• Title/Summary/Keyword: Convergence Teaching-learning

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The Preference of Instructional Methods and Kolb's Learning Styles of Nursing Students (간호대학생의 교수방법 선호도와 Kolb의 학습유형)

  • Woo, Chung Hee;Park, Ju-young
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.339-348
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    • 2016
  • The purpose of this study was to identify the Kolb's learning style and preference for instructional methods of undergraduate nursing students. Data were collected from 174 students at a university in D city using a structured questionnaire from October 19 to October 21 2015. Learning style ratio of nursing students was accommodator 34.5%, converger 33.9%, assimilator 16.1%, diverger 15.5% and preference scores for instructional methods were discussion 7.27, direct instruction 7.26, peer teaching 7.22, independent study 6.54, project 6.25, instruction through technology 5.77, game 5.45, simulation 4.23. A significant difference was found in experience of flipped learning between four learning styles groups of nursing students. However, there was no significant difference in the preference of instructional methods between the four learning styles groups. Most of the students were in the middle range of the learning styles. The assessment of nursing students' learning styles is expected to help educator to plan teaching strategies.

Study on Flipped Learning and Flipped PBL Effectiveness of College General Mathematics (대학교양수학의 플립러닝과 플립 PBL 효과성연구)

  • Kim, Dong-Ryool
    • Journal of the Korea Convergence Society
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    • v.9 no.6
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    • pp.209-215
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    • 2018
  • The college liberal arts mathematics is opened as a required course in science and engineering field, but students with low achievement experience difficulty in learning. Therefore, flip learning, which is well known as an effective teaching method based on self-led and learner, is suggested as an alternative. However, some problems are pointed out in this pedagogy. As an alternative to flip learning, we apply flip PBL classes that apply PBL to flip learning to general math subjects to supplement the problems of existing flip learning classes and increase interest in mathematics I want to know the effectiveness of whether it can be done. In this study, we investigated the educational effectiveness of the comparison study between the experimental group applying flip PBL class and the control group applying the existing flip learning class. First, the experimental group showed higher than the control group by 22 points Second, in the reflection journal analysis, in contrast to the control group, there was a positive effect on the improvement of the interest of the mathematics in the experimental group, It is expected that it will be applied as a teaching method that can complement the learning.

A Metaphor Analysis on the Learning-Centered Class of Pre-Service Secondary Physical Education Teachers (중등 예비체육교사의 배움중심수업에 대한 메타포 분석)

  • Seung-Yong Kim
    • Journal of Industrial Convergence
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    • v.21 no.8
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    • pp.87-96
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    • 2023
  • The purpose of this study was to investigate the meanings that pre-service secondary physical education teachers attach to learning-centered teaching through metaphor analysis and to examine their perceptions of the application of learning-centered teaching in physical education. In order to achieve the purpose of the study, a survey was conducted to express the perception of learning-centered teaching in metaphors. The data analysis was processed through the process of coding, metaphor classification, determining the unit of analysis, and categorisation of the sample according to the metaphor analysis method. As a result, four major categories of educational needs, educational goals and contents, teaching and learning methods and evaluation, teacher education and roles, and eight content types were derived: lessons for self-actualisation, lessons for preparing for future society, lessons that foster creativity, open and diverse lessons, lessons that stimulate curiosity and interest, lessons that are suitable for individual development and characteristics, lessons that are burdensome to implement, and lessons that require teacher creativity and originality. The results of this study provide implications for the necessity and direction of learning-centered class.

A Study on the Differences in Personal Learning by Learner Type (학습자 유형에 따른 개인 학습의 차이 연구)

  • Sung, Chang-Hwan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.377-384
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    • 2022
  • Whether voluntary or involuntary in the field of education, learner participation is a basic premise for all teaching-learning. It is true that behaviorism and cognitive educational psychology have helped the development of teaching-learning theory so far but the reality is that it has not been of great help to provide learner-centered education according to the learner's learning type. We have professional theological knowledge and insight in theological college and having the knowledge to diagnose and solve difficulties and problems in the pastoral field and it is an increasingly difficult reality to educate students to have spiritual leadership that can lead the future society. We know that each student should understand the characteristics of each student and teach according to their learning type but the reason why it is difficult to implement is that each learner has different competencies, conditions, and cultural backgrounds and has particularly diverse learning types. in this respect, in order to increase the learning effect of individuals, individual learning considering the learning type of students is effective.

A Study on Game Content Development Methodology for Mathematics Learning to Raise Mathematical Intuition: for Elementary Geometry Learning (수학적 직관을 키우는 게임 콘텐츠 개발 방법 연구 : 초등 기하 영역을 중심으로)

  • Kim, Yoseob;Woo, Tack;Joo, Heeyoung
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.95-110
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    • 2013
  • Current up-to-date courses of study put emphasis on raising creative students. However, the cramming methods of teaching mathematics in the school seems far from the creativity and the number of students who feels mathematics difficult is increasing. To overcome this situation, the government proposed 'the mathematics education using storytelling', which leads to lots of developments of mathematics using serious game in many areas. However most of the current serious games couldn't do away with the deductive framework of mathematics, which makes it impossible to achieve the purpose of raising creative students. This is because existing mathematics serious games have not deeply contemplated many aspects such as the purpose and theories of teaching and teaching mathematics. Therefore, in order to overcome the limitations of cramming methods in existing mathematics educations, this research proposes the new method of developing serious game contents for elementary geometry that is useful to improve mathematical intuition, based on RME, the theory of teaching/learning mathematics.

PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.467-474
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    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.

An Analysis on STEAM Education Teaching and Learning Program on Technology and Engineering (융합인재교육(STEAM)에서 기술 및 공학 분야에 대한 교수학습 프로그램 분석)

  • Ahn, Jaehong;Kwon, Nanjoo
    • Journal of The Korean Association For Science Education
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    • v.33 no.4
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    • pp.708-717
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    • 2013
  • The new paradigm of the 21st Century science education explores a wide range of possibilities that can foster students' interest toward science and creative convergence thinking. In this study, through the analysis of programs that were developed in 'STEAM leader school' and 'STEAM teacher association for research' supported by the 'Ministry of Education, Science, and Technology,' we analyzed the linking frequency with each of STEAM education's fields and teachers' perception for the convergence strategy of technology and engineering. The results of this study show that linking frequency of technology and engineering is lower than the field of arts and mathematics in elementary school, but higher in middle and high school. 'Introduction technology contents in lives' in technology and 'crafts activity' in engineering are the most used teaching and learning strategy in STEAM education. But, although 'crafts activity' is engineering's major way of learning, many teachers understand and use it as a technological teaching learning strategy. It is important to understand that each of STEAM education's field has a unique nature and educational implications, for the effective settlement of STEAM education, we need to consider teaching and learning strategy in various way.

An Analysis of the Effects of On-Off line Convergence Learning Activities Based on Students' Learning Styles (학습자의 학습 스타일에 따른 온-오프라인 융합 학습활동을 통한 학습 효과 분석)

  • Shin, Myeong-Hee
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.85-90
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    • 2018
  • The purpose of this study is to analyze the effect of flipped learning strategy, which is an online offline convergence learning strategy becoming a hot issue, on students' learning styles..Ultimately, the goal is to analyze the academic achievements and learning attitudes by applying the flipped learning strategy considering the preferred learning styles of Korean students. By assuming that Korean students are accustomed to traditional lecture class, it is assumed that the students would have difficulty in applying the flipped learning strategy which involves information gathering and problem solving through discussion. In order to analyze whether the application of flipped learning strategy is effective, it is necessary to identify students' preferred learning style and to develop appropriate teaching strategies accordingly.

The Effect of Teaching Profession Class using Gamification on the Academic self-efficacy and Learning Flow of Pre-service Early Childhood Teachers (게이미피케이션을 활용한 교직수업이 예비유아교사의 학업적 자기효능감과 학습몰입에 미치는 영향)

  • Kim, Minjeong
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.329-340
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    • 2022
  • The aim of this study is to examine the effect of teaching profession class using gamification on the academic self-efficacy and learning flow of pre-service early childhood teachers. 75 freshmen in the 2022 Early Childhood Education Department at A University located in Gyeonggi were participated and experienced 8 gamification-using classes over 12 weeks of 1 st semester. To examine the effectiveness of the class using gamification on academic self-efficacy and learning flow, a paired t-test for the pre-post test was conducted by analyzing the data of 65 students who faithfully answered both tests. Results of this study illustrated teaching profession class using gamification significantly improved the academic self-efficacy and its sub-factor, confidence of pre-service early childhood teachers, moreover, it also had a positive effect on learning flow and its sub-factor, cognitive learning flow of them. This study proved the effectiveness of the gamification-using class and provided subsequent studies for improving the quality of the gamification-using class.

Predictors of Online Learning Satisfaction in Nursing Students after COVID-19 Pandemic (COVID-19 대유행 이후 간호대학생의 온라인 학습 만족도 예측요인)

  • Ahn, Jun-Ha;Son, Jang-Hoon;Kim, Soo-Yeon
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.451-461
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    • 2021
  • This study was conducted for nursing students to identify the effects of professors' teaching skills, learners' online learning readiness and major satisfaction on the online learning satisfaction after the COVID-19 pandemic. The participants recruited from nursing colleges located in five province, and data was collected using the Google Online Questionnaire from August 17th to October 5th, 2020. A total of 130 data were analyzed using the SPSS 23.0 program. As a result of this study, the factors that affect online learning satisfaction are the methods in the teaching skills (β=.43, p <.001) and self-directed learning in the online learning readiness (β=.33, p <.001), and satisfaction in nursing major (β=.21, p <.001). The results of this study suggest that education methods need to be devised to enhance the satisfaction of online learning in nursing colleges, and environmental improvements that can be self-directed learning are needed.