• Title/Summary/Keyword: experience-based learning

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A Study on the Korean Medical Students' Perception of Medical Ethics Education Using Flipped Learning (플립러닝을 활용한 의료윤리학 교육에 대한 한의대생의 인식과 경험)

  • Park, Sunju;Choi, Eunji;Kim, Song-Yi
    • Journal of Society of Preventive Korean Medicine
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    • v.22 no.2
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    • pp.1-12
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    • 2018
  • Objectives : Recently, the interest on medical education in flipped learning has been growing. Competency-based curriculum is also required through changes in teaching methods within the Korean medicine education. In this study, flipped learning method was applied to 'medical ethics' class to examine the perception and experience of flipped learning from the Korean medical student's perspectives. Methods : The study was conducted on 15 preparatory course freshmen students who took the 'medical ethics' course, in the second semester of the year 2017 at 'A' University. The study was proceded in two steps; 1) fill-in the questionnaire twice (before and after the class), and 2) in-depth interview with semi-structured questionnaire. The $1^{st}$ questionnaire in the first step was consisted of 'Experience on flipped learning before the class', 'Which section of the flipped learning class do participants have expectation', 'Interest and expectation on flipped learning'. In the $2^{nd}$ questionnare, the participants were asked 'Which section of the flipped learning section that the learning effect was maximized', 'Association between 'flipped learning' method and 'Medical ethics' course' with 5-point Likert scale and frequency. Results : The results showed that flipped learning method works very effectively in the 'medical ethics' course (63.6%). After the flipped learning class, the participants showed positive change in a attitude of the class (72.7%). However, this teaching method might be inappropriate for participants who had difficulties in pre-learning or a passive attitude and lecture-centered instruction (LCI) classes. Conclusions : Though applying flipped learning method to the 'Medical Ethics' was effective, to make pre-learning better, the instructors should prepare countermeasures for passive participants, help interact well among the participants, and plan a lesson thoroughly for changing LCI classes to student-centerd instruction(SCI).

Structural Relationship among Learning Motivation, Learning Confidence, Critical Thinking Skill and Problem-Solving Ability, Using Digital Textbooks

  • Han, Ji-Woo
    • International journal of advanced smart convergence
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    • v.9 no.2
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    • pp.140-146
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    • 2020
  • This study aimed to provide basic data for enhancing the structural relationship among learning motivation, learning confidence, critical thinking skill and problem-solving ability in junior high school students and factors influencing problem-solving ability, by closely examining them. To this end, it investigated the causality among variables, for 390 junior high school students in Gangwondo, based on the outcomes of a questionnaire survey conducted to verify the effectiveness of digital textbooks. Although learning motivation did not have a significant effect on critical thinking skill, learning confidence had a direct effect on it. In addition, learning motivation, learning confidence and critical thinking skill had direct effects on problem-solving ability. In order to enhance problem-solving ability, therefore, We may be necessary to make efforts to support learning capabilities and provide opportunities for them to experience rich learning and resources.

Examination of Implicit Interactivity in Wiki-based Learning in University

  • Seo, Bong-Hyun;Kang, In-Ae;Nam, Sun-Woo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.485-491
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    • 2010
  • The arrival of the Web 2.0 age, which is characterized by such key words as participation, sharing and openness, provides a learning environment in which both instructors and students can experience interactivity. In the educational area, we are particularly witnessing a growing interest in the social software like Wiki as one of the communication tools that reflects the characteristics of Web 2.0 and focuses on the interactivity with others. Based on this background, this study aims to examine into the meanings of interactivity inherent in the Wiki-based learning by studying such cases where Wiki is being used as a learning tool. For the purpose of our study, we practiced the Wiki-based learning method on the study subjects of the 17 junior students from U- University and 18 junior students from K- University during their 2009 fall semester teacher training courses. Through a comprehensive analysis of the questionnaires, interviews, Interactivity Measurement Diagram, examinations on the Wiki uses, Daily Self-reflection Records, and any other materials collected throughout the program, we could garner the following results: First, most of the students acknowledged that the use of Wiki was a useful communication means and helped promote their interactivity during their learning activities. Second, the interactivity of the Wiki-based learning was found to be more dynamic in the team-based projects or the community-based Wiki uses than in the instructor-oriented cases. Third, the Wiki-based learning is judged effective in expanding the scope of thinking and improving the learning capabilities through the collaborative knowledge-building process. The educational employment of the social software like Wiki in this web 2.0 age has great potentials for the true establishment of the learner-oriented learning environment, which has long remained at a standstill.

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Design and Implementation of the Differential Contents Organization System based on Each Learner's Level (학습자 수준에 맞는 차별적 콘텐츠 구성 시스템의 설계 및 구현)

  • Heo, Sun-Young;Kim, Eun-Gyung
    • The KIPS Transactions:PartA
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    • v.18A no.6
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    • pp.241-248
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    • 2011
  • Many learning systems are applying Self-Directed Learning to improve learning efficiency. The degree of understanding of the same learning contents can be different even if the learner's level is same. Therefore, it is difficult to represent an effective learning experience because the learning is progressed by the determined difficulty of learning and the learning process even thought the provided content is difficult to understand. In this paper, we augmented SCORM to reconstruct the learning contents which are suitable for the changed level of each learner in real-time. Also, we designed and implemented this augmented SCORM based DCOS(Differential Contents Organization System). In order to provide the suitable contents for each learner, DCOS reorganizes learning contents based on the learner's level, the learner's achievement of learning objectives, and the correlation between learning objects, that is the component of the learning content. Each 30 Each 30 students studied e-learning contents, which are constructed based on the existing System and DCOS respectively. And the average score and system's satisfaction of the students who studied DCOS based e-learning contents was higher.

An Augmented Reality-Based Digital App as an Educational Tool for Foreign Language Learning and the Evaluation of Its Learning Effect: Towards an Examination of Learning Motivation, Learning Satisfaction, and Learning Engagement (증강현실(Augmented Reality) 기술 기반의 글자교구재 디지털 앱 개발 사례와 교육효과 평가: 학습동기, 학습만족도, 학습몰입도를 중심으로)

  • Sae Roan Kim;Eun Jin Won;Hyung Gi Kim;Pil Jung Yun
    • Journal of Information Technology Services
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    • v.22 no.4
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    • pp.141-157
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    • 2023
  • The present work aimed to present the development of 'Funt', the augmented reality-based digital app as an educational tool for foreign language learning. Our work further evaluated the learning efficacy of the tool by the assessment of the three dependent measures including learning motivation, learning satisfaction, and learning involvement. With a learning app of 'Funt', students can use AR app to access recognition-based or location-based experiences such that any objects, artifacts, or media appear to be in the app. Students are then able to interact with the digital content by manipulating it to learn more about it. Students's engagement should also increase when they create their own experience in AR to demonstrate their understanding of a particular concept or words. Learning effects were evaluated on survey data collected from a hundred respondents aging six to nine years. One-group design for pre-test and post-test was utilized to examine the differences of learning efficacy by comparing the non-'Funt' group and the Funt group scores. A pairwise t-Test was performed for pairwise comparisons between two learning groups. The results indicate that the 'Funt' group scored significantly higher than the non-'Funt' group in the measures of learning motivation, learning satisfaction, and learning involvement. Overall, our results suggest that 'Funt' attracted the students' attention, provided them with a fun context to learn English vocabulary, and develop positive motivation and satisfaction towards vocabulary learning through AR technology.

Case study of VR experience studying for smart education support (스마트 교육 지원을 위한 VR 체험학습 사례 연구)

  • Kim, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.2
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    • pp.131-141
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    • 2014
  • UX design e-learning systems in order to establish the reasonable structured modules that are based on interdisciplinary research. E-learning by focusing on technology-related education, information technology and psychology, business administration, etc. has been studied in the field. However, an important part of smart education, one of the students in the field of self-directed research is lacking UX design. UX Design the User Interface and Visual Identity is central to the success of the content of the important research areas in modern smart society. This case study is for smart education digital textbooks considered the characteristics of the study. Presented by the Ministry of Education on the basis of the standard of digital textbook content of the e-learning features, including multi-disciplinary analysis of UX design requires a structured model is proposed. Research data on the smart education and virtual education in UX design being used as the basis for studies forward.

고등학교 이차곡선 단원의 효과적인 지도 방안

  • Han, Eun-Ji;Kim, Dong-Hwa
    • East Asian mathematical journal
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    • v.28 no.4
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    • pp.453-474
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    • 2012
  • The conic sections is an important topic in the current high school geometry. It has been recognized by many researchers that high school students often have difficulty or misconception in the learning of the conic sections because they are taught the conic sections only with algebraic perspective or analytic geometry perspective. In this research, we suggest a way of teaching the conic sections using a dynamic geometry software based on some mathematics teaching and learning theories such as Freudenthal's and Dienes'. Students have various experience of constructing and manipulating the conic sections for themselves and the experience of deriving the equations of the quadratic curves under the teacher's careful guidance. We identified this approach was a feasible way to improve the teaching and learning methods of the conic sections.

Obstacles to Using Interactive Whiteboards for Teachers of Students with Learning Disabilities

  • ALQurashi, Amani A.;Aboalola, Nawal A.
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.348-352
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    • 2022
  • This study aims to identify the obstacles to using interactive whiteboards for teachers of students with learning disabilities (LDs) in the Makkah region and to delineate any differences in the levels of these obstacles that can be attributed to the study variables: teachers' gender, academic qualifications, age, and years of experience. The researchers applied the descriptive survey approach to a sample of 123 teachers of LD students. To analyze the results, frequencies, averages, standard deviations, and relative weights were calculated. The results of the study indicated that the levels of the obstacles to using interactive whiteboards for teachers of LD students were moderate. No statistically significant differences in the levels of these obstacles were related to the variables of gender or age, whereas significant differences were found based on academic qualifications and years of experience.

Analysis of Learning Effects MRI Education Content based on Virtual Reality (가상현실 기반 MRI 교육 콘텐츠 학습효과 분석)

  • Jung-Hun Lee;Jae-Goo Shim
    • Journal of the Korean Society of Radiology
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    • v.17 no.5
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    • pp.775-782
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    • 2023
  • In order to overcome practical limitations in installing, managing and operating MRI machines with expensive equipment, this study developed and utilized virtual reality (VR) experience education by combining virtual reality (VR) with magnetic resonance imaging devices. The Students who experienced virtual reality-based educational systems were surveyed to identify possible side effects during the experience and self-directed learning ability and academic self-efficacy surveys were conducted to analyze the impact of virtual reality-based practice on learning. In the analysis of the self-directed learning ability survey there was no difference in the average between the student group who experienced education and the student group who did not but there was a significant difference in the average for each group. Virtual Reality-based practical education is expected to provide an efficient practice system by providing new learning methods and opportunities for education that can be repeated anytime, anywhere regardless of time and space.

Learning Diagnosis & Prescription Service in Cyber Home Learning System : Improvements on User Experience by doing Usability Evaluation (사이버가정학습 진단처방학습관리시스템 사용성 평가 및 학습 경험 개선 방향 도출)

  • Cha, Hyun-Jin;Ahn, Mi-Lee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.876-883
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    • 2009
  • Learning Diagnosis & Prescription Service(LDPS) in Cyber Home Learning System is a educational service which provides customized learning contents based on student's academic level and individualized counseling and comments after diagnosing learner's study habits beyond the past e-Learning systems which offer the same contents to different students. For a national point of view, it is a crucial project in public education to achieve the goals of the next-generation e-Learning service by making a lot efforts both in time and money. However, those efforts has been made, not in terms of providing a better quality of service and a better user experience in a effective and enjoyable way, but in terms of developing the technology-driven system. Therefore, in this study, two types of usability evaluations has been conducted in order to enhance a user experience on the LDPS. One is the expert reviews by utilizing the usability evaluation tools (heuristics) which was focused on educational contexts developed by Suh Young-suhk(2007). The other is the user testing with students who have done think-aloud during the evaluation, remembering their retrospective experience with LDPS, and the interview with teachers & service operators were conducted. As the implications on the research, this is an effort to provide an user-friendly educational system for the students nationwide.

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