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Factors Influencing Learning Satisfaction for Real-Time Online Classes in Adult Nursing (성인간호학의 실시간 온라인 수업에 대한 학습만족도 영향요인)

  • Ham, Mi-Young;Lim, So-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.80-87
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    • 2021
  • This study examined the influencing factors of learning satisfaction for real-time online adult nursing classes to provide basic data for the design and operation of online lectures in nursing subjects and help prepare a new educational paradigm. The subjects of the study were 105 3rd graders taking real-time online adult nursing classes, and data collection was conducted through structured online questionnaires from June 20 to July 30, 2020. The subjects were analyzed using a t-test, one-way ANOVA by Scheffe test, Person's correlation coefficients, and Hierarchical multiple regression analysis. The results showed that the learning flow was 3.07, academic engagement was 3.46, and learning satisfaction was 3.88. Learning satisfaction showed a positive correlation with learning flow (r=.41, p<.001) and academic engagement (r=.56, p<.001). In addition, the factors influencing the learning satisfaction of the subjects of this study were academic engagement (��=.47), very high in the level of interest in adult nursing classes (��=.21), and high (��=.20) followed by 34% (F=14.53, p<.001). Therefore, the learning outcomes of nursing students and the effective achievement of their learning goals are expected by developing plans and teaching methods for active participation in classes.

A Method of User-Friendly Design Fiction Applying Affordances (어포던스를 활용한 사용자 친화적 디자인 픽션 방법론)

  • Lee, Ji-Hye
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.129-138
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    • 2021
  • This study suggests user-friendly design fiction method applying user-centered design process. Design fiction is a method that predicts futures from design perspective with critical discourses and physical representation. It has been regarded importantly in HCI and interaction design realms as aesthetical and experiential approaches, yet not firmly established. Especially, it has not been considered from user-centered perspective which considers users and related problems. Anticipatory design based on current problems which predicts futures and defines design-oriented scenario is becoming significant. Therefore, this study regards design fiction method in relation to prior design also should consider user-centered perspective, not just experimental approaches. In this regards, this study tries to apply user-centered process, specifically affordances which lead more intuitive and direct impact on users into conventional design fiction process. This study led junior students in visual communication major into design fiction process with specific topics and the Design with Intent Toolkit amongst practices of creating affordances so as to develop new design fiction process with its diverse outcomes. Throughout the process, this study aims to suggest alternative user-friendly design fiction method beyond its critical and experiential approaches.

A Study on Acceptance and Modification in Yulgok Neo-Confucianism by Myungjae Yoon Jeung (명재 윤증의 율곡성리학의 수용과 변전(變轉))

  • Lee, Young-Ja
    • The Journal of Korean Philosophical History
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    • no.42
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    • pp.39-70
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    • 2014
  • Neo-Confucianism of Myungjae Yoon Jeung either accepted Yulgok Neo-Confucianism as it was or modified it. In this study, his Neo-Confucianism was divided into acceptance and modification in Yulgok Neo-Confucianism and examined. In the acceptance of Yulgok Neo-Confucianism, it was clarified that Neo-Confucianism of Myungjae Yoon Jeung thoroughly inherited characteristics of Yulgok Neo-Confucianism, including 'Yiguijimyo', 'Yitongguiguk' and 'Guibalyiseungildo'. However, Myungjae was not just satisfied with inheriting Yulgok Neo-Confucianism as it was, but modified and inherited the theory of Yulgok by suggesting his own original preaching. There were three original preaching of his in overall; 'emphasis on the control of Li', 'argument method on a theory of gaining knowledge by the study of things', and 'perception on moral mind, human mind and human desire'. Ultimately, it is concluded that Myungjae modified, inherited and developed Yulgok Neo-Confucianism to adjust a theory of Neo-Confucianism in a position of 'Yiguijimyo', based on 'a theory of Guibalyiseungildo' of Yulgok as a Confucian scholar of Giho school. It is consistent with his life philosophy that he avoided speculative arguments on Neo-Confucianism and pursued solid study(實工) with solid mind(實心). It is also consistent with his view of learning that he believed that theories of ancient sages were already rich that we should read them and practice their true knowledge(眞知), and making an effort on writing regardless of them was not a study of Mushil(務實). However, due to his younger students, he was classified as a scholar who emphasized the control of 'Li' the most in Yulgok school, and a new academic tie of Giho Soron was created. It is the most important significance that Neo-Confucianism of Myungjae has in that of Giho.

Study About the Capstone Design Education for the Growth of Local Design Industries - Based on the Exhibitional Project, 'Jeju Tamranun Idea' (지역디자인 산업발전을 위한 캡스톤 디자인교육 사례연구 - '제주 탐라는아이디어전'을 중심으로)

  • Kim, Jong-Min
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.653-662
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    • 2021
  • This is a thesis about the whole process of cooperative study for the project, 'Jeju Tamranun idea' which produced by Capstone Design Class in communication design Dept, Hongik University. The purpose of this thesis is to know the primary educational goal and essence of capstone design class and to find the enhancement plan for the local design industry. The exhibitional project, 'Jeju Tamranun idea' was operated three times by hongik university with the company based on Jeju from 2017 to 2019. After the research, There are three positive effects of this project which are the new social function of the discarded assignments, the improvement of educational standard through the autonomous competition, and the growth of students' social consciousness in the process of considering local industries. And there are several points to be reviewed for a better capstone design class with local design industries. It is necessary to utilize the untact system for solving distance issues. And also, absolute evaluations, giving equal reward, and copyright protection are needed. Lastly, the continuous development of the curriculum to improve local design industries is needed.

Big Data! What do you think about that ? ; Using the Subjectivity of Sports Practitioner (빅 데이터!, 당신의 생각은 어떠하십니까? : 스포츠실무자의 주관성을 바탕으로)

  • Choi, Jai Seuk;Lee, Doh-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.149-156
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    • 2021
  • This study started from the question of what we think about big data as the term "big data" was used and discussed in our daily lives in the era of the 4th industrial revolution. For the analysis, the final 30 Q samples were selected based on prior research related to big data, and 23 respondents were secured for Q analysis, and the following results were derived. First, the explanatory power of each type was 34.30% for , 8.03% for , 7.21% for , and 6.24% for , showing a total of 55.69%. Second, the Q sample emphasized by respondents by each type shows various occupational distributions in , and for 'big data', it is 'digital' and future'. So they were named 「Digital Type」. In , the distribution of 'social workers' was high, and for 'big data', 'future', 'collaboration', 'welfare', 'local residents', and 'defense' were emphasized. It was named 「welfare type」. In , the job distribution of respondents appeared evenly, and it was named as 「Convergence Type」. Because it emphasized statements such as 'convergence', 'digital', 'future', and 'sports'. is composed of association officials, sports instructors, and graduate students, and was named 「Artificial Intelligence Type」, because it emphasizes 'artificial intelligence', 'new paradigm', 'network', and 'sports'. In the age of knowledge industrialization and knowledge informatization that followed industrialization and informatization, how to process and utilize the numerous data accumulated over the years is an important task. Right now, in sports, more than anything else, it is necessary to continuously seek ways to utilize and activate accumulated big data.

A study on metaverse construction and use cases for non-face-to-face education (비대면 교육을 위한 메타버스 구축 및 활용 사례에 대한연구)

  • Kim, Joon Ho;Lee, Byoung Sung;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.483-497
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    • 2022
  • Recently, due to COVID-19, non-face-to-face online lectures are being held all over the world. In higher education in the post-corona era, distance learning has become the main teaching and learning method. At this time, Metaverse is being proposed as a new alternative. Metaverse has basic elements such as avatars, 3D space, and activities accompanied by interaction, which can be seen as a difference compared to existing VR (Virtual Reality) contents. This study designed and built an educational metaverse platform that can be applied to actual lectures by reflecting the three elements of the metaverse.In addition, we implemented a cross-device-platform that supports various devices such as HMDs, smartphones, tablets, and PCs by reflecting user requirements through usability tests such as middle school, high school, college students, and parents, so that anyone can easily participate in Metaverse lectures. Currently, the metaverse platform is being developed and serviced in various ways, but there are hardly any services designed for education. Just as services such as Zoom, the existing video conferencing solution, were used for non-face-to-face education, some functions of the currently serviced metaverse are utilized for education and used in the form of a one-time event. The educational metaverse platform developed through this study is expected to be a reference in constructing the metaverse for education in the future.

A Study on the Metaverse as an Arts Educational Medium - Focusing on ifland of the SKT Metaverse Platform (예술교육 매체로서 메타버스 사례 연구 - SK텔레콤 ifland를 중심으로)

  • KIM, JOY
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.391-396
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    • 2021
  • The purpose of this study is to study the possibilities and limitations of arts education by utilizing SKT's ifland metaverse Platform for arts majors. To summarize the performance of the study, it is as follows. The subjects of the study were 50 students(25 experimental group, 25 control group) in Performing Arts, Entertainment and Music department of D University located at Gyeonggi, Korea. As a result of analyzing the difference between the pre-test and the post-test between the experimental group and the control group, it was found that there was a statistically significant effect on the effectiveness of the arts education method using the metaverse of the control group. It is hoped that the results of this study will be a case study that cannot be overlooked in the development of the today's arts educational medium as well as the virtual world in the field of arts and in cultural technology research, arts education is no longer a latecomer, but a leading pioneer and main agent, and I hope that it will become a new perspective for various studies connected with industry like the WAVE.

Exploration on the Difficulties of Korean Dance Instructors Targeting Senior People : Extension to the Development of PBL Problems (노인대상 한국무용 지도자의 애로요인 탐색: PBL 문제개발로의 확장)

  • Yoo, Ji-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.93-103
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    • 2020
  • This study aims to explore the difficulties of Korean dance instructors targeting senior people and extends the difficulties found to developing PBL problems applicable to the instructors' education. To address the goal, this author employed an open-ended questionnaire consisting of four questions and 1:1 interview and collected data. According to the study results, total nine subfactors were drawn from four difficulties associated with student management, the curriculum, performances, and class environment. First, about difficulties related to student management, 'conflicts between students' and 'demand for personalized class' were explored. Second, regarding difficulties about the curriculum, 'refusal against new teaching methods' and 'level difference according to the ability of acquisition' were explored. Third, concerning difficulties related to having performances, 'lack of time for practicing', 'needs to achieve excellent performances', and 'the administration of organizations in charge' were explored. Fourth, about difficulties associated with class environment, 'environment in general' and 'spatial environment' were explored. Also, based on the difficulties explored from dance instructors for senior people, this researcher has developed four PBL problems through community dance for harmony, joint choreography-based creative dance, playful dance allowing role division, and mirroring-based dance.

A Comparative Analysis of Introducing Addition and Subtraction in the Korean, Singaporean, American, and Japanese Elementary Textbooks (한국, 싱가포르, 미국, 일본의 초등학교 교과서에 제시된 덧셈과 뺄셈 도입에 대한 비교분석)

  • Pang, JeongSuk;Kim, Leena;Kim, SoHyeon
    • Communications of Mathematical Education
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    • v.36 no.2
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    • pp.229-252
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    • 2022
  • This study analyzed the introduction of addition and subtraction, including the composition and decomposition of numbers in the Korean, Singaporean, American, and Japanese elementary mathematics textbooks. The analytic foci of this study included visual models and their connections with the given problem contexts, the introduction of addition/subtraction or addition/subtraction sentences and their connections with the visual models, and additional activities for students to develop a relational understanding of the equal sign. The results of the analysis demonstrated diverse connections, mainly because the problem contexts, visual models, and the introduction of addition/subtraction or addition/subtraction sentences were implemented differently for each textbook. There were differences among the textbooks in what order of problem contexts were presented. Regarding the use of visual models, two textbooks tended to use one model consistently, whereas the other textbooks used various models depending on the problem contexts. There were subtle but significant differences in introducing addition/subtraction or addition/subtraction sentences. For a relational understanding of the equal sign, all textbooks included activities emphasizing that both sides of the equal sign are equal. Based on the results of this study, this paper closes with several implications related to the problem contexts to introduce addition/subtraction and addition/subtraction sentences as well as the use of visual models, which can serve as a basis for a new unit for the subsequent textbook.

An Analysis of 'Related Learning Elements' Reflected in Textbooks (<인공지능 수학> 교과서의 '관련 학습 요소' 반영 내용 분석)

  • Kwon, Oh Nam;Lee, Kyungwon;Oh, Se Jun;Park, Jung Sook
    • Communications of Mathematical Education
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    • v.35 no.4
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    • pp.445-473
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    • 2021
  • The purpose of this study is to derive implications for the design of the next curriculum by analyzing the textbooks designed as a new subject in the 2015 revised curriculum. In the mathematics curriculum documents of , 'related learning elements' are presented instead of 'learning elements'. 'Related learning elements' are defined as mathematical concepts or principles that can be used in the context of artificial intelligence, but there are no specific restrictions on the amount and scope of dealing with 'related learning elements'. Accordingly, the aspects of 'related learning elements' reflected in the textbooks were analyzed focusing on the textbook format, the amount and scope of contents, and the ways of using technological tools. There were differences in the format of describing 'related learning elements' in the textbook by textbook and the amount and scope of handling mathematics concepts. Although similar technological tools were dealt with in each textbook so that 'related learning elements' could be used in the context of artificial intelligence, the focus was on computations and interpretation of results. In order to fully reflect the intention of the curriculum in textbooks, a systematic discussion on 'related learning elements' will be necessary. Additionally, in order for students to experience the use of mathematics in artificial intelligence, substantialized activities that can set and solve problems using technological tools should be included in textbooks.