• Title/Summary/Keyword: 학습 몰입감

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Relationship between self-directed learning ability, learning flow, academic self-efficacy, and academic achievement of nursing students' (간호대학생들의 자기주도적 학습능력, 학습몰입, 학업적 자기효능감, 학업성취도와의 관계)

  • Gil, Cho-Rong
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.617-626
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    • 2021
  • This study was conducted to explore self-directed learning, learning flow, academic self-efficacy and academic achievement on nursing students and to investigate the major factors that influence academic achievement. Data were collected from October 15 to 19, 2021, data were analyzed utilizing the SPSS WIN 21.0 program. Participants in this study were 145 students of the college in J city. As a result of the study, self-directed learning was 3.67±0.65 points out of 5, learning flow was 3.35±0.76 points out of 5, academic self-efficacy was 3.43±0.94 points out of 5, and academic achievement was 3.85±1.13 points out of 5. The relationships between self-directed learning, learning flow, academic self-efficacy and academic achievement showed significant positive correlations. As a result of multiple regression analysis, factors influencing the academic achievements of nursing students were found to be learning flow and academic self-efficacy. Therefore, in order to increase academic achievement in nursing college students, it is necessary to develop educational programs to increase the academic self-efficacy, and to continuously check the effect.

Virtual Reality based Situation Immersive English Dialogue Learning System (가상현실 기반 상황몰입형 영어 대화 학습 시스템)

  • Kim, Jin-Won;Park, Seung-Jin;Min, Ga-Young;Lee, Keon-Myung
    • Journal of Convergence for Information Technology
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    • v.7 no.6
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    • pp.245-251
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    • 2017
  • This presents an English conversation training system with which learners train their conversation skills in English, which makes them converse with native speaker characters in a virtual reality environment with voice. The proposed system allows the learners to talk with multiple native speaker characters in varous scenarios in the virtual reality environment. It recongizes voices spoken by the learners and generates voices by a speech synthesis method. The interaction with characters in the virtual reality environment in voice makes the learners immerged in the conversation situations. The scoring system which evaluates the learner's pronunciation provides the positive feedback for the learners to get engaged in the learning context.

Augmented Reality Based Drawing Learning System for Toddler's Art Education (영유아 기초 미술 교육을 위한 증강현실로 익히는 드로잉 시스템)

  • Suh, Yeong-Sang;Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.5
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    • pp.505-510
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    • 2016
  • Interest of augmented reality increases rapidly due to development of recent technology. Augmented reality offers learners various satisfactions by using the sense of sight, hearing, touch, etc. and enhances immersion and interest. This paper presents a drawing system for toddler's art education using augmented reality. This system helps toddlers draw pictures easily and can teach toddlers art learning effectively at low cost as well as provide immersion, achievement, and interest.

The Effects of Digital Literacy Skills on Learning Flow and Academic Self-efficacy of Online Learners (온라인 학습자의 디지털 리터러시 능력이 학습몰입과 학업적 자기효능감에 미치는 영향 )

  • Mi-hee Han
    • Journal of Practical Engineering Education
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    • v.16 no.3_spc
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    • pp.401-407
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    • 2024
  • The present research intends to examine how online learners' digital literacy skills affects their learning flow and academic self-efficacy in the universities. The data were collected from a group of 228 students taking online course at the four-year university in Cheonan. The collected data were analyzed with the SPSS 29.0 program: descriptive statistics, correlation analysis and regression analysis. As a result of this study, the digital literacy skills of university students taking cyber lectures were found to have a statistically significant positive correlation with learning flow in online classes and academic self-efficacy. Through this study, it is hoped to provide an opportunity to explore ways to improve learning flow and academic self-efficacy as the problems of non-face-to-face classes. Therefore, in order to ensure the quality of online classes, it is hoped to expand educational opportunities such as various research and programs that can improve digital literacy skills.

A study on the relationship between learning flow, learning satisfaction, academic self-efficacy, academic achievement, and academic stress of nursing college students who experienced online lectures in a non-face-to-face learning environment (비대면 학습환경에서 온라인 강의를 경험한 간호대학생들의 학습몰입, 학습만족도, 학업적 자기효능감, 학업성취도, 학업스트레스간의 관계연구)

  • Yang, Seung Ae
    • Journal of Internet of Things and Convergence
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    • v.9 no.6
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    • pp.63-73
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    • 2023
  • The purpose of this study is to identify the level of learning flow, learning satisfaction, academic self-efficacy, academic achievement, and academic stress of nursing students who experienced non-face-to-face online lectures, and to investigate the correlation between variables and the factors affecting academic stress. The data of this study was collected from 143 students at a nursing college in Seoul, through a Google online questionnaire from September 1, 2023 to September 25, 2023, and descriptive statistics, Student's t-test, analysis of variance, Pearson's Correlation, and linear multiple regression were conducted using SPSS Statistics 25.0. Following an analysis of the difference according to general characteristics, academic stress showed significant difference according to Motivation for applying to department(F=4.465, p=.005) and Major satisfaction(F=36.499, p=.000) of the subjects. The result of analyzing the correlation academic stress was negatively correlated with learning flow (r=-.464, p<.010), academic self-efficacy (r=-.522, p<.010), and academic achievement (r=-.379, p<.010), but learning satisfaction was not correlated with academic stress. Variables affecting academic stress were major satisfaction (𝛽=.367, p<.01), learning flow (𝛽=-.186, p<.05), and academic self-efficacy (𝛽=-.241, p<.05), and the explanatory power for academic stress was 40%. The results of this study can be used as basic data for intervention programs for relieving academic stress of nursing students.

Comparison of a Learner's Experience on Zoom and Spatial (줌과 스페이셜의 학습자 경험 비교 평가)

  • Yejin Lee;Kwang-Tae Jung
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.535-541
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    • 2022
  • Zoom has been most popularly used as a non-face-to-face online class tool since COVID19, but due to the recent spread of the metaverse, the use of the metaverse platform is increasing. In particular, since a metaverse platform 'Spatial' provides online classroom creation and various learning functions, and various interactions between instructors and learners or learners and learners are possible, it is highly likely to be used in university classes. Since Zoom and Spatial each have their own strengths and weaknesses for the purpose of class use, it is necessary to find out the strengths and weaknesses of each by comparing and analyzing the learner's experience in class use. In this study, a quantitative analysis of usability, immersion, and satisfaction and a qualitative analysis of individual opinions were performed in order to compare and analyze the learner's experience. SUS (System Usability Scale) was used for usability evaluation, and Magnitude Estimation method was used for immersion and satisfaction evaluation. Thirty-five people who had participated in classes using Zoom and Spatial participated as subjects in this study. Zoom was higher than Spatial at the significance level of 0.05 in usability and satisfaction. On the other hand, the immersion in class was higher in Spatial than in Zoom. Since Spatial provides online classroom creation and various learning functions, and provides various interactions and fun elements between instructors and learners or learners and learners, the immersion in classes was high. If the user interface and interaction of Spatial are improved in the future, it is judged that it can be used as an effective online teaching tool that can replace zoom in university classes.

Implemention of a Heavently Body Study System based on Virtual Reality (가상현실에 기반한 가상 천체 학습 시스템 구현)

  • 문혜린;송완기;정성태
    • Proceedings of the Korea Multimedia Society Conference
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    • 1998.10a
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    • pp.291-296
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    • 1998
  • 기존의 텍스트만 제공하던 학습방법에서 발전해 텍스트, 이미지, 사운드 동영상 자료를 제공함으로써 시각적 청각적인 학습효과를 증가시킬 수 있었다. 하지만 많은 경우 2차원 화면상에 문자나 사진 정보만을 제공함으로써 일상적이고 수동적인 학습에 지나지 않았다. 최근에 들어서는 이러한 문제를 극복하려는 한가지 방법으로서 가상현실을 이용한 체험학습을 통하여 보다 능동적이고 효과적인 교육을 시도하려는 연구가 진행되고 있다. 따라서 본 논문에서는 PC상에서 몰입감을 느낄 수 있는 HMD(Head Mounted Display)와 3차원 마우스를 사용하여 가상현실의 태양계를 탐험하고 이를 바탕으로 학습활동을 함으로써 학습 효과를 높일 수 있는 가상천체 학습 시스템을 구현하였다.

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The Effects of Gamification E-Learning Classes Based on Self-Determination Theory on University Students' Class Participation, Learning Immersion, Teaching Presence (자기결정성 이론에 기반한 게이미피케이션 이러닝 수업이 대학생의 수업참여도, 학습몰입도, 교수실재감에 미치는 효과)

  • Myoung-Heo;Sang-woo Jin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.73-83
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    • 2023
  • This study is a descriptive survey to develop a gamification e-learning class based on self-determination theory and to check its effectiveness. The data collection period was from March 1 to June 15, 2023, and 59 students at G University in G Metropolitan City were surveyed on class participation, learning immersion, and teaching presence before and after the course. IBM SPSS/Win 26.0 was used to analyze the collected data, and descriptive statistics, analysis of variance (ANOVA), and analysis of covariance (ANCOVA) were conducted. The results showed that the self-determination-based gamification class significantly improved students' class participation, learning engagement, and teaching presence (p<.05). An analysis of covariance (ANCOVA) was conducted to determine whether the general characteristics of the participants affected the results of the post-test, and gender affected the post-test results of learning engagement, with an effect of 7.9%. Based on the results of this study, it can be seen that self-determination-based gamification e-learning class is effective in improving learners' class participation, learning engagement, and teaching presence. As the demand for e-learning in universities is expanding, self-determination-based gamification e-learning classes should be developed in various fields of liberal arts and majors.

Development of virtual reality contents for vocational education Research on Semiconductor production line Clean Room Tour (직업교육을 위한 가상현실 콘텐츠 구현 반도체 생산라인 클린룸 투어 VR 중심으로)

  • Lee, Sun-Min
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.191-197
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    • 2023
  • The purpose of the study was to provide an educational environment for designing and producing virtual reality practice contents that can be used in semiconductor production lines and clean rooms. Through this process, the user can acquire practical knowledge through experiences close to reality, such as experiencing the main semiconductor solar cell manufacturing facilities as well as procedural knowledge before and after entering the clean room.. In particular, it provides users with an immersion experience close to reality by creating an environment for experiential content necessary for semiconductor and solar cell manufacturing processes and clean room entrance procedure experiential content, which is expected to improve education immersion, realism, cost, efficiency, and education satisfaction. Depending on the characteristics of Dangerous, Impossible, Counter-productive etc, immersive content makes learners immersed in the learning content, induces proactive/active learning, and embodies the learning content, resulting in positive results in the field of improving educational effectiveness.

Developing & Applying a Template-based Game-type Learning Contents Authoring Tool (템플릿 기반 게임형 학습콘텐츠 저작 도구의 구현 및 적용)

  • Kim, Hye Sun;Kim, Cheol Min;Kim, Seong Baeg
    • The Journal of Korean Association of Computer Education
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    • v.10 no.1
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    • pp.41-53
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    • 2007
  • Recently, there has been much research to improve immersiveness and learning achievement using the edutainment that combines learning with game. However, from the viewpoint of instructors, there has been little research to solve technical difficulties and to reduce the authoring time in tailoring a game-type learning content. Therefore, in this paper, we propose an authoring tool, which enable instructors to tailor game-type learning contents reflecting their own preferences in spite of no backgrounds of technical skills. The authoring tool proposed has key features to hide authoring handicaps and reduce authoring time by providing the overall template for customized game-type learning contents based on template concept. To evaluate the effectiveness of the authoring tool, we applied it to teachers and elementary school students. From the evaluation, the result represented that instructors can make their own learning contents without being aware of technical problems within a short time. Also, the result showed that the learning achievement degree and immersive depth of students have been significantly improved.

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