• 제목/요약/키워드: Experience-Based Learning

검색결과 1,239건 처리시간 0.023초

Needs Analysis on Experience, Collaboration, Enquiry based Learning of College Students

  • Yena Bae;Danam Kwon
    • International Journal of Advanced Culture Technology
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    • 제12권3호
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    • pp.336-344
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    • 2024
  • The purpose of this study is to analyze the need of college students for experiential learning, collaborative learning, and enquiry-based learning. To achieve this goal, a survey was conducted with 308 college students. The need for experience, collaboration, and enquiry-based learning was comprehensively analyzed through t-tests, Borich needs analysis, and priority determination using The Locus for Focus model. The research findings are as follows: First, in Borich need analysis, the highest needs were identified for deep learning, self-directed learning, connecting theoretical knowledge with practical application, immersion, and application to real-life situations. Second, in The Locus for Focus model, the highest needs were found for abstract conceptualization, interest, conflict management, self-directed learning, and curiosity. In summary, since self-directed learning showed the highest priority simultaneously in Borich need analysis and The Locus for Focus model, it should be considered as the most prioritized item.

소규모 학급의 환경 체험 학습을 위한 학습 유형화와 그 교육 과정 (The Learning Styles and Curriculum for Environmental Experience-Based Learning in Classroom of the Small Scale)

  • 곽홍탁;이옥희
    • 한국환경교육학회지:환경교육
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    • 제19권3호
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    • pp.40-56
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    • 2006
  • The purpose of this study is to enhance elementary students' awareness of environment-friendly life and help them to prepare for a better life in the future. To achieve this purpose we examined the effect typical environmental experience-based learning activities, which were based on the local circumstances with high environmental-educational potential, have on the attitudes toward environment-friendly life. This study was carried out on the basis of typical environmental experience-based learning in the small class size. The research group used was composed of one sixth grade elementary school class called Sangroksu, whose total students were 9. The research period lasted from March 2005 to February 2006. To analyze the result of this study, two research methods were applied simultaneously : quantitative research methods and qualitative research methods. Especially statistical analysis in quantitative research methods by self-administrated questionnaire was done with SAS program. Qualitative research methods were analyzed in a cyclic pattern, including the processes of domain analysis, classification analysis, and factor analysis which continued to be associated with data-collecting methods. This research shows the following results. First of all, students have shown meaningful differences after typical environmental experience-based learning activities.(p<.05). Followings are fields of the differences - students‘ interest on the subject, their understanding levels of necessity for basic environmental facilities around us as well as for the kinds of environmental experience-based learning, awareness levels of various environmental problems, consciousness on environment conservation, and the practicing ability of environment - friendly lifestyles. Secondly, We have discovered improvements in the following fields after this study - the knowledge and understanding levels on our environment and human relationships, students' fundamental abilities to work out environmental problems, right ideas and appropriate attitudes on environment protection, the practicing ability of environment-friendly life styles, and their parents' understanding levels on the education related to environment. In conclusion, typical environmental experience-based learning activities have a positive effect on the improvement of elementary school students' environment-friendly life styles.

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간호시뮬레이션 실습교육이 간호대학생의 학습성과와 수업경험에 미치는 효과 (Effects of Nursing Simulation-Based Practice Education on Learning Outcome and Classes Experience in Nursing Students)

  • 한영인
    • 보건의료산업학회지
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    • 제8권1호
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    • pp.135-150
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    • 2014
  • The purpose of this study was to identify the effects of nursing simulation-based practice education on learning outcome and teaching experience in nursing students. Pretest-posttest design with nonequivalent control group was utilized to analyze the effects of nursing simulation-based practice education. The subjects were 96 students of a nursing college. All subjects participated in 6 week. The data were analyzed by the SPSS win 17.0 program. The results were as follows; There were statistically significant differences in learning outcome and teaching experience effects of nursing simulation-based practice education in nursing students. In conclusion, we required nursing simulation-based practice education and small group discussion analysis of factors are associated with goal-setting skills and self-presentation skills, goal setting skills. We required nursing simulation-based practice education training to strengthen the ability of self-directed learning program utilizing the repeated study.

An Exploratory Case Study on Types of Teaching and Learning with Digital Textbook in Primary Schools

  • SUNG, Eunmo;JUNG, Hyojung
    • Educational Technology International
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    • 제19권1호
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    • pp.35-60
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    • 2018
  • The purpose of this study was to analyze the types of lesson and its effectiveness with digital textbook. To address those goals, we had observed five classes of the primary school, which designated as a research pilot school for digital textbook. Based on the result of observation, 3 types of lesson with digital textbook were categorized: Teacher-directed lecture (type 1), Blended learning (type 2), and Flipped learning (type 3). Depending on the type of lesson was analyzed the positive and negative effectiveness by means of matrix analysis method. As a result, in Teacher-directed lecture (type 1), there was found out the participation of the lesson in atmosphere of stable and comfortable as positive experience, also digital textbook operating immature and boring as negative experience. In Blended learning (type 2), there was found out the fun by sharing the product and peer feedback, and flow by learning transfer as positive experience, also digital textbook operating immature and understanding the difference between assignments as negative experience. In Flipped learning (type 3), there was shown the positive attitude and ownership in the lesson as positive experience, also distracting and boring in the lesson when learner was excluded in participation as negative experience. Based on the results, we suggested some strategies for improving positive experience and protecting negative experience in the lesson with using digital textbook.

모바일 현장체험학습 저작도구 개발을 위한 기초연구 (A Preliminary Study for Developing an Authoring Tool for Field-Experience Learning using Mobile Device)

  • 강영옥;조나혜
    • Spatial Information Research
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    • 제23권3호
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    • pp.123-132
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    • 2015
  • 2009년 제7차 개정 교육과정부터 자율과 창의 교육을 중심으로 현장체험학습을 하도록 권장하고 있으며, 현장체험학습의 중요도와 관심이 증가하고 있다. 현장학습의 중요성이 증가하면서 관련 앱의 출시가 증가하고 현장체험학습 지원을 위한 다양한 연구가 진행되고 있다. 본 연구는 현장체험학습의 특징과 사용자 요구사항 분석을 바탕으로 현장체험학습을 지원하기 위한 저작도구의 개념을 정의하고, 개념적 설계를 진행하였다. 현장체험학습 저작도구는 사전, 현장, 사후단계 활동을 지원할 수 있어야 하며, 위치기반의 체험활동 저작이 가능하고, 역사, 과학, 지리 등 현장학습이 이루어지는 교과의 특성을 반영한 저작기능이 요구된다. 특히 현장체험활동 이후 탐구활동 결과물들이 재활용될 수 있는 구조로 설계되어야 함을 확인하였고, 이를 바탕으로 개념적인 설계를 진행하였다.

몰입경험, 자기주도학습 준비도, 인터넷 중독이 웹기반 컴퓨터교육의 학업 성취도에 미치는 영향 (Effect of Flow Experience, Self-directed Learning Readiness and Internet Addiction on Academic Achievement in Web-based Computer Education)

  • 장필식
    • 디지털융복합연구
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    • 제10권1호
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    • pp.293-300
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    • 2012
  • 본 연구에서는 몰입경험, 자기주도학습 준비도, 인터넷중독과 웹기반 컴퓨터 교육의 학업성취도 간의 인과관계를 분석하였으며, 이 인과관계 모형의 남녀 성별 차이를 조사하였다. 연구결과에 따르면, 자기주도학습 준비도는 몰입경험과 학업성취도에 양의 방향으로 직접적이며 유의한 영향을 미치는 것으로 나타났으며, 인터넷 중독에는 음의 방향으로 유의한 직접 영향을 미치는 것으로 나타났다. 여학생의 경우, 학업성취도는 몰입경험에 양의 방향으로 유의한 직접적 영향을 받으며, 자기주도학습 준비도에 의해 몰입경험을 매개로 유의한 직 간접적 영향을 받는 것으로 조사되었다. 하지만, 남학생은 여학생과는 달리, 몰입경험이 학업성취도에 미치는 직접영향과 자기주도학습이 학업성취도에 미치는 간접 영향은 통계적으로 유의하지 않은 것으로 나타났다.

이러닝시스템의 매체풍부성, 매체유용성, 매체경험이 학습자 만족에 미치는 영향 (The Impacts of Media Richness, Media Usefulness, and Media Experience on the Leaner's Satisfaction with e-Learning Systems)

  • 최수정;강경준;고일상
    • Journal of Information Technology Applications and Management
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    • 제14권2호
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    • pp.27-47
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    • 2007
  • In an effort to apply IT to practices of learning, universities are trying to implement e-Learning systems and expanding the extent of their usage. Nowadays, e-Learning systems are not only used for conducting web-based distance learning, but also used for supporting traditional classes education by encouraging communication and information sharing between instructors and learners or among the learners. There is relatively lack of studies on the exploitation of e-Learning systems in the traditional classes, in comparison with a distance education. Specifically, howe-Learning systems could support the traditional class and/or which benefits e-Learning systems could offer in the classes are among the important issues. In this study, we suggest that e-Learning systems would be the rich media to communicate and exchange information among people who participate in a class. We derive key variables like media richness and media experience from Media Richness Theory and from Channel Expansion Theory. Moreover, Media usefulness and Satisfaction of a learner with e-Learning system is drawn from the literature on IS success. We examine the effects of perceived media richness, media usefulness, and media experience on leaner's satisfaction with e-Learning systems. In addition, we also investigate learner's media usefulness perception which is positively related to media richness and media experience. Finally, learner's experience with e-Learning systems affects perceived media richness. Based on the results of an empirical test. we first suggest that perceived media richness with e-Learning systems contributes to increase media usefulness and satisfaction of a learner. Second, media experience is an important predictor of media richness and media usefulness perception. Consequently, the result can support Channel Expansion Theory. Finally, media usefulness perception affects learner's satisfaction with e-Learning systems.

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U-러닝을 위한 P2P 기반 체험학습 시스템 (A P2P-Based Experience Learning Support System for U-Learning)

  • 최승권;황진수;조용환;이준희
    • 한국콘텐츠학회논문지
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    • 제5권6호
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    • pp.309-318
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    • 2005
  • e-Learning에서 학습자는 교실에서의 면대면 학습자보다 상호협동과 책임감이 적다. 따라서 학습관리 시스템은 학습자들의 상호작용을 촉진하기 위한 협동학습 설계에 중점을 둔다. 본 논문에서는 효율적인 협동학습과 블랜디드 러닝을 지원하기 위해서 JXTA 기반의 P2P 구조를 갖는 체험학습 시스템을 제안한다. 제안 시스템은 체험학습객체 공유를 통해서 자기 주도적 학습력과 창의적인 문제 해결 능력을 개발하는데 의미가 있다. 실험결과 제안 시스템은 기존 시스템보다 학습자의 학습력 향상과 협동학습에서 더욱 효율적임을 보였다.

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의과대학의 학습경험 중심 전문직업성 프로그램 운영 및 평가 (The Implementation and Evaluation of Learning Experience-Based Professionalism Program in Medical School)

  • 유효현;김영전
    • 한국콘텐츠학회논문지
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    • 제18권1호
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    • pp.164-172
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    • 2018
  • 본 연구는 의과대학에서 학습자 주도의 학습경험중심의 전문직업성 프로그램을 개발하여 운영한 후 효과성과 사용성 평가를 통해 대학수준에서 학습경험 중심의 교육과정의 실제적 함의를 밝히고자 한다. 의과대학 1학년 74명의 학생들이 학생경험개발 모형에 기반하여 설계된 PDS1(Patient-Doctor-Society1): 전문직업성, 1주일 블록수업(총 30시간), 1학점 과목에 참여하였다. 학생들은 모두 6가지의 학습주제와 학습자원 및 지원도구를 제공받아 경험의 준비, 조직, 공유, 성찰, 평가로 구성된 학습활동 단계를 수행하였다. 교육의 효과성 평가는 24개 설문항목을 사전-사후 비교하였고, 사용성 평가는 학생대상의 만족도 설문 및 교수자 학생대상의 면담이 시행되었다. 전문직업성에 대한 학습자 자기평가 결과, 리더십과 자기 주도적 학습, 전문성에 대한 태도, 사회적 책무성 모두 학습 이전과 이후의 결과에 유의미한 차이가 확인되었다. 학생을 대상으로 하는 프로그램의 만족도는 항목별 3.58~3.78에 분포하였다. 교수자와 학습자 면담에서는 교육과정설계, 운영, 평가의 전 과정에서 실질적인 사용성을 확인하였다. 연구결과는 학습경험중심의 교육과정설계와 평가의 현장 적용 가능성에 대하여 실증적 타당성을 제시해주었다. 본 연구는 의과대학에서 학습자 주도의 학습경험 방식으로 전문직업성 교육프로그램을 개발하여 운영한 실증적 사례로써 함의가 있다.

현장체험에 터한 u-PBL 교수지원시스템의 핵심가치 및 설계전략 연구 (Study of u-PBL Support System Core Value and Design Strategy based on Field Experience Learning)

  • 김두규;박수홍
    • 수산해양교육연구
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    • 제24권2호
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    • pp.180-202
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    • 2012
  • The purpose of this study was to extract an u-PBL support system core value and design strategy based upon field experience learning. To accomplish this the study, first of all, analyzed the core values, design strategy which was selected after needs analysis and literature review of theories and cases regarding the PBL, e-PBL, blended-PBL, Field experience learning based on ubiquitous environment, and learning model based on ubiquitous technology. This study identified the three core values as; systemic support for instructional activity, just in time support for instructional activity and support for interaction facilitation. As further research areas, it might be useful to develop u-PBL instructional support system based upon the model designed from this study. Also, research concerning the verification of the model based upon implementation of the program case might be necessary.