• Title/Summary/Keyword: 검사만족도

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The Effect of Creative Education Program Based on AR/VR : Focusing on the Area of Astronomy (AR/VR을 활용한 창의교육 프로그램의 효과 분석 : 천문 영역을 중심으로)

  • Seo, Youngjun;Han, Doyoon;Son, Yunjeong;Heo, Younjeong;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.310-321
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    • 2022
  • This study aimed to find out how creative education programs using AR/VR affect student's creative problem-solving skills and class satisfaction. For this purpose, a total of 179 students in 7 classes of the first grade of J High school located in the chungbuk region were the subjects of this study. The data were analyzed by performing two-dependent samples (t-test) based on the difference between the pre- and post-scores of creative problem-solving ability test, and the value of class satisfaction was analyzed and interpret using descriptive statistics and interview. The results of this study are as follows. First, except for 'execution', 'problem discovery and analysis', 'idea generation', 'execution plan', 'conviction and communication', and 'innovation tendency' showed statistically significant results. Second, in terms of class satisfaction of the creative education program, it was an average of 3.75 and it was difficult for learners to derive creative ideas, outputs, and results through groups within a given time in regular class, but generally showed a positive response. Therefore, it was confirmed that the creative education program using AR/VR increased student's learning motivation and interest in the process of generation or expanding ideas to solve problems like educational effect of STEAM.

The Effects of Group Coaching Program on Improving Metacognition Learning Ability for Adult Learners (성인학습자 대상 메타인지 학습능력 증진 그룹코칭 프로그램의 효과성 검증)

  • Hyunjin Kim;Taehee Kim
    • The Korean Journal of Coaching Psychology
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    • v.7 no.2
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    • pp.47-74
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    • 2023
  • The purpose of this study was to test the effectiveness of a group coaching program to promote metacognitive learning ability in an academic context for adult learners enrolled at a distance university. The topics and objectives of the group coaching program focused on understanding and applying the elements of 'metacognitive knowledge', and each session was conducted online by integrating 'planing-monitoring-regulating', an element of 'metacognitive regulation', into the REGROW model of coaching. To verify the effectiveness of the program, research participants were recruited from adult university students enrolled in A Cyber University and assigned to the experimental and control groups. The experimental group was given the program, while the control group was given the program after the completion of the study. Metacognitive learning ability level and academic self-efficacy were tested before and after the program for both groups, and a satisfaction survey was conducted for the experimental group. Analyses of the data revealed that the experimental group showed higher scores on both the overall and sub-scales of perceived metacognitive learning ability and academic self-efficacy compared to the control group. Participants in the experimental group also reported high satisfaction with the program, increased knowledge of metacognition, awareness and application of metacognitive strategies, and found the group coaching approach beneficial. Based on these findings, implications, and suggestions for future research are presented.

A Validation of the Korean Version of the Playfulness Scale for Adults (한국판 성인용 놀이성 척도의 타당화)

  • Suin Jung ;Hyun-nie Ahn
    • Korean Journal of Culture and Social Issue
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    • v.25 no.4
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    • pp.353-375
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    • 2019
  • The purpose of this study was to examine the validity and reliability of the Playfulness Scale for Adults. The Korean version of the Playfulness Scale for adults was developed by Proyer, R.T (2017) to measure the playfulness of adults. To validate the OLIW in Korean, item translation, back-translation, item analysis, and exploratory factor analysis (EFA) were conducted with 406 adults in study 1. Of the results obtained from study1, three items and one factor (7 items) were discarded because they turned out to be improper. In addition, 4 factors that were not the same as the original scale were extracted. This was checked by conducting confirmatory factor analysis (CFA) with 336 adults in study 2. CFA supported the 4 factors structure and all 4 factors showed adequate internal consistency. To check the concurrent validity of the Korean adults playfulness scale, correlation analysis with the APS, SMAP, PSYA, and NEO Personality Assessment was conducted. It showed significant positive correlation to APS, SMAP, PSYA, and showed the similar patterns of correlation with the sub factors of NEO Personality Assessment. Adult playfulness is related to the participation frequency of leisure. In conclusion, the Korean version of the playfulness scale for adults is a valid measure of playfulness for adults in Korea. The implications, practical use and suggestions for future study were discussed.

Effect of Elementary STEAM Program Emphasizing Engineering Design Process (공학적 설계 과정을 강조한 초등용 STEAM 프로그램의 효과)

  • Lim, Heejun;Heo, Jinseok;You, Jiyeon
    • Journal of Korean Elementary Science Education
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    • v.42 no.4
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    • pp.605-617
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    • 2023
  • In this study, a STEAM program emphasizing the engineering design process was developed and applied to investigate its effects on the creative engineering problem-solving proficiency and self-directed learning ability of elementary school students. In addition, the study compared and analyzed differences according to gender. The program was conducted across five sessions targeting 141 students in the fourth grade in an elementary school in the Gyeongin area. The study measured the creative engineering problem-solving disposition and self-directed learning ability of the students before and after the STEAM program. It also administered satisfaction and perception tests. The result confirmed that the STEAM program that emphasizes the engineering design process is effective in improving the creative engineering problem-solving propensity and self-directed learning ability of elementary school students, particularly female ones. Analyzing differences in changes based on gender, the study pinpointed significant improvements among female students in all factors except for the subfactor communication and collaboration within tendencies toward creative engineering problem-solving. For male students, the study observed significant effects in the factors engineering design and communication and collaboration. Lastly, the study discussed the educational implications of the findings.

Effectiveness Analysis of a STEAM Program Utilizing Digital Astronomy and Space Resources for 6th Graders in Elementary School (초등학교 6학년을 위한 디지털 활용 천문우주 STEAM 프로그램의 효과 분석)

  • Youn-Jeong Heo;Hyoungbum Kim
    • Journal of the Korean Society of Earth Science Education
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    • v.17 no.2
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    • pp.168-180
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    • 2024
  • In this study, we developed a STEAM program based on digital astronomical and space resources and applied it to 167 randomly selected elementary school students to examine the effectiveness of the STEAM program in enhancing creative problem solving skills. The results of this study are as follows: first, the statistical analysis of pre-test and post-test scores for creative problem-solving skills related to the STEAM program showed significant results (p<.05). This suggests that the STEAM program contributed to improving creative problem-solving skills through the procedural process involved in generating ideas and convergent thinking during the digital problem-solving. Second, the paired sample t-test based on the pre-test and post-test of the STEAM attitude test also showed significant results (p<.05). Analyzing digital materials and presenting pixel art projects positively influenced STEAM attitudes in terms of interest, communication, and usefulness. This underscores the need for developing integrative education programs utilizing advanced technologies in the future. Third, in the class satisfaction test conducted after the application of the STEAM program, the satisfaction factor scored an average of 3.55, interest scored 3.35, and overall class difficulty scored 3.46. The main difference from traditional classes was the focus on 'acquisition of future career information.' However, given the slight decrease in interest during the digital transformation and interpretation process, it is recommended that future classes allocate sufficient time for experiential activities. To generalize the developed program, future studies should consider various school levels, implementation periods, and difficulty levels.

A Study on Evaluation of Baby Boomer's Life Redesign Educational Program (베이비부머의 생애재설계교육 프로그램 평가에 관한 연구)

  • Kang, Hyun-Jung
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.493-499
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    • 2014
  • This study aims to verify the effects of the life redesign educational program based on the baby boomer (11 members of experimental group, 12 members of control group). The program was conducted for two hours two times in a week in the area of Chungnam (Total 8weeks 16sessions). First, in the result of the Wilcoxon's pairs signed-ranks test between the pre-post tests for the analysis on the program effectiveness of the experimental group of baby boomer, the baby boomer of experimental group showed an improved perception of preparing the volunteer work in the perception of preparing their old age, and there was no pre-post significant differences in the control group. In case of the experimental group, perception of the post-retirement preparation, such as a physical preparation, emotional preparation, financial preparation, volunteer work preparation and leisure activities preparation increased in average. Second, the satisfaction for the program's educational process, educational contents, educational data, educational method, instructor and the educational environment were shown to be more than 3.5 points out of 5 points in full.

Development of mobile counseling program for the promotion of voluntary problem solving of disabled persons and families (장애인과 가족의 자발적 문제해결증진을 위한 모바일 상담 프로그램 개발)

  • Cho, NamOk;Cho, KyooLak
    • The Journal of Korean Association of Computer Education
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    • v.20 no.3
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    • pp.47-57
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    • 2017
  • The purpose of this study was to design and develop the Mobile Disabilities Family Counseling (MDFC) application as a tool to voluntarily solve problems that disabilities family faces in every day life and investigate the effects of the application. To do so, counseling contents were designed and the MDFC application was developed based on ADDIE, an educational program model. Contents consisted of the results of need analysis of people with disabilities and their family and extracted literature review. The MDFC developed has following distinctive characteristics: 1) people with disabilities and their family can voluntarily participate in the MDFC and solve real problems and intrinsic ones; 2) chatting counseling of the MDFC allows client to choose his/her time and chatting program; 3) the MDFC and confirms client's objective data in mobile counseling by connecting and recommending online psychological tests of counselor. The effectiveness of the MDFC contained high satisfaction rate in contents, counseling procedure, problem solving, manual, recommendation, information gathering and showed high level of counseling access. These results of the study also suggest useful development ideas for future mobile counseling programs.

Factors Influencing Mental Health among Nursing students (간호대학생의 정신건강에 영향을 주는 요인)

  • Jee, Youngju;Lee, Yun-Bok;Lee, A Reum;Jeon, Jeong Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.8
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    • pp.3866-3875
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    • 2013
  • The purpose of this study was to investigate the degree of mental health among nursing students in Korea and identify factors influencing the tendency to mental health. A self-report survey was conducted with South Korean nursing students who were from 19 to 23 years old. 269 nursing students were included in the study. The instruments utilized in the study were Symptom Checklist-90-Revision, Stress and multidimensional coping. Data were analyzed using descriptive statistics, Pearson correlation and Simultaneous multiple regression with SPSS WIN 20.0. The average mental health score of the participants was 0.57. Significant predictors for mental health 'College-level stress', 'Self-criticism', 'Passive withdrawal', 'Nursing satisfaction' and 'Health state'. The study findings suggest that nursing students require special concern regarding the risk of mental health. Multi and interdisciplinary mental health promotion program will enhance the mental health of nursing students.

Quality Characteristics and Antioxidant Activities of Aronia Jam Replacing Sucrose with Different Sugar Substances (설탕 대체 당류를 첨가하여 제조한 아로니아잼의 품질특성 및 항산화 활성)

  • Hwang, Eun-Sun;Tai, Nhuan Do
    • The Korean Journal of Food And Nutrition
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    • v.27 no.5
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    • pp.888-896
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    • 2014
  • The effects of sugar substances (oligosaccharide, xylitol and erythritol) as alternative ingredients to sucrose on the quality characteristics and antioxidant activities of aronia jam were evaluated. The different types of sweeteners did not influence the pH, total acidity and sugar contents of the jam. The sucrose-containing jam showed the highest spreadness, while the oligosaccharide and erythritol-containing jams showed lower spreadness. In the chromaticity determination, the sucrose-containing jam showed the lowest L, a and b values compared with the other sweetener groups. There were no significant differences in the total polyphenols, flavonoids and anthocyanin contents in the jams. The antioxidant activity indicated by the DPPH and ABTS radical scavenging activities was over 70%. Sensory evaluation indicated the xylitol-containing jam to have the best preference in taste, flavor and overall acceptance. These results suggested that xylitol may be a good sugar substance in aronia jam.

A New Mapping Method between Driver's Preference and Music Genre for Automatic Music Providing System on Vehicle (차량 내 자동 음악 제공시스템 적용을 위한 음악 장르와 운전자 기호 사이의 새로운 매핑 방식에 관한 연구)

  • Choi, Goon-Ho;Ko, Jun-Ho;You, Myoung-Hoon;Kim, Yoon-Sang
    • Journal of Korea Multimedia Society
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    • v.13 no.10
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    • pp.1565-1574
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    • 2010
  • While we are driving a car, we are able to listen to musics by two ways: by selecting (manipulating) what we want and by just playing as they are given (in CD). These methods make a driver tired while he is driving or it means that a music which is provided is not concerned with a driver's preference. To improve these problems, there have been many studies about the automatic music providing systems based on driver's emotion. However, these studies have some difficult problems: the first one is that it is not easy to determine driver's emotion, and the other one is that it is hard to recommend and play the suitable music corresponding to the determined user's emotion. In this paper, to overcome the second problem mentioned above, a new mapping method between driver's emotion and music genre for automatic music providing system on vehicle is presented and two experiments are examined for the validation of the proposed method. The experimental results and discussions are explored to show the effectiveness and validity of the proposed method.