• 제목/요약/키워드: learning immersion

검색결과 216건 처리시간 0.021초

비대면 하브루타 활동을 적용한 수업이 간호대학생의 의사소통능력, 학업적 자기효능감, 학습몰입에 미치는 효과 : 일개 대학 2학년 학생 대상으로 (The Effect of Classes Applying Non-face-to-face Havruta's Activities on Communication Competency, Academic Self-efficacy, and Learning Immersion in Nursing Students)

  • 이지혜;문숙자
    • 산업융합연구
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    • 제20권7호
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    • pp.79-88
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    • 2022
  • 본 연구는 비대면 하브루타 활동이 간호대학생의 의사소통능력, 학업적 자기효능감, 학습몰입에 미치는 영향을 확인하기 위한 단일군 전후설계(one group pretest-posttest design) 연구이다. 연구는 2021년 9월부터 10월까지 진행되었으며 자료수집은 간호대학생 69명의 자가보고식 설문지를 이용하여 이루어졌다. 수집된 자료는 SPSS 24.0을 이용하여 분석되었고, 대상자의 일반적 특성은 기술적 통계로, 비대면 하브루타 활동 전후 의사소통능력, 학업적 자기효능감, 학습몰입의 차이는 paired t-test로 분석하였다. 통계 분석 결과, 비대면 하브루타 활동 전에 비하여 후에 대상자의 의사소통능력, 학업적 자기효능감, 학습몰입이 유의하게 상승되었다. 본 연구의 결과는 추후 비대면 하브루타 활동을 수업에 적용하고 싶은 교수자들에게 유용한 기초자료가 될 수 있을 것이다.

마인크래프트 플랫폼을 이용한 소프트웨어교육 교수학습 모형 (The Development of Instruction Model for SW Education using the Minecraft Platform)

  • 이명숙
    • 디지털산업정보학회논문지
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    • 제15권3호
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    • pp.119-128
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    • 2019
  • Minecraft game is a sandboxed game based on a high degree of users' freedom; the game encourages its users to recreate various play patterns to increase their immersion. Although recently there were many studies that use Minecraft game techniques to improve the teaching methods but still not well adapted due to being applications-based techniques. In this paper, we present a teaching model that utilizes the same concept of the Minecraft games in where learners customize the class concepts based on their needs. Moreover, Minecraft-based learning games attempt to be used for learner-led, creativity and programming instruction, to overcome these use-cases limitations, by our study we aim to include the Minecraft-based learning games in class teaching activities, theoretical and practical lessons. In this way, we intend to increase interest in programming lessons, and to increase immersion as another way of game learning. In the future, we attempt to measure various effects of the uses of Minecraft-game-based teaching in programming classes compare to the traditionally used methods.

AR기반 영어학습을 위한 효과적 콘텐츠 구성 방향에 대한 연구 (A study of effective contents construction for AR based English learning)

  • 김영섭;전수진;임상민
    • 정보통신설비학회논문지
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    • 제10권4호
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    • pp.143-147
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    • 2011
  • The system using augmented reality can save the time and cost. It is verified in various fields under the possibility of a technology by solving unrealistic feeling in the virtual space. Therefore, augmented reality has a variety of the potential to be used. Generally, multimodal senses such as visual/auditory/tactile feed back are well known as a method for enhancing the immersion in case of interaction with virtual object. By adapting tangible object we can provide touch sensation to users. a 3D model of the same scale overlays the whole area of the tangible object; thus, the marker area is invisible. This contributes to enhancing immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In this paper, sound feedback is considered. By further improving immersion learning augmented reality for children with the initial step learning content is presented. Augmented reality is in the intermediate stages between future world and real world as well as its adaptability is estimated more than virtual reality.

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공학계열 대학생의 전공만족도 영향 요인 탐색 : T 대학교를 중심으로 (Exploring the Factors Influencing Major Satisfaction of Engineering College Students : Focusing on T University)

  • 유현주
    • 공학교육연구
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    • 제27권1호
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    • pp.41-49
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    • 2024
  • The purpose of this study is to explore ways to improve major satisfaction that can be applied by universities through the analysis of factors influencing major satisfaction of engineering college students. To this end, Korea-National Survey of Student Engagement(K-NSSE) data involving 814 students from T University were used, and logistic regression analysis and t-test were applied. The main results obtained through this are as follows. First, engineering college students' major satisfaction factors include major-career relevance, college immersion, and positive academic sentiment. Second, depending on the grade, it was confirmed that the factor of major-career relevance in the lower grades, and the factors of meaningful learning experience and college immersion in addition to major-career relevance in the upper grades had a significant influence. Third, the higher the meaningful learning experience, positive academic sentiment, and college immersion, including the major-career relevance, the higher the major satisfaction was found in the middle-class group with a score of BO or higher. This study is meaningful in that it revealed differences in influence by individual characteristics as well as major satisfaction influencing factors that can be practiced in universities such as learning experiences.

일부 치위생과 학생의 교육만족도와 학습참여도와의 관련성 (Relationship between educational satisfaction and learning participation in dental hygiene students)

  • 황미영;장계원;원복연
    • 한국치위생학회지
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    • 제15권6호
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    • pp.1091-1097
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    • 2015
  • Objectives: The purpose of this study was to examine the relationship between educational satisfaction and learning participation of dental hygiene students. Method: A self-reported questionnaire was completed by 344 dental hygiene students in Gyeonggido, Chungcheongdo, and Gyeongsangdo from June 2 to 24, 2014, The questionnaire consisted of general characteristics of the subjects(3 items), choice reason of dental hygiene(7 items), educational satisfaction(22 items), and learning participation(11 items). The educational satisfaction and learning participation were assessed by Likert 5 points scale. Data were analyzed by a statistical package SPSS WIN 18.0. Results: Educational satisfaction included educational environments, teaching, educational content and educational effect. Learning participation included class flow, class participation and class readiness. Gyeongsangdo students tended to have higher score than other areas. The educational effect and teaching effect had more influence on learning participation. Conclusion: To improve the better dental hygiene education, it is important to prepare the effective educational methods and find out the influencing factors for class immersion.

기독교 대학의 예비유아교사 전공수업에서 비대면수업 방식에 따라 학습동기 유형이 몰입에 미치는 영향 탐색 (Exploring the effect of Learning Motivation type on Immersion According to the Non-Face-To-Face Teaching Method in the Major Classes for Preschool Teachers at Christian Universities)

  • 이은철
    • 기독교교육논총
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    • 제69권
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    • pp.139-162
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    • 2022
  • 본 연구는 비대면 수업 방식에 의해 몰입에 대한 학습동기의 영향을 검증하였다. 이를 위해서 유아교육을 전공하고 있는 101명의 대학생을 연구대상으로 선정하였다. 연구대상의 평균 연령은 22.6세이며, 비실시간 비대면 수업을 수강한 학생은 51명이며, 실시간 비대면 수업을 수강한 학생은 50명이다. 연구는 비대면 수업이 종료된 이후에 몰입 수준과 학습동기 유형을 측정하였다. 측정된 자료는 기술통계분석과 다중회귀분석을 사용하여 분석하였다. 그 결과, 전체 학생을 대상으로 한 결과는 몰입에 대해 수행접근목표가 가장 많은 영향을 주었고, 숙달목표지향이 다음으로 영향을 주었다. 수행회피지향은 영향을 주지 못했다. 비실시간 비대면 수업 학생들은 수행접근목표지향이 몰입에 영향을 주었고, 실시간 비대면 수업 학생들은 숙달목표지향이 영향을 주었다. 본 연구 결과를 통해서 얻을 수 있는 시사점은 다음과 같다. 첫째, 비실시간 비대면 수업은 실수와 실패가 없도록 기초적인 지식과 기능에 대한 내용을 다루어야 한다. 둘째, 비실시간 비대면 수업은 적절한 난이도를 가지고 있는 과제들을 마감 시간을 두고 수행하도록 해야 한다. 셋째, 실시간 비대면 수업은 실수와 실패에 대한 두려움을 낮추어야 한다.

코로나 19 상황에서 비대면 수업이 치위생과 학생들의 자기 주도적 학습능력 및 학습몰입이 전공만족도에 미치는 영향 (The effect of un-contact lecturess on dental hygiene and students' self-directed learning ability and learning immersion on major satisfaction in the COVID-19 situation)

  • 도유정;민희홍
    • 산업융합연구
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    • 제20권2호
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    • pp.71-78
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    • 2022
  • 본 연구는 치위생과 학생들의 전공 만족도를 높일 수 있는 방안을 마련하여 비대면 수업 상황에서 치위생과 학생들이 인지하는 치위생 전공 교육에 적응하고 학업에 집중할 수 있도록 바람직한 비전을 제시하고자 한다. 자료 수집은 2021년 6월 20일부터 8월 19일까지 서울·충청·강원 지역 대학 치위생과 학생들을 편의표본추출 하였으며 자기기입식 설문법으로 작성하였다. 연구대상자의 일반적 특성에 따른 변수의 차이는 t-검정, 일원분산분석을 하였고, 사후검정은 Tukey로 검증하였다. 변수 간의 상관관계는 Pearson's correlation을 하였고, 치위생과 학생의 전공만족도에 영향을 미치는 요인은 Multiple regression으로 하였다. 치위생과 학생의 자기 주도적 학습능력은 3.57점이었고, 학습몰입은 3.02점이었으며, 전공만족도는 3.54점이었다. 치위생과 학생들은 학년이 높고, 대학생활 만족도가 높을수록, 학습몰입과 자기 주도적 학습능력이 높을수록 전공만족도가 높은 것으로 나타났다. 따라서 코로나 19로 어려운 여건 속에서 전공만족도 향상을 위해 체계적인 프로그램 개발 및 적용이 필요한 것으로 나타났다.

가상현실 교육에서 디바이스의 영향: 몰입, 사회적 자의식, 학습 동기를 중심으로 (The Effects of Device on Virtual Reality based Education: Focused on Immersion, Social Consciousness, and Learning Motivation)

  • 최성호;원종서
    • 한국콘텐츠학회논문지
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    • 제18권1호
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    • pp.487-492
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    • 2018
  • 본 연구의 목적은 가상현실 교육 서비스에서 동일한 서비스를 서로 다른 디바이스로 체험함에 따른 영향을 살펴보고자 한다. 이를 위해 HMD(헤드 마운트 디스플레이)와 테블릿 PC를 통한 교육을 진행하였으며, 두 가지 기기에서 동일한 교육을 제공하는 토클리쉬라는 영어 교육 서비스를 이용하여 총 37명의 피실험자를 대상으로 실험을 진행하였다. 그 결과, HMD를 사용한 피 실험자가 테블릿 PC를 이용한 피실험자 보다 동일한 교육을 체험하더라도 몰입, 사회적 자의식, 그리고 학습 동기가 더욱 높은 것으로 나타났다. 이 결과를 바탕으로 향후 가상현실 교육 서비스를 위한 시사점을 제시한다.

치위생과 학생의 자기 주도적 학습능력에 영향을 미치는 요인 (Factors Affecting the Self-Directed Learning Ability of Dental Hygiene Students)

  • 강현숙;소미현;조윤영
    • 한국학교ㆍ지역보건교육학회지
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    • 제23권4호
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    • pp.17-28
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    • 2022
  • Objectives: This study aimed to provide the measures for improving the self-directed learning ability and the reference data for substantializing the educational programs by verifying the main factors affecting the self-directed learning ability of dental hygiene students in reality when the learners' autonomy is emphasized than ever. Methods: From June 20 to July 4, 2022, an online survey was conducted targeting total 218 dental hygiene students. The collected data was analyzed by using the SPSS Program Version 22.0. Results: First, in the results of analyzing differences in detailed items of self-directed learning ability according to the general characteristics, the 'students who entered the department of dental hygiene by considering their aptitude and interest' showed higher results than the 'students who entered the department by considering their high school record'. Second, when the academic efficacy, study immersion, and problem-solving ability of dental hygiene students were higher, their self-directed learning ability was also high. Third, the factor that had the greatest effect on self-directed learning ability of dental hygiene students was problem-solving ability, which was followed by academic efficacy and study immersion. Conclusion: Putting together the results above, in order to cultivate the problem-solving ability of dental hygiene students, it would be necessary to operate the problem-solving-centered simulation course that could foster critical thinking, interactions with others, and creative approach and solution to problems in dental medical site. It would be also possible to improve their academic efficacy by applying the learning mentoring & one-to-one learning counseling program, and also strengthening proper feedbacks for learners. Moreover, the study immersion could be strengthened by developing and operating the emotion-based learning motivation program & learning coaching program through the process of verifying the potential and growth needs of learners, exploring one's own resources through learning diagnosis/introspection, and exploring the career-related vision for strengthening the learning motivation, which could have positive effects on the improvement of self-directed learning ability.

A Case Study of Educational Content using Arduino based on Augmented Reality

  • Soyoung Kim;Heesun Kim
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.268-276
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    • 2023
  • The representative branch of ICT education is Arduino. However, there are various problems when teaching using Arduino. Arduino requires a complex understanding of hardware and software, and this can be perceived as a difficult course, especially for beginners who are not familiar with programming or electronics. Additionally, the process of connecting the pins of the Arduino board and components must be accurate, and even small mistakes can lead to project failure, which can reduce the learner's concentration and interest in learning Arduino. Existing Arduino learning content consists of text and images in 2D format, which has limitations in increasing student understanding and immersion. Therefore, in this paper analyzes the necessary conditions for sprouting 'growing kidney beans' in the first semester of the fourth grade of elementary school, and builds an automated experimental environment using Arduino. Augmented reality of the pin connection process was designed and produced to solve the difficulties when building an automation system using Arduino. After 3D modeling Arduino and components using 3D Max, animation was set, and augmented reality (AR) content was produced using Unity to provide learners with more intuitive and immersive learning content when learning Arduino. Augmented reality (AR)-based Arduino learning content production is expected to increase educational effects by improving the understanding and immersion of classes in ICT education using Arduino and inducing fun and interest in physical computing coding education.