• Title/Summary/Keyword: 온라인코칭

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Application of 'Metaverse' teaching method, problems and usage plan ('메타버스' 교수법 적용, 문제점 및 활용방안)

  • Cho, Woo-Hong;Jang, Young-Eun;Byon, Kil-Hee;Choi, Dea-Hun;Kim, Mee-Kyung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.361-363
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    • 2022
  • 본 연구의 목적은 메타버스 교수법 적용을 통해 문제점을 파악하고 활용방안을 모색하고자 하였다. 본 연구의 교수법을 효율적으로 달성하기 위해 각각 전공이 다른 교수자가 참여하여 학습법을 공유하였다. 대부분 메타버스 활용으로 흥미로운 학습법이 이루어진 반면에 다양한 문제점도 나타났다. 활용방안으로 게임, 토론, 대화 등을 통해 사전에 충분히 숙달될 수 있도록 하고, 정규수업이 아닌 비정규 교과목에서 우선 적용, 아바타 꾸미기 활용으로 보다 즐겁게 수업 참여 유도, 가상현실속에서 예의범절 지키기 등 학습 환경 이해, 학생들의 가상공간을 통해 자신들의 언어로 수업을 이끌어 흥미 유발, 젭 스페이스에서 나만의 강의실 만들기, 친구와 대화 및 상호작용 시행, 이론 교과목 수업 메타버스 플랫폼을 활용, 모의토론 및 발표 자유롭게 유도, 자신만의 케릭터 꾸미기, 진로코칭 및 상담 적용, 수업 종료후 학생만의 추가 활동 유도 등 활용방안이 제시되었다.

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An Exploratory Study on the Concept of Student Success Recognized by College Students (대학생이 인식하는 학생성공 개념에 관한 탐색적 연구: CQR-M 분석을 중심으로)

  • Ryu, SoHyeong;Tak, Jinkook
    • The Korean Journal of Coaching Psychology
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    • v.5 no.1
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    • pp.33-65
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    • 2021
  • This study is an exploratory study to investigate the concept of student success recognized by college students. In order to listen to students' free thoughts, an open questionnaire was conducted using an online questionnaire and 99 responses were analyzed. The response results were analyzed using CQR-M (Consensual Qualitative Research-Modified). As a result of the analysis, 25 categories were derived from three domains. The frist domain, 'meaning of student success' recognized by college students is with 9 categories: 'academic achievement', 'job competency improvement', 'gaining diverse experiences', 'satisfactory employment', 'setting of desired career path', 'relationship-building ability improvement', 'setting and achievement of own goals', 'self-development', and 'satisfactory college life'. The second domain, 'college environmental factors for student success' is with 7 categories: 'career development support', 'job competency improvement system', 'support for participation in college life', 'opportunities to form human networks', 'learning capability enhancement system', 'expansion of economic support', and 'environment for student convenience'. The third domain, 'psychological factors necessary for student success' is with 9 categories: 'learning ability', 'self-efficacy', 'interpersonal competence', 'self-awareness and improvement', 'job competency', 'self-regulation ability', 'rich experience', 'career awareness', and 'self-esteem'. The frequency and results of each domain were analyzed and presented, the significance and limitations of the study were discussed, and suggestions for subsequent studies were made.

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The Relationship between Competition Anxiety and Performance Confidence in Amateur Baseball Player: The Moderated Mediation Effects of Cognitive Appraisal and Character Strength (아마추어 야구선수의 경쟁불안과 수행자신감과의 관계: 성격강점과 인지평가의 조절된 매개효과)

  • JinHee Son;SunYoung Park
    • The Korean Journal of Coaching Psychology
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    • v.7 no.3
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    • pp.197-225
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    • 2023
  • In this study, the impact of Competitive Anxiety on Cognitive Appraisal and Performance Confidence among Amateur baseball players was investigated, as well as the mediating role of Cognitive Appraisal in this relationship. Furthermore, the moderating effect of Character Strengths related to positive psychology on the relationship between Competitive Anxiety and Cognitive Appraisal was explored, dividing these Character Strengths into six virtues. To conduct this research, an online survey was administered to 201 Amateur baseball players aged 19 and above. The result of this study are as follows. First, it was found that the association between Performance Confidence and Competitive Anxiety is mediated by Cognitive Appraisal. Second, Character Strengths showed a moderating effect in the relationship between Cognitive Appraisal and Competitive Anxiety. Thirdly, statistical significance was shown for the moderated mediation effects. Specifically, it was established that values like Transcendence and Justice would considerably moderate the relationship. Notably, the degree to which Cognitive Appraisal declines as a result of Competitive Anxiety was found to be mitigated by Transcendence and Justice Character Strengths. In conclusion, based on the results of this study, implications, limitations were discussed.

Development of Flipped Learning-based Educational Model for Vocational Education and Training (직업교육훈련을 위한 플립러닝 기반 교육모델 개발)

  • Wee, Young-eun;Jung, Hyojung;Lim, Jung-Yeon
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.37-46
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    • 2019
  • The purpose of this study is to develop a flipped-learning based education model for vocational education and training. Based on previous studies, we have developed a training model that includes definitions of flipped-learning, major learning activities, and operational strategies in each occupation. In addition, delphi surveys were carried out to confirm the validity of the educational model for HRD and vocational education and training specialists. Finally, the flipped-learning model for vocational education and training consists of three stages: Pre-learning, Main-learning, and Post-learning. Pre-learning stage include Online lectures, Simple tasks, Main-learning stage include Active learning and Coaching-Debriefing lecture, Post-learning stage includes Individual reflection-Additional task performance activities. The educational model developed through this study was developed with the focus on improving the linkage and the performance of the goal of vocational education and training.

Developing a Prototype of Motion-sensing Smart Leggings (동작센싱 스마트레깅스 프로토타입 개발)

  • Jin-Hee Hwang;Seunghyun Jee;Sun Hee Kim
    • Fashion & Textile Research Journal
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    • v.24 no.6
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    • pp.694-706
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    • 2022
  • This study focusses on the development of a motion-sensing smart leggings prototype with the help of a module that monitors motion using a fiber-type stretch sensor. Additionally, it acquires data on Electrocardiogram (ECG), respiration, and body temperature signals, for the development of smart clothing used in online exercise coaching and customized healthcare systems. The research process was conducted in the following order: 1) Fabrication of a fiber-type elastic strain sensor for motion monitoring, 2) Positioning and attaching the sensor, 3) Pattern development and three-dimensional (3D) design, 4) Prototyping 5) Wearability test, and 6) Expert evaluation. The 3D design method was used to develop an aesthetic design, and for sensing accurate signal acquisition functions, wearability tests, and expert evaluation. As a result, first, the selection or manufacturing of an appropriate sensor for the function is of utmost importance. Second, the selection and attachment method of a location that can maximize the function of the sensor without interfering with any activity should be studied. Third, the signal line selection and connection method should be considered, and fourth, the aesthetic design should be reflected along with functional verification. In addition, the selection of an appropriate material is important, and tests for washability and durability must be made. This study presented a manufacturing method to improve the functionality and design of smart clothing, through the process of developing a prototype of motion-sensing smart leggings.

The Case Study of SW Education for Slow Youth Learners (느린 학습자 청년 대상 소프트웨어교육 사례연구)

  • Ryoo Eunjin;Park juyeon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.127-131
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    • 2024
  • SW education was conducted for slow youth learners. 6 learners participatd in 8 sessions of an introductory course using several plays and 3 learners who more interested in introductory course participated in deeper course using normal method. After education, we survey and interview from learners, instructors and heads of welfare organizations. Learners showed interest and participated in the fact that they were participating in SW education, which was widely talked about. Learners were found to be more satisfied with introductory course education using play such as board games, and although they initially appeared to participate in unfamiliar learning content with low efficacy, it was observed that their efficacy increased with repetition. Additionally, it was observed that young people with an IQ of 80 or higher had a higher level of interest or interest in SW education than those with an IQ of 80 or lower. we discussed that there were not many opportunities to directly use the SW education content for youth who are slow learners in work or real life. We suggest this should be a focus education on the use of digital media - online meeting apps, office SW etc.- to improve digital literacy for life and work and that research on this should continue.