• Title/Summary/Keyword: Experience of Learning

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An Analysis Method and Environment for Team Project-Based Learning in Non-Face-to-Face Situation for Student Evaluation (비대면 팀 프로젝트 기반 수업 평가를 위한 분석 방법 및 평가환경)

  • Lee, Jaiyun;Han, Seyoung;Choi, Changbeom
    • Journal of Engineering Education Research
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    • v.25 no.3
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    • pp.3-10
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    • 2022
  • An educator may utilize various pedagogies such as hands-on practice, practicum, and project-based learning to enhance a student's competency. Among various pedagogies, project-based learning is one of the well-known pedagogies that may provide similar on-the-job experience. In general, an educator may divide the students into small groups and assign tasks to check students' cooperation skills and achievements during project-based learning. However, an educator may experience difficulties operating project-based learning due to the COVID-19 pandemic. Most of the team activities are done in non-face-to-face meetings, and as a consequence, the educator may not find an underachieving team easily and cannot intervene appropriately. This study introduces a rigorous analysis method to evaluate team activities to analyze individual students' participation and contributions. First, this study develops evaluation rubrics by conducting questionnaires to professors and students to find an appropriate weight value for the evaluation scale. Then, this research introduces an analysis environment to evaluate students automatically. The analysis environment collects dialog data from social network services and measures interactions among students in a team. After measuring interactions, the environment generates a report to visualize the team activities. We applied the proposed method and environment to the capstone design course to show the effectiveness of the method and environment. Based on the case study, the environment showed that the analysis method could easily indicate the teams' activities and check the level of participation.

A Case Study about the Effects of Online PBL on Students' 4C Competencies (온라인 PBL이 학습자의 4C 역량에 미치는 영향에 관한 사례 연구)

  • Tami Im
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.13-22
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    • 2023
  • The purpose of this paper is to explore the impact of online problem-based learning (PBL) on learners' 4C competencies and learning experience. The results of the study showed that, first, online PBL had a statistically significant effect on learners' problem-solving skills, communication skills, and pre-service teacher efficacy. Second, learners were very satisfied with the online PBL experience and perceived it to be very beneficial to their learning and to themselves as preservice teachers. Third, learners perceived that the real-time video conferencing system and instant messenger were very helpful for successful online PBL. Fourth, regarding the important factors for successful online PBL, the participants in this study perceived that communication and sincerity are very important, and the role of the leader is also important, but personal intimacy among team members is relatively less important. Fifth, learners perceive that instructor feedback is very important for successful online PBL. Finally, the implications of this study are discussed along with suggestions for future research.

Exploring Possibilities of Science Field Experience in Jongmyo Shrine (종묘에서의 과학 현장 체험 학습 가능성 탐색)

  • Kim, Jin-Kyung;Shin, Dong-Hee
    • Journal of Korean Elementary Science Education
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    • v.33 no.2
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    • pp.286-305
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    • 2014
  • We explored the possibilities of science field experience in Jongmyo Shrine in this study. To understand the educational value of self-leading science activities in Jongmyo Shrine, one of the World Heritage, we developed science program and applied it to the elementary students participating in a gifted education center. We collected and analyzed various data of opinionnaire survey before and after the program, field activity sheets, field observation, and individual- and group interview. The results showed the lack of students' spatial ability and proposed educational interests in science education. Also, a lot of students felt the difficulty in applying school science knowledge into the real life context. Students found the meaning of science learning through cooperative activities in the historically meaningful place. A proper use of smart device in science field experience was recommended. We found that activities with too much smart device might impede various scientific process skills.

A Study of Anxiety, Depression and Disease Activity Index in Patients with Systemic Lupus Erythemtosus (전신 홍반성 루푸스 환자의 불안, 우울 및 질병활성도에 관한 연구)

  • Song, Byung-Eun;Sohng, Kyeong-Yae;Yoo, Yang-Sook
    • Journal of muscle and joint health
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    • v.7 no.2
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    • pp.258-268
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    • 2000
  • The purpose of this study is to describe anxiety, depression and disease activity index(SLEDAI) and correlations among these variables, to provide the basic information developing apporiate nursing interventions for the lupus patients. In this study, authors evaluated anxiety, depression and SLEDAI from 39 lupus patients at one university hospital in Seoul. Data were collected by using questionnaires and reviewing medical records. Frequencies, t-test, Duncan's multiple range test after ANOVA were evaluated with SAS program. The key results were as follows : 1. The average age of the subjects was 31.0 years and ranged from 20 to 51. Female comprised 70.9% and 79.5% were unemployed and housewife. Fifty one point nine percent of the sample had a spouse and above junior college graduates. 74.4% of the sample had a religion and average length of suffering from lupus was 66.59 months. Majority(94.9%) of the subjects had experience of hospitalization, and 55.3% had experience of learning about lupus and average number of learning was 3.9. 2. The average anxiety score of the subjects was 44.53, showing significant relationship with educational background(t=2.27, p< .05), monthly income(F=4.56. p< .05). 3. The depression score was 41.85, showing significant relationship with monthly income(F=3.81 p=0.0236) experience of learning about lupus(t=2.09, p< .05). 4. The SLEDAI score was 12.36, showing no significant relationship with demographical variables. 5. Anxiety showed positive correlations with depression(r=0.76, p< .001), SLEDAI(r=0.48, p< .01), and depression showed positive correlations with SLEDAI(r=0.42, p< .001).

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What was the vSim for nursing practice experience?

  • Kim, Jungae
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.25-31
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    • 2020
  • The study is a phenomenological analysis of the video simulation clinical practice experience recently conducted on nursing students due to the outbreak of corona 19 worldwide. A total of eight students participated in the vSim class who understood the purpose of the study and wanted to participate voluntarily. The data collection conducted a total of three interviews until no new data was available, and the collection period was from June 22, 2020 to July 10, 2020. The collected data were analyzed with the Giorgi's Phenomenological Analysis Method. As a result of the study, three components and 13 semantic units were derived. vSim was difficult for students, but it was an interesting experience that made them feel like nurses, and it was an experience in which they were immersed in learning rather than face-to-face classes, and their skills improved.

A case study on the effect of musical experience through Korean music, Samulnori with abdominal breathing on liver cirrhosis

  • Ko, Kyung-Ja
    • CELLMED
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    • v.5 no.3
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    • pp.21.1-21.7
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    • 2015
  • The purpose of this article is to argue that the joy of musical experience through Samulnori with abdominal breathing plays significant role in improving liver cirrhosis. Samulnori is one of the most popular programs in music education in Korea. It helps fully express the player's emotions. The data are based on interview and observation drawn from field experience. Interviewee has continued to practice in charity performances of Samulnori in nursing homes once a month since 2011. Through learning and practicing, musical experience of Samulnori produces a large measure of physical health and psychological satisfaction. This article concludes in-depth interview, a patient with liver cirrhosis that has shown gradual improvement through Samulnori with abdominal breathing from 2011 to 2014.

The impact of language-learning environments on Korean learners' English vowel production

  • Lee, Shinsook;Nam, Hosung;Kang, Jaekoo;Shin, Dong-Jin;Kim, Young Shin
    • Phonetics and Speech Sciences
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    • v.9 no.2
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    • pp.69-76
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    • 2017
  • The current study investigated whether Korean learners' English-learning environments, especially target English accent (General American English (GAE) vs. Southern British English (SBE)) and English-language experience affected their production of English vowels. Thirty six EFL learners, 27 ESL-US learners, and 33 ESL-UK learners produced 8 English vowels with a bVt frame (beat, bit, bet, bat, bought, bot, boat, boot). The learners' productions were acoustically analyzed in terms of F1 and F2 frequencies. The overall results revealed that the learners' target accent had an effect on their production of some English vowels. The EFL and ESL-US learners' (especially, female learners') production of bought, bot, boat, and boot, which show characteristic differences between the GAE and SBE accents, was closer to that of the native American English (AE) speakers than the native British English (BE) speakers. In contrast, the ESL-UK learners' production of bought and bot demonstrated the opposite pattern. Thus, the impact of target accent was not demonstrated across the board. The effect of the learners' different English-language experience was also rather limited. This was because the EFL learners' production was not much different from the ESL-US learners' production, in spite of the ESL-US learners' residence in the US for more than 9 years. Furthermore, the Korean learners, irrespective of their different English-language experience, tended to produce bit and bat with lower F1 than the native AE and BE speakers, thus resulting in bit and bat to be produced similarly to beat and bet, respectively. This demonstrates the learners' persistent L1 effects on their English vowel production despite the learners' residence in the English speaking countries or their high English proficiency.

Digital Competencies Required for Information Science Specialists at Saudi Universities

  • Yamani, Hanaa;AlHarthi, Ahmed;Elsigini, Waleed
    • International Journal of Computer Science & Network Security
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    • v.21 no.2
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    • pp.212-220
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    • 2021
  • The objectives of this research were to identify the digital competencies required for information science specialists at Saudi universities and to examine whether there existed conspicuous differences in the standpoint of these specialists due to years of work experience with regard to the importance of these competencies. A descriptive analytical method was used to accomplish these objectives while extracting the required digital competency list and ascertaining its importance. The research sample comprised 24 experts in the field of information science from several universities in the Kingdom of Saudi Arabia. The participants in the sample were asked to complete a questionnaire prepared to acquire the pertinent data in the period between January 5, 2021 and January 20, 2021. The results reveal that the digital competencies required for information science specialists at Saudi universities encompass general features such as the ability to use computer, Internet, Web2, Web3, and smartphone applications, digital learning resource development, data processing (big data) and its sharing via the Internet, system analysis, dealing with multiple electronic indexing applications and learning management systems and its features, using electronic bibliographic control tools, artificial intelligence tools, cybersecurity system maintenance, ability to comprehend and use different programming languages, simulation, and augmented reality applications, and knowledge and skills for 3D printing. Furthermore, no statistically significant differences were observed between the mean ranks of scores of specialists with less than 10 years of practical experience and those with practical experience of 10 years or more with regard to conferring importance to digital competencies.

A Study on Education Platform for Automobile Students Using AR System (AR 시스템 기반 자동차 교육 플랫폼 연구)

  • Luo, YIng;Jang, Wan-Sok;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.243-250
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    • 2019
  • With the popularization of online learning, mobile learning and blended learning model, augmented reality technology is increasingly widely applied in the field of education today. This article stresses the necessity of applying augmented reality to education by summarizing the current situation and advantages of augmented reality technology in education. Next, the author proposes a new education system-"AR+E education cloud platform system". Last, the author proposes several inspirations for the design of AR-based education software according to the observation and interview of the behaviors and preferences of the respondents.

A Case Study of Spatial CAD Education in Blended Learning Environment (혼합형 학습(Blended Learning) 환경에서의 공간디자인 CAD 수업 사례연구)

  • Hwang, Ji Hyoun;Lim, Haewon
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.115-126
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    • 2021
  • The purpose of this study is to closely analyze the case of blended-learning in order to provide a diverse and flexible learning environment while maintaining the nature of face-to-face classes, and to identify the learning environment that supports blended-learning in each class step and the educational experience of students. The experience and satisfaction of blended learning were investigated in various ways: course evaluation, LMS activity evaluation, and questionnaire before and after the class. As a result, the blended-learning is better than the traditional face-to-face classes, in providing real-time feedback, opportunities for various interactions, and textual conversations, anytime and anywhere. In addition, as a result of the preliminary survey, as a measure to solve the opinion that concentration was reduced due to problems such as networks and felt uncomfortable in the communication part, the theory and lectures of the design practice class were conducted non-face-to-face. The individual Q&A and feedback were conducted face-to-face and non-face-to-face. As a result of the follow-up survey, it was found that concentration and efficiency could be improved. This opens up possibilities for active use of the online environment in design practice classes.