• Title/Summary/Keyword: team-based learning

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The Effects of Team-Based Learning on Fundamentals of Nursing (기본간호학 수업에서 팀기반 학습 적용 효과)

  • Kim, Soon-Ok;Kim, Mi-sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.12
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    • pp.107-119
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    • 2016
  • This research was explored the effects of the application of the team-based classes on the self-directed learning, the academic self-efficacy, and the level of learning satisfaction of the nursing students. Study subjects are 104 nursing students from one university from G region. The data were analyzed by t-test, one-way ANOVA, paired t-test, Pearson's correlation coefficients. With regard to the differences between the levels of the learning satisfaction, the differences were shown (t=4.410, p<.05). Regarding the self-directed learning, it rose to the average of 3.50 points after the application of the team-based learning from the average of 3.39 points. It showed a difference (t=-2.083, p=<.05). And the academic self-efficacy rose to 3.65 points from the 3.12 points after the application of the self-based learning. And it showed a difference (t=-14.175, p=<.001). The level of the learning satisfaction was shown to be over the middle with the average of 3.73 points. And the self-directed learning after the application of the team-based learning showed an academic self-efficacy (r=.512, p<.001), a level of the learning satisfaction (r=.421, p<.001), and a positive relationship. It was proven that the team-based learning can cultivate the capabilities for effectively solving the clinical problems.

Nursing Student's Experiences in Team Based Simulation Learning (간호학생의 팀기반 시뮬레이션 학습경험)

  • Kang, Hee-Young;Choi, Eun-Young;Kim, Hae-Ran
    • The Journal of Korean Academic Society of Nursing Education
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    • v.19 no.1
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    • pp.5-15
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    • 2013
  • Purpose: The purpose of this study was to explore nursing students experiences in team based simulation learning. This study was based on a phenomenological research methodology. Methods: Fourteen nursing students participated in this study. The students gave in depth interviews and wrote reflective journals after participating in a team based simulation learning program, which was provided at C University in Gwangju for 8 weeks, 2011. These data were analyzed using Van Kaam's method. Results: 21 sub-themes and 9 themes were elicited from 55 significant statements. They were classified into 3 categories such as : 'First exposed to lessons on how Burden', 'the enjoyment of team based simulation learning', 'expansion of the clinical competence'. Conclusion: Teaching and learning strategy that combines a variety of simulation training to nursing students to develop critical skills to improve their care to give and take advantage of simulation training supplement is advised.

Effect of Practical Delivery-nursing Simulation Education on Team-based Learning on the Nursing Knowledge, Self-efficacy, and Clinical Competence of Nursing Students (팀기반 학습을 적용한 분만간호 시뮬레이션 실습교육이 간호대학생의 간호지식, 자기효능감과 임상수행능력에 미치는 효과)

  • Lee, Sun Hee
    • Women's Health Nursing
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    • v.24 no.2
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    • pp.150-162
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    • 2018
  • Purpose: To identify the effects of delivery-nursing simulation education using team-based learning on the delivery nursing knowledge, self-efficacy, and clinical competence of nursing students. Methods: The study used a nonequivalent, control group, quasi-experimental design. The team-based learning was applied to the experimental group, while the individual learning was applied to the control group. Data were collected from October 12 to December 7, 2016, and analyzed using the SPSS/WIN 22.0 program. Results: Comparison between the experimental and control group showed no significant difference in delivery-nursing knowledge (t=-0.33, p=.741) or self-efficacy (t=-0.65, p=.515). However, a significant difference (t=-2.09, p=.048) in the nursing-skills aspect of clinical competence was found between the experimental and control groups after the practical simulation education. Conclusion: Delivery-nursing simulation education using team-based learning was more effective in improving the nursing-skills aspect of nursing competence than was delivery-nursing simulation education based on individual learning.

Investigation on the Correlations between Team Cognition and Team Process as well as Team Performance in E-Iearning based Team Learning Environment (이러닝 기반 팀 학습환경에서 팀인지와 팀 활동과정, 팀성과 간 상관관계 탐색)

  • Lee, Youngmin
    • The Journal of Korean Association of Computer Education
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    • v.10 no.3
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    • pp.31-38
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    • 2007
  • The purpose of the study was to examine the correlations between team cognition and team process and team performance in e-learning based team learning environment. 55 graduate students consisting of 11 teams participated in the study voluntarily during the spring semester. In the result, it was found that team cognition had no relationship with team process and performance although sub-variables of team cognition and team process as well as team performance had a significant relation with each other. Some further research issues were addressed in terms of team leadership and potential variables affecting each variables.

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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.

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.

Characteristics and Utilization of Peer-evaluation and Self-evaluation of Team Activities in University Project Based Classes (대학의 프로젝트기반 수업에서 팀 활동에 대한 동료평가와 자기평가의 특성 및 활용방안)

  • Cho, Soosun
    • Journal of Engineering Education Research
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    • v.25 no.1
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    • pp.55-64
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    • 2022
  • In this paper, the characteristics of peer-evaluation and self-evaluation of team activity participation in project-based learning and their usability were investigated. The characteristics of peer-evaluation and self-evaluation are as follows. First, in peer-evaluation and self-evaluation of project-based learning, the correlation between the two evaluation scores was very high. When students' scores from their peers correlate very well with the scores they give themselves, it means that they apply the same criteria to their peers and to themselves when evaluating team activity. Second, there was no difference in peer-evaluation and self-evaluation scores between groups with different written test scores. The fact that peer-evaluation and self-evaluation scores do not change according to academic ability shows that the two evaluation areas are independent. Third, the self-evaluation score in project-based learning is statistically significantly higher than the score received from peers. This raises doubts about the fairness of self-evaluation. Therefore, in this paper, it is suggested that self-evaluation of team activities in project-based learning is carried out together with peer-evaluation, but only peer-evaluation is reflected in credits.

Reconstructing the Meaning of Flipped Learning by Analyzing Learners' Experiences (학습자의 경험 분석을 통한 플립 러닝의 재해석)

  • Lee, Yekyung;Youn, Soonkyoung
    • Journal of Engineering Education Research
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    • v.20 no.1
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    • pp.53-62
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    • 2017
  • This paper explored how university students viewed flipped learning from their own perspectives. Using qualitative research methods, 5 students from a Computer Graphics course at a mid-scale university in Seoul were interviewed for this purpose. Researchers collected data about their learning experiences, emotions, and reflections about flipped learning in general and its components such as online materials, in-class activities, and instructor guidance. Research findings indicated that students were not so much conscious about the unfamiliarity of the class, the increased work load, nor the online lectures. They rather prioritized 'what they could actually learn' from the course, and thus defined flipped learning as a method which enabled students to constantly check and fill in the gaps in their learning through team-based activities and prompt feedback from the professor. A combination of students' positive attitude and active participation in team-based activities, the overall atmosphere of the department which supported interactivity and collaboration, the professor's emphasis on learning-by-doing and student-centered learning appeared to form their notions of flipped learning. The use of technology did not appear to heavily impact students' conceptions of flipped learning. Researchers suggest that pedagogical beliefs of the professor, culture surrounding the learner, and the good match between the course content and instructional strategies are central for designing a successful flipped learning class.

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 about the convergent effects of team interaction and team metacognition affecting a continuous participation in learning community of university (팀상호작용과 팀메타인지가 대학생 학습공동체 지속참여에 미치는 융복합적 영향)

  • Roh, Hye-Lan;Choi, Mi-Na
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.69-78
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    • 2016
  • The purpose of this study is to analyze convergent effects of team interaction and team metacognition of participants on a continuous participation in the university learning community. We developed 19 items of team interaction and 17 items of team metacognition through literature review. The subjects were 113 students who participated in learning community in A university. The results are as follows. First, team interaction level and team metacognition level can affect a continuous participation in learning community. The higher team interaction is and the lower team metacognition is, the higher continuous participation is. Second, among team interaction factors that affect a continuous participation in learning community, the more number of learning is and the more encouragement of one another is, the higher continuous participation is. But the less participation of members is, the less flow to learning is, and the less learning time is, the lower a continuous participation is. Third, among team metacognition factors that affect a continuous participation in learning community, the more number of learning is, the higher continuous participation is. But the more use of various learning tools is and the more learning time is, the lower continuous participation is. Based on these results, the convergent ways of support for continuous participation in the university learning community are as follows. First, supporting system is needed to induce students to experience the positive atmosphere of learning community by increasing number of learning to facilitate team interaction and urging them to encourage one another. Second, providing the effective utilization method is necessary for students to fully acknowledge the necessity and value of team metacognition activity.