• Title/Summary/Keyword: 경험적 학습

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Design and Implementation of Web Courseware For the Regionalized Study Western Gyeoungnam area (현장조사학습을 위한 초등학교 4학년 지역화단원 학습을 위한 WBI 코스웨어 설계 -서부 경남 지역을 중심으로-)

  • Kim, Soon-Ok;Lee, Jae-Inn
    • 한국정보교육학회:학술대회논문집
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    • 2006.01a
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    • pp.255-260
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    • 2006
  • 현장조사학습은 학습자로 하여금 생생한 현실에 직면하게 함으로써 보고 듣고 느끼는 구체적인 학습을 통하여 생활경험과 시야를 넓히고 사회사상 간의 관계를 보다 잘 이해할 수 있게 하며 사회과 교수, 학습과정에서의 문제해결을 위해 교실을 벗어나 고장을 중심한 우리도의 현지학습을 위주로 하는 것을 말한다. 그러나 21세기 정보화시대를 맞아하여 우리는 수많은 정보를 일일이 다 경험하기에는 한계가 있으며 현실적으로도 매우 어려운 실정이다. 또한 초등학교 사회과 편성의 주요방향인 정보화능력을 바탕으로 학습자가 정보화 사회에 나아가 다양한 정보를 취득하고 활용하여 현대사회의 문제를 창의적이며 합리적으로 해결하는 능력을 길러야 한다. 이러한 능력을 기를 수 있는 기틀을 마련해 주기위해 학습자가 원하는 시간과 장소에서 자기 학습력과 속도에 맞춰 자기 주도적인 학습을 할 수 있도록 학습자에게 다양한 미디어를 결합시킴 형태의 WBI를 설계하고 구현하여 학습효과를 극대화 하고자 한다. 본 연구에서는 사회과 4학년 1학기 보조교과서 "우리 경상남도의 생활"을 재구성하여 서부경남의 7개 시 군의 교통, 관광, 인구, 특산물, 문화재, 등에 대하여 정보를 탐색, 분석, 활용할 수 있는 능력을 길러주고자 한다.

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How Do University Students Appreciate the Influence of Science on Life? (과학이 삶에 미친 영향에 대한 대학생들의 인식)

  • Lee, Seungeun;Park, Dahye;Park, Jongseok
    • Journal of Science Education
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    • v.45 no.2
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    • pp.187-200
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    • 2021
  • This study was conducted to identify students' meaningful scientific experiences and to ascertain the path through which the experience led to learning. The subjects of 'Understanding of the History of Science' were asked to write an essay on the subject of 'Effects of science on my life' to 81 students in the department of literature and 125 students in the science department. After that Classification criteria were established through scientific experts' seminars, and the scientific experiences that affected students and their effects were examined. The results from analyses were summarized as follows: First, As a result of study about Science Education experience that has impacted students' lives, the students were influenced by images, most of which were influenced by scientific videos. They were also influenced by science classes and science books. As a result of classifying science experience, most of the experience is composed of Informal Science Learning. Second, as a result of examining how students were influenced by their scientific experience, they found that they were affected by their daily life or influenced by science. As a result of the research, it can be confirmed that Informal Science Learning experience is an important learning form that has a great influence on students. Therefore, appropriate Informal Science Learning experience should be introduced into the class, and research and development on the Informal Science Learning experience preferred by the students should be done.

Learning Diagnosis & Prescription Service in Cyber Home Learning System : Improvements on User Experience by doing Usability Evaluation (사이버가정학습 진단처방학습관리시스템 사용성 평가 및 학습 경험 개선 방향 도출)

  • Cha, Hyun-Jin;Ahn, Mi-Lee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.876-883
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    • 2009
  • Learning Diagnosis & Prescription Service(LDPS) in Cyber Home Learning System is a educational service which provides customized learning contents based on student's academic level and individualized counseling and comments after diagnosing learner's study habits beyond the past e-Learning systems which offer the same contents to different students. For a national point of view, it is a crucial project in public education to achieve the goals of the next-generation e-Learning service by making a lot efforts both in time and money. However, those efforts has been made, not in terms of providing a better quality of service and a better user experience in a effective and enjoyable way, but in terms of developing the technology-driven system. Therefore, in this study, two types of usability evaluations has been conducted in order to enhance a user experience on the LDPS. One is the expert reviews by utilizing the usability evaluation tools (heuristics) which was focused on educational contexts developed by Suh Young-suhk(2007). The other is the user testing with students who have done think-aloud during the evaluation, remembering their retrospective experience with LDPS, and the interview with teachers & service operators were conducted. As the implications on the research, this is an effort to provide an user-friendly educational system for the students nationwide.

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A Study on Improvement of Teaching and Learning of University in Online Class Environment since COVID-19 (COVID-19 이후 온라인 수업 시행에 따른 대학 교수·학습 개선방안 도출)

  • Park, Dongchan;Lee, Giljae;Kang, Soyun;Kim, Sujin;Ahn, Eunbi;Chang, Seojin
    • Journal of Industrial Convergence
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    • v.20 no.3
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    • pp.11-21
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    • 2022
  • The purpose of this study is to provide fundamental background to improve the quality of teaching and learning performance in online classes by analyzing the students' learning experience aspects on online environment. This study explores the relationship between learning experience and teaching and learning performance according to the online classes types(synchronous/asynchronous class), and identifies the mediation effect of students' perception and attitude toward online classes using Structural Equations Model(SEM). The findings are shown as follows: First, learning experience has positive effect on teaching and learning performance statistically. Second, learning experience has different effect on teaching and learning performance depending on the type of online classes. Specifically, learning experience in synchronous environment has higher influence on teaching and learning performance than in asynchronous environment. On the other hand, perception and attitude toward online classes have greater influence on teaching and learning performance in asynchronous class than in synchronous class. Lastly, the students' perception and attitude toward online classes do not have mediation effects significantly in the relationship between learning experience and teaching and learning performance. The result of this study can be a guide for researcher to approach to teaching and learning performance in online environment of university.

A case study of learning attitude change according to programming learning experience (프로그래밍 학습 경험에 따른 학습 태도 변화 사례 연구)

  • Lee, Kyung-Sook
    • Journal of the Korea Convergence Society
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    • v.12 no.9
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    • pp.93-98
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    • 2021
  • The change of programming language learning experience on learning motivation was analyzed. Learning a programming language is generally evaluated as a difficult process even for majors. Measuring psychological changes related to programming learning at this point in expanding to non-majors is necessary for learner analysis. The overall learner attitude change was investigated by measuring achievement goals, academic interest, academic self-efficacy, cognitive involvement, and academic self-regulation, which are motivation-related factors. All factors related to learning attitude showed a decrease in the post-test results. This result is interpreted that the difficulty of the learning process decreased the motivation to learn programming. It was found that the greater the difficulty perceived by the learner, the greater the decrease in the motivation to learn. Based on the results of this study, it has implications that a learning environment and learning process that can give feedback and a situation that can reduce the level of learning difficulty felt by learners should be systematically given.

Jigsaw Cooperative Learning Experiences of Nursing Students in Medical Terminology Classes (의학용어 수업에 참여한 간호대학생의 직소 협동학습 경험)

  • Lee, Yunju;Yang, Jeongha
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.103-115
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    • 2019
  • Background: This study was conducted to identify the experiences of nursing students students who participated in jigsaw cooperative learning in medical terminology classes. Methods: Data were collected through in-depth individual interviews and analyzed using the Colaizzi phenomenological analysis methodology. Results: Six categories emerged through experiences of jigsaw cooperative learning of nursing students. The specific categories are 'two contrasting emotions that exist under consciousness', 'progression towards self-directed learning', 'resurrection of community spirit', 'facing the growing self', 'realistic limits', and 'co-operation that has risen above consciousness'. Conclusion: Jigsaw cooperative learning enhances nursing students' self-directed learning and community consciousness. It is a very useful teaching and learning method that encourages growth through community spirit and cooperation. In the future, we propose a study using jigsaw-cooperative learning in various classes.

Analysis of Fieldtrip-related Perception and Attitudes of Science-talented Students: A Case of Winter School in Korea Earth Science Olympiad, 2007 (야외지질학습에 관한 과학영재학생들의 인식과 태도 분석: 2007년도 한국지구과학올림피아드 겨울학교 사례를 중심으로)

  • Ryu, Chun-Ryol
    • Journal of the Korean earth science society
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    • v.30 no.1
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    • pp.81-95
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    • 2009
  • The purpose of this study wasto analyze the factors that enhance their learning achievement in a fieldtrip environment. For this academic goal, we analyzed a pattern of fieldtrip-related perception and attitudes of 19 science-talented students who participated in the 2007 KESO winter school. As for the perception type, the result of analysis showed that the science-talented students understood a fieldtrip as an experimental inquiry from an inquiry perspective, and that their understanding about a fieldtrip was based on anthropocentrism, positivism and instrumentalism from a science philosophy perspective. Regarding theattitudes type, the result revealed that the purpose of the winter school was mainly to learn knowledge in earth science, and that there was a significant tendency for the participating students to become a future scientist more eagerly than their parents expected. Students' fieldtrip-related academic self-concept was mostly positive while the participants experienced both positive and negative emotions.

A Web-based adaptive hypermedia system for novices to learn programming (초보자들의 프로그래밍 학습을 위한 웹 기반 적응형 하이퍼미디어 시스템)

  • Jung, Hyosook;Park, Seongbin
    • The Journal of Korean Association of Computer Education
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    • v.7 no.6
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    • pp.37-45
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    • 2004
  • With the rapid growth of the Web technologies, the Web has changed teaching and learning as well as our life in various ways. Web-based instruction (WBI) supports self-directed and creative learning at anytime anywhere. However, learners may experience the problems of disorientation and cognitive overload when the hyperspace that consists of learning materials is complex. In this paper, we present a Web-based adaptive hypermedia system based on cognitive load theory which can reduce cognitive loads that novices may experience when they learn programming

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Convergent research of Experience about Women Religious on Breast Self-Examination Education Participation (여성 수도자의 유방자가검진 교육 경험에 대한 융합적 연구)

  • Kim, Sun-Ae;Jeon, Hye-Won
    • Journal of the Korea Convergence Society
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    • v.7 no.1
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    • pp.77-87
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    • 2016
  • Objectives : The purpose of this study was to find a constructive way of the Breast Self-Examination teaching methods, identify experience who religious women participated in breast self-examination. Method : This study is a qualitative study using focus group interview method. Women religious took Breast Self-Examination program based on Problem Based Learning procedure. Results : Major Four Themes were derived. 'Breast cancer awareness', 'Breast Self Examination awareness', 'Convergence of PBL and practice on BSE experience', 'Change after convergent BSE education'. Conclusion : Women religious who have risk factors for breast cancer, want to improve the irregularities and to raising skills of BSE for self healthcare ability through convergent BSE education program for women religious.

Development of Learning Program using Chinese Whispers Game(Broken Telephone Game) for Systematic Assessment and Reporting of Patients and Exploration on Learners' Experiences (속삭임게임을 활용한 체계적 환자사정 및 보고 교육프로그램의 개발 및 학습자 경험탐색)

  • Jung, Hyun-Jung
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.143-153
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    • 2019
  • In order to save lives by recognizing the deteriorating changes of the patients, patient's assessment and reporting should be foundation, but this task is mainly delegated to nursing students or inexperienced nurses. A whisper game is a game in which the first person whisper selects a word, phrase or sentence and delivers it to the team member and finally confirms how many original message have changed during the transmit process. The purpose of this study was to develop a whisper game program to transmit the information of the children included in the DVD using in the pediatric advanced life support process. After four times of games, the experiences of 31 nursing students in the fourth grade were explored by analyzing the reflective journal. The results of the study showed three themes: learning motivation, metacognitive ability, and situated contextual learning. Repeated practice through a whisper game is expected to be widely used because it has been identified as a fresh and interesting learning method that enables nursing students to metacognize the process of assessing patients and conveying information in the contextual situation.