• Title/Summary/Keyword: 수업 몰입도

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Personalized Storytelling Mathematics Learning System (개인화 스토리텔링 수학 학습 시스템)

  • Lee, Jeonghwan;Han, Keejun;Gweon, Gahgene
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.981-984
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    • 2014
  • 개인화된 서술형 수학 문제(mathematics word problem)는 오랫동안 연구된 분야로 학생들의 학업 성취도와 수학에 대한 태도에 관심을 가져왔다. 본 연구에서는 2013년 도입된 스토리텔링 수학에 개인화된 콘텐츠를 접목하여 그 효과를 알아보고자 하였다. 초등학생 26명을 대상으로 하여 약 110분 동안 수업을 진행하였으며, 무게에 대한 새로운 개념을 배우는 데 그 목적을 두었다. 각각 13명씩 개인화 그룹과 비 개인화 그룹으로 나누어 수업을 진행하였다. 학업 성취도(Learning Achievement)에서는 사전 시험(pre-test) 점수가 너무 높아 두 그룹 간에 서로간의 유의한 차이점을 발견하지 못했다. 수학에 대한 태도 부분과 몰입도(Flow) 부분에서는 다소 개인화 그룹의 값이 높았지만, 통계적으로 유의한 정도는 차이는 아니었다. 하지만 정성적 분석에서는 차이가 있었다. 개인화 그룹(Personalized group)은 비 개인화 그룹(non-personalized group)에 비해 개인화(personalization)가 수업의 재미있는 요소로서 보다 중요한 작용을 했다고 느꼈다. 또한, 테스트나 측정(measure) 부분에서 생겼던 문제점을 개선하여 재 실험이 있을 시엔 유의미한 값을 나타낼 것으로 기대된다.

Analysis of User Experience for the Class Using Metaverse - Focus on 'Spatial' - (메타버스의 수업활용에 관한 사용자 경험 분석 - 스페이셜(Spatial)을 중심으로 -)

  • Lee, Yejin;Jung, Kwang-Tae
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.367-376
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    • 2022
  • In this study, the user experience was analyzed from the learner's point of view, focusing on the metaverse platform 'Spatial'. SUS(System Usability Scale) was used to evaluate the usability of the metaverse platform 'Spatial' in a college class, and the Magnitude estimation technique was used to evaluate the immersion and satisfaction with the class. In addition, a questionnaire survey was used to collect user experience opinions on the use of 'Spatial' as a teaching tool. Looking at the usability evaluation results of the 'Spatial' system, the students evaluated the usability, immersion, and satisfaction quite positively. Looking at the user experience of metaverse platform 'Spatial', it was found that students highly valued Metaverse as an educational tool that can provide a place for many people to gather and communicate even in a non-face-to-face space. Compared to other online platforms, metaverse has advantages in ease of use, interaction, immersion, and interest. In particular, in addition to keyboard, touch, and display, interaction using the five senses such as voice, motion, and gaze was recognized as a great advantage. On the other hand, it was found that high openness, freedom, and interest factors can both promote learning and inhibit learning. Nevertheless, it is judged that the metaverse platform 'Spatial' can be effectively applied in college classes because it enables various interactions between instructor and learner or between learner and learner.

The effect of professor's image-making on college student's class satisfaction and class commitment (대학수업에서 교수의 이미지메이킹이 학습자의 수업만족 및 수업몰입에 미치는 영향)

  • Jung, Hea-Rim;Park, Sun-Ju
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.3
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    • pp.73-85
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    • 2021
  • The purpose of this study is to understand the influence of the professor's image making (internal, external, social image) perceived by college students on instructional outcomes. The influence of the professor's image making on class satisfaction and class commitment was analyzed, and the mediating effect of class satisfaction and the relationship between class satisfaction and class commitment in the relationship between image making and class commitment was considered. First, it was found that the external image and social image of the professor had a significant effect on class satisfaction. The level of interpersonal relations, such as communication, manners, manners, and intimacy as well as the management of external expressions, clothing style, makeup, hair, gestures, postures, attitudes, voices, speech, and speech speed brings satisfaction to the class. Second, it was found that the professor's inner image, outer image, and social image had a significant effect on class commitment. In order to satisfy the students' immersion in class, professors are required to manage internal, external, and social images. Third, it was found that class satisfaction had a significant effect on class commitment. If the class satisfaction is high, it means that class immersion also increases. Fourth, as for the social image of a professor, it was found that class satisfaction had a completely mediating effect in the relationship between class commitment, and the external image of a professor was found to have a partial mediating effect in class satisfaction in the relationship between class commitment. It was found that the social image of professors perceived by college students improve class satisfaction, and this improves class satisfaction further enhances class immersion.

The Effect of Robot Programming Learning Considered Gender Differences on Female Middle School Student's Flow Level and Problem Solving Ability (성별의 차이를 고려한 로봇 프로그래밍 학습이 여중학생의 몰입수준과 문제해결력에 미치는 효과)

  • Song, JeongBeom;Paik, SeoungHey;Lee, TaeWuk
    • The Journal of Korean Association of Computer Education
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    • v.12 no.1
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    • pp.45-55
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    • 2009
  • The purpose of this study was to examine the possibility of development of flow level and problem-solving ability by Using robots in the programming classes. For this purpose, a course has been developed which consists of (1) strategies to motivate students and to improve flow level (2) Creative Problem Solving (CPS) teaching model to improve their problem solving abilities. We experimented the course with 30 second-grade middle school students and we could observe that the robot programming learning considered gender differences helps improving their problem solving abilities and flow level. Specially, the group of the female student was greater improvement than the group of the male student on flow level.

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The effect of Virtual Reality sports experience on sports satisfaction, sports immersion, and sports attitude

  • Myung-Soo, Kim;Byung-Nam, Min;Seung-Hwan, Lee;Sung-Hee, Kim;Jae-Hoon, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.129-136
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    • 2023
  • In this paper, we propose the positive effects of Virtual Reality(VR) sports classes and the foundation for VR sports to become the basis of lifelong sports education through the application of physical education classes in sports virtual reality programs are to be provided. For this purpose, the effect of VR sports experience on sports satisfaction, sports immersion, and sports attitude factors was investigated for 281 elementary school students in Busan. Results It was found that VR sports experience had a significant effect on sports satisfaction, sports satisfaction had a significant effect on sports immersion and sports attitude, and sports immersion had a significant effect on sports attitude. The great advantage of sports virtual reality is that sports activities for items that are difficult to deal with in physical education classes and unpopular items will be easily performed. In addition, by using a program that links physical education classes with English and mathematics, physical education will be recognized as a convergence subject by elementary school students, and at the same time, it will become an integrated subject that can acquire fun elements and learning elements at the same time through play or games.

Factors Influencing on Learning Flow to Nursing Students Self-Leadership and Academic Self-Efficacy in both Online and Offline Lectures (온·오프라인 수업을 병행한 간호대학생의 셀프리더십과 학업적 자기효능감이 학습몰입에 영향을 미치는 요인)

  • Lim, Se-mi;Yeom, Young-Ran
    • Journal of Convergence for Information Technology
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    • v.10 no.11
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    • pp.107-116
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    • 2020
  • The purpose of this study was to identify the degree of self-leadership, academic self-efficacy, and learning flow of nursing college students to took both online and offline lectures, and to identify the factors that influence learning flow. Data were collected by using questionnaires from 152 students who were in 2nd year of the nursing college in G city, from September 7 to September 29, 2020. Data were analyzed by t-test, ANOVA, Pearson's correlation, and stepwise multiple regression using SPSS WIN 25.0 program. As a result of the study, Learning flow according to general characteristics showed significant differences in perceived health status, interpersonal relationship, major satisfaction, and grades. Statistically, learning flow showed a significantly positive correlation with self-leadership and academic self-efficacy. Influencing factors on learning flow were academic self-efficacy(β=.44, p<.001), self-leadership(β=.35, p<.001), and major satisfaction(β=-.14, p=.031) accounting for 57% of the total change. Based on this study, strategies to enhance academic self-efficacy and self-leadership are required to improve the learning flow of nursing students.

A Study on the Factors Affecting Flow in e-Learning Environment - Focusing on Interaction Factors and Affordance - (이러닝 환경에서 몰입에 영향을 미치는 요인 연구 -상호작용 요인과 어포던스 요인을 중심으로-)

  • Lee, So-Young;Kim, Hyung-Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.522-534
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    • 2019
  • The purpose of this study is to investigate the interaction factors(learning motivation, concrete feedback, learner's control) and affordance factors (aesthetics, playfulness, stability) that influence flow in e - learning. This study collected 236 survey data from e-learning users. The data was analyzed the statistical relationships among the variables using the SPSS21 and AMOS21. The measurement model was reliable and valid, and the structual model was good. The result shows that interaction factors (concrete feedback, learner's control) and affordance factor (playfulness) influence on flow. Flow has a significant effect on satisfaction. Especially the effect of playfulness on flow is meaningful. Playfulness is one of the most important factors leading to the flow state of humans. The contribution of this study is to find the factors influencing flow in the interaction between learners and computer in e-learning. It can be used to provide an entertainment experience that can enhance the satisfaction of consumers in the Internet environment by finding the antecedents that affect the flow in computer - human interaction.

Analysis of the effectiveness of Havruta learning method in fundamentals nursing classes (기본간호학 수업에서 하브루타 수업방식의 효과 분석)

  • Jihyun Kim;Jeong Ha Yang;Sun-Young Park
    • Journal of Internet of Things and Convergence
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    • v.10 no.1
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    • pp.29-37
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    • 2024
  • The purpose of this study is to investigate the impact of education applying the Havruta learning method in fundamentals nursing classes for nursing students on problem-solving ability, self-directed learning ability, critical thinking disposition, and learning commitment. One-group pretest-posttest design was used. Nursing students received training applying the Havruta learning method for 6 weeks (12 hours) in fundamentals nursing classes. The study was conducted from September 18 to November 6, 2023. Data were analyzed using SPSS/WIN 28.0 with mean, standard deviation, and paired samples t-test. problem-solving ability (t=4.52, p<.001), self-directed learning ability(t=-4.61, p<.001), critical thinking disposition(t=-4.10, p<.001) significantly increased before and after the 6-week Havruta learning method training for nursing students. However, there was no statistically significant difference in learning commitment (t=-0.28, p=.782). The Havruta learning method is an effective nursing education tool for improving problem-solving ability, self-directed learning ability, and critical thinking disposition. The results of this study can serve as basic data for nursing professors when planning teaching and learning strategies using Havruta. Research will be needed to utilize the Havruta learning method in various classes and evaluate its effectiveness.

Path Analysis of Bodily-Kinesthetic Intelligence, Linguistic Intelligence, Flow and Learning Outcomes in Motion-Capture Game-Based Learning (동작인식게임 활용학습에서의 신체운동지능, 언어지능, 몰입, 학습성과 간 경로분석)

  • Ryoo, EunJin;Kang, Myunghee
    • Journal of The Korean Association of Information Education
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    • v.21 no.6
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    • pp.607-618
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    • 2017
  • Recently, there is a growing interest in learning to use games as a teaching method for digital native learners. In this study, we conducted a path analysis between bodily-kinesthetic intelligence, linguistic intelligence, flow, learning outcomes(academic achievement, persistence intention) in motion-capture game-based learning(the used game developed for elementary school history class). As a result, bodily-kinesthetic intelligence directly influenced flow and indirectly influenced learning outcomes. Linguistic intelligence did not have direct influence on flow and indirect effects on learning outcomes. Through this result, we expected that the motion-capture game-based learning facilitate learning motivation and performance of learners for higher bodily-kinesthetic intelligence.

The Effect of Havruta Problem making on Learning Attitude, Learning Flow, Self-directed Learning Ability of Nursing Students in Pathology Class (병리학 수업에서 하브루타 문제만들기 적용 후 간호대학생의 학습태도, 학습몰입, 자기주도적학습능력 평가)

  • Hyunhee Ma
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.339-345
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    • 2024
  • The Purpose of this study was to confirm the effect of Havruta-problem-making consisting of extracurricular activities in pathology classes on nursing students' learning attitude, learning commitment, and self-directed learning ability. Data collection was conducted from August 25 to December 23, 2023 for 84 nursing students in the M University. Paired t-test was conducted on the collected data using the SPSS/WIN 20 program. As a result of the study, learning attitudes (t=-2.00, p=.046), learning flow(t=-1.54, p=.124) and self-directed learning ability (t=-.63, p=.529) were statistically significantly improved by applying Harbuta-problem making. Since Havruta-problem making has been identified as an effective teaching method for nursing students, a study is suggested to confirm the difference between grades. In addition, there is a lack of research that measures the learning attitudes of college students, so repetitive research is needed.