• Title/Summary/Keyword: 디지털 학습자료

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A Basic Study on the Development of Functional Games for University Lectures - Focusing on clinical reasoning capabilities (대학 강의용 기능성게임 개발 기초연구 - 임상추론역량을 중심으로)

  • Seo, Hee-Kyung
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.65-74
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    • 2019
  • This study presented specific alternatives for the use of digital storytelling elements as college education and provided basic data for future Serious games to be more popularized and used as reference materials in various academic circles by considering the criteria for the quality evaluation of game contents, which had been pointed out as limitations of functional games. In particular, the factors to be considered were mainly in developing functional games to learn the clinical reasoning process.

A Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning (Kinect 게임 활용 수업에서 학습자의 참여적 학습 경험에 대한 사례 연구)

  • Ryoo, EunJin;Kang, Myunghee;Park, Juyeon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.363-374
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    • 2019
  • Recently, there is an increasing interest in game based learning as a teaching method for digital native learners. This study set kinect game contributes to engaged learning as the competition and cooperation play (achievement goals, interaction), the digital game play (multisensory stimulation, fantasy and curiosity, chance, accurate feedback, control), and the body movement play (embodied cognition, presence). After performing classes using the motion recognition game developed for the elementary school history class, this study conducted semi structured interviews based on engaged learning elements of kinect game based learning for students who were successfully participating in learning. In the result, each element appeared to a successful learner. Based on these results, this study hopes to assist researchers as a basic evidence to introduce kinect game-based learning for engaged learning.

Analysis of Media Literacy Content Reflected in Middle School Technology and Home Economics Textbooks (중학교 기술·가정 교과서에 반영된 미디어 리터러시 내용 분석)

  • Shim, Jaeyoung;Choi, Saeeun
    • Journal of Korean Home Economics Education Association
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    • v.32 no.2
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    • pp.99-115
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    • 2020
  • The purpose of this study is to analyze the relationship between home economics curriculum and media literacy education. For this purpose, 12 kinds = types of learning materials for middle school 'Technology·Home Economics 2' textbooks were analyzed. After selecting 'Media Literacy Performance Goals(MLPG)' as the basis for analysis, the distribution of media data and reflection of MLPG were analyzed by frequency and content analysis. The results of this study are as follows. First, 39.6% of the learning materials using media materials out of the total learning materials of 12 textbooks, and there were differences in the frequency and weight of learning materials using media materials by publishers. Depending on the type of media, 68.3% of 'printing', 16.7% of 'images, video', 13.5% of 'digital', and 86.5% of the use of unidirectional media. Second, there was a difference in frequency and weight of learning materials reflecting the MLPG by publishers, and it was necessary to supplement the learning content to improve overall media literacy. Among the MLPG reflected in the learning materials, 'meaning and communication' was the most reflected performance goal, with 58.8%, but there was no two-way communication through the media. Based on the results of these textbook analysis, MLPG in Home Economics are revised as follows. 'Understanding the meaning and self-expression', 'Communication and social participation', 'Use of responsible media', 'Appreciation and enjoyment', 'Use of media technology', 'Information search and selection', 'Creation and production', 'Critical understanding and evaluation'.

Case Study on Learning Portfolio for Engineering Education Substantiality (공학교육 내실화를 위한 교과목 포트폴리오 사례 연구)

  • Kang, Hwan Soo;Cho, Jinhyung;Kim, Heechern
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.545-555
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    • 2013
  • Recently student portfolio is widely used as an evaluation method for self-directed performance in engineering education of the university. Especially, as many of the Innovation Centers for Engineering Education and ABEEK held student portfolio competitions, a lot of students in engineering college participate in student portfolio includes the contents and careers of the entire process of university. However, except for courses related to capstone design, there are few regular courses applied to Learning Portfolio in engineering education. Through using Learning Portfolio in courses, students take opportunities of organized collection of learning contents and critical reflection. Under these background study, the regular course in engineering education is may be appropriate for using Learing Portfolio in lecture. In this paper, we present the case study for the Data Structure course opened in the first semester of 2013 which is organized as a Learning Portfolio. According to the results of applying Learning Portfolio to the regular course, it turns out that learners can develope self-directed learning ability in exploring the learning process, and manage a learning process systematically through self-reflection in learning process.

Factors influencing flow state of cooperative learning among nursing students: in convergence era (융복합시대 간호대학생의 협동학습수업 몰입상태에 영향을 미치는 요인)

  • Kim, Min-Suk;Yun, Soon-Young
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.397-403
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    • 2015
  • The purpose of this study is to identify factors affecting flow state of the cooperative learning on nursing students live in convergence era. Data was collected a total of six weeks to two nursing freshman class 93 people from April to June 2015. Data were analyzed using descriptive statistics, pearson's correlation coefficients and factors affecting the flow state was used for the multiple regression with the SPSS/WIN 18.0 program. Flow state of the cooperative learning was correlated with major satisfaction and learning satisfaction. The results of major satisfaction and learning satisfaction were significant predictors with 65.4% of the variance in flow state of the cooperative learning, learning satisfaction was confirmed by the affecting factor the flow state. This presents a basis for teaching method applied to maximize the flow state.

The Mediating Effects of Self-efficacy between Metacognition and Learning flow in College Students in Healthcare Field (보건의료분야 대학생들의 메타인지와 학습몰입 간의 관계에서 자기효능감의 매개효과)

  • Han, Ju-Rang;Kim, Jang-Mook
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.273-282
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    • 2017
  • The objective of this study was to verify the mediating effects of self-efficacy between metacognition and learning flow in college students in healthcare field. Participants were 300 college students. Self-administered questionnaire data were collected from November 21 to December 2, 2016. Data were analyzed using descriptive statistics, t-test, ANOVA, Pearson correlation coefficients and hierarchical regression analysis with the SPSS/WIN 23.0 program. Results are as follows. Metacognition had positive effects on learning flow(${\beta}=.678$, p<.001). Self-efficacy had a partial mediating effect on the relationship between metacognition and learning flow. The findings of study showed that metacognition was very important for enhancing learning flow and self-efficacy influenced these relationship. This study suggested that it is important to develop and implement teaching and learning strategies with improved metacognition in healthcare field.

The Effect of Teaching Nursing Process with Action Learning on Critical Thinking Disposition, Self-Leadership, and Self-Directed Learning Ability. (액션러닝 적용 간호과정 교육이 비판적 사고성향, 셀프리더십, 자기주도적 학습능력에 미치는 효과)

  • Lee, Eun-Mi;Oh, Yun-Jeong
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.47-52
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    • 2022
  • The purpose of this study is to confirm the effect of nursing process education applying action learning on the critical thinking tendency, self-leadership, and self-directed learning ability of nursing college students. A total of 96 subjects were studied, and data collection was from September to December 2021. For data analysis, the frequency, percentage, and corresponding sample t-test were used using spss/win 23. Results show that self-directed learning ability(t=-3.76, p<.001) was significantly improved. In addition, critical thinking disposition and self-leadership(r=.730, p<.001), critical thinking disposition and self-directed learning ability (r=.701, p<.001), self-leadership and self-directed learning ability(r=.734 p<.001) had a statistically significant positive correlation between them. As a result of this study, it can be seen that the nursing course education applied to action learning has a positive effect on the self-directed learning ability of nursing college students. In the future, research is needed to confirm the effects of various teaching and learning methods.

A Comparison of Quality of SimPad based on Field Focus Type CPR and Video Self-lnstruction CPR (SimPad를 이용한 현장중심형 심폐소생술과 영상자가학습 심폐소생술의 질 비교)

  • Kim, YeRim
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.207-214
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    • 2019
  • This study was designed to find effective CPR education methods by comparing and analyzing the quality of Field-Focus Type (FFT) CPR using SimPad and the quality of Video Self-lnstruction(VSI) CPR for the learners. The data collection were conducted from November 28, 2018 to December 5, 2018, on 64 first graders who completed CPR lectures at universities located in G metropolitan city, and analyzed using the SPSS ver. 23.0. The results of the study, Field Focus Type (FFT) CPR showed higher quality of Video Self-lnstruction (VSI) CPR in areas such as CPR total score, chest compressions score, chest compressions dept, chest compressions rate, chest compression velocity, total ventilation score, and Total number of ventilation than that of the subjects. Therefore, using Field Focus Type CPR (FFT) education law was found to improve the quality of cardiopulmonary resuscitation compared to the existing Video Self-lnstruction CPR (VSI) education method, and it is believed that it can be used as a basic data for cardiopulmonary resuscitation education in the future.

Automated infographic recommendation system based on machine learning (기계학습 기반의 인포그래픽 자동 추천 시스템)

  • Kim, Hyeong-Gyun;Lee, Sang-hee
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.17-22
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    • 2021
  • In this paper, a machine learning-based automatic infographic recommendation system is proposed to improve the existing infographic production method. This system consists of a part that machine learning multiple infographic images and a part that automatically recommends infographics with artificial intelligence only by inputting basic data from the user. The recommended infographics are provided in the form of a library, and additional data can be input by drag & drop method. In addition, the infographic image is designed to be dynamically adjusted according to the size of the input data. As a result of analyzing the machine learning-based automatic infographic recommendation process, the matching success rate for layout and keyword was very high, and the matching success rate for type was rather low. In the future, a study to improve the matching success rate for the image type for each part of the infographic will be needed.

A Study on Composition and Utilization of Digital Literacy Education elements Using Open Contents (오픈 콘텐츠를 활용한 디지털 리터러시 학습 요소 구성과 활용)

  • Hong, Myunghui;Lee, Soonyoung
    • Journal of The Korean Association of Information Education
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    • v.22 no.6
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    • pp.711-721
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    • 2018
  • The development of artificial intelligence technology and the shift to a software-driven society are raising the need for digital literacy education on how to access, understand, use, create and share new open content in a variety of sustainable open content. At this point in time, this paper defines the digital literacy as the subliteracy concept for data, tools, and device elements. It is defined as a concept that includes cognitive and non-cognitive abilities and is stratified by computer literacy, ICT literacy, and information literacy. Open content is also defined as teaching-learning materials that can be used and shared freely by anyone, such as the Open Education Resource (OER) and the Open Access movement. Based on the two definitions, a three-step strategy for digital literacy education was developed to select open content in the digital environment, followed by a digital literacy education plan, and finally, an education frame to foster digital literacy capabilities.