• Title/Summary/Keyword: learner-oriented problem

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A Role-play base PBL(Problem-Based Learning) for Information Security Learning (정보보호 학습을 위한 롤-플레이 기반 문제중심학습)

  • Lee Byong-Rok;Ji Hong-Il;Shin Dong-Hwa;Cho Yong-Hwan;Lee Jun-Hee
    • The Journal of the Korea Contents Association
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    • v.6 no.3
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    • pp.85-92
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    • 2006
  • Problem-Based Learning(PBL) is one of constructionism's model which is learner-centered learning. In this paper, a role-play base PBL using character is proposed to study importance of information security. It is different from the other PBL models in that it reflects the characteristics of learners, learning task. And it is learning support system which the learners preside their own learning activities using Internet and mobile devices. By experimental result showed that proposed method was more effective than traditional teacher-oriented teaching method about information security in self-directed learning, cooperative learning, contents-making and attraction.

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Education that allows South Korean Colleges of Dentistry to teach Emergency Care

  • Kang, Jeongwan
    • Journal of Dental Anesthesia and Pain Medicine
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    • v.16 no.4
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    • pp.223-236
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    • 2016
  • As the medical environment and dental services change, the importance of educating dentists in responses to systemic emergencies is increasing. The current student-oriented education paradigm is moving towards training students in the abilities required to address the daily crises they will face, while also providing them with the ability to deliver knowledge. Before addressing a patient's situation, emergency physicians begin by diagnosing symptoms. As they must decide on the tests and treatments that are immediately required and must solve problems through interdisciplinary treatment, emergency physicians require additional skills and communication abilities besides clinical knowledge. Since dentistry colleges provide education that emphasizes the skills dentists require to treat oral diseases, they do not have sufficient time to teach emergency care. Additionally, because their professors lack expertise in pedagogy, dental students also have insufficient motivation to study the pathophysiology of systemic diseases. This review proposes a direction of teaching that can help dental students recognize problems and situations in emergency cases and that can help them develop their capability to immediately make a decision and resolve the problem. To do this, the author surveyed the educational philosophy and knowledge provided in the instructional design of clinical professors who give lectures on emergency care, and also examined the teaching methods of the learner-oriented education paradigm.

The Effect of the Learning Attitude and Achievement by the Group Presentation Method of Incorrect Answer Case in Mathematics (오답사례 조별발표방식이 수학과 학습태도 및 학업성취에 미치는 영향)

  • 곽만영;김승동
    • Journal of the Korean School Mathematics Society
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    • v.3 no.1
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    • pp.31-45
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    • 2000
  • The idea to be changed first among the general ideas of mathematics is that, from the standpoint of teachers, one-sided teaching is efficient due to the progress of classwork of excessive quantity, and, from the standpoint of students, they say they gave up mathematics publicly feeling uneasiness in every class because of the deficiency of previous learning and interest, and they think all problems are due to the educational system, neglecting their studies, not participating actively in lessons. Therefore this study is, after giving learning points and problem papers of which the degree of difficulty differs to the groups of students divided into the advanced, intermediate, and elementary by personal abilities of learning and concerns, tried out to remove uniformity and integrity of lessons through solving the problems students can, to convert lessons to the learner-oriented that learners take part in voluntarily through discussing, solving the problems, and correcting the errors of them by group-cooperative actions, for the students to realize that they can solve everything only by their own endeavors.

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The Convergence Effects of Oral Health Education Class Applying Action Learning on Communication Ability and Problem-Solving Ability (액션러닝을 활용한 구강보건교육학 수업이 의사소통능력과 문제해결능력에 미치는 융합적 학습효과)

  • Lee, Hye-Jin;Jang, Kyeung-Ae
    • Journal of Convergence for Information Technology
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    • v.9 no.11
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    • pp.212-217
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    • 2019
  • This study is a convergence study attempted to understand the learning effects of oral health education class applying action learning on the communication ability and problem-solving ability in dental hygiene students. The subjects of this study were 37 students in the third year of dental hygiene department. As a result, the learning effects of oral health education class applying action learning on the communication ability(p<0.001) and problem-solving ability(p<0.001) showed positive changes in the pre and post comparison. The changes in the scores of sub-dimensions of the communication ability and problem-solving ability were also significant in the pre and post comparison. As the class applying action learning is effective in improving the learner's communication ability and problem-solving ability, it should be utilized as the leaner participation-oriented teaching method for design and operation of dental hygiene education.

Analyzing College Students' Perception of Quality Computer Class (좋은 컴퓨터 수업에 대한 대학생들의 인식 유형 분석)

  • Kim, Dugyu;Lee, Jaemu
    • Journal of The Korean Association of Information Education
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    • v.24 no.3
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    • pp.225-232
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    • 2020
  • This study is to clarify how college students think about quality computer classes. Q methodology is applied to extract the subjective thinking of college students. After extracting the statements through students' interviews and advanced study, the 54 Q samples were selected. The P sample consisted of 50 college students. They performed Q sort against the Q sample questionnaire. The Q sort results were analyzed by performing QUANL program. As a result of the analysis, four types of perceptions of quality computer classes based on college students' ideas were extracted. There were no differences between male and female students, but there was a clear difference between general college and teacher's college students by type. The types were divided into four categories which we named as follows: is 'Value change-oriented class through creative problem-solving', is 'Improving computer application skills through the learner's competition', is 'Improving advanced computer technology with programming skills' and is 'Learner centered pleasant class'.

The Recommendation System based on Staged Clustering for Leveled Programming Education (수준별 프로그래밍 교육을 위한 단계별 클러스터링 기반 추천시스템)

  • Kim, Kyung-Ah;Moon, Nam-Mee
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.8
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    • pp.51-58
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    • 2010
  • Programming education needs learning which is adjusted individual learners' level of their learning abilities. Recommendation system is one way of implementing personalized service. In this research, we propose recommendation method which learning items are recommended for individual learners' learning in web-based programming education environment by. Our proposed system for leveled programming education provides appropriate programming problems for a certain learner in his learning level and learning scope employing collaborative filtering method using learners' profile of their level and correlation profile between learning topics. As a result, it resolves a problem that providing appropriate programming problems in learner's level, and we get a result that improving leaner's programming ability. Furthermore, when we compared our proposed method and original collaborative filtering method, our proposed method provides the ways to solve the scalability which is one of the limitations in recommendation systems by improving recommendation performance and reducing analysis time.

Convergence thinking learning effect of SW liberal arts education for non-majors (교양수업에서 비전공자의 SW교육의 융합사고 학습 효과)

  • Won, Dong-Hyun;Kang, Yun-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.12
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    • pp.1832-1837
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    • 2022
  • In the SW education of non-majors who encounter liberal arts education experience difficulties in the SW development environment and understanding they encounter for the first time, relevance to their major, and convergence thinking ability. In order to compensate for the difficulties of non-major learners in liberal arts education, a relatively easily accessible software was used to utilize a demonstration-oriented model that can be applied to beginners in SW education. In order to understand the logical flow of applications and problem solving used in real life, we proposed a convergence SW teaching method that combines repeated implementation through demonstration by the instructor and imitation of the learner, and learning indicators to increase the learning satisfaction and achievement of the learner. In the experiment applying the teaching and learning method proposed in this paper, meaningful results were shown when evaluating the learning effect, academic achievement, learning satisfaction, and teaching and learning method aspects of SW education.

4PBL model proposal for education of Game Design (게임 교과목 교육을 위한 4PBL모델 제안 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.93-102
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    • 2018
  • This article aims to present an effective and systematic learning methodology of game curriculum which is oriented convergence education. In particular, I will present the 4PBL model reflecting the trend of the changing times from teacher-centered learning to learner-centered learning environment. The 4PBL model consists of Personal based Learning, Problem based Learning, Project based learning and Performance based Learning. In this article, I will explain the concepts and characteristics of PBLs at each stage by providing concrete examples of game education courses. Such an attempt may have a meaningful value in that it can suggest a learning environment in which knowledge can be structured subjectively in a changing educational paradigm.

An integrative review of learning experiences for nursing students in Korea: Based on qualitative research (한국 간호대학생의 학습경험에 대한 통합적 문헌고찰: 질적연구를 중심으로)

  • Hong, Soomin;Kim, Sanghee
    • The Journal of Korean Academic Society of Nursing Education
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    • v.26 no.2
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    • pp.111-122
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    • 2020
  • Purpose: In the Fourth Industrial Revolution, nursing education will change in a different way than before. The purpose of this study was to analyze characteristics of qualitative research on learning experiences for nursing students, and to suggest directions for nursing education geared to the needs of the future. Methods: An integrative review method was used. Based on Whittemore & Knafl's approach, five steps were applied. Results: Eleven papers met the selection criteria and had above average ratings in quality appraisals. Three characteristics related to the learning experiences of nursing students were derived: (1) overcoming difficulties in the learning process and concentrating on problem-solving, (2) improving self-efficacy through experiencing achievement in the learning process, (3) establishing nursing professionalism, (4) identifying the importance of self-directed and self-reflected learning, and (5) developing teamwork. Conclusion: This review found that various learning experiences were conducted for practical experience and learner-oriented learning. Nursing students overcame difficulties to achieve their learning outcomes, and developed their professionalism. Further study is required to comprehensively explore research including other countries, and the experiences of instructors.

A Study on the Design and Effect of Computational Thinking and Software Education

  • Kwon, Jungin;Kim, Jaehyoun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.8
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    • pp.4057-4071
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    • 2018
  • The software centered world following the fourth industrial revolution is rapidly approaching us. Countries around the world attach importance to software's ability as one of the key elements for training future human resources. In order to train software centered human resources, each university has designated Software Education as an essential curriculum for not only major but also non-majors. In the past Software Education was an education for a major, but recent Software Education was changed to the essential education that is necessary for all living in the software centered world. In the past the curriculum was focused on software development and implementation-oriented education, but recent curriculum emphasizes sequential arranging and thinking of problem solving. In order to reflect trends in recent Software Education in detail, we integrate Software Education with major concept of Computational Thinking. In this paper, we analyzed the effect of the main concept of Computational Thinking on Software Education for non-majored learners who received Software Education based on Computational Thinking (here refers to learners who major in humanities, social sciences and arts). In addition, research models of satisfaction, self-efficacy, and occupational change was established as the elements of Software Education, and it was found that there was a relation between Computational Thinking and Software Education.