• 제목/요약/키워드: scenario-based learning

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시나리오 기반 언어 학습에서 퍼지논리 적용에 관한 연구 (Application of Fuzzy Logic in Scenario Based Language, Learning)

  • 이상현;문경일;이상준
    • 디지털융복합연구
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    • 제11권2호
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    • pp.221-228
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    • 2013
  • 시나리오 기반 학습과 관련하여 학습 관련 효과에 관한 많은 연구들이 집중되고 있다. 그렇지만, 이와 관련하여 바람직한 효과 측정 방법이 제시되지 못하고 있다. 본 연구는 시나리오 학습과 관련하여 보다 바람직한 학습 효과 측정을 위해 하나의 퍼지 논리 기반 프레임워크를 제안하는데 있다. 이러한 프레임워크의 사용은 학습 효과의 측정에 있어서 언어적인 불확실성 문제를 해결할 수 있다. 본 연구에서는 시나리오 기반 학습의 효과 측정을 위해 정확성, 이해성, 완비성의 3가지 불확실성 측도를 사용한다. 이러한 측도의 사용은 시나리오 맥락 측면에서 완전성뿐만 아니라 사용자 선택에 따른 효과 차이를 최소화시킬 수 있는 강점을 가진다. 다른 무엇보다도 시나리오 기반의 학습에 퍼지 논리의 적용은 실제 학습 상황에서 학습 목표 도달을 위한 학습 경로 진행 상황을 쉽게 관측할 수 있다.

GBS(Goal-Based Scenario)에 의한 수업 개발 및 적용 방안 연구: 고등학교 '생태와 환경' 수업 사례 중심으로 (A Study on How to Apply GBS (Goal-Based Scenario) to 'Ecology & Environment' Education in High School)

  • 강인애;이명순
    • 한국환경교육학회지:환경교육
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    • 제21권4호
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    • pp.94-110
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    • 2008
  • Recently environmental problem becomes such a big issue all over the world that the necessity and importance of the environmental education in school has been simultaneously emphasized. While diverse methods for the environmental education have been researched, this paper, especially focused on a teaching-learning model called GBS (Goal-based scenario), aims to provide a new learner-centered approach for the environmental education. For this purpose, this paper first briefly presents two theoretical backgrounds of GBS (i.e., constructivism and Schank's dynamic memory theory), which is followed by specific and concrete strategies and methods of how to apply GBS in class for the teacher. GBS(Goal-Based Scenario) is a learner-centered model in which learners are presented with a reality-based scenario (or task or problem) and go through several stages of 'missions' to get to a final solution of the given scenario. GBS, while completely resonant with other constructivist learning models in terms of learner-centered approaches, is distinctive from others, when it supplies more specific, structured guides of learning, called 'missions', to the students throughout the whole learning process. In a words, GBS ought to be recognized as an unique learner-centered model compromising the contradictory concepts of 'learner control' and 'structure and specifics' in learning environments still without any damage of constructivist learning principles.

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SimMan3G 시뮬레이션 기반 학습 시나리오 개발 및 효과 연구 : 급성복통 환자를 중심으로 (Development of a scenario and evaluation for SimMan3G simulation-based learning : Case for patient with acute abdominal pain)

  • 채민정;최길순
    • 한국응급구조학회지
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    • 제17권2호
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    • pp.77-87
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    • 2013
  • Purpose : The purpose of this study was to develop a scenario and to evaluate the students by simulation-based learning of acute abdominal pain case in an emergency unit. The expert group of simulation developed the scenario based on actual abdominal pain by medical treatment records. Methods : Scenario was developed to evaluate the simMan3G simulation-based learning. The scenario was used in 2013 with ten groups of fourth grade 50 nursing students who voluntarily participated in the simulation class. Results : The nursing students were able to express nursing knowledge, learning attitude and self-efficacy. The simulation-based scenario proved to be very effective to students' skill training. The performance of nursing practice through simulation class made the nursing students more confident with patient care. Conclusion : Simulation-based learning was found to be the most effective curriculum to the nursing students and made the students satisfied and confident. So the simulation-based learning would be helpful to other students including paramedic students and medical school students.

GBS(Goal-Based Scenario)에 의한 '생태와 환경' 수업 사례 ('Ecology & Environment' Learning Case by GBS (Goal-Based Scenario))

  • 이명순
    • 한국환경교육학회지:환경교육
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    • 제20권3호
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    • pp.31-44
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    • 2007
  • The solution of the environment problem is the common issue all over the world, for this reason the necessity of the environmental education of school has emphasized. On this a variety method for environmental education is needed, this paper planned and applied the 'ecology & environment' for high school which are based on GBS theory and presented a new model of environment education. GBS(Goal-Based Scenario) is that learners are presented with an end goal that is motivating and challenging. This goal is structured such that, in order to successfully meet it learners are required to build a predetermined core set of skills and knowledge by process mission and scenario. GBS is an active learning environment in which learners are trained in study that have a real-world context. When they are back in real-world they have increased ability to apply what was learned by reflecting on the GBS learning experience. This study was designed on GBS theory and taught a class by using internet Blog. As a result, when carefully reviewing the materials such as final presentation reflect journal, we conclude that the students' awareness of a learning environment is improved and the students seems to try to apply the learning outcome to a real life.

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Development of an Elaborated Project-Based Learning Model for the Scientifically Gifted

  • KIM, Hyekyung;CHOI, Seungkyu
    • Educational Technology International
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    • 제11권1호
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    • pp.171-192
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    • 2010
  • This study was to investigate the elaborated project based learning model for scientifically gifted in the context of R & E project learning. It is important for the scientifically gifted to provide the appropriate learning environments instead of general learning model for the gifted. Although R & E project learning model is effective, the model has the limitations of managing the course for the scientifically gifted. To improve R & E learning model, the elaborated project based learning model was suggested with integration of both project based learning model and goal based scenario. The elaborated project-based learning model was comprised with 'basic learning process', 'elaboration through inquiry', and 'presentation and reflection'. To measure the satisfaction, eighty scientifically gifted students participated in the class. The result shows that learners were satisfied with the elaborated project-based learning up to 90%, and teachers were satisfied with this model up to 77%.

Developing a World Geography Gamification Lesson Plan with Digital Tools

  • Suji JO;Jiwon BYUN
    • 4차산업연구
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    • 제4권1호
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    • pp.11-18
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    • 2024
  • Purpose: The purpose of this study is to develop a geography class teaching and learning guide that enables learners to realistically explore the characteristics of the world's climate and geographical environment using digital tools. Research design, data and methodology: We review previous research on classes using goal-based scenario learning models, gamification, and digital tools, and explore tools that can be applied to world geography classes. Based on the exploration results, a goal-based scenario learning module is designed and a strategy for promoting educational gamification is established based on the ADDIE instructional design model. Results: The study comprises four sessions. Sessions 1-3 involve performance evaluations using a goal-based scenario learning module. Learners create game characters reflecting geographical characteristics, present results, and proceed with 3D modeling. In Session 4, a gamification class using Google Sites on the CoSpaces metaverse platform will be conducted. Conclusions: The study introduces a goal-based scenario learning model and a gamification class using digital tools to empower learners in exploring geographical diversity and its impact on lifestyles. Utilizing an accessible online platform, the study provides practical measures for integrating digital tools into geography education, addressing the current importance of digital technology in teaching.

Scenario-based Learning: Experiences from Construction Management Courses

  • Lim, Benson Teck-Heng;Oo, Bee Lan
    • 국제학술발표논문집
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    • The 6th International Conference on Construction Engineering and Project Management
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    • pp.583-587
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    • 2015
  • Scenario-based learning (SBL) has been used in a variety of training situations across different disciplines. Despite its seemly widespread use in construction management discipline, very few attempts have been made to explore its effectiveness and the respective students' learning experience. Using a survey research design, this study aims to investigate students' perceptions on SBL approach in construction management courses. The specific objectives are: (i) to identify the characteristics of a favourable SBL environment, and (ii) to explore the students' learning experience and effectiveness of the SBL approach. The results show that the four characteristics of a favourable SBL environment are: effective team formulation, constant engagement with lecturer, working in a group, and incorporation of motivational incentive for participation. The students really appreciated the opportunities to apply concepts learnt in the lectures in their SBL group work. Also, they perceived that the SBL approach is effective in developing their reflective and critical thinking skills, analytic and problem-solving skills and their ability to work as a team. These findings should facilitate more critical approaches to similar form of teaching methods.

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가상현실 기술을 활용한 객실안전 학습 콘텐츠 개발 연구 (A Study on the Development of Cabin Safety Learning Contents Using Virtual Reality Technology (VR))

  • 김하영;유정화
    • 한국항공운항학회지
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    • 제31권2호
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    • pp.25-37
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    • 2023
  • The purpose of this study is to develop and technically implement the design and scenario of cabin safety contents for virtual reality (VR)-based cabin safety learning for aviation service majors. The process for developing VR cabin safety learning contents consisted of a total of four stages: learning stage, research stage, verification stage, and application stage. The cabin safety scenario items for the production of VR learning contents reflected the occurrence of an emergency, the procedure for survival from impact, and the evacuation procedure from the aircraft as the core. For the technical implementation of learning contents, modeling work is conducted by checking scenario reviews, types and numbers of objects related to equipment and facilities, and items of interaction. In addition, the connection work with the actual metaverse platform is carried out to enable the utilization of the manufactured facilities and equipment objects. Finally, application tests were carried out to reconfirm supplementary items.

SimMan 시뮬레이션 학습 시나리오의 개발 및 학습 수행 평가 - 응급실 내원 천식 환자사례를 중심으로 - (Development of a Scenario and Evaluation for Simulation Learning of Care for Patients with Asthma in Emergency Units)

  • 고일선;김희순;김인숙;김소선;오의금;김은정;이주희;강세원
    • 기본간호학회지
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    • 제17권3호
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    • pp.371-381
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    • 2010
  • Purpose: The purpose of this study was to develop a scenario and evaluate students' performance in simulation learning of care for patients with asthma in emergency units. Methods: Meetings of experts were used to develop a scenario based on actual patients and textbook material. An evaluation protocol was developed to evaluate the simulation learning. The scenario was used in 2006 with six groups of 26 senior nursing students who participated voluntarily. Results: The scenario was developed according to the nursing process for 15 minutes of simulation learning. The nursing students were able to demonstrate their knowledge and skills. The results showed a need to improve problem solving ability. In the self-evaluation, the students reported that simulation learning helped them to integrate their knowledge to practice and recognize their weaknesses and strengths. However, the scores for self-confidence about patient care after the simulation learning were low (4.8/10). Conclusion: The scenario in this study gave the students the experience of providing qualified and secure nursing care under conditions similar to reality. Further development of a variety of scenarios for simulation learning is needed.

호흡기계 표준화환자를 활용한 시뮬레이션 기반 시나리오 학습이 보건계열 대학생의 학습만족도, 임상수행능력과 자기효능감에 미치는 효과 (The effect of Simulation-based learning scenario using standardized repiratory patients on learning satisfaction, clinical skill competency and self-efficacy in Health-related department students)

  • 조혜영
    • 한국산학기술학회논문지
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    • 제16권3호
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    • pp.2100-2108
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    • 2015
  • 본 연구는 표준화 환자를 활용한 호흡기계 환자 시뮬레이션 기반 교육을 보건계열 학생에게 적용한 후 학업만족도와 자기효능감, 임상수행능력에 미치는 효과를 기존의 시뮬레이션 교육과 비교 검증하기 위해 시도되었다. 비동등성 대조군 전후설계를 적용한 유사 실험연구로서 J시에 소재한 D대학 보건계열 3학년 학생 50명이 참여하였다. 실험군 25명에게는 표준화 환자를 활용한 호흡기계 환자 시뮬레이션 교육과 평가를 진행하였고 대조군 25명에게는 전통적인 시뮬레이션 교육과 평가를 실시하였다. 2013년 11월부터 180분간 주 1회씩 총 2회의 교육과 1회의 평가로 실시되었으며 수집된 자료는 SPSS/Win 18.0을 이용하여 실수와 백분율, t-test로 분석하였다. 본 연구 결과 표준화 환자를 활용한 호흡기계 환자 시뮬레이션 교육을 시행한 실험군에서 학업만족도와 자기효능감, 임상수행능력이 통계적으로 유의하게 높았다. 이상의 연구결과를 종합한 결과, 표준화 환자를 활용한 호흡기계 환자 시뮬레이션 기반 교육은 보건계열 대학생의 학업만족도와 자기효능감, 임상수행능력 향상에 기존의 시뮬레이션 교육보다 효과적임을 확인할 수 있었다. 따라서 다양한 분야에서 표준화 환자를 활용한 시나리오를 개발하고 시뮬레이션 교육과정에 적용하여 보건계열 학생들의 전문직 역량 강화를 위해 활용할 것을 제안한다.