• Title/Summary/Keyword: 수업 몰입도

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The Effect of Empathy and Career decision-making self-efficacy on Learning flow of Nursing Students in Non-face-to-face Classes (비대면 수업환경에서 공감능력, 진로결정 자기효능감이 간호대학생의 학습몰입에 미치는 영향)

  • Park, Mihwa
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.587-595
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    • 2021
  • This study investigates the relationships among empathy, career decision-making self-efficacy and learning flow of nursing students in non-face-to-face classes caused by a Pandemics. The subjects were 165 nursing students, analyzed the collected data using SPSS WIN 21.0. According to the study, empathy, career decision-making self-efficacy, and learning flow were a significant static correlation. The variables that significantly affect learning flow are major satisfaction and career decision-making self-efficacy, and explanatory ability is 22.7%. Based on this results, it is proposed to prepare a plan to advance major satisfaction and career decision-making self-efficacy in a non-face-to-face classes.

A Study on Home Economics Education Lesson Plan Design Using Gamification: Focusing on 'Eco-friendly Clothing Life Cycle' Theme (게이미피케이션을 활용한 가정과 수업 설계에 관한 연구: '환경친화적 의류 라이프 사이클' 주제를 중심으로)

  • Jang, Eun Ju;Kim, Hye Rin;Lee, Su Kyung;Kim, Eun Jo;Hwang, Shin Hye;Kim, Ji Seul;Kim, Nam Eun
    • Journal of Korean Home Economics Education Association
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    • v.34 no.1
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    • pp.35-57
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    • 2022
  • This study developed an 'Eco-friendly Clothing Life Cycle' class applying gamification. And the effect of and learners' satisfaction on the class were examined after implementation. The developed class was applied to 40 sophomore students from "A" high school in Gyeonggi-do from February 3, 2022, to February 10, 2022, in a total of 4 sessions. The class was conducted in the stages of production-distribution-consumption-disposal, and was conducted in a way that a mission is solved after learning in Gather Town. It is designed so that learners continuously repeat learning until they accomplish the mission. The learners completed pre-class and post-class questionnaires. And a focus group interview was conducted with a randomly selected group of three learners. According to the pre-/post-class test comparison, the gamification class on the theme of "Eco-friendly Clothing Life Cycle" was found not to have a significant effect on learners' immersion or self-directed learning attitudes. However, in the case of the learners with high levels of non-immersion tendency, the level of immersion in the class increased, and the satisfaction level was positively associated with the level of immersion and self-directed attitude. Learners expressed 'concern' and 'expectation' about the gamification class, and said that although the developed class was using a 'new teaching method', 'appropriate use' was necessary. And learners were evaluated this class as a 'student-centered class' and acknowledged that it allowed 'self-directed learning'. The teacher who implemented the class said that this class was more effective in attracting students' expectations and interests compared to the conventional classes, and that the class in the meta-verse environment was perceived as a new type of class in the non-face-to-face era. The teacher also mentioned that when applied to the actual educational field, a detailed design is needed that allows the learners to proceed smoothly, and the role of the teacher in the class was more important. And the teacher also mentioned that the class should be properly designed so that the expectations given by the 'game' do not obscure the essence of the class.

Comparison of a Learner's Experience on Zoom and Spatial (줌과 스페이셜의 학습자 경험 비교 평가)

  • Yejin Lee;Kwang-Tae Jung
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.535-541
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    • 2022
  • Zoom has been most popularly used as a non-face-to-face online class tool since COVID19, but due to the recent spread of the metaverse, the use of the metaverse platform is increasing. In particular, since a metaverse platform 'Spatial' provides online classroom creation and various learning functions, and various interactions between instructors and learners or learners and learners are possible, it is highly likely to be used in university classes. Since Zoom and Spatial each have their own strengths and weaknesses for the purpose of class use, it is necessary to find out the strengths and weaknesses of each by comparing and analyzing the learner's experience in class use. In this study, a quantitative analysis of usability, immersion, and satisfaction and a qualitative analysis of individual opinions were performed in order to compare and analyze the learner's experience. SUS (System Usability Scale) was used for usability evaluation, and Magnitude Estimation method was used for immersion and satisfaction evaluation. Thirty-five people who had participated in classes using Zoom and Spatial participated as subjects in this study. Zoom was higher than Spatial at the significance level of 0.05 in usability and satisfaction. On the other hand, the immersion in class was higher in Spatial than in Zoom. Since Spatial provides online classroom creation and various learning functions, and provides various interactions and fun elements between instructors and learners or learners and learners, the immersion in classes was high. If the user interface and interaction of Spatial are improved in the future, it is judged that it can be used as an effective online teaching tool that can replace zoom in university classes.

The Effect of the Physical Computing Convergence Class Using Novel Engineering on the Learning Flow and the Creative Problem Solving Ability of Elementary School Students (노벨엔지니어링을 활용한 피지컬 컴퓨팅 융합수업이 초등학생의 학습몰입도와 창의적 문제해결력에 미치는 영향)

  • Yang, Hyunmo;Kim, Taeyoung
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.557-569
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    • 2021
  • In preparation for the future society, the educational curriculum is changing according to the trend of the times, and with the advent of the era of the 4th Industrial Revolution, the purpose of the new 2015 revised curriculum was suggested to foster the convergence creativity of students. The purpose of software education is to promote creativity and further develop problem-solving skills in connection with real life. In addition, flow in learning leads to outstanding educational achievement. However, in elementary school computer education, there is still a lack of development of a convergence class model for students to easily immerse themselves and promote creative problem-solving skills. Therefore, in this study, we designed convergence computer education using Novel Engineering, which is a convergence class model suitable for these educational conditions and applied it to classes. Further, to measure the effect on the improvement of learning flow and creative problem-solving ability. the Novel Engineering-based computer class was applied to the experimental group for 6th graders, and the general computer class was applied to the control group. As a result of the pre-post test between groups, it was found that computer classes using Novel Engineering had a positive effect on learning flow and creative problem-solving ability.

Development and Application of Problem Bank of Problem Solving Programming Using Online Judge System in Data Structure Education (자료구조 수업에서 온라인 자동평가용 문제해결 프로그래밍 문제은행 개발 및 적용)

  • Kim, Seong-Sik;Oh, So-Hee;Jeong, Sang-Su
    • The Journal of Korean Association of Computer Education
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    • v.21 no.4
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    • pp.11-20
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    • 2018
  • This study is to propose a problem bank of problem solving programming using Online Judge System as one of the ways to motivate learners and increase for immersion to students who take Data Structure lecture that is the basis of problem solving ability using information science. In order to do this, we developed a question bank for each major topic in the Data Structure, by developing 70 problem solving programming problems suitable for the main topics of the Data Structure. By mounting it on an Online Judge System and applying to actual classes, and by analyzing the motivation for learning and the degree of immersion according to the result after the application of the lesson, we propose a teaching-learning contents and usage for problem solving programming and Data Structure classes at the teacher training university which give motivation for learning and immerse in problem solving programming.

The Effect of the Project Learning Method on the Learning Flow and AI Efficacy in the Contactless Artificial Intelligence Based Liberal Arts Class

  • Lee, Ae-ri
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.8
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    • pp.253-261
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    • 2022
  • In this study, the educational effect were sought to be identified after developing and applying project learning for the artificial intelligence based liberal arts education for the non-computer majors. A paired-sample t-test was performed within each group to determine the extent of improvement in the learning flow and artificial intelligence efficacy in the experimental and control groups. After class, an independent sample t-test was performed to examine the statistical effects of pre-test and post-test on the learning flow and artificial intelligence efficacy in the experimental and control groups. The experimental group and control group demonstrated significant improvements in the learning flow and artificial intelligence efficacy before and after class, each respectively. There was no statistically significant difference in the learning flow between the experimental group for which the project learning method was applied and the control group for which only theory and practice were conducted in the artificial intelligence class. It was also confirmed that the experimental group for which the project learning method was applied improved the efficacy of artificial intelligence to a significant level compared to the control group which only proceeded with theory and practice.

A Study of the Influence of Medium Richness and Learner's Experience with Various Mediums on the Usefulness of Mediums and Learning Commitment in Integrated Media Korean Classical Education (매체통합 고전문학수업에서 매체풍부성과 매체경험이 매체유용성과 학습몰입에 미치는 영향 연구)

  • Hyun, Young-Ran;Chung, So-Yeon
    • Journal of Korean Library and Information Science Society
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    • v.46 no.4
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    • pp.471-491
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    • 2015
  • The purpose of this paper is to examine the structural relationship between the use of a web medium and learning commitment to develop creative talent for higher media integrated Korean classical literature education. For this we used DBs of The 'Encyclopedia of Korean Local Culture(a local culture DB)' built by the Academy of Korean Studies, and a survey was conducted on 418 high school students, attending a classical literature class which used a local culture DB. The result of this study demonstrates media usefulness of local culture DBs' positive effect on learning commitment. Specifically, media richness and media experience affects the learning commitment through the medium usefulness. These results indicate that in order to encourage learner's medium experience and increase medium richness it is necessary to increase the utilization of mediums, such as local culture DBs.

Development of Dialogue-based Feedback System to Improve Flow Learning in e-Learning Environment (이러닝 환경에서 몰입학습 증진을 위한 대화 기반 피드백 시스템의 개발)

  • Jeong, Sang-Mok;Song, Ki-Sang
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.150-160
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    • 2007
  • In the actual classroom the so-called flow learning is able to motivate the students through face-to-face feedback, and to meet their needs for educational achievement. By contrast, the so-called e-learning method falls short of the satisfactory level of real-life interaction, which makes many learners drop out or give up on their learning. In order to better the e-learning environment, this study presents a dialogue-based feedback system that improves the flow learning of the learners' in the classroom. This newly developed system was applied at the actual school. The result is that the experimented group improved its flow learning, compared with the controlled group. In the former group, each individual showed some consciousness of objective and challenge following the concrete feedback. That is to say, this system enhances the attitude of an active participation and induces the flow learning, thanks to the dialogue-based feedback and the sustained interest in learning. In conclusion, the significance of this study lies in suggesting the direction of a new learning method development in the e-learning environment.

The Relationship among Flow, Satisfaction, Service Quality, and Revisit Intention of College Ski Class Participants (대학 스키수업 참가자의 몰입, 만족도, 서비스품질 및 재방문의도의 관계)

  • Han, Gun-Soo;Lee, Jung-Heun;Ko, Wisug
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.6
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    • pp.459-468
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    • 2016
  • The purpose of this study was to examine the relationship among flow, satisfaction, service quality, and revisiting intention of college ski class participants. By analyzing a total of 106 college students from a university in G city, this study found the following. First, the flow of ski classes had a positive influence on the satisfaction with the ski class. Second, the satisfaction with the ski classes had a positive influence on the service quality of the ski resort. Third, the service quality of the ski resort had a positive influence on the revisit intention. Fourth, the flow of the ski class had a positive influence on the service quality of the ski resort mediated by the satisfaction of the ski class. Fifth, the satisfaction of the ski class had a positive influence on the revisiting intention mediated by the service quality of the ski resort.

Effect of Other Behaviors on Self-Directed Learning Ability, Flow and Academic Achievement of Department of Radiology(science) Students in Online Classes (온라인 수업에서 방사선(학)과 학생들의 딴짓이 자기주도적 학습역량, 몰입, 학업성취도에 미치는 영향)

  • Na, Gil-Ju
    • Journal of the Korean Society of Radiology
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    • v.16 no.5
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    • pp.611-618
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    • 2022
  • The purpose of this study was to confirm the degree of other behaviors among university students in the department of radiology(science) who experienced online classes in the COVID-19 situation and to investigate the effect of self-directed learning ability, flow and academic achievement on other behaviors. The research method was descriptive research. Data were 200 students collected from June 1 to 30 in 2022 using structured questionnaires as students in the Department of Radiology(science). Collected data were analyzed using descriptive statistics, t-test, ANOVA, Cronbach's pearson's correlation, multiple regression analysis with SPSS/WIN 21.0. The result of the study showed that the other behaviors were in the order of 'having s different thought, and 'sending text messages'. other behaviors was 1.75, self-directed learning ability was 3.60, flow was 3.23 and academic achievement was 4.29. There was a significant negative correlation between other behaviors and self-directed learning ability, flow, academic achievement. Factors influencing other behaviors were academic achievement, age, flow, self-directed learning ability in that order. As a result of the above research. it is expected that specific measures and various teaching methods to be flowed in the class are need as the way to lower the other behaviors of university students in the Department of Radiology(science) is to increase academic achievement.