• Title/Summary/Keyword: team project-based learning

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A Case Study on the Intensive Semester Operation of Online-based Project Learning Using Python : Focusing on S Women's University (파이썬을 활용한 온라인 기반 프로젝트의 집중학기제 운영사례 : S 여대를 중심으로)

  • Kyun, Suna;Jang, Jiyoung
    • Journal of Engineering Education Research
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    • v.24 no.5
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    • pp.3-14
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    • 2021
  • This study deals with the case of online-based project learning, which was designed for the purpose of university educational innovation and enhancing learners' competencies required by society, operated during the COVID-19 pandemic. The course was applied Python programming language, team-based project learning, and intensive course system, which is required by our society and companies in the era of the 4th industrial revolution. Also it was operated as a non-face-to-face online class, which would have been operated in an offline class if it had not been for Covid 19 pandemic, to explore the possibilities and educational effects of online learning. To do this, 32 university students participated in online-based project learning during 8 weeks, and then conducted a survey. The survey results were analyzed in terms of i) non-face-to-face online learning, ii) team-based project learning, and iii) application of the intensive course system. Results say that most of the learners were satisfied with the online learning, team-based project learning, and the intensive semester system applied in this course at a high level, and also they clearly presented the reasons. Thereby, it has been confirmed that the learners were already well aware of the pros and cons of each learning method. Based on these results, the implications were discussed.

Teaching-Learning Model of Convergence Project Based on Team Teaching in Engineering Education (공학교육에서의 팀티칭기반 융합프로젝트중심 교수학습모형의 개발)

  • Park, Kyungsun
    • Journal of Engineering Education Research
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    • v.17 no.2
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    • pp.11-24
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    • 2014
  • The purpose of this study is to develop a teaching-learning model of convergence project based on team teaching. Based on development research methodology which explored a university case, the teaching-learning model was developed including three phases such as preparation, planning, and implementation & evaluation. The preparation phase has three steps as follows: to organize team teaching faculty; to develop convergence projects cooperated by industry and university; and to design instructions based on supporting convergence projects. The last step of preparation phase consists of five design activities of: (1) instructions and teaching contents; (2) communication channel among faculty members; (3) feedback system on students' performance; (4) tools to support learners' activity; and (5) evaluation system. The planning phase has two steps to analyze learners and to introduce and modify instruction and themes of convergence projects. The implementation & evaluation phase includes five steps as bellow: (1) to organize project teams and match teams with faculty members; (2) to do team building and assign duties to students of a team; (3) to provide instruction and consulting to teams; (4) to help teams to conduct projects through creative problem solving; and (5) to design mid-term/final presentation and evaluation. Lastly, the research implications and limitations were discussed for future studies.

INFLUENCE OF LEADER ON ORGANIZATIONAL LEARNING IN CONSTRUCTION TEAMS

  • Chieh-Chi Cheng;Jiin-Song Tsai
    • International conference on construction engineering and project management
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    • 2009.05a
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    • pp.338-344
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    • 2009
  • Organizational learning of construction team has been long addressed in the literatures, but the mechanism of learning and the influence of leader in the team still remain vague. This paper presents a computational model (OLT) depicting the mechanism and the influence of leader in a systemic way. The OLT model is a multi-agent system based on some eloquent propositions proposed in previous researches. The proposed model is preliminarily validated by some toy-problem simulations. In the OLT model, the leader is assigned as a project manager. The results show that a proper leader can effectively improve the learning process and the result-in performance, in which the team learning is mainly affected by both the leader and the majority in a team. Based on our findings, two propositions are concluded accordingly: (1) Learning of a team would be enhanced if a proper leader is assigned; (2) The effectiveness of learning would increase in a team, in which the members retain explorative attitudes.

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An Analysis Method and Environment for Team Project-Based Learning in Non-Face-to-Face Situation for Student Evaluation (비대면 팀 프로젝트 기반 수업 평가를 위한 분석 방법 및 평가환경)

  • Lee, Jaiyun;Han, Seyoung;Choi, Changbeom
    • Journal of Engineering Education Research
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    • v.25 no.3
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    • pp.3-10
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    • 2022
  • An educator may utilize various pedagogies such as hands-on practice, practicum, and project-based learning to enhance a student's competency. Among various pedagogies, project-based learning is one of the well-known pedagogies that may provide similar on-the-job experience. In general, an educator may divide the students into small groups and assign tasks to check students' cooperation skills and achievements during project-based learning. However, an educator may experience difficulties operating project-based learning due to the COVID-19 pandemic. Most of the team activities are done in non-face-to-face meetings, and as a consequence, the educator may not find an underachieving team easily and cannot intervene appropriately. This study introduces a rigorous analysis method to evaluate team activities to analyze individual students' participation and contributions. First, this study develops evaluation rubrics by conducting questionnaires to professors and students to find an appropriate weight value for the evaluation scale. Then, this research introduces an analysis environment to evaluate students automatically. The analysis environment collects dialog data from social network services and measures interactions among students in a team. After measuring interactions, the environment generates a report to visualize the team activities. We applied the proposed method and environment to the capstone design course to show the effectiveness of the method and environment. Based on the case study, the environment showed that the analysis method could easily indicate the teams' activities and check the level of participation.

Team Project Activity and Satisfaction in Business Education (경영학 수업에서 팀 프로젝트활동과 수업만족에 관한 연구)

  • Suk, Yeung-Ki
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.217-227
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    • 2014
  • Since 2010, the universities in Korea have been faced severe difficulties on the selection of students and on the delivery of high quality education services, as the number of students is reduced and the college entrance rate is declined. To solve these problems, the universities have introduced the various and professional education services such as team-based projects, case study, e-learning, action learning, etc. The purpose of this study is to examine the effect of team-based project learning on the student's satisfaction in business education. The 4 factors(team cohesiveness, teamwork, team performance and goal achievement) are measured by using questionnaire survey and data are collected from 134 students(34 teams) for 4 subjects. The results show that the structure of team cohesiveness${\rightarrow}$teamwork${\rightarrow}$student's satisfaction is statistically significant, and that team performance and goal achievement are not significant. The student's satisfaction in team-based project learning would highly be related with team cohesiveness.

A Design and Effect of Design Thinking-Based Team Project Learning in Nursing Clinical Practice (간호학 임상실습에서 디자인씽킹 기반 팀 프로젝트 학습 설계 및 적용효과)

  • Kang, Myung-Ju;Chung, Kyung-Hee;Cho, Jeong-Ah
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.336-348
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    • 2019
  • This study aimed to verify the effects of design thinking-based team project learning on nursing college students' empathy and proactivity of problem solving. This study also examined the subjects' experiences obtained from participating in team project activity through reflective analysis. The research was a one-group, pre-and-posttest design. The subjects were 64 seniors majoring in nursing studies in N university who had attended the course of nursing management practice. During the course, they participated in a design thinking team project for a total of 10 sessions for two weeks, five times per week, and one and a half hour per day. Data was analyzed using SPSS Win 22.0, a paired t-test was conducted and Pearson's correlation coefficients were calculated. Content analysis was carried out on their experiences obtained from participation in team project activity. The subjects' empathy(t=-2.94, p=.005) and proactivity of problem solving(t=-6.23, p<.001) showed statistically significant difference between before and after the design thinking-based team project learning and had significant positive correlation(r=.634, p<.001). Analysis of team reflection revealed four themes: design thinking, empathy, problem solving ability, and critical thinking. This study verified that design thinking-based team project learning was very effective in developing nursing college students' empathy and proactivity of problem solving. Research Results Design Thinking Based on team learning, project learning is an effective teaching learning method for finding and defining customer needs, creating a solution to problems, and enhancing engagement and empathy through various stakeholder collaborations I could.

A Study on the Change of Learning Satisfaction and Comprehension of Team Project Instruction Using Creative Capstone Design (창의적 캡스톤 디자인을 활용한 팀 프로젝트수업 운영에 따른 학습만족도 및 이해도 변화에 관한 연구)

  • Kim, Changhee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.179-191
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    • 2017
  • The purpose of this study is to investigate the change of comprehension degree about learning satisfaction and capstone class by applying the subject which draws idea for team project task in college to creative capstone design program. The Capstone Design Program is designed to train fieldworkers with creative problem solving skills and is widely applied as a problem-solving course in team-based projects. In this paper, based on the case study of the 'fusion capstone design' operated in the first semester of 2015 ~ 2017, the capstone design course was established in the course of designing ideas for problem solving. The results of this study are as follows: First, the questionnaire about capstone design instruction process, instruction method, and learning achievement satisfaction were analyzed. As a result, understanding of capstone design was found to be higher than that of class before class, and satisfaction of performance course, method of teaching performance and learning outcome were obtained.

A Study on the Influencing Factors of the Team Project-based Computer Programing Education (팀 프로젝트 기반 교육이 컴퓨터 프로그래밍 학습효과에 미치는 영향요인 분석)

  • Jang, Hyunsong;Kim, Hongja
    • The Journal of Korean Association of Computer Education
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    • v.22 no.2
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    • pp.39-50
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    • 2019
  • We designed and applied team project based learning for effective computer programming education and analyzed the effect on learning effect. Throughout simplified traditional theories and practices, teamed up with random lottery, divided role & responsibility, and conducted problem solving projects in a competitive way for a given task. When after completion of the course, we conducted questionnaires on learners in order to grasp the influence factors on the learning effect. As a result of the structural equation model analysis, it was shown that Team Project had a direct effect on the learning effect. The learning effect based on the relationships among the factors derived through exploratory factor analysis. Based on this analysis, we propose a more effective computer programming education way.

A Study of Game Project Curriculum for Integrated Subject (통합교과로서의 게임 프로젝트 교육과정 운영방안 탐구)

  • Choi, Seung-Kwan
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.111-122
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    • 2016
  • The purpose of this study is to suggest an curriculum model of teaching scheme which performs team project learning based on Integrated project with different fields. To address this goal, the present study suggests a practical game project model under the same game-making circumstances as game industry by consisting of real case of convergence parts(game graphic, game design, game program). This project-based learning case has been conducting Integrated project education since 2008 in A educational Institute in Korea. The results of study suggest a standard of Integrated-based curriculum model and it is constructed with two parts. The first part is what students learned during project processing, such as responsibility, communication. The other part is how to construct the educational environment for integrated project. It explains how to organize and build teams, plan of integrated project, rule the role of team task, perform collaborative task, present interim/final presentation, evaluate grade. This study is expected to be utilized as a framework for the instructional design and the guideline for improving learner competency in team project learning.

Analysis of Learning Experience on Team-based Technology Design Project of Non-Engineering Students

  • KIM, Insu
    • Educational Technology International
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    • v.15 no.2
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    • pp.201-215
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    • 2014
  • The design project of a technology product provides an opportunity for students to experience the inter-connectedness of academic information and ill-defined real-world problems. This study focuses on non-engineering students' activity and perception through the assistive technology design project. For this purpose, participants engaged in a team-based technology design project. Then, a qualitative research approach was adopted, which included reflective journals with 24 undergraduate students majored in Adaptive Physical Education. The analysis identified six factors (knowledge value, social value, reality value, accomplishment value, perspective value, benefit value) of perception and five stages (topic selection, function suggestion, visualization, presentation preparation, and presentation) of activity.