• Title/Summary/Keyword: learning flow experience

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The Effect of Self-leadership on Nursing Students' Learning Flow during the COVID-19 Pandemic: Mediating Effects of Psychosocial Well-being (COVID-19 팬데믹 상황에서 온라인 수업을 경험한 간호대학생의 셀프리더십이 학습몰입에 미치는 영향: 사회심리적 건강의 매개효과를 중심으로)

  • Park, Ju Young;Kang, Min Ju;Park, Chan Gyu;Bae, Taebin;Yu, Seo Hui;Ha, Jiyeon
    • Journal of the Korean Society of School Health
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    • v.35 no.2
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    • pp.41-48
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    • 2022
  • Purpose: The purpose of the study was to investigate the mediating effects of psychosocial well-being on the relationship between self-leadership and learning flow in nursing students. Methods: A total of 148 nursing students with online class experience participated in the study. The data were analyzed using the independent t-test, Pearson's correlation coefficient, PROCESS macro, and bootstrapping methods with SPSS Statistics 26.0. Results: The results showed that self-leadership, learning flow, and psychosocial well-being were significantly correlated, and self-leadership had a direct effect on learning flow. In other words, the higher the level of self-leadership, the higher the learning flow of nursing students. Psychosocial well-being was partially mediated by self-leadership and learning flow. Conclusion: It is necessary to develop and implement programs for self-leadership and psychosocial well-being enhancement as a strategy to enhance nursing students' learning flow.

A Study on the Relationship of Distraction Factors, Presence, Flow, and Learning Effects in HMD-based Immersed VR Learning (HMD기반 몰입형 VR 학습에서 방해요인, 프레즌스, 몰입, 학습효과 사이의 관계에 관한 연구)

  • Kwon, Chongsan
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.1002-1020
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    • 2018
  • Virtual reality (VR) technologies, which have been improved of late, offer experiences closer to reality than before. While VR technologies are expected to be an effective medium if used in learning content that cannot be offered in real life, distraction factors in VR technologies may prevent the users' presence and flow, making these technologies ineffective. Therefore, this study, through experiment and observation, analyzed the effect of distraction factors on the user's experience perception and learning effect when using HMD-based immersive VR. Experimental results revealed that the distraction factors were shown to have a negative, albeit not generally significant (except for tactile interactivity), effect on vividness, tactile interactivity, locomotive interactivity, presence, and flow. Ultimately, they were shown to have a negative effect on learning.

Analysis of Basic Factors of Self-Directed Learning for the Creative Leaning Management (창의적 학습 경영을 위한 자기주도학습 기초요인 분석)

  • Ko, Jae Lyang;Kim, Kyung Soon;Byun, Sang Hea
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.4
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    • pp.145-159
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    • 2013
  • The purpose of this study is to analyze the structural relationship as to how learning flow and self-directed learning are linked to learning motives and academic self-efficacy in the learning setting of high school students. To accomplish such purpose, based on theoretical backgrounds and preceding research findings evaluation models were put to verification for a valid research model for this study. The initial hypothetical model was that self-directed learning ability would have a direct influence on learning motive, academic efficacy and learning flow, while having an indirect influence on learning flow with learning motive and self-efficacy acting as a mediating variable. But the hypothetical model showed low significance level between self-directed learning and learning motive, and learning motive and learning flow. Therefore, links were adjusted to create the final model within the scope that the adequacy of the model might not be compromised. To verify the model, 900 high school students in Seoul were surveyed and the collected data were statistically analyzed using AMOS v21.0 and SPSS v21.0 But 815 surveys were excluded because they were not sufficiently answered. From the analysis, it was found that self-directed learning and academic efficacy have a direct influence on learning flow while self-directed learning and academic efficacy have an indirect leaning motive and learning flow. This finding means that, in the relationship of self-directed learning and learning flow, learning motive and learning efficacy are positive factors that help high school students experience learning flow. Thus, in order to enhance the experience of self-directed learning ability of high school students, various educational endeavors are needed to draw the experience of learning flow during the regular course of study. In addition, customized educational methods and environments are required to increase academic efficacy of the students.

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Effect of Role Rotation Experience on Learning Flow, Self Leadership and Debriefing Satisfaction of Nursing Students in Simulation Learning (시뮬레이션학습에서 역할교대 경험이 간호대학생의 학습몰입, 셀프리더십 및 디브리핑 만족도에 미치는 효과)

  • Seo, Ji-Yeong;Choi, Eun-Hee;Lee, Kyung-Eun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.423-430
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    • 2017
  • This study examined the effects of role rotation experience on learning flow, self leadership and debriefing satisfaction in nursing students. A non-equivalence control group quasi-experimental study was used and included as participants 203 junior nursing students at Y University. The experimental group (n=103) participated in the teaching class using a role rotation experience, while the control group (n=100) received conventional practice education. The outcome measurements were learning flow, self leadership, and debriefing satisfaction. The collected data were analyzed using a chi-test, and at-test using the SPSS WIN 21.0 program. The total score of learning flow and self leadership were similar in the two groups. On the other hand, in the case of the debriefing satisfaction (t=-2.70, p=.008), the experimental group ($4.24{\pm}0.51$) was remarkably higher than the control group ($4.03{\pm}0.60$). Although the changes regarding the learning flow and self leadership could not be identified, the debriefing satisfaction had been affected by the practice education using the role rotation experience. Therefore, to identify the effects of simulation education for further details, more research with diversified subjects and varied durations is needed.

Influences of the User's Experienced Space Perception on the Flow at Digital Interactive Contents (디지털 상호작용 콘텐츠에서 체험적 공간감이 몰입에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.5 no.4
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    • pp.198-205
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    • 2012
  • This study deals with development of an evaluating tool for flow experience and presence to evaluate interactive digital contents. The tool is able to measure the grade of flow and presence by surveying with their factors which are known to affect flow experience and presence. One of reasons for reducing flow experience and presence in 3D digital contents is that the experience in the virtual world is different from user's prerequisite learning in the real life. The recent interactive contents using physical movement of users as an input is possible to provide unsafe situation to users due to the different experience. The suggested flow measurement tool is able to evaluate presence and flow experience of an interactive 3D contents as well as flow and presence factors are possible to use as a general guideline for all stages of producing interactive 3D digital contents.

An Empirical Study on the Factors Affecting Continuance Intention to Use of Online Distance Learning of Airline Department Collegue Students : Focused on Post-Acceptance Model (항공과 대학생들의 실시간 온라인 원격수업의 지속사용의도에 영향을 미치는 요인에 관한 연구 : 후기수용모델을 중심으로)

  • Lee, You-Jin
    • Journal of Information Technology Services
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    • v.19 no.5
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    • pp.107-124
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    • 2020
  • Due to spread of covid-19, which began in December 2019, the usage of online distance learning has expanded within colleges. However, because of the lack of readiness for running online distance learning, professors and students had to experience a lot of inconvenience. In the near future, the usage of online distance learnig is expected to more expand, thus, it seems that there should be a strategies for sustainable online learning operations. This study aims to investigate which factors have impact on the continuance intention to usage of online distance learning of airline department students, focused on Post-Acceptance Model. For the empirical analysis, this study utilized a structural equation model after collecting 136 survey data. The results is as follow; First, user interface has positive impact on confirmation and confirmation has positive impact on satisfaction of online distance learning. Seconds, confirmation has positive impact on perceived usefulness, flow and social presence. Third, social presence has positive impact on satisfaction of online distance learning, but perceived usefulness and flow didn't have statistically meaningful impact on satisfaction. Finally, statisfaction of online distance learning has huge positive impact on continuance intention to usage. It is expected that the implications of this study enable colleges effectively to run online distance learning in preparation for the post-covid 19 era.

A Study On Structural Relationships Among Academic Achievement Variables for Smart Learning Performance (스마트 러닝 학습성과 향상을 위한 학습 동기 전략 요인들 간의 구조적 관계 연구)

  • Kim, Bum-Nyun;Kim, Yeong-Real
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.2
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    • pp.53-61
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    • 2018
  • Flow is an optimal psychological state that people experience when engaged in an activity that is both appropriately challenging to one's skill level, often resulting in immersion and concentrated focus on a task. Through the study model, we found that Flow can result in deep learning and high levels of learning performance.

A Study on the Factors Affecting Flow in e-Learning Environment - Focusing on Interaction Factors and Affordance - (이러닝 환경에서 몰입에 영향을 미치는 요인 연구 -상호작용 요인과 어포던스 요인을 중심으로-)

  • Lee, So-Young;Kim, Hyung-Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.522-534
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    • 2019
  • The purpose of this study is to investigate the interaction factors(learning motivation, concrete feedback, learner's control) and affordance factors (aesthetics, playfulness, stability) that influence flow in e - learning. This study collected 236 survey data from e-learning users. The data was analyzed the statistical relationships among the variables using the SPSS21 and AMOS21. The measurement model was reliable and valid, and the structual model was good. The result shows that interaction factors (concrete feedback, learner's control) and affordance factor (playfulness) influence on flow. Flow has a significant effect on satisfaction. Especially the effect of playfulness on flow is meaningful. Playfulness is one of the most important factors leading to the flow state of humans. The contribution of this study is to find the factors influencing flow in the interaction between learners and computer in e-learning. It can be used to provide an entertainment experience that can enhance the satisfaction of consumers in the Internet environment by finding the antecedents that affect the flow in computer - human interaction.

The Effect of the Artificial Intelligence Storytelling Education Program on the Learning Flow (인공지능 스토리텔링 교육 프로그램이 학습 몰입도에 미치는 영향)

  • JinKwan Kim;Kyujung Han
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.353-360
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    • 2022
  • The purpose of this study is to verify the effect of artificial intelligence storytelling education program designed to help learning artificial intelligence based on storytelling, the most important element of human intelligence, on learning flow. To this end, a 16-hour artificial intelligence education program was designed and developed, and applied over 8 weeks to 19 gifted students in 5th and 6th grades of elementary school. Artificial intelligence storytelling education program was developed in the form of teaching and learning course plans for each class and storybooks. Artificial intelligence storytelling education program application results showed significant improvements in average scores in all 9 sub-factors of learning flow, including combination of challenges and abilities, integration of behavior and consciousness, clear goal, concrete feedback, focus on task, sense of control, loss of self-consciousness, Distortion of the sense of time, and self-purpose experience. In other words, it was confirmed that artificial intelligence storytelling education program was effective in improving learning flow.

Augmented Reality Authoring Tool and Marine Life Culture Contents for 3D Realistic Experience-Based Learning (3D 실감 체험학습을 위한 증강현실 저작도구 및 해양생물 문화콘텐츠)

  • Won, Yong-Tae;Kim, Ha-Dong
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.70-80
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    • 2012
  • The marine life culture contents added with fun and learning factors are created in a 3D space, and the development of augmented reality contents concerning marine life resources in islands and the utilization method of experience-based learning are proposed. As a WYSIWYG-based authoring tool, an augmented reality authoring tool was made to easily use a authoring tool through a node structure and drag & drop. Marine life contents add the animation effect through a marker and event factors such as the change of modeling data, and also, they support real experience-based learning with the narration of marine life. Based on around 50 species of marine animals augmented reality contents, a marine animal AR book can be utilized as a textbook for elementary school classes, and as a 3D image education utilizing augmented reality, it enhances a learning effect by allowing realistic observation, various ways of thinking, and the maximum flow.