• Title/Summary/Keyword: 팀 기반 수업

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The Effect of Team Based Simulation Learning Using SBAR on Critical Thinking and Communication Clarity of Nursing Students (SBAR 이용 팀 기반 시뮬레이션 학습이 간호학생의 비판적사고, 의사소통명확성에 미치는 효과)

  • Yoon, Jung-Hyun;Lee, Eun-Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.9
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    • pp.42-49
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    • 2018
  • The purpose of this study is to investigate the effects of team - based simulation training in nursing students on critical thinking and communication clarity. This study was conducted from October 2017 to November 2017 for 69 students (33 experimental group and 36 control group) who took a course of "Basic Nursing Theory and Practice" students in a major nursing student in P city, Gyeongbuk province. Collection and analysis. In this study, we conducted a questionnaire survey using a tool of critical accidents measurement by Yoon Jin(2004) and a communication clarity tool by Hye - jin Jo(2013). Statistical analysis was performed using SPSS 23.0, Chi-square, Fisher's exact test, t-test and ANCOVA. Data analysis showed that the groups participating in the SBAR team based simulation training were significantly more effective than the control group in critical thinking (F = 11.91, p <.001) and communication clarity (F = 4.40, p = .040). Based on these results, it is shown that using SBAR team - based simulation learning for nursing students is effective in teaching 'fundamental nursing and practice' and can be recommended as teaching method for nursing students.

A Study on NCS-based Team Teaching Operation in Animation Related Department (애니메이션 관련학과 NCS기반 팀 티칭 운영방안에 관한 연구)

  • Jung, Dong-hee;An, Dong-kyu;Choi, Jung-woong
    • Cartoon and Animation Studies
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    • s.47
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    • pp.31-52
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    • 2017
  • NCS education was created to realize a society in which skills and abilities are respected, such as transcending specifications, establishing recruitment systems, and developing and disseminating national incompetence standards. At the university level, special lectures and job training are being strengthened to raise industrial experts. Especially, in the field of animation, new technologies are rapidly emerging and demanding convergent talents with various fields. In order to meet these social demands, there is a limit to the existing one-class teaching method. In order to solve this problem, it is necessary to participate in a variety of specialized teachers. In other words, rather than solving problems of students' job training and job creation, It is aimed to solve jointly, Team teaching was suggested as a method for this. The expected effects that can be obtained through this are as follows. First, the field of animation is becoming more diverse and complex. The ability to use NCS job-related skills pools can be matched with professors from other departments to enable a wider range of professional instruction. Second, it is possible to use partial professorships in other departments by actively utilizing professors in the university. This leads to the strengthening of the capacity of teachers in universities. Third, it is possible to build a broader and more integrated educational system through cooperative teaching of professors in other departments. Finally, the advantages of special lectures and mentor support of college professors' pools are broader than those of field specialists. A variety of guidance for students can be made with responsible professors. In other words, time and space constraints can be avoided because the mentor is easily met and guided by the university.

A Study on the development of Creative Problem Solving Classes for University Students (창의적 문제해결형 대학 수업 개발 연구)

  • Hyun-Ju Kim;Jinyoung Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.531-538
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    • 2023
  • Recently, many university classes have been changing from instructor-centered classes to learner-centered classes, and universities are trying to establish a new direction for university education, especially to foster talented people suitable for the Fourth Industrial Revolution. To this end, universities are presenting various competencies necessary for students and focusing on research on efficient education plans for each competency. Among them, creativity is considered the most important competency that students should obtain in universities. Developing a creative problem-solving-based subject where various majors gather to produce results while conducting creative team activities away from desk classes is considered a meaningful subject to cultivate capacities suitable for the requirements of the times. Therefore, this study purpose to develop creative problem-solving-based subjects and analyze the results of class progress. This creative problem-solving-based class is an Action Learning class for step-by-step idea development, which starts with a theoretical lecture for creative idea development and then consists of five stages of Action Learning. The tasks of action learning used in this class consisted of ceramic expression to increase the intimacy of the formed group and the group's collective expression, ideas in life to combine and compress individual ideas into one, environmental improvement programs around schools, and finally UCC on various topics. In the theoretical lecture conducted throughout the class, a class was conducted on Scientific Thinking for creative problem solving, and then a group-type action learning class was conducted sequentially. This Action Learnin process gradually increased the difficulty level and led to in-depth learning by increasing the level of difficulty step by step.

A Study on the Implementation of Learning community of Chinese International Students Using Design-Based Convergence Exploration (디자인 기반 융합탐구를 활용한 중국 유학생들의 학습공동체 실행연구)

  • Kim, Mi-hee;Lee, Young-sook
    • Journal of Internet of Things and Convergence
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    • v.8 no.5
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    • pp.85-91
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    • 2022
  • In the IOT social environment, which emphasizes the convergence of science and technology and emotion, this study aims to explore the experience and meaning of the experience while participating in the design convergence class based on the operation of the Learning community of Chinese graduate students majoring in design. To this end, an implementation study was conducted by visualizing various research problems using a design-based inquiry method for 12 graduate students attending T University. The design-oriented convergence class was conducted in a small group with content that was deepened into a visual strategy by the expression technique given by the external environment and the learner's own inner motivation. In order to express the perspective and intention of the research problem in the research, the convergence design research expressed using various visual strategies such as metaphorical use and analysis of visual data in the research process and sensory approach to the research problem was presented in a form that expresses the creative thinking process. As a way of exploration, the teaching method of presenting results based on various experiences suggests changes in new teaching formats, practical knowledge sharing by instructors, and community participation by learning participants.

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.

The Effects of a gerontological nursing clinical practice course using action learning on undergraduate nursing students (액션러닝을 활용한 노인간호학실습 수업 운영의 효과)

  • Kwon, Sang Min;Kwon, Mal-Suk;Park, Jee-Yeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.5
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    • pp.421-427
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    • 2016
  • This study was conducted to examine the effects of a gerontological nursing clinical practice course using action learning on undergraduate nursing students. The subjects were 75 undergraduate nursing students from Y University. Data were analyzed using SPSS/Win 21.0. There were significant improvements in problem solving (t=3.58, p<.001) and communication (t=4.15, p<.000) in the experimental group compared to the control group. This study provides evidence that gerontological nursing courses improve undergraduate nursing students' problem solving and communication skills. Accordingly, this course would be a useful teaching and learning method in nursing programs of outcome based curriculum.

A Study on the Relationship among Communication Competency, Social Network Centralities, Discussion Performance, and Online Boarding Activity in the Team Based Learning (팀 기반 토의 수업에서 의사소통능력, 사회연결망 중심도, 토론성과 및 온라인 게시활동의 관계 연구)

  • Heo, Gyun
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.1
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    • pp.108-114
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    • 2015
  • The purpose of this study is to find the relationships among communication competency, social network centrality(trust centrality and knowledge sharing centrality), discussion performance, and online boarding activity in the team based learning situation. For investigating this topic, 44 students are participated in the classes of educational technology. In order to find out the relationships among communication competency, social network centrality, discussion performance, and online boarding activity, compared t-test and path analysis are used. Followings are the results of the research: (a) Communication competency is improved significantly after team based learning. (b) Trust centrality effects significantly on the knowledge sharing centrality. (c) Knowledge sharing effects significantly on discussion performance. (d) Trust centrality effects on the online boarding activity in the team based learning.

Comparison of Student Evaluations Method in Team-Based Learning Classes for Dental Hygiene Students (치위생학과 팀 기반 수업에서 학생평가방법의 비교)

  • Kim, hyeong-mi;Jeong, mi-ae
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.473-474
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    • 2017
  • 본 연구는 TBL에서 학생을 보다 효율적으로 평가하기 위해 학생평가방법에 따른 평가점수 간 관계를 비교하고 그 관대함 정도를 분석하였다. 치위생학과 학생의 구강보건교육학 및 구강보건교육학 실습 교과목에서 학생평가방법에 따른 평가점수 간 관계를 살펴본 결과 지필시험과 팀별평가만 유의미한 중간 정도의 정적 상관관계가 나타났고, 그 외의 관계는 모두 유의하지 않았다. 학생평가방법에 따른 평가점수 간 관대함 정도는 팀원평가, 지필시험, 팀별평가 순으로 관대한 것으로 나타났다.

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Nursing Students' Experiences on Team-Based Learning (팀 기반 학습을 수강한 간호대학생의 경험)

  • Kim, Hyeonah
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.9
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    • pp.30-41
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    • 2018
  • This phenomenological study aims to explore Nursing Students' Experiences who have experienced team-based learning (TBL). The purpose of this study is to contribute to fostering professional nurses required in the clinical field by improving the learning outcomes by applying the TBL classes. The study participants were seven students of the nursing department who took TBL classes in adult nursing classes. The data were collected through participating observations and in-depth interviews, and analyzed using Colaizzi's phenomenological methods. As a result of the study, nine conceptual descriptions and five theme clusters were derived. The major theme clusters for the experiences of students were 'Dedication to best results', 'Self-led learning attitudes are formed', 'Becoming a communal knowledge creator', 'Active class time', and 'Meaningless peer evaluation'. Nine conceptual descriptions were 'Doing one's best to fulfill one's role', 'Preparing for the class with the pre-learning', 'Forming confidence through pre-learning', 'Solving problems through interaction with friends', 'Becoming a mentor to each other', 'Working together to resolve issues', 'Intimacy formed', 'A lively class', and 'Peer evaluation with familiarity'. This study contributes to the improvement of the learning outcomes of the nursing students by enabling learner-centered classes and self-led learning, thereby contributing to fostering the professional nursing manpower required in the clinical field.

Developing Pre-service Teachers' Computational Thinking : Analysis of the Five Core CT Competencies (예비교원의 Computational Thinking(CT) 역량 계발 방안 : CT의 5가지 핵심 역량 분석)

  • Choi, Hyungshin
    • Journal of The Korean Association of Information Education
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    • v.20 no.6
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    • pp.553-562
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    • 2016
  • Although software education pursues developing learners' computational thinking skills, more studies are needed in terms of designing software education lessons to enhance CT skills and to measure the effects of the lessons. This study aims to investigate the effects of a course designed to enhance pre-service teachers' CT skills by using CT-based teaching materials. Through a literature review the study has selected the five core competencies of CT: algorithmic thinking, evaluation, problem decompositions, abstraction, and generalization. The participants of the study are 47 pre-service teachers who took the one-semester course in a national university of education. A survey was developed and conducted and qualitative analyses on the team projects were performed focusing on the core competencies of CT. The results revealed pre-service teachers' perceived degree of experiencing CT and their competencies represented in their projects. The present study provides important implications to future software education programs in terms of designing and implementing of software education.