• 제목/요약/키워드: experience-based learning

검색결과 1,222건 처리시간 0.023초

공학중심의 융합프로젝트 교수학습모형의 교육적 효과 (Educational Effects of an Instructional Model for Engineering-Centered Convergence Project)

  • 최지은;진성희;김학일
    • 공학교육연구
    • /
    • 제21권1호
    • /
    • pp.3-13
    • /
    • 2018
  • The purpose of this study is to propose a teaching and learning model that can effectively manage convergence education, which is one of the concerns of university education, at the level of course. The pre-collaborative instructional design stage is to prepare the operation of the convergence project course. It shares the common goal and establishes a team of relevant professors to set up the actual convergence project topic and establishes cooperation relationships with industry or community as needed. In the convergence project activity, students will be able to understand the learning objectives, learning activities, evaluation methods, and explain the subject of the convergence project by proceeding with the whole orientation. Students organize teams of interest and conduct learning and design activities on convergence technologies and present their results. In the educational improvement activities, professors will share the lesson process and results and discuss improvements through the improvement seminar. As a result of analyzing the effectiveness of the proposed convergence project based teaching and learning model, the convergence project experience has improved the cooperative self - efficacy for the learners and the results were confirmed that students perceived to achieve the expected learning goal and satisfied with their experience.

유아 대상 환경교육을 위한 증강현실 기반 통합교수학습방법 적용 가능성 탐색 (Exploring the Possibility of Applying the Integrated Teaching and Learning Method based on AR for Environmental Education for Young Children)

  • 김인숙;조유미;고혜영
    • 한국멀티미디어학회논문지
    • /
    • 제22권8호
    • /
    • pp.950-959
    • /
    • 2019
  • The purpose of this study was to investigate the effect of integrated teaching and learning method using augmented reality for effective promotion of child - friendly attitude and environmental preservation attitude and explored its applicability. For this purpose, based on the augmented reality fairy tale, we designed an experience - oriented integrated teaching and learning method such as reading book, story - telling, drawing, environmental conservation practice activity. The experimental group was divided into two groups: augmented reality reading fairy tales (A) and children's book reading fairy tales (B). First, interest, immersion, and empathy were higher in the application environment of integrated learning teaching method based on Augmented Reality. Second, there was no difference between the two groups in content understanding. Third, in terms of expressiveness, it was verified that various expressions were expressed in the applying environment of the integrated teaching - learning method based on augmented reality through drawing activities. Fourth, in practice activities, more students were practicing in the augmented reality - based integrated teaching - learning method applied environment, and the number of practice activities of individual students was also confirmed. This study suggests that the application of the integrated teaching and learning method can enhance the effect of education when using the smart teaching media using the augmented reality in early childhood education.

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

  • KIM, Insu
    • Educational Technology International
    • /
    • 제15권2호
    • /
    • pp.201-215
    • /
    • 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.

VR기반 드론 실감형 콘텐츠 개발 및 체험효과에 관한 연구 (A Study on the VR-based Drone Immersive Content Development and Experience Effect)

  • 이인철
    • 한국산업융합학회 논문집
    • /
    • 제25권4_2호
    • /
    • pp.663-671
    • /
    • 2022
  • Practice through virtual reality can increase the educational effect regardless of time and place, and it is an educational method that is being pursued even in the situation of COVID-19. On the other hand, for VR-based education, related technology development and content development must be made, and experiential methods (flipped learning, blended learning, hybrid learning) must be provided in the educational process. The development scenario was developed with the contents of drone qualification test (ultra-light unmanned multicopter) and drone practice and the possibility of non-face-to-face self-directed learning (flipped learning, blended learning, hybrid learning). It is expected that the quality of vocational education related to drones and the effect of high education will be improved through the contents, and it is thought that it will be possible to suggest a direction for the development of various vocational education contents in non-face-to-face education.

BIM활용 문제중심학습기반 실내건축 설계수업 교수-학습모형에 관한 연구 (A Study on the PBL Based Teaching-Learning Model Using BIM Tools for Interior Architecture Design Studio)

  • 한영철
    • 한국디지털건축인테리어학회논문집
    • /
    • 제12권3호
    • /
    • pp.67-79
    • /
    • 2012
  • The purpose of this study is to suggest the interior architecture design studio through the pedagogical method of educational technology for college students who lack self-directed learning. The pedagogical method has been organized to make a student-centered class based on the operation of existing architectural design studios. This teaching and learning method emphasizes the role of teachers as facilitators to help students lacking in self-directed learning in the design process, the BIM visualization to give students an expression of design project and the critics to give students an experience of working circumstances. The results of this study can be summarized as follows. First, This pedagogical model can improve the self-directed learning of students, accomplish the design process well through teamwork, and provide problem based learning (PBL) to settle obstacles that come up during the project. Second, through this model, students can improve their field design capacity by instructor, design feedback and criticism. Finally, This model can suggest new pedagogical methods for interior architectural design studios and management of student-centered studios.

초등학교 교사의 과학 PCK에 대한 학업 열정 수준 및 영향 요인 탐색 (An Exploratory Study on Level and Influencing Factors of Academic Passion for Elementary School Teachers' Science PCK)

  • 강훈식
    • 한국초등과학교육학회지:초등과학교육
    • /
    • 제41권3호
    • /
    • pp.553-568
    • /
    • 2022
  • 이 연구에서는 초등학교 교사의 과학 PCK에 대한 학업 열정 수준과 그 열정에 영향을 미친 요인을 조사하였다. 이를 위해 서울특별시 소속 초등학교 교사 161명을 선정한 후, 과학 내용학 및 과학 교육학에 대한 학업 열정 검사를 시행하였다. 또한 일부 교사를 대상으로 개별적인 심층 면담을 시행하였다. 연구 결과, 과학 내용학 및 과학 교육학 학습에 대해 '중요함'과 '조화열정'은 높은 수준, '시간/에너지 투자'와 '강박열정'은 보통보다 약간 높거나 낮은 수준이었다. 과학 내용학 학습에 대한 '좋아함'은 비교적 높은 수준이었지만, 과학 교육학 학습에 대한 '좋아함'은 보통보다 약간 높은 수준이었다. 교직 경력보다 학부 과학 심화전공 여부에 따른 과학 내용학 및 과학 교육학에 대한 학업 열정의 차이가 더 크게 나타났다. 초등학교 교사는 과학 PCK에 대한 열정에 영향을 미친 요인으로 '개인의 관심 및 흥미', '고등학교 계열', '학부 과학 심화전공 여부', '과학 관련 대학원 진학 여부', '초등학교에서 과학을 가르친 경험', '영재교육원에서 과학을 가르친 경험', '과학 전담 교사 담당 경험', '과학 관련 교사 연수', '과학 관련 교수-학습 자료 개발 경험', '과학 및 과학영재 관련 업무 담당 경험', '과학 관련 교사공동체 참여 경험' 등을 골고루 선택하였다. 그러나 그 선택 비율에서는 학부 과학 심화전공 여부에 따라 약간의 차이가 있었다. 이를 바탕으로 초등학교 교사의 과학 PCK에 대한 학업 열정을 높이는 방법을 제안하였다.

TUI 환경의 유저 사용 만족도 연구 (A study on user satisfaction in TUI environment)

  • 최흥렬;양승용
    • 디지털산업정보학회논문지
    • /
    • 제11권4호
    • /
    • pp.113-127
    • /
    • 2015
  • An interface in smart device environment is changing to TUI(touch user interface) environment where a system is being controlled by physical touch, differently from a system controlled through conventional mouse and keyboard. What is more important than anything else in this TUI environment is to implement interface in consideration of learn ability and cognitive constructivism according to user's experience. Therefore, now is the time when it is necessary to carry out various studies on smart content design process going a step farther together with discussing the details of user's experience factor. Hence, this study was intended to look into what effect a user's experiential traits had on the production of contents for the purpose of measures for improving TUI user satisfaction in order to effectively realize contents in smart environment. Results were yielded by using a statistical empirical analysis such as cross-tabulation analysis according to important variable and user, paired t-test, multiple response analysis, and preference frequency analysis of user preference on the basis of a survey. As a result, a system was presented for implementing DFSS(Design For Six Sigma) process. TUI experience factor can be divided into direct habitual experience, direct learning experience, indirect habitual experience, and indirect learning experience. And in the results of study, it was possible to find that the important variables of this study had a positive effect on the improvement of use satisfaction with contents on the whole according to the user convenience of smart contents. This study is expected to have a positive effect on efficient smart device-based contents production by providing objective information according to empirical analysis to smart media-based developer and designer and presenting a model for improving the changed TUI usability.

20세기 초 유럽의 아동중심 교육철학에 따른 학습환경 개념에 대한 고찰 (A Study on the Concept of Learning Environment According to the Philosophy of Child-Centered Education in Europe in the Early 20th Century)

  • 류호섭
    • 교육시설 논문지
    • /
    • 제24권1호
    • /
    • pp.11-22
    • /
    • 2017
  • The main purpose of this research is to consider educational environment, concept, and spatial organization and its characteristic based on the early 20th century European child-centered educational philosophy. For this process, the study of the following have been done : 1) Literature review, which includes educational ideology, perspective of child development of Maria Montessori, Rudolf Steiner, Peter Peterson, and Celestin Freinet. 2) Comparisons of spatial organization and classrooms of schools operated with the educational philosophy of mentioned philosophers from above. These schools have classrooms(or multi-purpose space near classroom) contained self-directed individual learning space, group and collaborative learning space, and training space of practical life. These configuration of learning space intended 1) learning based on individual child's interest, experience 2) developing of responsibility based on freedom 3) sociality and community spirit of children.

LBS를 활용한 문화유산 체험학습 스마트폰 APP (Cultural Heritage Experiential Learning Smart-Phone APP Using LBS)

  • 김용호;김형균
    • 디지털융복합연구
    • /
    • 제11권12호
    • /
    • pp.821-828
    • /
    • 2013
  • 본 논문에서 제안한 문화유산 체험학습에 최적화된 스마트폰 APP인 CHELS-App은 단순한 관광지안내 서비스를 벗어나 스마트폰을 활용하여 문화유산을 체험하고 제시되는 퀘스트를 통하여 미션을 즐기면서 학습과 관광을 동시에 체험할 수 있도록 구성하였다. CHELS-App은 세계문화유산으로 지정되어 있는 종묘를 대상으로 위치기반 서비스를 이용한 안내지도와 이벤트 푸쉬기능을 이용한 현장에서의 다양한 문화해설(해설, 사진, 퀴즈, 게임, 카툰)을 제공하고 이러한 체험을 통한 발도장 기능, 체험일지 작성 기능을 구성하였다.

간호학 교육에서의 문제중심학습에서 튜터의 내용전문성과 튜터경험에 따른 학습자 만족도 (Tutors' Content Expertise and Experience on Student Satisfaction in Problem-Based Learning Nursing Curriculum)

  • 김수진
    • 한국콘텐츠학회논문지
    • /
    • 제18권7호
    • /
    • pp.551-559
    • /
    • 2018
  • 본 연구의 목적은 간호학과 문제중심학습에서 튜터의 내용전문성과 튜터경험에 따른 학습자의 만족도 차이를 확인하는 것이다. 연구대상인 간호학과는 전체 학년을 대상으로 간호학 전공교과목을 통합한 hybrid PBL curriculum을 운영하고 있다. 튜터의 내용전문성은 최종 학위논문과 근무했던 임상분야를 기준으로 분류하였다. PBL 튜터경험은 초보자는 1년 이하, 경력자는 10년 이상인 경우이다. 3학년을 대상으로 6주 동안 PBL 수업 후 설문조사하였다. 연구결과 튜터의 내용전문성에 따라 학습자 만족도에는 통계적으로 유의한 차이가 있었으나 튜터경험에 따른 학습자 만족도와 튜터의 내용전문성과 튜터경험간의 상호작용 효과는 유의하지 않았다. 본 연구는 PBL에서 내용전문가로서의 튜터역할에 대한 중요성을 환기시켰다고 할 수 있다. 향후 다양한 학과와 전공분야를 가진 더 많은 튜터를 대상으로 한 추후연구가 반복되어야 하며 학습자 만족도 외의 다양한 변인과의 차이를 측정해봐야 할 것이다.