• Title/Summary/Keyword: 팀 기반 수업

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Relationships between Peer- and Self-Evaluation in Team Based Learning Class for Engineering Students (공과대학생의 팀 기반 수업에서 동료평가와 자기평가의 관계)

  • Hwang, Soonhee
    • Journal of Engineering Education Research
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    • v.19 no.5
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    • pp.3-12
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    • 2016
  • This paper aims to apply two ways of student evaluation, i.e. peer- and self-evaluation to TBL(team based learning) class and to explore the difference between two evaluations by gender and grade as well as their relationships, and finally to provide an explanation for the improvement of evaluation ways in TBL class. There has been much research about TBL and its related factors. However, according to the examination of both domestic and overseas researches concerning the application of peer- and self-evaluation to TBL class, few studies have focused on them in terms of the engineering curriculum. This study was conducted with 251 engineering students at P University, and peer- and self-evaluation in TBL class have been measured. Our findings show that firstly, there were significant grade differences in self-evaluation of engineering students. Second, there were no significant gender and grade differences in peer-evaluation. Third, we found a significant correlation between the two factors, self- and peer-evaluation. Also there was a significant correlation among variables of subcategories. Based on these findings, it is expected to provide an explanation for the application of peer- and self-evaluation in TBL class and will be useful for the improvement plans of the related courses in engineering school.

Characteristics and Utilization of Peer-evaluation and Self-evaluation of Team Activities in University Project Based Classes (대학의 프로젝트기반 수업에서 팀 활동에 대한 동료평가와 자기평가의 특성 및 활용방안)

  • Cho, Soosun
    • Journal of Engineering Education Research
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    • v.25 no.1
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    • pp.55-64
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    • 2022
  • In this paper, the characteristics of peer-evaluation and self-evaluation of team activity participation in project-based learning and their usability were investigated. The characteristics of peer-evaluation and self-evaluation are as follows. First, in peer-evaluation and self-evaluation of project-based learning, the correlation between the two evaluation scores was very high. When students' scores from their peers correlate very well with the scores they give themselves, it means that they apply the same criteria to their peers and to themselves when evaluating team activity. Second, there was no difference in peer-evaluation and self-evaluation scores between groups with different written test scores. The fact that peer-evaluation and self-evaluation scores do not change according to academic ability shows that the two evaluation areas are independent. Third, the self-evaluation score in project-based learning is statistically significantly higher than the score received from peers. This raises doubts about the fairness of self-evaluation. Therefore, in this paper, it is suggested that self-evaluation of team activities in project-based learning is carried out together with peer-evaluation, but only peer-evaluation is reflected in credits.

Analysis of Learning Competence according to the Contact·Untact Learing in the Team-activity Class based on PBL (PBL기반 팀활동 수업에서 대면·비대면 학습에 따른 학습역량 분석)

  • Lee, Jae-Kyoung
    • Journal of Engineering Education Research
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    • v.26 no.2
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    • pp.45-53
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    • 2023
  • This study conducted and evaluated the PBL-based team activity classes in contact and untact learning. Appropriate subject (Engineering communication) was also selected and evaluation methods were improved. In the qualitative evaluation results, in contact learning, similar score ranges were formed for each task, and the variability of scores for each task was not large. In untact learning, the difference in scores for each task was rather large, and the variability of scores for each task was large, indicating a large difference between teams that performed well and teams that did not. In the quantitative evaluation, contact learning showed a little low grades, but untact learning showed relatively high grades, but there were limitations in showing the conclusion that the untact learning effect was very good. As a result of the survey, there were more positive responses to the degree of understanding of the class conducted online, the degree of help to improve competence, and the team activity. However, if untact learning continues, it was analyzed that it is necessary to prepare appropriate measures to enhance learning effects and efficiently conduct team activities.

An Analysis of the Affective Effect of Whole Brain Based Cooperative Learning for the Gifted (영재 교육을 위한 전뇌 이론 기반 협동학습의 정의적 효과 분석)

  • Kim, Soon-Hwa;Song, Ki-Sang
    • Journal of Gifted/Talented Education
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    • v.21 no.2
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    • pp.255-268
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    • 2011
  • The 21st century is called as the "Age of knowledge flood", and thus the importance of the ability which can use knowledge creatively is more emphasized. Also, not only individual problem solving but also solving problems through effective communication skills with group members are needed, and therefore, it is requested to train potential gifted learner working together with others to practice cooperation and eventually grown up as a competitive human resource to adapt successfully in future environment. In this paper, to show the effectiveness of cooperative learning in gifted learners, members for cooperative learning group has been selected using whole brain theory from the 42 gifted middle school students who participated in summer gifted learner vacation program. From the analysis of the learners' learning motivation and frequency of interactions whole brain based cooperative learning is effective for enhancing both learning motivation and interactions. Therefore, the whole brain based cooperative learning is an effective pedagogy for enhancing the motivation as well as facilitating interactions within gifted learners.

A Study on the Teaching-Learning Methods for Improvement of Creativity on Information Science Applying Project-based Learning (정보과학 창의성 향상을 위한 프로젝트 기반 교수-학습 방법에 대한 연구)

  • Kim, Hosook;Kim, Hyoungseok
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.529-540
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    • 2014
  • We propose an efficient information science teaching-learning method to improve information-scientific creativity of mathematically and scientifically gifted students. The students are able to improve their creative problem solving and team-work abilities through team project work to resolve a variety of application problem in real world. In the pursuit of this purpose, we designed a new two-stage information science learning method consisted of the standard stage and the application stage, and a new systemic project process. Moreover, we applied small-scale cooperation learning strategies and a multi-dimensional assessment system. The analysis on our proposed model shows that there is a remarkable achievement of educational objectives on cognitive capability, social and affective ability of information science creativity.

A Design of Collaborative Learning Module in Learning Management System Based on Blended Learning (블렌디드 러닝 기반의 학습관리시스템에서 협력학습 지원 모듈 설계 방안)

  • Ku, jin-hee;Choi, won-sik;Lee, kyu-nyo
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.732-737
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    • 2008
  • As e-learning is recognized in new education form, Learning Management System that manage general activity of learning to maximize effect of education is being developed actively. Usually, Learning Management System includes course registration and learning as well as learner's learning recording and tracking, evaluation in online. But, most systems is lacking a tool that learners can collaborate with companion learners, and planning learning and set valuation basis as leading. In this paper, we can expect effective collaborative learning activities because can make debate and team project smooth by suggesting collaborative learning module that can drive voluntary participation such as group formation, learning plan, mutually estimation as leading to learner in Learning Management System of blended learning base that support online and offline environment both.

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The Effects of Metacognition on Learning Flow of Team-Based Learning in Nursing Students: Mediating Effects of Shared Leadership (간호대학생의 팀기반학습에서 메타인지가 학습몰입에 미치는 영향: 공유리더십의 매개효과를 중심으로)

  • Han, Ju-Rang
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.375-383
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    • 2017
  • The purpose of this study was to identify the effects of metacognition on learning flow of Team-Based Learning(TBL) in nursing students and verify the mediating effects of shared leadership on the relationships between metacognition and learnig flow. Data were collected via survey from 98 nursing students to participate in TBL for 6weeks, in June 2017. The results were as follows: There was a significant correlation with metacognition, shared leadership and learning flow. Metacognition had a positive effect on learning flow. Shared leadership had a partial mediating effect in the relationship between metacognition and learning flow. Conclusively, this results indicate a need to develop programs that effectively promote the shared leadership and maximize metacogniton Team-Based Learning(TBL) in nursing students.

Use of School Libraries and Effects of Library Programs for Visually Impaired Children (도서관 이용 활성화를 위한 시각장애인학교 도서관 프로그램 연구)

  • Lee, Jee Yeon;Chun, Jung Hyun
    • Journal of the Korean Society for information Management
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    • v.34 no.3
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    • pp.23-48
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    • 2017
  • The study goals are establishing a library management plan for the school for the blind in Korea and also developing a structured library program, which reflected the patron's perception. We surveyed the students in three schools for the blind to identify their perception and usage statistics of the libraries. The analysis of the survey led to a school library program framework consisting of four types. To verify the applicability and effectiveness of the framework, we designed ten programs to meet the needs of the schools by consulting respective school's teachers. We administered the second survey after the classes, and we found that there were positive increases in the frequency of library use, a number of books read, perception about the libraries, amount of information used, and self-directed learning willingness.

An Analysis Method and Environment for Team Project-Based Learning in Non-Face-to-Face Situation for Student Evaluation (비대면 팀 프로젝트 기반 수업 평가를 위한 분석 방법 및 평가환경)

  • Lee, Jaiyun;Han, Seyoung;Choi, Changbeom
    • Journal of Engineering Education Research
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    • v.25 no.3
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    • pp.3-10
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    • 2022
  • An educator may utilize various pedagogies such as hands-on practice, practicum, and project-based learning to enhance a student's competency. Among various pedagogies, project-based learning is one of the well-known pedagogies that may provide similar on-the-job experience. In general, an educator may divide the students into small groups and assign tasks to check students' cooperation skills and achievements during project-based learning. However, an educator may experience difficulties operating project-based learning due to the COVID-19 pandemic. Most of the team activities are done in non-face-to-face meetings, and as a consequence, the educator may not find an underachieving team easily and cannot intervene appropriately. This study introduces a rigorous analysis method to evaluate team activities to analyze individual students' participation and contributions. First, this study develops evaluation rubrics by conducting questionnaires to professors and students to find an appropriate weight value for the evaluation scale. Then, this research introduces an analysis environment to evaluate students automatically. The analysis environment collects dialog data from social network services and measures interactions among students in a team. After measuring interactions, the environment generates a report to visualize the team activities. We applied the proposed method and environment to the capstone design course to show the effectiveness of the method and environment. Based on the case study, the environment showed that the analysis method could easily indicate the teams' activities and check the level of participation.

Effects of Blended Learning on Pharmacy Student Learning Satisfaction and Learning Platform Preferences in a Team-based Learning Pharmacy Experiential Course: A Pilot Study (블렌디드 러닝을 활용한 팀 기반 학습 실습 수업에서 약학대학 학생의 학습만족도와 플랫폼 선호도: 예비 연구)

  • So Won Kim;Eun Joo Choi;Yun Jeong Lee
    • Korean Journal of Clinical Pharmacy
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    • v.33 no.3
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    • pp.202-209
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    • 2023
  • Background: With the emergent transition of online learning during the COVID-19 pandemic, the need for online/offline blended learning that can effectively be utilized in a team-based learning (TBL) course has emerged. Methods: We used the online metaverse platforms, Gather and Zoom, along with face-to-face teaching methods in a team-based Introductory Pharmacy Practice Experience (IPPE) course and examined students' learning satisfaction and achievement, as well as their preferences to the learning platforms. A survey questionnaire was distributed to the students after the IPPE course completion. All data were analyzed using Excel and SPSS. Results: Students had high levels of course satisfaction (4.61±0.57 out of 5) and achievement of course learning objectives (4.49±0.70 out of 5), and these were positively correlated with self-directed learning ability. While students believed that the face-to-face platform was the most effective method for many of the class activities, they responded that Gather was the most effective platform for team presentations. The majority of students (64.3%) indicated that blended learning was the most preferred method for a TBL course. Conclusion: Students in a blended TBL IPPE course had high satisfaction and achievements with the use of various online/offline platforms, and indicated that blended learning was the most preferred learning method. In the post-COVID-19 era, it is important to utilize the blended learning approach in a TBL setting that effectively applies online/offline platforms according to the learning contents and activities to maximize students' learning satisfaction and achievement.