• Title/Summary/Keyword: Group Feedback

Search Result 652, Processing Time 0.03 seconds

A Study on Method for Promoting Interaction in L2 Classroom Using Clickers (Clicker를 활용한 한국어 교실 상호 작용 증진 방안 연구)

  • Ryoo, Hye Jin
    • Journal of Korean language education
    • /
    • v.25 no.1
    • /
    • pp.53-82
    • /
    • 2014
  • This study aims to find the method to promote interaction in L2 classrooms. Active interaction between learner-to-learner and learner-to-teacher in L2 classroom plays an important role in language acquisition. In light of this, L2 classroom would benefit with the help of learning tools such as Clickers which helps learners to express their level of understanding during the process of learning itself. This is because the anonymity of Clickers allows learners to express their needs without the social risks associated with speaking up in the class. It allows for an evaluative feedback loop where both learners and teachers understand the level of progress of the learners, better enabling classrooms to adapt to the learners' needs. Eventually this tool promotes participation from learners, This is in turn, believed to be effective in fostering classroom interaction, allowing learning to take place in a more comfortable yet vibrant way. This study is finalized by presenting the result of an experiment conducted to verify the effectiveness of this approach when teaching pragmatic aspect of the Korean expressions with similar semantic functions. As a result of the research, the learning achievement of learners in the experimental group was found higher than the learners' in a control group. Analyzing the data collected from a questionnaire given to the learners, the study presented data suggesting that this approach increased the scope of interactivity in the classroom, thus enhancing more active participation among learners. This active participation in turn led to a marked improvement in their communicative abilities.

Process Evaluation of a Mobile Weight Loss Intervention for Truck Drivers

  • Wipfli, Brad;Hanson, Ginger;Anger, Kent;Elliot, Diane L.;Bodner, Todd;Stevens, Victor;Olson, Ryan
    • Safety and Health at Work
    • /
    • v.10 no.1
    • /
    • pp.95-102
    • /
    • 2019
  • Background: In a cluster-randomized trial, the Safety and Health Involvement For Truck drivers intervention produced statistically significant and medically meaningful weight loss at 6 months (-3.31 kg between-group difference). The current manuscript evaluates the relative impact of intervention components on study outcomes among participants in the intervention condition who reported for a post-intervention health assessment (n = 134) to encourage the adoption of effective tactics and inform future replications, tailoring, and enhancements. Methods: The Safety and Health Involvement For Truck drivers intervention was implemented in a Web-based computer and smartphone-accessible format and included a group weight loss competition and body weight and behavioral self-monitoring with feedback, computer-based training, and motivational interviewing. Indices were calculated to reflect engagement patterns for these components, and generalized linear models quantified predictive relationships between participation in intervention components and outcomes. Results: Participants who completed the full program-defined dose of the intervention had significantly greater weight loss than those who did not. Behavioral self-monitoring, computer-based training, and health coaching were significant predictors of dietary changes, whereas behavioral and body weight self-monitoring was the only significant predictor of changes in physical activity. Behavioral and body weight self-monitoring was the strongest predictor of weight loss. Conclusion: Web-based self-monitoring of body weight and health behaviors was a particularly impactful tactic in our mobile health intervention. Findings advance the science of behavior change in mobile health intervention delivery and inform the development of health programs for dispersed populations.

A Preliminary Analysis for the Establishment of a Documentation Strategy of Modern and Contemporary Publishing Cultural Records in Daegu (대구 근현대 출판문화기록 도큐멘테이션 전략 수립을 위한 예비 분석)

  • Inyeong Jeong;Jongwook Lee
    • Journal of Korean Society of Archives and Records Management
    • /
    • v.23 no.1
    • /
    • pp.47-61
    • /
    • 2023
  • This study attempted to present the direction of the documentation strategy to lay the foundation for preserving and using the modern and contemporary publishing culture in Daegu. To this end, the authors applied the phase of the "documentation area definition and preliminary analysis" suggested in Hackman's model. In the preliminary analysis phase, the authors investigated the cases of documentation on specific topics and conducted interviews with those concerned with documenting the publishing culture of Daegu. The findings of interviews were presented by the categories, such as "the value of Daegu's modern and contemporary publishing culture," "the object and method of collection," "documentation group," and "difficulties and limitations." With these findings, the authors proposed the main elements of a documentation strategy and revised it based on the feedback from two archivists. The proposed elements consist of the purpose, temporal, geographical, and morphological ranges, roles by group, reference sources, prior work, and the consideration for collection and operation. The preliminary analysis of this study will serve as a foundation for preserving and transmitting Daegu's publishing culture.

The Effectiveness of Team-based Case-based Learning Approach on the Learning Outcome: A Single Course Level in a University Setting

  • Hye Yeon Sin
    • Korean Journal of Clinical Pharmacy
    • /
    • v.32 no.4
    • /
    • pp.328-335
    • /
    • 2022
  • Background: Case-based learning (CBL) is becoming an important approach for improving interprofessional collaboration education. Previous studies have examined learners' satisfaction with interprofessional education (IPE) in medical institutions. However, there are few studies on the implementation of university-led CBL interventions and their direct effects on learning outcomes. The aim of this study was to evaluate the effectiveness of CBL interventions on changes in the participants' perception and knowledge acquisition ability. Methods: The CBL approach consisted of team-based case-based learning, self-directed learning, and post-feedback. It was conducted as a single course for pharmacy students in their 5th year in a university setting. Changes in the participants' perceptions and self-assessments of competence levels were evaluated using survey responses. The effect of the CBL intervention on knowledge acquisition ability was directly evaluated using the exam score. Results: The majority agreed or strongly agreed that team-based case-based learning, and self-directed learning helped them to improve their knowledge and skills to a higher level and to increase the self-assessment of competency level. The average score of knowledge acquisition ability (average score of 75.0, p=0.0098) was significantly higher in the CBL intervention group than the lecture-based learning intervention group (average score of 52.0). Conclusion: The participants positively perceived that CBL intervention helped them to effectively improve their knowledge and the self-assessment of competency level. It also enhanced knowledge acquisition ability. These data, based on the survey responses, suggest that it is necessary to implement CBL interventions in a university-led single professional education.

Effects of a Multifaceted Pediatric Delirium Education Program for Pediatric Intensive Care Unit Nurses on their Delirium Knowledge, Self-confidence in Delirium Nursing, and Delirium Assessment Accuracy: A One Group Pretest-Posttest Design (소아중환자실 간호사를 위한 다면적 소아 섬망 교육프로그램이 섬망 지식, 섬망 간호에 대한 자신감, 섬망 사정 정확도에 미치는 효과: 단일군 전후설계)

  • Nam, Song Yi;Choi, Su Jung;Oh, Sa Rang;Chio, Ji Eun;Park, Ki Young
    • Journal of Korean Critical Care Nursing
    • /
    • v.16 no.1
    • /
    • pp.56-70
    • /
    • 2023
  • Purpose : This study aimed to identify the effects of a multifaceted pediatric delirium education program for pediatric intensive care unit (PICU) nurses on their delirium knowledge, confidence in delirium nursing, and delirium evaluation accuracy. Methods : This study used a one-group pretest-posttest design. The participants were 50 nurses in two units of the PICU at S General Hospital in Seoul. All participants took a 1-hour lecture with case-based practice for the first two weeks, and received feedback as they applied the program to clinical practice over the next two weeks. Test measures were completed before and after the four week intervention period for all participants. The delirium evaluation accuracy was measured using the Korean version of the Cornell Assessment of Pediatric Delirium. Data were analyzed using the chi-square and paired t-tests. Results : After the Pediatric Delirium Education Program, nurses' delirium knowledge (x2=11.65, p =.001), confidence in delirium nursing (t=9.71, p<.001), and delirium evaluation accuracy (t=6.07, p<.001) improved significantly. Conclusions : Pediatric delirium education programs for PICU nurses were effective. For active application of the program in clinical practice in the future, various cases of childhood delirium and specific strategies for each subject must be developed. To achieve this, long-term intervention and research for multiple organizations are required.

The Effects of Chatbot on Grammar Competence for Korean EFL College Students (한국 대학생 영어학습자들의 문법 습득에 있어 챗봇의 효과)

  • Ahn, Soojin
    • Journal of Digital Convergence
    • /
    • v.20 no.3
    • /
    • pp.53-61
    • /
    • 2022
  • The purpose of this study was to test whether or not the AI chatbot is effective in acquiring target grammar for Korean EFL college students: prepositions and articles. A quasi-experiment was conducted with 46 first-year students taking part in a required English course. They were randomly divided into two groups: the experimental and control groups (23 students for each, respectively). The experimental group was engaged in six chat sessions with a chatbot over 6 weeks. A pretest and a posttest were used to examine the effectiveness of the chatbot by comparing any changes made in error frequencies of the target grammar in participants' English compositions. The results show that after a conversation with the chatbot, the experimental group significantly reduced the mean of omission errors in both prepositions and articles. To have a great effect in other error categories, chatbot feedback needs to be improved to reduce short responses or inaccurate utterances of students and induce them to actively participate in the conversation.

Preliminary Study on the Effects of Virtual Reality-based Cognitive Rehabilitation and Computer-based Cognitive Rehabilitation on Function and Prefrontal Cortex in Convalescent Stroke Patients (가상현실기반 인지재활훈련과 컴퓨터기반 인지재활훈련이 회복기 뇌졸중 환자의 기능과 전전두엽 피질에 미치는 영향에 대한 사전연구)

  • Hyun-Min Lee;Soo-San Kim
    • Journal of the Korean Society of Physical Medicine
    • /
    • v.18 no.2
    • /
    • pp.103-114
    • /
    • 2023
  • PURPOSE: This study compared the effects of computer-based and virtual reality-based cognitive rehabilitation programs on the cognitive function, upper limb function, activities of daily living, and their impact on the prefrontal cortex in convalescent stroke patients. METHODS: Ten recovering stroke patients were assessed for their cognitive function, upper limb function, and daily living activities using the Neurobehavioral Cognitive Status Examination, the Korean version of the Fugl-Meyer Assessment, and the Korean version of the Modified Barthel Index. The prefrontal cortex activity was measured with functional Near Infrared Spectroscopy. The virtual reality-based cognitive rehabilitation group utilized a program of daily living activities delivered via a laptop and Oculus Rift. The computer-based cognitive rehabilitation group performed various cognitive tasks on an all-in-one PC. Both groups underwent cognitive rehabilitation training for 30 minutes per day, three times a week, for six weeks, with identical conventional rehabilitation therapies in the hospital. RESULTS: Both programs positively impacted the cognitive and physical functions. On the other hand, the virtual reality-based cognitive rehabilitation program had a larger influence on improving the cognitive and physical functions of convalescing stroke patients. CONCLUSION: The virtual reality program suggests its potential to enhance cognitive and physical functions in convalescent stroke patients through increased engagement, focus, real-time feedback, and game elements, making it a promising rehabilitation approach.

Design and Application of Nursing Simulation using Goal-based Scenario for Nursing Students (Goal-based Scenario를 활용한 간호시뮬레이션 수업설계 및 적용)

  • Park, Soo Jin
    • The Journal of Korean Academic Society of Nursing Education
    • /
    • v.23 no.2
    • /
    • pp.224-235
    • /
    • 2017
  • Purpose: This purpose of this study was to investigate the effectiveness of educational design according to Goal-based Scenario constituent elements such as educational goals, mission, cover story, role, scenario operation, resources, and feedback in simulation training. Methods: The subjects of this study were 130 nursing students in their senior year who enrolled in the simulation exercise I course. They were divided into a total of 10 groups in which less than 20 students were assigned. In order to verify the effectiveness of the simulation training through Goal-based Scenario instructional design, a design of non-equality control group was carried out. Results: The results of this study were as follows: Critical thinking (t=1.81, p=.073) and problem solving ability (t=1.79, p=.076), course satisfaction (t=8.61, p<.001) and academic performance (t=5.48, p=.001) were supported. Conclusion: This study applied a Goal-based Scenario simulation program to present clear objectives for simulating training and to advance learning methods that are appropriate to the current education environment. In addition, this study has significance in presenting an instructional model for various simulated practice education and can be used as useful basic data related to simulated training education.

A Study on the use of SNS in college education: A Comparison of experienced learner and non-experienced learner (대학 수업에서의 SNS 활용에 대한 연구: 경험자와 비경험자 학습자의 비교)

  • Jun, Byoungho;Jun, Byoungchul
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.12 no.3
    • /
    • pp.205-214
    • /
    • 2016
  • Dramatic transformation in education has taken place and Internet Technologies have played a key role. Especially SNS has been considered as an effective educational tool because of its exceptional features such as discussion on course topics, feedback from peers and group collaboration. The purpose of this paper is to investigate factors affecting the attitude, intention to continuous use of SNS and performance in college education comparing between experienced learner and non-experienced learner. Self-efficacy on media usage, educational expectancy, subjective norm, habit, and enjoyment were identified as affecting factors based on prior researches. The results shows that all factors are significantly related to the learner's attitude on the use of SNS in college education. Experienced learner's attitude on educational use of SNS in college was found to be significantly related to the intention to continuous use and performance. This study can provide a guideline of effective strategy for SNS utilization in college education.

VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
    • /
    • v.17 no.2
    • /
    • pp.463-470
    • /
    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

  • PDF