• Title/Summary/Keyword: Advanced Learning Activities

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A Study on Development of Advanced Emergency care Instructor Qualification Course (전문응급처치 강사자격 교육과정 개발에 관한 연구)

  • Yu, Sun-Gyu
    • The Korean Journal of Emergency Medical Services
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    • v.7 no.1
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    • pp.5-28
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    • 2003
  • The purpose of this study which was conducted by framing of standardized advanced emergency care instructor qualification course outline and training competent instructor Course development based on following educational principle and it would be expected more improved aspect. Advanced Emergency care Instructor Qualification Course Development (1) based on advanced emergency care instructor job analysis and paramedic job description. (2) Learning of emergency care instructor qualification course is continuous. It is important to begin at the learner's level of knowledge and to relate new learning to information the learner needs. (3) Learning of emergency care instructor qualification course is purposeful and must make sense to the learner. Progress in learning must make sense to the learner. Progress in learning must be constantly appraised through feedback. The purpose of learning BLS information and skills must be kept in sharp focus. (4) Learning involves as many senses as possible. The more stimulating a learner activity is to the senses, the longer the information will be retained. Conservative figures indicate that 75% of what is heard is for-gotten after 2 days. It has been said that learners remember (5) Learning activities must be appropriate for the emergency situation through the PBL educational method. In BLS lecture skill learning, the greatest proportion of class time should be spent in manikin practice, using performance sheets as a learning tool or guide. (6) Learning must be stimulating. Instructors can motivate learners by helping them achieve higher levels of proficiency and encouraging other levels of course completion, such as instructor and instructor trainer. (7) Learning is affected by the physical and social environment. The physical environment should be conducive to both the kind of learning taking place and the activities used for learning. Advanced emergency care instructor qualification course organized educational psychology, educational methodology I,II,III, educational material making skill, lecture & conversational skill, BLS theory & pratice lecture skill, minic lecture designed PBL module. test of minic lecture & pratice lecture skill. Advanced emergency care instructor qualification course continued to active instructor training and motivated to active EMS system.

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A Comprehensive Review on r-Learning: Authentic r-Learning Beyond the Fad of New Educational Technology

  • Jung, Sung Eun;Han, Jeonghye
    • International journal of advanced smart convergence
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    • v.9 no.2
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    • pp.28-37
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    • 2020
  • We conducted a comprehensive review on the previous research on r-Learning. By reviewing 843 previous studies about r-Learning published from 2004 to 2015, this study investigated 1) the trend of research on r-Learning over time, 2) the characteristics of targeted students in r-Learning, 3) the educational activities implemented for r-Learning, and 4) the types of educational robots used for r-Learning. The study found that the research on r-Learning has rapidly and steadily increased and the types of educational activities and educational robots has been diversified. Relying on the findings of this review, this study suggests 1) ensuring growth in both the quality and the quantity of research on r-Learning, 2) broadening the target student population of r-Learning beyond the age-limited boundaries, 3) enhancing educational activities of r-Learning, and 4) recognizing the necessity for systematic and clear concepts of types of educational robots.

기술ㆍ가정교과 의생활 영역에 대한 여고생들의 학습 요구

  • 조은영
    • Journal of Korean Home Economics Education Association
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    • v.15 no.4
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    • pp.23-35
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    • 2003
  • The purpose of this research is to analyse the composition of theories and practical activities in clothing and textiles in Technologyㆍ Home economics textbooks in the 7th National Curriculum and find out learning requirement of students in the area. For this research, a survey was conducted using questionnaires with 280 high school students living in Daegu and the rate of response was 78.9%. The results of this study are as follows. 1. After analysing the curriculum of Practical Arts subject in elementary school and Technology´ Home Economics subject in secondary school, we could find out that more emphasis is put on practical activities in elementary school and high school. On the other hand, theories are considered more important in middle school. 2. Students have similar preference both for theories and for practical activities as a way of learning in class and show positive responses to practical activities unless they´re giving too much pressure as a part of performance test. 3. According to their learning requirement. several teaching-learning contents in clothing and textiles in Technology Home economics are selected such as materials,. clothes designs, how to set dressed well, how to make a reasonable purchase on clothes, and the process of manufacturing various clothes, etc. Therefore it would be desirable to provide the students with the learning opportunity to the extent where even the students who haven´t chosen the selected-advanced course can take part in class actively.

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Review of effective instructional methods for medical education: focusing on flipped learning (효과적인 의학교육을 위한 교수방법 고찰: 플립러닝(Flipped Learning)을 중심으로)

  • Hong, Hyeonmi;Jung, Young-Eun
    • Journal of Medicine and Life Science
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    • v.17 no.1
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    • pp.1-6
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    • 2020
  • Recently, an advanced form of blended learning, which incorporates a teaching method that focuses on flipped learning is actively used in colleges. Flipped learning is for learners to pre-learn content through videos uploaded by instructors before class, and then participate in learner-centered learning activities such as discussions and team activities in the classroom. The purpose of this paper is to review where flipped learning is being used in medical schools, and to draw implications for effective and efficient use in medical schools. For this, the definition of flipped learning, how it evolved, educational usefulness of this method of learning, and application cases in medical schools were reviewed. Through the reviews of cases of flipped learning and its positive effects, it is suggested that medical schools consider more use of flipped learning in the classroom instructions, with sensitivity to the individual medical departments' needs, environment and professors' preferences.

Generative AI as a Virtual Conversation Partner in Language Learning

  • Ji-Young Seo;Seon-Ah, Kim
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.7-15
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    • 2024
  • Despite a recent surge in multifaceted research on AI-integrated language learning, empirical studies in this area remain limited. This study adopts a Human-Generative AI parallel processing model to examine students' perceptions, asking 182 college students to independently construct knowledge and then compare their efforts with the results generated through in-classroom conversations with ChatGPT 3.5. In questionnaire responses, most students indicated that they found these activities useful and expressed a keen interest in learning various ways to utilize generative AI for language learning with instructor guidance. The findings confirm that ChatGPT's potential as a virtual conversation partner. Identifying specific reasons for the perceived usefulness of conversation activities and drawbacks of ChatGPT, this study emphasizes the importance of teachers staying informed about both the latest advances in technology and their limitations. We recommend that teachers endeavor to creatively design various classroom activities using AI technology.

A Study on Team Project Learning in Flipped Calculus Classes (대학 미적분학 플립드 수업에서 팀프로젝트 탐구)

  • Min, Sook
    • Communications of Mathematical Education
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    • v.33 no.2
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    • pp.47-66
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    • 2019
  • The purpose of this study is followings. First, we develop and apply teaching and learning methods for conducting team projects in flipped calculus class. Second we collect data such as team reports, individual reviews, and surveys during class activities. Third we survey the impacts on participation in student team activities, advanced studying, communication and collaboration. A total of 120 engineering and science majoring students participated in the 16-week long class study administered in team project learning styles in Spring 2018. There were two characteristics of this class. First students studied concepts and examples with video in pre-class and did the team project learning in the classroom. Second we used Google Drive to record team project progress, and to make sure the instructor to intervene appropriately in team activities. We conducted a team project inside and outside the classroom. This could lead the instructor to advise students and so their participation in team activity increased. As a result, it not only had a good effect on communication and cooperation, but also had an effect on advanced learning.

A Study on the Influence of Youth Employment Education Characteristics on Job Seeking Activities through Learning Motivation

  • Lee, Sin-Bok;Park, Chanuk
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.216-225
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    • 2020
  • The purpose of the youth employment academy is to resolve the occurrence of job miss matches due to college curriculum, which are far from the demand of industrial field. Despite the government's efforts, college students' willingness to get a job has been on the decline recently, making it also important to improve their will to get a job or desire to achieve a job, in addition to delivering expertise to job seekers. Therefore, this study investigated to identify the learning environment characteristics of the youth employment academy and examine which of these factors could improve the performance of job seeking activities by encouraging learning motivation. Therefore, significant implications could be derived through combining the field factors with theory and hypothesis verification.

Evaluation of Clinical Practicum for Child Health Nursing (4년제 간호대학(과) 아동간호학 실습교육의 현황과 발전방향)

  • Park, Eun-Sook;Tak, Young-Ran;Kang, Kyung-Ah
    • Child Health Nursing Research
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    • v.12 no.1
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    • pp.5-14
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    • 2006
  • Purpose: The purpose of study was to describe and evaluate the educational status regarding clinical practicum for child health nursing to facilitate student's clinical compliance for the bachelor's degree in Korea. Methods: The study was a descriptive study and included data from 40 institutions among the 53 university nursing programs in Korea(75.5% response rate). Data were collected using mailed semi structured questionnaires and content analysis was done. Results: Findings show that most institutions have common learning objectives for the clinical practicum; neonatal care, high risk infant care, hospitalized child care, and advanced nursing practice. The mode for theoretical credits in child health nursing was 5 to 6 and 3 to 4 credits for clinical practice. The practice settings were prepared to provide diverse experiences, including childcare centers, and community centers with various learning activities. Evaluation for learning outcomes included faculty and instructors. It was pointed out that updating evaluation based on student and faculty feedback is important for a comprehensive practicum evaluation. Conclusions: Findings suggest that there is a -need for a generalized curriculum for clinical practicum and for the expanding role of advanced nursing practice-, a need for diverse clinical settings for practice, and effective guidance and learning activities. It is significantly noted that the attitude and teaching methodologies of clinical instructor's are highly important to effective clinical learning outcomes.

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Design Guidelines of Convergent Education Environment Based on Design Thinking through STEAM Theory

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.56-63
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    • 2023
  • I proposed the architectural guideline for educational environment based on design thinking approach to integrate and enhance learners' activities and achievements. The physical environment of design education learning space should be applied by teaching methods and learning activities, especially for STEAM-based convergent education, the architectural space conditions should support the design process based on design thinking. The learning environment conditions influence design education with physical design factors and learners' communication, and the flexible environment based on design thinking, which is crucial for design education. The 3 steps of design thinking experiences also allow students to learn the context of ideas, skills and outcomes. Therefore, I argued that the learning surrounding based on design thinking needs flexible and mobile, connected, integrated, organized, and team-focused environments to support learners' understanding, participation, and collaboration, and to achieve the design process based on research findings. For spaces for convergent learning environments based on design thinking, common design principles should be reviewed, such as coexistence with technology, safety and security, transparency and spatial extension, multi-purpose space and outdoor learning.

Exploring ideas and possibilities of Second Life as an Advanced E-learning Environment (진보된 E-learning 환경으로써 Second Life의 탐색 아이디어와 가능성)

  • Baek, Young-Kyun
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.280-283
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    • 2009
  • Web 2.0 is changing the paradigm of using the Internet which is affecting the e-learning paradigm. E-learning 2.0 based on the Web 2.0 has a bottom-up approach which learners work on content with social networking and collaboration in their own cyberspace. Second Life is presented as a new e-learning environment. - Flexibility, - Strong social networking, - Residents’ creative activities of Second Life ⇨ Unlimited potential to educators Second Life is a classroom built in 3D cyber space.

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