• Title/Summary/Keyword: 경험적 학습

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Development of mathematical program based on user experience for self-directed learning (사용자 경험에 기반한 자기주도학습 수학 프로그램 개발)

  • Lee, GaRam;Kim, JeongEun;Gu, SeongWoo;An, WonJu;Cho, KyooLak
    • The Journal of Korean Association of Computer Education
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    • v.19 no.3
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    • pp.21-34
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    • 2016
  • This study aims to develop user experience based mathematical program for self-directed learning. To meet its aim this program is designed and developed according to the process and method of 'ADDIE', general design model of education program. The features of this program are as follows. First, teacher can set questions conveniently through intuitive system of web and learner can solve questions at anytime and anywhere through instant access to application. Second, learner can solve different types of questions based on powerful question database and teacher can provide instantaneous feedback on them. Third, learner's circulation learning can be possible by utilizing paper-video explanation and wrong answer note and teacher supports learner's active learning management though group achievement management.

The Effect of Science-centered STEAM Program on Science Positive Experience: Focused on the "Earth and Moon" Unit In Elementary School Science (과학중심 STEAM 프로그램이 과학긍정 경험에 미치는 효과: 초등학교 과학 "지구와 달" 단원을 중심으로)

  • Mun, Juyoung;Shin, Youngjoon
    • Journal of Science Education
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    • v.42 no.2
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    • pp.214-229
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    • 2018
  • The purpose of this study was to investigate the effect of science-based STEAM program on the positive science experience of elementary school students. The participants of this study were 64 fourth graders of S elementary school located in Gyeonggi-do. They were divided into the experimental group of 30 students and the comparative group of 34 students. The program was reorganized into the STEAM program, which emphasized communication with students in the second semester of 4th grade, centered on 'Earth and Moon' unit which were carried out in total 16 times. The experimental group was giving the science-centered STEAM program, and the comparative group was giving the general instruction model based on the instructional book guidelines. The results of the study are as follows. The science-centered STEAM program showed a further influence on the positive science experience of elementary school students. Based on these results, it can be confirmed that the class using the science-centered STEAM program positively influenced the improvement of students' positive science experience.

The predictability of science experience, school support and learning flow on the attitude of scientific inquiry in physical computing education (피지컬 컴퓨팅 교육에서 과학적 탐구 태도에 대한 과학경험, 교육지원, 학습몰입의 예측력 규명)

  • Kang, Myunghee;Jang, JeeEun;Yoon, Seonghye
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.41-55
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    • 2017
  • The physical computing education, as the emerging field, is a form of education that helps learners to develop the attitude of scientific inquiry by developing meaningful and creative output through the integration of hardware and software elements. Based on the literature, the authors of the study used science experience, school support and learning flow as the variables that predict the outcome variable which is the attitude of scientific inquiry. The authors collected data from 64 fourth and sixth graders who studied physical computing at an institution for the gifted and talented in Korea and then analyzed them using descriptive statistics, correlation, multiple regression and simple mediation analysis methods. As a result, science experience and learning flow significantly predicted the attitude of scientific inquiry. In addition, learning flow mediated the relationship between science experience and the attitude of scientific inquiry, and the relationship between school support and the attitude of scientific inquiry. Based on these results, the authors propose that to promote the attitude of scientific inquiry in physical computing education, strategies must be implemented for improving science experience, school support and learning flow in instructional design.

The Influence of Nursing Students' Learning Experience, Recognition of Importance and Learning Self-efficacy for Core Fundamental Nursing Skills on their Self-confidence (간호대학생의 핵심기본간호술에 대한 학습경험, 중요성인식과 학습 자기효능감이 수행자신감에 미치는 영향)

  • Kim, Soon-Ok;Kang, Bok-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.8
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    • pp.172-182
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    • 2016
  • This study is a descriptive survey research conducted to examine the influence of learning efficacy on nursing students' self-confidence. Research subjects included a total of 231 university students in D city, and the data were analyzed by t-test, ANOVA, Pearson's correlation coefficients, and multiple regression. The study results were as follows: Learning experience was high in the order of vital sign check, intramuscular injection, and subcutaneous injection. Recognition of importance was also high in the order of vein therapy, intramuscular injection, and vital sign check. Self-confidence was high in the order of vital sign check and wearing of protective equipment. As for the learning experience, there were significant differences depending on the students' school year. As for the correlation among all variants, 'learning experience of nursing skills', 'self-confidence', 'learning self-efficacy', and 'self-efficacy' had a positive correlation with each other. Based on these study results, it is necessary to develop an educational strategy that ensures students' education of self-efficacy and improvement of their learning experience to enhance their self-confidence.

A Study on the Organizational Learning of the Disaster Management Organizations: the Cases of Daegu Subway (재난관리조직의 조직학습 사례분석-대구지하철 사례를 중심으로-)

  • Kim, Jong-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.10
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    • pp.211-218
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    • 2011
  • Although the disaster management of Korea such as mitigation of disasters, preparedness for them and recovery from them. It should be considered based on the failures of the disaster management and the past experimental knowledge, it is believed that the repetitive occurrence of similar disasters is caused by absence of learning of disaster management organizational. That is, non-learning of the management organs due to experimental errors indicates that the organization themselves are not able to adjust to environment and the same kinds of disasters may happen in the future. Therefore, this study identifies repetitive failures by analysing reasons of the failures in terms of organizational learning in order to prevent from repetition of similar failures, and presents suggestions on the policy of disaster management. For the purposes, it carries both bibliographical analysis and case analysis. this study targets Daegu Subway Fire in 2003.

A Study on Impact of Curriculum based Information Literacy on Problem Solving Ability in Elementary School (정보소양 통합교육이 초등학생의 문제해결력에 미치는 영향에 관한 연구)

  • 민혜령
    • Proceedings of the Korean Society for Information Management Conference
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    • 2001.08a
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    • pp.233-238
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    • 2001
  • 정보시대의 학습자는 다양한 문제상황을 능동적이고 자주적으로 해결할 수 있는 능력을 갖추어야 한다. 본 연구는 정보소양 통합교육이 학습자의 문제해결력에 미치는 영향을 경험적으로 검증하기 위해서, “The Big6”모형을 기본틀로 하여 초등학교 사회교과목에 대한 실제 교수-학습안을 구안하여 이를 통해 수업을 실시한 후 실험집단과 통제집단 간 문제해결력의 차이를 비교한다.

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A Study on the Efficacy of User Interaction for Metaverse-Based Education (메타버스 기반 교육에서 사용자 상호작용의 효용성에 관한 연구)

  • Yuchul Shin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.227-228
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    • 2024
  • 본 논문에서는 메타버스 기반 교육에서 학습자의 상호작용 중요성을 분석하고 전통적인 교육 방식의 차이점을 확인하여, 메타버스 환경에서 제공되는 다양한 학습 경험들이 교육의 효용성을 항상 시키는 방법에 관해 확인한다. 그리고 메타버스 기반 교육이 가져오는 혁신적인 변화와 사용자의 상호작용 중요성에 대한 새로운 방향성을 제안한다.

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The Educational Significance of Place Experience through Folklore (설화를 통한 장소 경험의 융합교육적 의의 -청주 지역 전승의 <지네 장터> 설화를 중심으로)

  • Hwang, Yun-jeong;Seo, Myug-hee
    • Journal of Korean Classical Literature and Education
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    • no.34
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    • pp.75-113
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    • 2017
  • The purpose of fusion education is to acquire educational contents efficiently and gain a new worldview. To realize this purpose, I point out that it is urgent to provide common educational content and suggest "place experience" as common content for literature and geography. Local legends present a concrete space and a sharp confrontation with the human world, while shaping the tradition of a place's name. Place experience as common educational content enables a three-dimensional experience of a place that utilizes the characteristics of these local legends. The physical condition, human activity, and implied meaning of a place mediate the student's empirical understanding of folktales. The common area of "place experience" allows us to expect a stereotypical understanding of a learner's place by providing a literary context to learning contents that can flow from the existing geography subject to the simple provision of information. In addition, it facilitates learners' empirical understanding by providing actual and specific objects to learning contents, which can flow abstractly in the existing literature subject. Through this discussion, convergence education demonstrates educational significance by achieving educational efficiency through common educational content and enabling the formation of new thinking.

The Development and Implementation of Smart Project Learning that Integrates Formal Education with Informal Learning (형식 교육과 비형식 학습 경험을 통합한 스마트 프로젝트학습 활동 개발 및 적용)

  • Jo, Miheon;Heo, Heeok;Kang, Euisung;Ryu, Sookhee;Kim, Yongdae;Seo, Jeonghee
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.291-304
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    • 2013
  • Considering the change of educational environments and strategies for the future, this research attempted to develop project learning that uses various smart technologies, and integrates formal education within a school with informal learning experiences outside of the school. For effective learning, the processes of the project learning, instructional activities for each process and supporting materials were specified and developed as a learning package. The project learning program and the instructional package were applied to 18 fifth graders in an elementary school located in Seoul. The results of the pilot test were collected with observations, interviews, and assessment of learning processes and products. And then the results were analyzed in regard of 'the whole processes of project activities', 'learning materials and tools', and 'informal learning experiences'. Based on the results, some suggestions were provided for implementing the smart project learning for integrative learning experiences.

A convergence study on the experience of applying the self-directed practice reciprocal peer tutoring: Focusing on medication nursing of fundamental core nursing skills (자율실습에서의 상호동료 교수법 적용경험에 대한 융합적 연구: 핵심기본간호술 투약간호를 중심으로)

  • Kim, Kyung Hwa;Lim, Jong Mi;Jang, Yang Min
    • Journal of the Korea Convergence Society
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    • v.12 no.9
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    • pp.229-238
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    • 2021
  • The purpose of this study is to understand in-depth the effect of self-directed practice in for core fundamental nursing skills applying reciprocal peer tutoring on the learning of nursing college students. The study participants were 15 students in the 4th grade of the department of nursing, and data were collected through in-depth interviews. The results of analysis resulted in four themes: 'motivation of learning', 'self-directed learning', 'improving achievement', and 'insufficient learning requirements'. The core fundamental nursing skills applying reciprocal peer tutoring has a positive experience of inducing motivation of learning for participants through a comfortable environment and improving self-confidence, and gaining opportunities to lead prior learning and learn in the learner's language. However, there have been experiences where additional knowledge expansion is difficult and feelings of insecurity is felt due to insufficient learning requirements. Therefore, when applying the reciprocal peer tutoring method to self-directed practice, it is considered to be effective if the professor applies a method that can sufficiently satisfy the learner's learning needs.