• Title/Summary/Keyword: 연구수행기반 수업

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Effects of the Problem-based Learning Utilizing Cognitive Algorithms in Elementary Mathematics Education (인지 기제 활용 문제 기반 학습의 수학 교육 효과 분석)

  • Lee, Myung-Geun;Kang, Su-Yeon
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.11
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    • pp.145-152
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    • 2011
  • The study analyzed effects of the problem-based learning utilizing cognitive algorithms in elementary mathematics education in terms of academic achievement and math attitude changes. In order to solve the research questions, a cognitive algorithm-based PBL model was derived based on N. Landa's algorithm-based instructional design theory. And the model was applied to a part of second semester math curriculum for 4th grade of an elementary school located in Seoul. The results showed that the PBL utilizing algorithms can be said to have effects on academic achievement. The PBL model is also considered to have positive effects in enhancing mathematical attitudes of the learners.

A Case Study on The Operation of On-Campus Practicum for Core Basic Nursing Skills Using a Mobile Based Reflective Log (모바일 기반의 성찰일지를 활용한 핵심기본간호술 교내실습 운영 사례 연구)

  • Choi, Hanna;Song, Chi Eun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.392-400
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    • 2021
  • Basic nursing core skills are the essential skills required of nurses to effectively care for their patients. This study introduces an on-campus practicum using a mobile-based reflective journal, and attempts identify the challenges faced by students when performing core clinical nursing skills. The on-campus practicum was operated based on Kolb's experiential learning cycle. For each class, students used mobile devices to write an online reflective journal. Analyzing contents of the reflective log helped in identifying difficulties experienced in executing core skills, and classifying them in terms of knowledge, skill, and attitude. The level of difficulty, importance, and confidence in the core clinical nursing skills were also assessed. Students were found to be struggling with various aspects of performing core nursing skills, especially in the skill category. Students also showed a lack of confidence in items they perceived as "high" difficulty, such as IV injection and indwelling catheterization. Moreover, over 50% students considered IV injection and vital sign checking as the most important core clinical nursing skills. Our data suggests the necessity to develop various contents and apply instructional strategies to solve the core skills difficulties faced by nursing students, and to continuously generate evidence for the same.

The raise the efficiency of game graphics design education using game engine : In focus of Unity3D and Torque (게임엔진 활용으로 게임 그래픽 교육 효율성 제고: 유니티3D(Unity3D)와 토크(Torque) 엔진을 중심으로)

  • Kim, Chee-Hoon;Park, Sung-Il
    • Cartoon and Animation Studies
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    • s.29
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    • pp.151-172
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    • 2012
  • Game production education in a university is very important because it is the stage for completing a game education course as well as for determining a future of game industry. In order to perform various experience and creative learning, it should be able to effectively use a computer infrastructure representing the knowledge and information society for the purpose of obtaining and re-processing information necessary for game production through prediction of directions of game industry as well information technology. This research is focused on an effective game engine education for students whom want to become game graphics designers. The purpose of this study is to draw a lesson of game production utilizing game engines and it enables practice-focused class for game production. It also allows the class participant to manufacture prototypes without support from game programmers for their outcomes of works planned during the game production class. The theoretical background of game production compared and analyzed exemplary game engines. Based on the result, the study selected Unity 3D engine and conducted the research on the background where the Unity engine has been selected and its characteristics. In addition, this study provided an example of game production utilizing a game engine, and also described the details of actual realization. This study selected Torque3D with the Unity in order to identify the purpose of this study and efficiency of learning. Thus, the previous situation is that the class remained in making a game plan during the course of game production project and, students whose major is not game programming. Now, it is necessary for students to make many efforts to make a game in an active and positive attitude by utilizing a game engine beyond the previous method of class.

The Study on motivation factors of G learning through contents analysis (콘텐츠 분석법에 의한 미국 초등학생 G러닝 몰입 요소 분석)

  • Wi, Jong Hyun;Wi, Yokyung
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.89-96
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    • 2015
  • The purpose of this paper is to analyze quantitative learning motivation on G learning. For the purpose the paper has analyzed the learning motivation factors through students' review on G learning which had been done at La Ballona Elementary School in Culver City, USA in 2010. On the basis of contents analysis method, it showed what factors of G learning influenced students and raised their academic motivation. Students used the positive, active words such as good, fun, learn, accomplish, easy, quest in terms of learning process, interest and achievement. They also showed future G learning intention describing terms such as love and miss. Team Quest has been especially developed for G learning class this time. Students had to help each other to solve the team quests which is different from traditional textbook. The system raised students' academic motivation.

An Analysis of Elements of the Information Literacy Process within Common Inquiry Tasks of Textbooks in Korean Middle Schools Social Studies (중학교 「사회」 교과서의 공통 탐구 과제에 포함된 정보활용과정 요소 분석)

  • Song, Gi-Ho
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.3
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    • pp.233-252
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    • 2015
  • The purpose of this study is to analyze inquiry tasks of textbooks in middle schools social studies under the information literacy process and find out teacher librarians' educational information service on the side of information literacy education. Results of the analysis show that middle school students who carry out the inquiry tasks of social studies should select sources, seek its' related information and create their products through writing reports or presentation. Compared with information literacy process of the "Library and Information Skills", the First step of task definition and figuring out information needs and the Third step of representation of information are being implemented. For this reason, teacher librarian could reduce social studies teachers' burden of class and promote students' inquiry activities by teaching skills of suitable materials seeking strategies for solving their task, understanding and synthesizing the information and evaluating their process and result. Therefore, it is necessary to activate collaborative teaching between the teacher librarian and the social studies teacher based on the information literacy.

A Development of Design Education Program Based on Local Cultural Contents to Promote Creativity of Chinese Children (중국 아동의 창의성 증진을 위한 지역 문화 콘텐츠 기반의 디자인교육 프로그램 개발)

  • Yoon, Woolahm;Beck, Donghyun
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.56-67
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    • 2020
  • Various studies have been conducted to identify the concept of creativity and enhance it effectively. Many advanced countries in the field of design have already expanded the scope of design education from specialized education to universal education and utilized such design education as a curriculum for promoting the creativity. Although education industry in China has been growing rapidly with the increase in the national income, the current educational contents have been mostly focused on the subjects/contents for an entrance examination, with little consideration of creativity promotion for children. Therefore, as an effort to promote creativity of Chinese children, the current study developed a design education program utilizing Chinese cultural contents and verified its educational effectiveness in terms of creativity promotion. The program was developed in the following process: 1) exploring the program development direction through an in-depth interview with parents; 2) deriving three lesson plans through an ideation session with some experts in art education for children; and 3) selecting a final lesson plan through experts/parents evaluation and developing a final textbook. A total of 10 children were educated with the developed textbook, and their levels of creativity before and after the education were comparatively evaluated using Torrance Tests of Creative Thinking (TTCT). The study results showed that the education program developed in the current study significantly affected the children's creativity, which would contribute to promoting the children's creativity, and also, developing a new creativity education program in the future. Additionally, it is expected that the research methods employed in this study, that is, developing a creativity promotion program using some cultural/local contents, could be usefully/widely applied in various fields of education.

Case studies on the flipped classroom with a MOOC in college contexts (대학에서의 MOOC기반 플립러닝 사례분석)

  • Lim, Keol;Kim, Mi Hwa
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.173-184
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    • 2019
  • This study investigated the effects of applying the flipped classroom approach with MOOC to the college educational system. A total of six undergraduate students participated in the 10-week innovative learning setting. The participants performed online activities using the learning content from a MOOC website; this was followed by a participatory learning process in the offline classroom. The semi-structured face-to-face interviews for the six participants after the classes were completed and analyzed. The results showed that the instructional method enabled students to be highly motivated and to perform learning activities. However, there were some limitations: (1) learning was impeded due to English language issues and (2) the Korean education culture was still unfamiliar with this pedagogical method. Finally, suggestions for future research are discussed.

Development and Application of Web-Based Report System for the efficiency of Social Studies Performance Evaluation (사회과 수행평가 효율화를 위한 웹 기반 보고서 시스템 개발 및 적용)

  • Yang, Jeong-Soon;Goh, Byung-Oh
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.33-40
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    • 2008
  • In social studies the ability of a student to investigate after deciding the subject and individual planning to search for society and to put investigation reports in order has been taken as highly important. The social studies performance evaluation methods used most frequently in education is also one of the investigation report method. However, when most students get the task "Write the report", they might write the report without any distinct object or organized structure. The evaluation result given by the teacher at the end of term is thus one sided. The recent performance evaluation is to keep the existing evaluation and let only the result have importance, not the essential meaning. So this paper is to build and materialize a web-based performance evaluation system, to be able to evaluate a course of classes. This paper's purposes was to write the reports in setting the standard form that the students research and collect the various data as based in the system and to improve the quality of evaluation and to inspire the study motivation as acting the mutuality action among the students and between them and teachers as giving a feedback at once after evaluating among colleagues by suggested evaluation views.

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The effect of student-generated questions and online quiz-based learning applied to nursing students; focused on biological nursing science subjects (간호학생에게 적용한 학습자질문중심학습법과 온라인 퀴즈기반학습법의 효과: 기초간호학 교과목을 중심으로)

  • Ryu, Young-Mi;Yang, Young-Mi;Jung, Miran
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.411-421
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    • 2021
  • This study was conducted to compare the effects of student-generated questions (SGQ) and online quiz-based learning (OQL) applied to a physiology and a pharmacology course with 173 nursing students in total. The levels of learning motivation of all participants at 15th week decreased significantly compared with 8th week. There were no statistical difference on learning motivation, communication, and critical thinking between SGQ and OQL, and regardless of the order SGQ and OQL were applied. However, the level of learning satisfaction in students taking pharmacology course was significantly higher in OQL than SGQ (t=2.184, p=.003). We suggest that either SGQ or OQL or both SGQ and OQL be used throughout a semester in biological nursing science subjects without changing teaching strategy during a semester.

The Effect of Performing Leader's Role on Academic Achievement and Satisfaction in Small Group Collaborative Learning in Virtual Reality (가상현실을 활용한 소집단 협력학습에서 팀 구성원으로서의 역할 수행이 학업성취도와 만족도에 미치는 영향)

  • Kim, Mi Hwa
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.67-76
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    • 2017
  • To conduct research using small group learning with advanced technology in school, small group collaborative learning was conducted in virtual reality called Second Life for high school history class to verify the effects of the role of group members (leader, group member) in collaborative learning activities in this study. Two classes of the second grade of high school were selected randomly and 20 groups were also randomly assigned, and each group was consisted of three members (1 leader and two group members). Academic achievement and satisfaction with academic activities were used to verify the effect of the role as measurement tools, and collected quantitative data were tested by independent sample t. As a result, it was found that performing the role of leader in collaborative learning activities in virtual reality was effective in promoting enhancing students' academic achievement and increasing satisfaction level. Lastly, utilization and improvement of small group collaborative learning using virtual reality in the field of education were discussed.