• Title/Summary/Keyword: 팀 기반 수업

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A Comparison of Learning Effects of Untact and Face-to-Face Classes Based on Team Project (팀 프로젝트 기반 언택트 수업과 대면 수업 방식의 학습 효과 비교)

  • Ahn, You Jung;Kim, Ji Sim;Kim, Kyong Ah
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.85-87
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    • 2021
  • 컴퓨터 전공자들의 프로그래밍 개발 중심의 팀 프로젝트 수업은 프로그래밍 개발 능력과 팀원들 간의 협업 능력을 키울 수 있는 수업으로서, 기존에는 대면수업을 통해 교수자와 학습자간 그리고 팀을 이룬 학습자들 간에 긴밀한 상호작용으로 진행되어왔다. 그러나 2020년 COVID-19의 확산으로 대부분의 대학 수업들이 비대면 방식으로 진행됨에 따라 팀 프로젝트 수업 역시 비 대면으로 운영되어야 했으며 팀 활동을 위해 다양한 온라인 커뮤니케이션 방법이 모색되어야 했다. 본 연구에서는 팀 프로젝트 수업을 기존의 대면 수업으로 운영하였을 경우와 비대면 방식으로 운영하였을 때 학습자들이 느끼는 학습 효과에 대해 비교해보고자 한다. 대면 수업과 비대면 수업에 참여했던 학습자들을 대상으로 설문을 실시하여 팀 프로젝트 수업을 통한 학습 이해도, 수업 흥미도, 학습자간의 소통의 원활성, 수업 참여의 적극성 그리고 전체적인 수업 만족도에 대한 설문 결과를 비교 분석하였다. 향후 포스트 코로나 시대에는 대면과 비대면의 하이브리드 커뮤니케이션 방식이 대세를 이룰 것으로 예측되고 있는 만큼 대학 수업 방식에도 변화가 필요할 것이며 본 연구는 이를 위한 기초 연구로 활용될 수 있다.

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An Analysis of Learning Achievements in Team Project-Based Computer Programming Classes (팀 프로젝트 기반 컴퓨터 프로그래밍 수업의 학습 성과 분석)

  • Ahn, You Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.257-258
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    • 2020
  • 팀 프로젝트 기반 컴퓨터 프로그래밍 수업에서 팀의 동료 학습자들은 공동의 성과물을 얻기 위해 다양한 팀 활동을 하게 되며 그 과정에서 여러 학습 능력이 향상될 수 있다. 본 연구에서는 팀 프로젝트에 참여하는 학습자들이 팀 구성, 주제 선정, 프로젝트 계획서 작성, 역할 분담, 팀 단위의 프로그래밍 개발 활동 및 평가에 참여하는 과정에서 얻게 되는 학습 성과를 분석해보고자 한다. 팀 프로젝트 수행과 관련 있는 창의력, 협동 능력, 의사소통 능력 그리고 문제해결 능력에 대해 학습자들 스스로 얼마나 향상되었다고 느끼는지 조사분석하여 다음 학기 수업 운영 시 교수법 개선에 반영하고자 한다.

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Team Project Activity and Satisfaction in Business Education (경영학 수업에서 팀 프로젝트활동과 수업만족에 관한 연구)

  • Suk, Yeung-Ki
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.217-227
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    • 2014
  • Since 2010, the universities in Korea have been faced severe difficulties on the selection of students and on the delivery of high quality education services, as the number of students is reduced and the college entrance rate is declined. To solve these problems, the universities have introduced the various and professional education services such as team-based projects, case study, e-learning, action learning, etc. The purpose of this study is to examine the effect of team-based project learning on the student's satisfaction in business education. The 4 factors(team cohesiveness, teamwork, team performance and goal achievement) are measured by using questionnaire survey and data are collected from 134 students(34 teams) for 4 subjects. The results show that the structure of team cohesiveness${\rightarrow}$teamwork${\rightarrow}$student's satisfaction is statistically significant, and that team performance and goal achievement are not significant. The student's satisfaction in team-based project learning would highly be related with team cohesiveness.

The Study on Instructional Effect and Satisfaction of Project-based Learning (팀 기반 프로젝트 수업효과와 수업만족도에 관한 연구)

  • Shin, Yeon-Ha;Ryu, Ki-Sang
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.1-12
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    • 2020
  • The study is to analyze the value of satisfaction of instructional process to university students and to verify the relationship between the factors that how students make the team for class activity and instructional effect. According to this, the purpose of this study is to analyze the effect of lecture-based instruction and the project-based learning and verify the component factor of project-based learning so that this study can suggest various ways to participate in classes actively. For this study, the students participating in the classes from this researcher were selected and it was analyzed with quantitative and qualitative research. The qualitative research was in progress for 15 weeks class from September to December 2019 and the survey was done at the last day of 15 weeks class and project. Frequency, difference, correlation and regression analysis were conducted through SPSS 23.0 with 80 copies of the questionnaire. The result of this study, at first, the instructional effect and satisfaction of satisfaction on project-based learning is higher than teacher-centered instruction. Second, the team cohesion and team-work is giving a huge impact on instructional effect and satisfaction. At last, project-based leaning makes students participate in the class. Enjoy and satisfy in the course of class participation regardless of the result. Based on these findings, we are looking for the ways to use the project-based leaning and provide the objective data for the planning and production of class program to improve the effectiveness of the class. In addition, we discussed the implications and limitations of this study as well.

A Study on the Practical Talent Training Method Based on Team Project Using CK-AR/VR PBL (CK-AR/VR PBL을 활용한 팀 프로젝트 기반의 실무형 인재 양성 교수법 연구)

  • Jung-Sun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.449-452
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    • 2023
  • 본 연구는 신산업분야 특화 선도전문대학 지원사업 연구를 통해 개발된 CK-AR/VR PBL 교수법을 팀 프로젝트 기반의 캡스톤디자인 정규 교과목 수업에 적용해봄으로써, 해당 교수법의 장점 및 문제점을 파악하고 활용방안을 모색하기 위해 진행되었다. CK-AR/VR PBL 교수법은 기존 PBL(문제중심수업) 교수법의 특징과 장점을 유지하고 AR/VR 게임콘텐츠 특성에 맞는 특징을 중심으로 구축된 교수법으로 15주 정규교과목 수업인 '취업과창업을위한차세대게임창작프로젝트(캡스톤디자인)' 수업과 '취업과창업을위한차세대게임 포스트프로덕션(캡스톤디자인)' 수업을 수강한 200여 명의 학생에게 적용하였고 장단점을 파악하게 되었다. 이를 바탕으로 게임 개발 팀 프로젝트 교육과정을 운영 중인 교육 관계자들이나 앞으로 유사한 교육과정을 운영하기 위해 준비 중인 교육 관계자들에게 조금이나마 도움을 주고자 한다.

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Effects of Team-based Learning on Learning Attitude, Learning Motivation, Problem Solving Ability, Participation in Lessons of Nursing Students (팀 기반 학습이 간호학생의 학습태도, 학습동기, 문제해결능력, 수업참여도에 미치는 효과)

  • Kim, Soon-Ok
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.351-363
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    • 2017
  • It is organized to evaluate the effect of nursing students' learning attitude, learning motivation, problem solving ability, and class participation, after applying team-based learning to basic nursing classes. The subjects were 103 people in the second year of the G region. The data collection was from September 1 to December 5, 2016 by using t-test, one-way ANOVA, paired t-test and Pearson's correlation coefficient. Result is that the ability to solve problems increased, showing a statistically significant difference. Learning attitude and motivation of learning increased and the degree of participation didn't change, but there were no statistically significant differences. The learning attitude shows positive correlation with learning motivation, problem-solving skills and participation. After team based-learning, learning attitude showed a positive correlation with learning motivation, problem solving ability and class participation. Learning motivation shows positive correlation with class participation and so does problem solving ability with participation. Based on the results of this study, in order to improve the practical ability, it is necessary to activate the self-directed active learning method such as team base for nursing major study.

Computational Thinking Framework-based Analysis of Afterschool Scratch Team Project Experiences (컴퓨팅 사고 프레임워크 기반 방과후 스크래치 팀프로젝트 경험의 분석)

  • Choi, Hyungshin;Jeong, Inkee;So, Hyojeong
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.549-558
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    • 2014
  • This study aims to provide suggestions for software education in an afterschool program, deriving from the analysis of student experiences of working on Scratch team projects. This study reports on the implementation of the 12 week afterschool software education program in an elementary school, where students worked in pairs to learn Scratch programming from ideation to design and presentation. For an in-depth study of student-generated artifacts, we selected three groups' Scratch projects and conducted artifact-based interviews to unpack student experiences working on Scratch projects as a group. Adopting the computational thinking framework as an overarching analytical lens, we focused on examining student experiences from three dimensions of computational thinking (CT), namely, CT concepts, CT practices, and CT perspectives. The present study provides both theoretical and practical implications. Firstly, we demonstrate the feasibility of applying the CT framework for assessing student-generated artifacts in design-oriented software education. We also believe that this study provides important suggestions to future software education programs adopting CT as an overarching design and assessment framework.

The Interaction Effects of Team Efficacy and Perceived Loafing on Learning Outcome in Team-Based Project Learning (팀 기반 프로젝트 학습에서 팀효능감과 지각된 태만이 학습성과에 미치는 영향 : 팀효능감과 지각된 태만의 상호작용효과를 중심으로)

  • Jwa, Hyun-Suk
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.447-456
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    • 2020
  • The purpose of this study is to examine the effects of team efficacy and perceived loafing on learning outcome in team-based project learning. For this purpose, questionnaire survey was conducted to 58 students who enrolled the adolescent welfare class in 2019 at H University. A hierarchical regression analysis was conducted for the effects of team efficacy and perceived loafing on learning outcomes and the interaction effect between two variables. Main results of this study were as follows. Team efficacy had a positive effect on learning outcomes. Second, perceived loafing did not have a statistically significant effect on learning outcomes. Third, the interaction effect of perceived loafing and team efficacy on learning outcomes was significant. In particular, the negative effect of perceived loafing on learning outcomes was reduced by team efficacy. Based on the research results, a plan to increase the learning outcome of team-based project learning was discussed.

The Effect of Team-based Learning Activity on College Students' Character Education (팀 기반 학습활동이 대학생의 인성교육에 미치는 영향)

  • Shin, Myeong-Hee
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.161-167
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    • 2021
  • The purpose of this study is to provide a solution through a methodological approach so that character education can be naturally acquired in team-based learning activities. In the spring semester of 2021, a total of 69 college students in two groups were studied, and as a result of the study, the total score of character education virtues in the post-test was greatly improved in the experimental group (p<.001). The correlation between sub-items of team-based learning and pre and post-test results for character sub-items, self-regulation, consideration, communication, self-esteem, and responsibility, were statistically significant. This study shows character education through team-based learning had positive results. However, future research through a wider range of subjects is needed, and various teaching methods are being applied to propose verification of the effectiveness of character education.

The Effects of TBL(Team based learning) on the Academic Achievements and Learning Satisfaction of University Students (대학생들의 학업성취도 및 학습만족도에 대한 팀 기반 학습 적용의 효과에 관한 연구)

  • Chang, Woo-Shim
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.655-666
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    • 2016
  • The purpose of this study was investigating effects of TBL (Team-based learning) on the academic achievements and learning satisfaction of university students. This study subjects were 46students in social welfare department. This study surveyed instructor-led classes and orientation of TBL, which is provided from the 1st week to 3rd week. Then, TBL was performed from 4th week to 14th week. The results were found by utilizing questionnaires and interviews through free form technology, which produced effective and measured responses. So academic achievements was improved significantly better than classical explanation teaching. And also learning satisfaction was improved with students' substantial amount, interesting and seamless interaction, active learning and participation, improved presentation technique, and competence in mutual communication. I suggest that TBL should be applied to other subjects.