권4호
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    • pp.327-332
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    • 2015
  • NCS are the contents such as knowledge, technology, and culture demanded for performing the duties in the industrial field systemized by a nation classified with industrial divisions and levels. It is an ability standardized in the national level necessary for performing duties of industrial field successfully. Now, the society structure, due to abrupt change and development, has to secure core ability demanded to human resources in common, irrespective of kinds and positions, and lays an emphasis on vocational basis ability to softly cope with the accelerating change of labor market. This dissertation, on the basis of NCS-based vocational education curriculum, focuses on information ability, computer use ability(information management ability), one of vocational core competency used for the duties related at the department of video & broadcasting to develop learning module. In addition, this dissertation researches learning results such as satisfaction and accomplishment over learning on the object of the students who took the education.

초등수학 서술형 수행평가 문항 및 평가기준 개발 연구 (A Study on the Development of Open-Ended Tasks and Assessment Rubrics for Elementary School Mathematics)

  • 조미경
    • 한국수학교육학회지시리즈A:수학교육
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    • 제46권2호
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    • pp.207-226
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    • 2007
  • The purpose of this study was to design and develop the processes of tasks and assessment rubrics of open-ended tasks, and those for the 5th graders of elementary school mathematics. 7 tasks were finally developed, and 'problem understanding', 'problem solving process', 'communication' were selected as the criteria for assessment rubrics. The result was that the ability of mathematical power covering problem understanding ability, problem solving ability and mathematical communication ability was low. Specifically, problem understanding ability was the highest, problem solving ability was middle, and mathematical communication ability was the lowest.

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과학영재와 일반학생의 리더십 생활기술, 사회적 능력 및 자기조절능력 분석 (The Relationship between Leadership Life Skills, Social Competence, and Self-Regulation Ability of Scientifically Gifted and Regular Middle School Students)

  • 황희숙;조환옥
    • 수산해양교육연구
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    • 제23권3호
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    • pp.388-399
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    • 2011
  • The purpose of this study was to analyze the relationship between leadership life skills, social competence and self-regulation ability of scientifically gifted and regular middle school students. The subjects for this study were 351 middle school students in Busan. The results of this study were as follows: First, scientifically gifted students had higher significant differences in leadership life skills, social competence and self-regulation ability than regular middle school students. Second, there were significant positive correlations between leadership life skills, social competence and self-regulation ability. Third, social competence and self-regulation ability affected leadership life skills. This suggests that social competence and self-regulation ability are important variables to develop and improve leadership life skills of gifted students.

Prediction of elementary school academic performance abilities for young children's academic abilities and preparation for learning, which the mothers and the teachers rated

  • Lee, Kyoung-Jin;Park, Ji-Hee
    • International Journal of Advanced Culture Technology
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    • 제9권1호
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    • pp.136-142
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    • 2021
  • This study was conducted by researchers to compare the differences between the ratings of mothers and teachers on young children's academic ability and learning ability, and to confirm their influence on elementary school academic performance ability. This study was conducted using data from the 7th year(2 014) and 10th year(2017) of the panel study on Korean children. The analysis data were individual basic background, academic ability, preparation for learning, and academic performance ability. 600 children were used for the study. We suggests that close interaction and cooperation between mother and teacher are necessary to support young children's academic ability and learning preparation.

중학생의 배려심·다문화수용성 향상을 위한 비주얼 씽킹 활용 식생활교육 프로그램 개발 및 적용: 2015 개정 기술·가정과 교육과정을 중심으로 (Development and Evaluation of Dietary Education Program Using Visual Thinking to Improve Caring Ability and Multicultural Acceptance for Middle School Students: Based on Technology and Home Economics Curriculum Revised in 2015)

  • 고지원;박선성;김서현;김유경
    • 한국가정과교육학회지
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    • 제34권2호
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    • pp.153-166
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    • 2022
  • 본 연구는 중학생의 배려심 및 다문화수용성 향상을 위해 중학교 기술·가정교과의 '가정생활과 안전'영역의 '청소년기의 영양과 식행동, 식사의 계획과 선택' 내용 요소를 중심으로 교수·학습 과정안을 개발하였다. ADDIE 모형을 바탕으로 개발된 교수·학습 과정안은 비주얼 씽킹을 활용하여, 배려와 감사의 마음 기르기, 가족에 대한 배려, 다문화 가족에 대한 이해와 배려, 사랑의 도시락 만들기의 주제로 총 5차시로 개발되었다. 개발된 프로그램은 중학교 3학년(교육군 34명, 비교육군 35명)을 대상으로 적용되었고, 수업 전·후 교육군과 비교육군의 배려심 및 다문화수용성의 차이를 대응표본(paired t-test)을 통해 비교하였다. 식생활 교육프로그램 적용 후, 교육군의 배려심 하위영역인 식생활, 정서적, 행동적, 인지적 배려 모두 유의적으로 증가하였으며(p<.001), 다문화수용성 하위영역인 다양성, 관계성, 보편성 또한 유의적으로 증가하였다. 비교육군의 배려심 및 다문화수용성 사전-사후 평균에는 유의미한 차이가 없었다. 따라서 본 연구에서 개발된 식생활 교육프로그램은 중학생들의 배려심 및 다문화수용성 향상에 긍정적인 효과를 주었음을 시사한다.

CPS에 기반한 스크래치 EPL이 문제해결력과 프로그래밍 태도에 미치는 효과 (The Effect of CPS-based Scratch EPL on Problem Solving Ability and Programming Attitude)

  • 조성환;송정범;김성식;이경화
    • 정보교육학회논문지
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    • 제12권1호
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    • pp.77-88
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    • 2008
  • 프로그래밍 교육은 학생들의 창의력, 문제해결력, 논리적 사고력 향상 등에 긍정적인 영향을 끼친다. 하지만, 프로그래밍을 하기 위해서는 기본 문법과 구조를 이해하고 프로그램을 사용하는 방법을 익히는데 너무 많은 노력을 요구하는 등 문제점을 갖고 있으며, 이로 인해 학습자에게 프로그래밍에 대한 부정적인 인식을 갖게 한다. 따라서 본 연구에서는 배우기 쉽고, 직관적이며, 학습자의 문제해결력 향상을 도모할 수 있는 교육용 프로그래밍 언어(EPL)인 '스크래치'를 CPS(Creative Problem Solving) 모형을 활용해 적용해봄으로써 중학교 남녀 학습자에게 있어 문제해결력 향상과 프로그래밍 교육에 대한 태도에 어떠한 영향을 미치는지 단일집단 사전사후 검사를 통해 검증하였다.

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Effect of Health Education Program on the Ego-identity, Social problem-solving ability and Self-leadership of Health college students

  • Choi, Ye-Sook;Oh, Eun-Young
    • 한국컴퓨터정보학회논문지
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    • 제22권9호
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    • pp.141-148
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    • 2017
  • In this paper, we propose that Health Education Program can be a competency strengthening program based on the training of excellent healthcare professional in the future by confirming that this paper is effective in improving social problem solving ability and self-leadership in health college students. Methods: This study was designed using the nonequivalent control group pre-posttest design. Sixty students were assigned either to the experimental group (30 students) or control group (30 students). Data were analyzed with $x^2-test$ and t-test using SPSS/WIN 20.0 program. Results: The experimental group showed significant higher scores for social problem-solving ability (t=2.12, p=.038) and self-leadership (t=2.91, p=.007) compared to the control group 5 weeks after the program finished was supported by significant differences in the scores between the two groups. Conclusion: These findings showed that the Health Education program has a significant effect on improving social problem-solving ability and self-leadership in nursing college students and the program can be used as a tool to promote the social problem-solving ability and self-leadership of Health college students. Further studies are warranted to examine long term effects of health education.

샌드박스형 게임을 활용한 게임기반학습이 창의적 문제해결력과 학습몰입도에 미치는 영향 (Effect of Game based Learning Utilized Sandbox Game on Creative Problem-solving Ability and Learning Flow)

  • 전인성;김정랑
    • 정보교육학회논문지
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    • 제20권3호
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    • pp.313-322
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    • 2016
  • 초등학생을 대상으로 샌드박스형 게임인 마인크래프트 에듀를 활용한 게임기반학습을 적용하여 창의적 문제해결력과 학습몰입도에 미치는 영향을 분석하였다. 그 결과 기존의 전통적인 강의식 교수법보다 샌드박스형 게임을 활용한 게임기반학습을 적용했을 때 창의적 문제해결력과 학습몰입도에서 긍정적인 효과가 있는 것으로 나타났다. 창의적 문제해결력은 모든 하위요소에서 유의미한 차이가 나타났으며 학습몰입도는 통제감, 시간 감각의 왜곡을 제외한 하위요소에서 유의미한 차이가 나타났다.