• 제목/요약/키워드: learning immersion

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문제중심학습 통합 시뮬레이션교육이 간호대학생의 간호지식, 비판적 사고성향, 문제 해결 능력 및 수업 몰입도에 미치는 효과 (Effects of integrative simulation practice on nursing knowledge, critical thinking, problem-solving ability, and immersion in problem-based learning among nursing students)

  • 송영아
    • 여성건강간호학회지
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    • 제26권1호
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    • pp.61-71
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    • 2020
  • Purpose: This study was conducted to investigate the effects of problem-based learning-integrative simulation practice (PBL-ISP) on nursing knowledge, critical thinking, problem-solving ability, and immersion among nursing students. Methods: The study used a nonequivalent control group post-test design. A PBL-ISP educational program was provided to the experimental group, and hands-on practice using a high-fidelity simulator (HFS) was administered to the control group. There were 42 subjects in the experimental group and 40 in the control group. Data were collected during the fall semester of 2019. Using SPSS for Windows version 23.0, data were analyzed in terms of frequency, percentage, mean, standard deviation, the chi-square test, t-test, and Pearson correlation coefficients. Results: Significant differences between the experimental and control groups were found in nursing knowledge (t=3.67, p<.001), critical thinking (t=3.40, p=.001), problem-solving ability (t=3.52, p=.001) and immersion (t=4.44, p<.001). Conclusion: PBL-ISP was more effective in improving nursing knowledge, critical thinking, problem-solving ability, and immersion than was hands-on practice using an HFS.

Effectiveness of Learning Performances According to Financial Motivation of University Students

  • PARK, Young-Sool;KWON, Lee-Seung;CHOI, Eun-Mee
    • Asian Journal of Business Environment
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    • 제9권3호
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    • pp.27-38
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    • 2019
  • Purpose - The aim of this study is to explore the effectiveness in educational differences between students of the government's financial-funded groups and the non-financial-funded groups at a university in Korea. Research design, data, and methodology - The study was conducted using a survey tool of National Assessment for Student Engagement in Learning. In total, 334 participants were surveyed, of which 290 students were participants in economic support program and 44 were nonattendance program students. The general characteristics of all of the participants were investigated by frequency analysis. The analysis of participants' collective characteristics used independent t and f-test, and one-way ANOVA with IBM SPSS Statistics package program 22.0. Results - The number of participating students is higher than that of non-participating students in relation to in-activities of university immersion, but the number of participating students is lower than that of non-participating students in relation to in-quality of student support. However, there was no statistical significance. The confidence coefficient of the university-immersion and student support questionnaire is 0.860 and 0.913, respectively. Conclusions - There is no significant difference in the activities of university immersion and student support between students who participate in the economic support program and those who do not.

증강현실을 활용한 소집단 학습에서 개념 이해 및 몰입, 상황 흥미를 촉진할 수 있는 학습 환경 탐색 (An Exploration of Learning Environment for Promoting Conceptual Understanding, Immersion and Situational Interest in Small Group Learning Using Augmented Reality)

  • 신석진;노태희;이재원
    • 대한화학회지
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    • 제64권6호
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    • pp.360-370
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    • 2020
  • 이 연구에서는 증강현실을 활용한 소집단 학습에서 개념 이해 및 몰입, 상황 흥미를 촉진할 수 있는 학습 환경을 학생들의 자기조절 수준에 따라 탐색하였다. 서울시에 소재한 남녀공학 고등학교 1학년 95명이 연구에 참여하였다. 한 모둠에 마커와 스마트 기기를 각각 1개(1-1), 2개(2-2) 또는 4개(4-4)를 제공하는 세 가지 학습 환경을 구성하고, 학생들을 4인 1모둠으로 편성하여 각 학습 환경에 무선 배치하였다. 통합과학 교과의 화학 결합 개념에 대하여 증강현실을 활용한 소집단 학습을 2차시 동안 실시하였다. 이원 변량 분석 결과, 개념 이해도 검사에서는 4-4 학습 환경의 점수가 1-1 또는 2-2 학습 환경보다 유의미하게 높았으며, 자기조절 수준이 낮은 학생들이 학습 환경 변화의 영향을 받았다. 몰입감 검사에서는 4-4 학습 환경의 점수가 1-1 학습 환경보다 유의미하게 높았고, 자기조절 수준이 높은 학생들이 학습 환경 변화의 영향을 받았다. 상황 흥미 검사에서 4-4 및 2-2 학습 환경의 점수는 1-1 학습 환경보다 통계적으로 유의미하게 높았고, 학습 환경 변화는 자기조절 수준 높은 학생과 낮은 학생 모두에게 영향을 주었다. 연구 결과를 바탕으로 증강현실을 활용한 소집단 학습에서 학생들의 개념 이해 및 몰입, 상황 흥미를 촉진할 수 있는 학습 환경에 대한 교육적 함의를 논의하였다.

블렌디드 러닝을 적용한 문헌정보학 전공 교과목 운영의 효과성 연구 (A Study on the Operation Effectiveness of Library and Information Science Course Using Blended Learning)

  • 민요한 ;이보라
    • 한국비블리아학회지
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    • 제34권3호
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    • pp.255-272
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    • 2023
  • 본 연구는 문헌정보학과 학생을 대상으로 블렌디드 러닝을 적용한 전공 교과목 운영이 학습몰입도, 결과성취도, 학습만족도에 어떠한 영향을 미쳤는지 효과를 측정 및 분석 후, 학생 중심형 수업을 보다 활성화하기 위한 시사점을 모색하기 위해 수행하였다. 그 결과 첫째, 블렌디드 러닝 수업 운영 후 학습몰입도, 결과성취도, 학습만족도의 사전 및 사후 비교분석을 통해 사후조사 평균 점수가 높은 것으로 나타났다. 둘째, 학습몰입도 요인 중 학업사유인지, 학업집중, 흥미성, 통제감 등 모든 요인에서 유의미한 결과가 나왔으며 특히 학업집중과 통제감의 효과가 높게 나타났다. 셋째, 결과성취도 요인 중 성취동기, 만족감, 관계활용능력, 수업태도 등 모든 요인에서 유의미한 결과가 나왔으며 특히 만족감과 관계활용능력의 효과가 높게 나타났다. 넷째, 학습만족도 요인은 일반만족도와 학습관련 만족도 등 모두 효과가 매우 높게 나타났다. 이로써 블렌디드 러닝을 적용한 전공 교과목 운영은 문헌정보학과 학생들에게 효과가 있다는 것으로 파악되었다.

The Effect of Basic Learning Ability Improvement Clinic Classes on Self-efficacy, Immersion, and Major Satisfaction in College Students

  • Jung-Oh Lee;Gyeoung-Ran Moon
    • 한국컴퓨터정보학회논문지
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    • 제28권11호
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    • pp.135-145
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    • 2023
  • 학령인구 감소로 지방대학 신입생 중 기초학습 능력이 부족한 학생이 증가하는 추세이다. 따라서 C 전문대학에서 클리닉 프로그램을 진행해 오고 있다. 본 논문은 기초학습 능력향상 클리닉 프로그램이 전공수업에서 자기효능감, 학습 몰입도와 전공수업 만족도에 미치는 영향을 조사한 사례 연구이다. 2022년 기초학습 능력향상 클리닉 대상자에 관한 온라인과 오프라인 수업 형태에 참여 학생 238명과 참여 대상자이지만 수업 미참여 학생 221명 총 459명을 연구대상으로 조사하였다. 자료처리는 SPSS Ver. 26.0을 이용하였다. 본 연구 결과는 다음과 같다. 첫째, 기초학습 능력향상 클리닉 수업 참여그룹은 학업적 자기효능감 하위요인 중 과제 난이도 선호와 자신감에서 유의한 차이를 보였다. 둘째, 수업 참여그룹은 전공수업 학습 몰입도에서 유의한 차이를 나타냈다. 셋째, 수업 참여그룹은 전공 만족도 하위요인 모두에서 유의한 차이를 보였다. 결론적으로 기초학습 능력향상 클리닉 수업이 자기효능감, 학습몰입도, 전공 만족도에 유의미한 것으로 나타났다.

Immersive Learning Technologies in English Language Teaching: A Meta-Analysis

  • Altun, Hamide Kubra;Lee, Jeongmin
    • International Journal of Contents
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    • 제16권3호
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    • pp.18-32
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    • 2020
  • The aim of this study was to perform a meta-analysis of the learning outcomes of immersive learning technologies in English language teaching (ELT). This study examined 12 articles, yielding a total of 20 effect sizes. The Comprehensive Meta-Analysis (CMA) program was employed for data analysis. The findings revealed that the overall effect size was 0.84, implying a large effect size. Additionally, the mean effect sizes of the dependent variables revealed a large effect size for both the cognitive and affective domains. Furthermore, the study analyzed the impact of moderator variables such as sample scale, technology type, tool type, work type, program type, duration (sessions), the degree of immersion, instructional technique, and augmented reality (AR) type. Among the moderators, the degree of immersion was found to be statistically significant. In conclusion, the study results suggested that immersive learning technologies had a positive impact on learning in ELT.

Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권2호
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    • pp.267-277
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    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.

A Study on Learners' Perceptions and Learning styles of Task Research (R&E) conducted by Science High School Students

  • Dong-Seon Shin;Jong Keun Park
    • International Journal of Advanced Culture Technology
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    • 제11권4호
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    • pp.286-294
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    • 2023
  • We studied learners' perceptions and learning styles of project research activities in the chemical field conducted by 54 science high school students. In a survey of students' perceptions of task research, positive responses were found in "internal motivation," "cooperation," "task solving," and "tenacity and immersion," and statistically significant differences were found in "self-directedness," "cooperation," and "tenacity and immersion" by year. The 'lower' group responded most positively in the 'cooperation' category, and the 'higher' group responded most positively in the 'task solving' category. As a result of investigating the learning styles of the students who conducted the task research, it was found in the order of assimilator, converger, accommodator, and diverger. The assimilators showed the characteristic of systematically and scientifically approaching the problem. Convergers were found to have excellent problem-solving and decision-making ability, are practical, and have experimental-based thinking characteristics. In this study, the characteristics of science high school students showed well in the results of the learning style performed.

성인학습자의 학점은행제 참여 유의가와 학습몰입 관계 연구 (Relation Research on Participation Valence and Learning Flow of Adult Learner in the Credit Bank System)

  • 송경화;정주영;안영식
    • 수산해양교육연구
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    • 제28권5호
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    • pp.1209-1219
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    • 2016
  • In knowledge based society, lifelong learning is increasing in order to meet educational needs of adult learners. Credit Bank system which is credited by individual experience, learning and qualifications are also emphasized for continuing learning participation. However, in spite of the importance of concern in the Credit Bank System, adult learners expectation and value are not high. The purpose of this study is to analyze participation valence and learning flow of adult learner in the Credit Bank System. The result of this study is summarized as follows: first, adult learners participated in the Credit Bank System to get new knowledge and skill based on internal and external motivation and requirement not involved with individual degree. Second, adult learners participating in the Credit Bank System are experiencing learning flow realizing that behavior of participation is compensated, adult learners are concentrating and feeling with satisfaction and pleasure to study. Third, participation in the Credit Bank System based on adult learner's own right learning requirement have been analyzed as it has a positive effect to the learning flow and have indicated that adult learners having high level of valence experience, recognition immersion, behavioral devotion, and egoistic immersion. Based on the conclusion, further studies are suggested.

VR 저작도구 기반 노벨 엔지니어링(NE) 교육이 초등학생의 융합인재소양과 학습몰입에 미치는 효과 (The Effect of Novel Engineering (NE) Education using VR authoring tool on STEAM literacy and Learning Immersion)

  • 송해남;김태령
    • 정보교육학회논문지
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    • 제26권3호
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    • pp.153-165
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    • 2022
  • 본 연구는 독서와 공학을 융합한 수업 모델인 노벨 엔지니어링(이하 NE) 교육 프로그램에 관한 것이다. NE 수업의 도구로 VR 저작도구인 CospacesEdu를 이용하여 직접 가상현실을 설계하고 프로그래밍하는 과정을 포함함으로써, 해당 교육 프로그램이 학습자들의 융합인재소양과 학습몰입에 미치는 효과를 확인하였다. 교육 내용의 소재로는 독도 교육을 선정하여 진행하였다. 프로그램의 적용 결과 융합인재소양의 평균이 상승하였으며, 그 중 융합 영역에서 통계적으로 유의미한 변화를 확인하였다. 학습몰입은 총 5가지 하위 영역 중 과제와 능력의 균형 영역에서 유의미한 향상을 보였다. 반면 책 읽기로 시작하여 정보 수집, VR 설계, 이야기 바꿔쓰기까지 진행되는 차시가 긴 NE 수업 모델의 특성상 어려움을 느끼는 학생들이 있었다. 본 연구의 결과가 NE 수업 모델의 일반화에 도움을 주고, 새로운 방향을 제시하는 자료로 유용하게 활용되길 기대한다.