• Title/Summary/Keyword: lecture interesting

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Case Study on Osteology Practice at Human Anatomy Course: Focused on the Students in the Department of Biomedical Laboratory Science (인체해부학 수업에서 골학실습의 활용 사례 연구: 임상병리학과 학생을 중심으로)

  • Kim, Jin-Hee
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.144-152
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    • 2016
  • This study was conducted for the first time based on the evidence that cadaver practice is not easy in the university without medical school where cadaver dissection is not easy to look for. The purpose of this study was to evaluate the effect of osteology practice at human anatomy course for students at the freshman stage in college of health science without medical school. Both self report questionnaires and evaluation paper were analyzed depending on the course of higher education and gender. As a result of analysis, most students thought that osteology practice was interesting and it helped to understand of anatomy lecture. But students from liberal arts had poor understanding of bone's direction compared with students from natural sciences. And most students wanted to do cadaver dissectionafter osteology practice. In conclusion, osteology practice was recommended to student's expectation as well as education of gross anatomy in department of biomedical laboratory science, collage of health science without medical school. This study suggested that practice of gross anatomy should run parallel with lecture.

Incorporation of Brainteaser Game in Basic Organic Chemistry Course to Enhance Students' Attitude and Academic Achievement

  • Cha, Jeongho;Kan, Su-Yin;Wahab, Nurul Huda Abdul;Aziz, Ahmad Nazif;Chia, Poh Wai
    • Journal of the Korean Chemical Society
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    • v.61 no.4
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    • pp.218-222
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    • 2017
  • Game shows are capable of grabbing students' attention in a lecture, and at the same time offers much delight to students to learn in a more interesting and entertaining way. A mind game was developed and incorporated into the teaching of basic organic chemistry course at the Universiti Malaysia Terengganu. The modified brainteaser game is comprised of a set of problems associated with vocabulary or concepts in basic organic chemistry, whereby students were required to solve within a stipulated time frame. Students' attitude changes were then evaluated with the administration of Attitude toward the Subject of Chemistry Inventory Version 2 (ASCIv2) questionnaire. The result of this study revealed that the intervention group experienced a significant change in attitude towards the course as compared to the control group. The intervention group also experienced a positive learning environment, resulting in an increased academic performance and interest.

An Application of Problem Based Learning to an Earth Science Course in Higher Education

  • Kwon, Byung-Doo;Kim, Kyung-Jin
    • Journal of the Korean earth science society
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    • v.24 no.2
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    • pp.108-116
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    • 2003
  • Problem Based Learning (PBL) is one of methods which has been developed to promote student-centered learning and to pursue self-directed learning for life-long learning. The purpose of this study is exploring the possibility of Problem Based Learning (PBL) in college Earth science course. The participants of this study were fourteen students attending an Earth science class at Sookmyung Women's University in Seoul. PBL was implemented in the form of group project with utilizing Web-based course tool. We provided questionnaires and conducted interviews to figure out students' perception about PBL. The findings were as follows: Through a given experiences, (1) students participated more actively than LBL (Lecture Based Learning), (2) more students were engaged with self-directed learning, and (3) students made higher cognitive efforts. LBL seemed to be more efficient way to acquire factual knowledge. In the meanwhile, PBL did not seem to affect the improvement of communication skills. Students could not make use of Web-based course tool effectively in communicating with other team members. In this study, we found that college student participants preferred problems related to everyday life, environmental issues and interesting but unusual incidents. On the other hand, they felt difficult in open-ended problems, especially when they were asked to provide their own evaluation. On the basis of PBL experiment in this paper, we present one method of successful implementation of PBL and suggest topics which should be studied in the future.

Avatar Application for Fashion Cyber Education - Focused on Optical Illusion of Design Elements according to Body Shapes - (패션 사이버 교육(敎育)을 위한 아바타 제작(製作)및 활용(活用) - 체형(體型)에 따른 디자인요소(要素)의 착시효과(錯視效果)를 중심(中心)으로 -)

  • Lim, Hyun-Jung;Park, Hye-Won
    • Journal of Fashion Business
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    • v.9 no.4
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    • pp.1-15
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    • 2005
  • Interesting education which utilizes cyber visual and audio multimedia effects, we regard it as a very effective education but those programs are not prepared yet. So, the purpose of this research is to provide a new direction for cyber fashion education with the use of avatars as the multimedia factor to increase student's interest and understanding. First, we investigated the present situation of fashion cyber education and the present avatar usage situation online, and also we searched literature and the internet to investigate the general theory of design. Second, we used Adobe photoshop 7.0 to make avatars, then, we used Macromedia Flash MX to design the avatar on our web site, and to make it look more realistic. According to the research results, cyber fashion education is usually used as marketing in certain areas, and for middle school, and high school students it is mainly used as text and lecture videos. When searching for fashion sites that use avatars, we found that most fashion shopping malls use them. Because avatars can give visual effects and also increase interest and fun, they can increase concentration and understanding and can be effective in fashion cyber education.

A Survey of Students' Satisfaction on Participation Learning Using Role-play in Clerkship (의사-환자 역할극을 통한 참여형 임상실습 만족도 조사)

  • Song, Min-Kyung;Hong, Seung-Ug
    • The Journal of Korean Medicine Ophthalmology and Otolaryngology and Dermatology
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    • v.25 no.3
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    • pp.65-77
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    • 2012
  • Objectives : The purpose of this study is to evaluate students' satisfaction on participation learning using role-play in clerkship of Oriental Ophthalmology & Otolaryngology department. Methods : In 2012, 93 sixth grade students undergoing Oriental Ophthalmology & Otolaryngology clerkship were included in this study. The students listened to a lecture on nasal disease. And three days later, Students were randomly divided into two groups, doctor or patient, and performed role-play in their role. After role- play, they completed the questionnaire, the questionnaire was composed of 16 items. Results : Mean of total satisfaction score was 4.14. Mean of interest and appropriacy score was 4.48, mean of usefulness satisfaction was 3.93. There was no significant difference in mean scores by the role groups. Students evaluated the role-play in clerkship positively. Conclusions : Students evaluated the role-play that it was interesting and useful educational tool in clerkship. It is necessary to undergo further trials and complement programs to upgrade the quality of Oriental medical clerkship.

Method and Case Study of Decision Tree for Content Design Education (콘텐츠 디자인교육을 위한 의사 결정 트리 활용 방법과 사례연구)

  • Kim, Sungkon
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.283-288
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    • 2019
  • In order to overcome the students' lack of information and experience, we developed a content planning tree that utilizes a decision tree. The content planning tree consists of a tree trunk creation step in which students select a theme and a story to develop, a parent branch generation step for selecting a category that can be developed based on the story, a child branch generation step for selecting the interesting "effect" method of producing the content effectively, a leaf generation step for selecting a multimedia expression 'element' to be visualized. The educational model was applied to game planning design and information visualization lectures, and provides examples of the categories, effects, and elements used in each lecture. The model was used for 145 team projects and the efficiency was confirmed by a step-by-step learning process.

Satisfaction and Perception of Nutrition Education by Elementary School Students (초등학생의 영양교육에 대한 만족과 인식 조사)

  • Yun, Jee-Sun;Lyu, Eun-Soon
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.41 no.9
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    • pp.1259-1264
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    • 2012
  • The study was conducted to investigate the perception and satisfaction of nutrition education by elementary school students. Questionnaires were distributed to a total of 327 students at three elementary schools in the Ulsan area in July 2010. Fifty-two percent of the respondents were satisfied with the teaching tools/audio-visual materials for nutrition education. Compared with other lectures, 46.5% of the students responded that nutrition education was more interesting. Average scores for necessity of nutrition education was 4.02/5.00, and willingness to participate in re-education lecture was 3.80/5.00. Seventy-seven percent of students answered that they would encourage friends to participate in nutrition education. Average scores for necessity of nutrition education and willingness to participate in re-education lecture were significantly (p<0.01) higher in the student group that was satisfied with the teaching tools/audio-visual materials and lectures. Students who were satisfied with the tools/audio-visual materials and those interested in nutrition education had significantly (p<0.01) higher average scores for improved dietary habits from nutrition education contents compared to other students.

Development and Evaluation of Home Economics Flipped Problem-Based Learning(FPBL) Education Plans for Middle School Students: Focusing on 'Food Selection and Storage' Unit (중학생을 위한 가정과 거꾸로 문제중심학습(FPBL) 교육안 개발과 평가: 식품 선택과 보관 단원을 중심으로)

  • Ryu, Ji Sun;Chae, Jung-Hyun
    • Journal of Korean Home Economics Education Association
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    • v.33 no.4
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    • pp.65-84
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    • 2021
  • The purpose of this study was to develop and evaluate the Home Economics(HE) Flipped Problem-Based Learning(FPBL) education plans focusing on 'food selection and storage' unit for middle school students. The results of this study are as follows. First, middle school students who participated in the class had mainly experienced lecture-style classes previously, but they preferred group activity classes to lecture-style classes. Their 'preferred on-line class tools' was 'Miricanvas', and the 'helpful on-line class tools for learning' was 'Tinkerbell'. Second, the HE FPBL education plan was designed and developed to conduct block time classes, twice a week for 3 weeks by applying the '13 stages of FPBL'. The main topic of the class is "food selection and storage that protects health and the environment". The practical and unstructured problems in the FPBL was to participate in the 'Food Selection and Storage to Protect Health and Environment' mission development contest of a TV entertainment program. Learning materials(stepping video, reading materials, activity sheets, and evaluation tools for process-based evaluation) were developed. The 206 senior students at a middle school in Haeundae-gu, Busan, took the class for three weeks and evaluated it as a good class that helps them learn, is satisfactory, interesting, and suitable, leads to class participation, and is differentiated from other teaching methods.

Workers' perceptions on the experience education for occupational safety and health in community: Focused on the values and affecting factors (지역사회 산업안전보건 체험교육에 대한 근로자의 인식: 체험교육의 가치와 영향 요인을 중심으로)

  • Park, Kyoung Ok
    • The Journal of Korean Society for School & Community Health Education
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    • v.22 no.1
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    • pp.73-92
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    • 2021
  • Objectives: The purposes of this study was to describe workers' perceived values and the affecting factors (pros and cons) of the experience education for occupational safety and health and to suggest the strategies and future directions to improve the experience educational quality. Methods: A total of 8 male workers taking the safety and health education of the 7 safety experience education centers involved in this study (5 centers managed by Korea Occupational Safety and Health Agency (KOSHA), 2 centers of large commercial companies). This study used Photovoice, a qualitative method, as the study method. We conducted the photovoice-based in-depth interview with the SHOWeD questions and strategy and used the taxonomical analysis. Results: The study participants' perceived values of experience education were strengthening self-efficacy of the safety and health practices, providing practically useful information, and enjoying refreshing experiences different from daily jobs. Positive affecting factors of the experience education (pros) were providing the educational environments and opportunities of direct experiences, teaching practical safety and health contents for the participants, and the trainer's instruction competencies. Negative affecting factors of the experience education (cons) were learner's negative or standing postures during trainer's lecturing, insufficient exercise conditions and facilities for education, and difficult and theory-oriented lecture far from the practical jobs in reality. Conclusions: Major values of exercise education were direct experiences, useful contents and interesting opportunities from the education participants' perspectives. To improve the exercise education quality, overall educational environments such as convenience facilities as well as exercise facilities should be modified altogether. This study partially and conveniently used the photovoice method as the study limitation.

An Analysis of Pre-service Elementary Teachers' Scientific Thinking and Emotions in Writing a Science Essay (초등예비교사의 과학 에세이 쓰기 활동에서의 과학적 사고력과 감성 분석)

  • Lim, Sung-man
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.7
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    • pp.341-350
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    • 2018
  • The purpose of this study was to develop science essay writing activities for developing elementary pre-service teacher's scientific thinking ability and scientific emotion and to analyze its effects. For the study, 60 first grade students attending teacher training institutes in the G region of Korea were selected. All 60 elementary pre-service teachers were students who selected a liberal arts lecture related to 'science inquiry'. As a result of the study, we confirmed that the preliminary teacher uses the scientific method of 'induction' in the article related to scientific thinking and the description related to the past time, agency, and purpose of the story is included in the essay related to scientific emotion. In addition, it was confirmed that elementary school teachers' writing ability was improved as the writing was repeated, and that the image of 'science' changed positively in many areas. This study suggests that a various and interesting scientific inquiry activities are needed to improve the science writing skills.