• Title/Summary/Keyword: 학습자만족

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The effect of Virtual Reality sports experience on sports satisfaction, sports immersion, and sports attitude

  • Myung-Soo, Kim;Byung-Nam, Min;Seung-Hwan, Lee;Sung-Hee, Kim;Jae-Hoon, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.129-136
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    • 2023
  • In this paper, we propose the positive effects of Virtual Reality(VR) sports classes and the foundation for VR sports to become the basis of lifelong sports education through the application of physical education classes in sports virtual reality programs are to be provided. For this purpose, the effect of VR sports experience on sports satisfaction, sports immersion, and sports attitude factors was investigated for 281 elementary school students in Busan. Results It was found that VR sports experience had a significant effect on sports satisfaction, sports satisfaction had a significant effect on sports immersion and sports attitude, and sports immersion had a significant effect on sports attitude. The great advantage of sports virtual reality is that sports activities for items that are difficult to deal with in physical education classes and unpopular items will be easily performed. In addition, by using a program that links physical education classes with English and mathematics, physical education will be recognized as a convergence subject by elementary school students, and at the same time, it will become an integrated subject that can acquire fun elements and learning elements at the same time through play or games.

Effects of the Group Coaching Program for the Promotion of Growth Orientation for University Students on Growth Orientation, Life Satisfaction, Perceived Stress, Positive Psychological Capital and Interpersonal Relationships: Based on the Model of the Social-Cognitive Approach to Motivation (대학생 성장지향성 증진 그룹코칭 프로그램이 성장지향성, 삶의 만족도, 지각된 스트레스, 긍정심리자본 및 대인관계에 미치는 효과: 사회인지동기모형을 기반으로)

  • Kyung, Ilsoo;Tak, Jinkook
    • Korean Journal of School Psychology
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    • v.16 no.3
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    • pp.231-263
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    • 2019
  • The purpose of this study was to verify the effects of growth orientation, life satisfaction, perceived stress, positive psychological capital and interpersonal relationships in the group coaching program for the promotion of growth orientation for university students based on the model of the social-cognitive approach to motivation. The program consisted of eight topics: growth orientation, growth mindset and brain plasticity, self-directed goal setting, talent which is a product of ongoing effort, failure attitude and perspective change, positive emotion, thinking and behavior, value of growth orientation and self-coaching, respectively. The program comprised a total of eight sessions, 120 minutes each, and the final program was completed through a preliminary experiment with three university students. In order to verify the effectiveness of the program, 48 university students were divided into 16 in the experimental group, 16 in the comparative group, and 16 in the control group. The experimental group participated in the group coaching program to enhance the growth orientation based on the model of the social-cognitive approach to motivation developed in this study, the comparative group participated in a learning goal orientation improvement program based on an incremental implicit theory, and the control group did not carry out any program. Three groups were tested in pre, post, follow-up1(after 1 month) and follow-up2(after 3 months) in order to growth orientation, life satisfaction, perceived stress, positive psychological capital and interpersonal relationships. We performed analysis to confirm the homogeneity to the data of the three groups and to verify the interaction effects between times and groups. As a result, it was confirmed that the group coaching program to promote growth orientation, life satisfaction, perceived stress, positive psychological capital and interpersonal relationships had statistically significant effect and was more effective than the comparative program due to the larger effective size. Also, we confirmed that the coaching effect was sustained after the program was finished and more effectively maintained than the comparative program. Based on the results of this study, this study has academic implications because it verify the effectiveness of the group coaching for the promotion of the growth orientation by scient ic method.

The Effects of Improvement of Interaction on Teaching and Learning in Nursing Education Using Change Laboratory Method (간호교육에서 변화실험실을 활용한 강의 상호작용 개선이 교수-학습에 미치는 효과)

  • Kim, Jong Kyung;Yang, Young Hee;Lee, Jeong Eun;Song, Hee-Seung
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.385-393
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    • 2017
  • The purpose of this study was to develop and apply the participation-centered lecture model and practice principle developed by the Change Laboratory Method to improve the lecture interaction of nursing education and verify the effect. The experimental group was 91, and control group was 83 students who studied in the 3rd and 4th grade at one College of Nursing, This study developed the detail participatory lecture method on January and February and applied it to the students in March, and April, 2017, In the pre-survey, general characteristics, class attitude, and learning strategies were examined and homogeneity test was conducted. Post-survey was conducted with participation, satisfaction, and performance, The results showed that the experimental group and the control group were homogeneous. The average participation levels of the experimental and control groups were 3.98 and 3.77 respectively(t=2.38, p<.05). However, there was no statistically significant difference in the satisfaction and achievement. Therefore, it was expected to improve the participation and performance of students through the application of the participation-centered lecture. In the future, it will be necessary to prepare and implement effective methods for improvement of teaching methods in each subject.

Development of Satisfaction Evaluation Items for Degree-linked High Skills Meister Courses using the Delphi Method (Delphi 기법을 활용한 학위연계형 고숙련마이스터 과정의 만족도 평가 문항 개발)

  • Kim, Seung-Hee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.5
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    • pp.163-173
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    • 2020
  • In this study, on-site corporate instructors participated as student-cum-workers in a degree-linked high skills Meister course to improve job competency and practical ability as proposed in the Work-Study Career Vision. Evaluation questions were then developed and their validity was verified by assessing satisfaction related to expected goals in enhancing advanced training guidance and competency as an evaluator. Satisfaction assessment was conducted based on training preparation, training implementation, training effectiveness and training administration. The Delphi Method was adopted and a total of 48 items were developed in 6 categories under 4 main areas. There were 7 evaluation items on the satisfaction of training course development under training preparation, 21 evaluation items related to the satisfaction of Off-JT and OJT courses under training implementation, 16 evaluation items related to the satisfaction of increased competency as an on-site corporate instructor and the satisfaction of enhanced practical skills and skills application at work under training effectiveness, as well as 6 evaluation items to assess satisfaction with administrative support under training administration. The final conformity assessment was conducted based on the stability, content validity ratio, consensus and convergence indicators of the developed items. Results of this study do not only apply to quality management of the high skills Meister course which is being promoted as a pilot project for work-study programs, but also serves as a rationale that may be considered as a basic research tool in the collection of various opinions to derive overall system improvement factors for the work-study high skills Meister course.

Using Requirements Engineering to support Non-Functional Requirements Elicitation for DAQ System

  • Kim, Kyung-Sik;Lee, Seok-Won
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.3
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    • pp.99-109
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    • 2021
  • In recent machine learning studies, in order to consider the quality and completeness of data, derivation of non-functional requirements for data has been proposed from the viewpoint of requirements engineering. In particular, requirements engineers have defined data requirements in machine learning. In this study, data requirements were derived at the data acquisition (DAQ) stage, where data is collected and stored before data preprocessing. Through this, it is possible to express the requirements of all data required in the existing DAQ system, the presence of tasks (functions) satisfying them, and the relationship between the requirements and functions. In addition, it is possible to elicit requirements and to define the relationship, so that a software design document can be produced, and a systematic approach and direction can be established in terms of software design and maintenance. This research using existing DAQ system cases, scenarios and use cases for requirements engineering approach are created, and data requirements for each case are extracted based on them, and the relationship between requirements, functions, and goals is illustrated through goal modeling. Through the research results, it was possible to extract the non-functional requirements of the system, especially the data requirements, from the DAQ system using requirements engineering.

The Perception on Video Material Making and the Effect on Science Teaching Ability of Non-face-to-face Teaching Material Making Activity for Elementary Pre-service Teachers (비대면 수업 자료 만들기 활동이 초등 예비교사들의 영상 자료 제작에 대한 인식 및 과학 교수 능력에 미치는 효과)

  • Shin, Ae-Kyung
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.103-116
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    • 2022
  • The purpose of this study is to investigate the perception on video material making and the effect on science teaching ability after conducting non-face-to-face teaching material making activity for elementary pre-service teachers. This activity consisted two processes. One is that elementary pre-service teachers conduct inquiry, understand related science concepts, analyze science textbooks and then make video material. The other is that they watch video materials produced by colleagues. This study was conducted on 89 elementary pre-service teachers for 8 weeks. After this activity was completed, the perception on video material making and the effect on science teaching ability of elementary pre-service teachers were investigated, and the results were analyzed. In the process of making and watching non-face-to-face teaching materials, elementary pre-service teachers showed positive results in teaching-learning, video production, and emotion and attitude toward video material making. In addition, it was found that they improved their science teaching ability through this activity and were very satisfied with this activity. However, they also mentioned several disappointments such as exclusion of learners' right to self-determination, lack of various communication channels, and errors in content of materials. This suggests that if these problems are solved, non-face-to-face classes can also be a good form of class.

The Effect of Creative Education Program Based on AR/VR : Focusing on the Area of Astronomy (AR/VR을 활용한 창의교육 프로그램의 효과 분석 : 천문 영역을 중심으로)

  • Seo, Youngjun;Han, Doyoon;Son, Yunjeong;Heo, Younjeong;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.310-321
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    • 2022
  • This study aimed to find out how creative education programs using AR/VR affect student's creative problem-solving skills and class satisfaction. For this purpose, a total of 179 students in 7 classes of the first grade of J High school located in the chungbuk region were the subjects of this study. The data were analyzed by performing two-dependent samples (t-test) based on the difference between the pre- and post-scores of creative problem-solving ability test, and the value of class satisfaction was analyzed and interpret using descriptive statistics and interview. The results of this study are as follows. First, except for 'execution', 'problem discovery and analysis', 'idea generation', 'execution plan', 'conviction and communication', and 'innovation tendency' showed statistically significant results. Second, in terms of class satisfaction of the creative education program, it was an average of 3.75 and it was difficult for learners to derive creative ideas, outputs, and results through groups within a given time in regular class, but generally showed a positive response. Therefore, it was confirmed that the creative education program using AR/VR increased student's learning motivation and interest in the process of generation or expanding ideas to solve problems like educational effect of STEAM.

Development of Science Academic Emotion Scale for Elementary Students (초등학생 과학 학습정서 검사 도구 개발)

  • Kim, Dong-Hyun;Kim, Hyo-Nam
    • Journal of The Korean Association For Science Education
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    • v.33 no.7
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    • pp.1367-1384
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    • 2013
  • The purpose of this study was to develop a Science Academic Emotion Scale for Elementary Students. To make a scale, authors extract a core of 14 emotions related to science learning situations from Kim & Kim (2013) and literature review. Items on the scale consisted of 14 emotions and science learning situations. The first preliminary scale had 174 items on it. The number of 174 items was reduced and elaborated on by three science educators. Authors verified the scale using exploratory factor analysis, confirmatory factor analysis, inter-item consistency and concurrent validity. The second preliminary scale consisted of 141 items. The preliminary scale was reduced to seven factors and 56 items by applying exploratory factor analysis twice. The seven factors include: enjoyment contentment interest, boredom, shame, discontent, anger, anxiety, and laziness. The 56 items were elaborated on by five science educators. The scale with 56 items was fixed with seven factors and 35 items to get the final scale by applying confirmatory factor analysis twice. Except for Chi-square and GFI (Goodness of Fit Index), other various goodness of fit characteristics of the seven factors and 35 items model showed good estimated figures. The Cronbach of the scale was 0.85. The Cronbach of seven factors are 0.95 in enjoyment contentment interest, 0.81 in boredom, 0.87 in shame, 0.82 in discontent, 0.87 in anger, 0.77 in anxiety, 0.81 in laziness. The correlation coefficient was 0.59 in enjoyment contentment interest, 0.54 in anxiety, 0.42 in shame, and 0.28 in boredom, which were estimated using the Science Academic Emotion Scale and National Assessment System of Science-Related Affective Domain (Kim et al., 1998). Based on the results, authors judged that the Science Academic Emotion Scale for Elementary Students achieved an acceptable validity and reliability.

온라인 창업교육 플랫폼 구축을 통한 창업교육 고도화 방안

  • Kim, Yong-Tae
    • 한국벤처창업학회:학술대회논문집
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    • 2017.04a
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    • pp.57-57
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    • 2017
  • 최근 들어 대학 내 창업교육은 정부 및 공공, 지방자치단체 등의 관심과 지원으로 급격히 확산되고 있다. 교양 및 전공분야의 다양한 창업교육 강좌 및 창업 친화적 학사제도 등 인프라 및 환경적 요인도 충분해졌다고 할 수 있다. 하지만, 그럼에도 불구하고 아직까지 양질의 창업교육 콘텐츠 및 교수법, 교수 역량 활성화, 지역 및 대학 간 편차 해소 등 질적인 부분에 있어서는 새로운 변화와 보완이 필요하다고 할 수 있겠다. 이에 본 연구는 대학 내 교수자, 교직원, 학생들이 손쉽게 접근하고 활용할 수 있는 온라인 창업교육 플랫폼 구축을 통해 대학 창업교육의 질적 고도화 방안을 제시하고자 한다. 아울러 본 연구를 통해 수도권과 지역 대학 간 발생하고 있는 창업교육의 편차를 해소하고 질 좋은 창업교육 운영 및 콘텐츠 지원을 위한 체계적인 온라인 창업교육 시스템 구성 체계 및 기능, 활용방안, 기대효과 등을 제언하고자 한다. 본 연구는 대학에서 운영하고 있는 창업 교육 관리시스템을 개발하기 위해서 시스템 개발의 기본 방향을 설정하고, 그에 따른 정보화교육 관리시스템에 대한 준수하여야 할 기본 설계 방향을 설정할 것이다. 구조적 개발 방법론을 적용하여 시스템의 기능적 요구사항을 도출하고, 시스템 요구를 만족시킬 수 있도록 설정한 시스템의 주요 기능에 대하여 기술할 것이며, 개발해야 할 된 시스템의 구성도 및 시스템 운영 시 필요한 하드웨어 소프트웨어 제반 운영환경에 대하여 논의하고자 한다. 온라인 창업교육플랫폼을 개발함에 있어 가장 우선 검토해야 할 요건은 창업교육과정을 원하는 학생들과 교강사가 플랫폼에 간단하게 접근할 수 있도록 하는 것이다. 또한 교 강사들이 언제든 플랫폼을 통하여 시스템에 접근하여 학생의 교육과정 내용과 진도사항, 창업 관련 자료에 대하여 제공 받을 수 있도록 하며, 학생들이 교강사에게 멘토링 받고 싶은 내용이 있다면 플랫폼을 통해 멘토링이 가능하여야 할 것이다. 본 연구를 통하여 개발하는 온라인 창업 교육 플랫폼은 관리자, 학생, 교강사 등 구성원들의 요구사항을 청취하고, 이들의 요구를 정확히 분석하여 구성원들의 불편함을 해소할 수 있도록 개발하고자 한다. 플랫폼의 구성요소는 첫째, 온라인 창업 교육 플랫폼은 온라인 기반으로 구성하여 교강사와 학생들이 교육의 효율성을 위하여 공동으로 사용할 수 있는 사이트 공간을 제공할 필요가 있다. 둘째, 온라인 창업 교육 플랫폼의 주된 이용자는 창업 교육을 받는 학생과 창업교육을 하는 교 강사도 이를 관리하기 위한 전체 및 지역별 운영관리자도 존재해야 할 것이다. 셋째, 창업교육에 참여하 학생 및 교강사들의 컴퓨터 활용도의 차이가 있을 수 있을 것이다. 플랫폼은 비주얼하게 개발하여 학생 및 교강사가 쉽고, 부담 없이 접근할 수 있는 이용자 인터페이스를 채택해야 하며, 아울러 이해하기 쉬운 메뉴와 간결하게 구현해서 제공할 필요가 있으며, 이것은 온라인 창업교육 플랫폼 사용의 효율성을 제공하는 것이다. 학생들에게는 플랫폼 통하여 자신들의 창업 능력을 배양하여 학습에 도움이 되어야 하며, 교강사에게는 언제든 실시간으로 최신의 정보를 제공함으로써 플랫폼에 대한 신뢰성이 확보 될 수 있도록 설계 되어야만 창업교육의 효과를 극대화 할 수 있으며, 대학 등에서는 보다 안정적인 학생 관리에 최선을 다 할 수 있을 것이다.

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A Study on the Development of a Competency-Based Intervention Course Curriculum of the Korean Academy of Sensory Integration (대한감각통합치료학회 역량기반 중재과정 교육커리큘럼 개발연구)

  • Namkung, Young;Kim, Kyeong-Mi;Kim, Misun;Lee, Jiyoung
    • The Journal of Korean Academy of Sensory Integration
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    • v.17 no.3
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    • pp.26-45
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    • 2019
  • Objective : The purpose of this study is to develop educational goals, training content, and training methods for the intervention course of the Korean Academy of Sensory Integration (KASI) and to conduct competency-based intervention courses based on the competency model for sensory integration intervention. Methods : This study was conducted on work therapists who participated in the 2019 intervention course of KASI. In the first phase, educational needs were analyzed to set goals for the interventional course. In the second phase, a meeting of researchers drafted the intervention course education program and the methods of education, and the intervention course was conducted. In the third phase, the changes in educational satisfaction and performance level pre- and post-intervention course for each competency index were investigated. Results : The educational goals of "learning and applying the clinical reasoning process of sensory integration intervention" and "intervention by applying the principle of sensory integration intervention" were set after reflecting on the results of the analysis of the educational requirements. The length of the competency-based intervention course was 42 hours. The average education satisfaction level of participants in the arbitration process was 4.48±0.73, and the average education satisfaction level of the supervisor was 3.92±0.71. In both groups, the most satisfying curriculums were the data-driven decision-making process and the intervention goal-setting lecture. But the satisfaction level of was the lowest. Before and after the intervention course, there were significant changes in the performance of the two behavioral indicators of the analytic skills in the expertise competency cluster of the competency model. Conclusion : This study is meaningful in that it conducted a survey of educational needs, the development and implementation of an educational curriculum, and an education satisfaction survey through systematic courses necessary for education development.