• Title/Summary/Keyword: Experience of Learning

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Development of the Program for Nature Experience Activity based on Flow-learning (플로러닝기반 자연체험활동 프로그램 개발)

  • Youn Ju Baek;Dong Yub Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.119-128
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    • 2023
  • This study was conducted to present an alternative instructional model through natural experience activities by developing a natural experience activity program that can learn and feel how to recognize and act on nature based on flow learning. In order to achieve the purpose of the study, a nature experience program, which consists of four stages of meeting nature, exploring nature, playing with nature and sharing emotions, was developed based on the main procedures of each stage of the ADDlE instructional design model. Through the research process, activities and precautions for each stage of the nature experience activity program were presented, and major educational implications were discussed based on the developed program. The nature experience program developed through the study can provide teachers with a basic direction for nature experience activities along with changing their perception of how to do nature experience activities, and infants are expected to become learners who freely feel, experience nature and make up their own knowledge through the nature experience program.

The Experience of Service-Learning in Connection with the Major of Nursing (간호학생의 전공연계 봉사학습 경험)

  • Kwon, Young-Mi
    • The Journal of Korean Academic Society of Nursing Education
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    • v.17 no.2
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    • pp.208-217
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    • 2011
  • Purpose The purpose of this study was to explore the experience of service-learning in connection with the major of nursing. Method: This is qualitative research based on the application of a focus-group research method and Glaser's grounded theory. The nine participants of the research participated in the process of developing a service-learning program to promote health in the elderly. They operated the program by acting as instructors for more than 12 months. Results: The basic socio-psychological problems hared by the participants of the research is 'burden'. The basic social process required to solve the problem is 'self-realization' which has been successively shown in the order of the stage of experiencing a surge of will, the stage of recognizing the occurrence of internal and external changes, the stage of being confident, and the stage of obtaining self-respect. Throughout the process, the participants solved 'burden' in a positive way through reflections and reciprocity, developing and strengthening their capabilities. Conclusion: Based on the results, it is necessary to consider the development of a service-learning program in connection with the nursing major in order to provide the students studying nursing with the opportunity to have various learning experiences.

Relationships among Learner's Satisfaction, Self-Directedness and Flow Experience in Computer e-Learning (컴퓨터 이러닝에서 학습만족도와 자기주도성, 플로우(Flow)경험 간의 관계)

  • Jang, Phil-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.2
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    • pp.69-76
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    • 2012
  • The purpose of the study is to identify the relationship among the variables related learner's satisfaction, flow experience and self-directedness and verify the path model of causal relationship among those variables in web based computer e-learning. Based on the theoretical rationale, we hypothesized the path model including learner's satisfaction as outcome variable, flow experience and self-directedness as causal and mediating variables. A total of 193 students were participated in this study and the main results showed as follows: 1. Learner's self-directedness showed significant (p<.01), indirect effect on learner's satisfaction mediated by flow experience and the flow experience showed significant (p<.01), direct effect on learner's satisfaction; 2. Among 7 constructs of self-directedness, 'creative approach', 'love of learning', 'self-confidence as a learner' showed significant (p<.01), indirect effects on learner's satisfaction mediated by 'clear goals' construct among flow experience.

Designing an Interdisciplinary Learning Environment for Conservatory Students: Using the Liberal Arts to Expand Education and Better Support Performance Interpretation

  • Auh, Yoonil;Shin, Yeon Sook
    • International Journal of Contents
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    • v.10 no.2
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    • pp.1-8
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    • 2014
  • This paper discusses designing an interdisciplinary learning environment to promote learning of the liberal arts for advanced music students in order to expand the boundaries of their education experience beyond the technical mastery of their musical instruments. The paper discusses the utilization of salient features of information, communications, and technology and the use of instructional theory to promote the understanding of how individual pieces of music can be connected to knowledge of the context in which they were created to support the understanding of the relationship between experience in the world and musical composition.

Analysis of the Learning Experience of College Students According to the 2015 Revised National Curriculum (문이과 통합형 개정 교육과정에 따른 이공계열 신입생의 고교 수학 및 과학 교과목 학습경험 분석: S 대학교를 중심으로)

  • Sinn, Dongjoo;Kim, Jinho
    • Journal of Engineering Education Research
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    • v.25 no.1
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    • pp.3-11
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    • 2022
  • The purpose of this study is to empirically analyze the learning experiences of high school mathematics and science subjects of new students in science and engineering, and to provide basic data and respond to strengthen basic knowledge of science and engineering students in the future. The subjects of the survey were 481 freshmen in science and engineering at S University. First, as a result of analyzing the learning experiences of freshmen, the geometric subjects were significantly lower, which is the result of students' sensitive responses to transitional changes in the curriculum and SAT system after revision. In science, general elective subjects were higher than career elective subjects, and there was a deviation between science subjects, which is a result of reflecting the diversity and hierarchy of science subjects. Next, as a result of analyzing the difference in learning experience after revision compared to before the revision of the curriculum, the learning experience of Mathematics II increased significantly and the geometry decreased significantly. Both Chemistry I and II increased significantly compared to before the revision, and Earth Science I decreased significantly. This can be seen as a result of strategic choices based on obtaining grades in the CSAT and disadvantages in college entrance exams. As a result of the study, students' sensitive reactions to changes in the high school education environment were confirmed, basic mathematics and science-related courses were opened to alleviate variations in the academic ability due to elective courses, and countermeasures tailored to each university's situation.

The Effects of Science Lessons Using Creative Activities on Scientific Concepts and Self Directed Learning Ability (창의적 체험활동 프로그램이 과학개념 및 자기주도적 학습능력에 미치는 효과)

  • Lee, Yongseob;Kim, Yoonkyung
    • Journal of the Korean Society of Earth Science Education
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    • v.8 no.3
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    • pp.399-408
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    • 2015
  • This study is to find out that the effects of a creative experience activity program to scientific concepts and self-directed learning skills. This study has been aimed at 2 class 40 students of 4th grade in D metropolitan city A elementary school in 2015, one class 20 students are the research group to apply Scientific research program using creative experience activity, another class 20 students were comparison groups to apply general science classes. The related class section of this study is 4th grade 2 semester of science 4 chapters, 'The Earth and the moon' This section is in fourth grade elementary science curriculum revision in 2009 is a Sections to learn for the first time about astronomical area. Target research group in club activities as part of the creative activities implemented using scientific inquiry and analyzed the results. In addition, in order to better research based on the results of this study as follows. First, the science curriculum in elementary schools, as well as applied research about the creative experience activity classes in other subjects is required. The ongoing research is needed to classes utilizing the characteristics of creative experience activities in several subjects of the elementary school curriculum. Second, Creative experiential learning is only effective when it is done consistently, it is worth studying for long periods of time.

Investigating Key User Experience Factors for Virtual Reality Interactions

  • Ahn, Junyoung;Choi, Seungho;Lee, Minjae;Kim, Kyungdoh
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.4
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    • pp.267-280
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    • 2017
  • Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, 'Remote Controller', 'Head Tracking', and 'Hand Gesture'. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller's key user experience factors are 'Ease of learning', 'Ease of use', 'Satisfaction', 'Effectiveness', and 'Efficiency'. Also, Head tracking's key user experience factors are 'Sickness', 'Immersion', 'Intuitiveness', 'Stress', 'Fatigue', and 'Ease of learning'. Finally, Hand gesture's key user experience factors are 'Ease of learning', 'Ease of use', 'Feedback', 'Consistent', 'Simple', 'Natural', 'Efficiency', 'Responsiveness', 'Usefulness', 'Intuitiveness', and 'Adaptability'. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.

Structure analysis of service quality, satisfaction and loyalty in ubiquitous living English experience learning center (유비쿼터스 생활영어체험학습장의 서비스품질, 만족도 및 충성도의 구조분석)

  • Kang, Mun Koo;Baek, Hyeongi
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.397-407
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    • 2013
  • The purpose of this study was to develop comprehensive model which could represent service quality, satisfaction and loyalty in ubiquitous living English experience learning center, and to analyze an influence of service quality of elementary school students attending that center on satisfaction. The variables were extracted in connection with service quality, satisfaction and loyalty in ubiquitous living English experience learning center, and relations among those variables were examined. The study verified causality and influences between variables using feasibility of variables and structural equation thru confirmatory factor analysis, based on questionnaires of 262 students who attended ubiquitous living English experience learning center. The suggestion of the study on ubiquitous living English experience learning center of elementary school students are as follows. Programs in relation with living English should run more efficiently to expand ubiquitous living English experience learning center. More important is that guidelines or orientation for students to recognize how to use the programs be needed. Also, this study shows that the educational performance and satisfaction are found to be very large, and participation in the program of that center needs to be encouraged in terms of schools.

A Study on the Usability of Real-Time Remote Lecture Platform for Effective Learning Experience -Focused on ZOOM UI design layout- (효과적인 학습경험을 위한 실시간 원격강의 플랫폼 사용성 연구 -ZOOM UI디자인 레이아웃을 중심으로-)

  • Chung, Seung-Jae;Lee, Younjoon
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.395-401
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    • 2021
  • In the digital era, Korean universities are using real-time remote lecture platforms as a tool for learning. However, it is confusing due to low usage experience problems, and usability studies are needed. The purpose of this study is to measure, analyze, and propose gaze tracking and learning experiences according to the UI design layout of ZOOM. A total of 30 subjects were selected to conduct eye tracking and survey when learning. The experiment showed that grid layouts have a higher emotional realism and learning satisfaction than other layouts. Furthermore, it turns out that participants focused the most attention on grid layouts. Therefore, for high learning experience, grid layouts and layouts that visually highlight participants and induce communication are needed.

The effects of self-directed learning through homepage for English reading class (교사-학생간의 홈페이지를 활용한 자기주도적 학습의 효과)

  • Bang, Young-Joo
    • English Language & Literature Teaching
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    • v.12 no.3
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    • pp.187-210
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    • 2006
  • This study aims to investigate the effects of the implementation of self-directed learning through the homepage between the teacher and the students for English reading classes. The study focuses on the questions of whether the self-directed learning through the homepage, compared to the teacher-centered learning, would enable a significantly positive change in the students' achievements and of what their responses to this new learning method are. 72 students were grouped into an experimental and a control group, and then each group was subdivided into three levels (high, medium, low) of proficiency. Findings demonstrate that the experimental group showed statistically more significant increases in their scores of reading proficiency test than the control group. For the question of students' responses to the learning experience, the three groups within the experimental group responded to a questionnaire survey with regard to the positive attitude of learning, the effectiveness of self-directed learning and its learning materials, and usability of the homepage. In general, the experimental group considered the experience satisfactory, although the degree of positive responses varied according to the proficiency level of the group. This suggests the importance and effectiveness of self-directed learning using the computer and internet as a supplementary learning tool.

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