• Title/Summary/Keyword: PBL (Project based learning)

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The Effect of Project Based Learning(PBL) Application Using Social Networks on Problem Solving Ability of Occupational Therapy Students (소셜네트워크를 활용한 프로젝트기반학습(PBL) 적용이 작업치료과 대학생의 문제해결능력에 미치는 영향)

  • Lee, Na-Yun;Park, Ju-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.57-65
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    • 2020
  • The purpose of this study is to analyze the problem solving ability of occupational therapy students by applying PBL classes using social networks. Data were collected from 35 students in the third year of occupational therapy at K University from March to June 2019. The results were as follows: First, PBL application using social networks showed a significant improvement in problem solving ability. Seconds, there was a significant difference in problem solving ability according to the preference of mobile device use and major satisfaction. Therefore, as a learning tool for improving the problem-solving ability of occupational therapy students, we proposed a way to increase satisfaction with learning by activating PBL using social networks.

Analysis of learning effects of the problem based method and the project team teaching method in engineering education- A case study (공학교육에서 PBL 교수법과 Project-team 교수법의 학습효과 분석-사례연구)

  • Kim, Jae-Saeng;Hyun, Jeong-Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.471-472
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    • 2019
  • 많은 나양한 교수법들이 존재하지만 일반적으로 공학 교과목에서는 PBL교수법과 프로젝트 팀 교수법을 가장 많이 사용하고 있다. 본 논문에서는 2018년 2학기 공학 프로그래밍 교과목을 3개를 선정하여 PBL 교수법과 프로젝트팀 교수법을 적용하였고, 두 교수법의 학습만족도, 교육성장도, 학업성취도를 설문조사하여 학습효과를 분석하여 보았다. 그 결과는 저학년은 PBL법이, 고학년은 프로젝트 팀 교수법이 학습효과가 좋았다. 따라서 같은 프로그래밍 교육이지만 학년에 따라 교수법을 달리 선택할 필요가 있다.

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Using Project-Based Learning Method As a Way to Engage Students in STEM Education

  • Lee, Mi Yeon;Robles, Rolando
    • Research in Mathematical Education
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    • v.22 no.2
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    • pp.83-97
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    • 2019
  • Science, Technology, Engineering, and Mathematics (STEM) education has been at the forefront of K-12 curricula in the technology-rich 21st century, with emphasis on how these fields reinforce each other in preparing students for a dynamic future. However, there is a need for greater attention to STEM education research in the mathematics education community, in particular to pedagogical approaches that facilitate integrating the mathematics component of STEM education. Toward this end, the authors report the outcomes of a Project-based Learning (PBL) unit in which upper elementary students integrated STEM elements by researching, crafting, testing, and evaluating kites they created by applying scientific knowledge of aerodynamics and mathematical knowledge of polygons, surface area, graphs, and data analysis. This unit, which the authors developed, implemented, and assessed, demonstrates how STEM subjects and in particular mathematics can be effectively integrated in upper elementary school classrooms through PBL.

Fostering growth: The impact of STEM PBL on students' self-regulation and motivation

  • Hyunkyung Kwon;Robert M. Capraro;Yujin Lee;Ashley Williams
    • Research in Mathematical Education
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    • v.27 no.1
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    • pp.111-127
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    • 2024
  • There is an increasing concern in the United States regarding the workforce's ability to maintain a competitive position in the global economy. This has led to an increased interest in effective science, technology, engineering, and mathematics (STEM) education. The purpose of this study was to investigate the effect of STEM project-based learning (PBL) on students' self-regulation and motivation to learn. Secondary students (n = 60) participated in a STEM summer camp in which STEM PBL was utilized. Results showed that students increased their self-regulation skills (t = 2.83, df = 59, p = .004) and motivation (t = 2.25, df = 59, p =.004), with Cohen's d effect sizes of 0.395 and 0.404, respectively. Student-centered learning and peer collaboration while solving real-world problems were likely the greatest contributing factors to the outcomes. Educators should utilize the results to provide opportunities for students to experience STEM PBL.

A Study on Evaluation in College Mathematics Education in the New Normal Era (뉴노멀(New Normal) 시대 대학수학교육에서의 과정중심 PBL 평가 - '인공지능을 위한 기초수학' 강좌 사례를 중심으로 -)

  • Lee, Sang-Gu;Ham, Yoonmee;Lee, Jae Hwa
    • Communications of Mathematical Education
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    • v.34 no.4
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    • pp.421-437
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    • 2020
  • Problem/Project based learning(PBL) is a student-centered teaching method in which students collaboratively solve problems and reflect their experiences. According to the results of PBL study and the experiences of the authors in PBL instruction, this paper introduced the necessities, output and significance of learning process PBL evaluation method and sums up our PBL evaluation process. The issue of appropriate and fair evaluation has been raised in untact (non-contact) university mathematics education due to the novel coronavirus (COVID-19) of the year 2020. To this end, when we had the course on for the summer semester held at S University in the summer of 2020. To ensure the fairness in evaluation and to improve the quality of our college math education, the PBL evaluation method was fully adapted. As a result, most of the students who took the lecture have learned a wide range of related knowledge without a single exception, and students agreed it is an ideal, fair, rational, and effective evaluation method applicable to other online courses in the era of untact education. This case was summarized in detail and introduced in this paper.

Developing a convergence course applying project-based learning and collaborative teaching methods (PBL과 협력적 교수법을 적용한 융합 교과목 개발)

  • Myung Hee Lee;Jeong Mee Kim;Kyung Ja Paek
    • The Research Journal of the Costume Culture
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    • v.32 no.3
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    • pp.334-344
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    • 2024
  • This study aimed to develop a new convergence course applying project-based learning (PBL) and collaborative teaching methods and identify its educational effects. The course development proceeded as follows: First, three instructors collaborated to define course goals, plan objectives, content, and methods, and create a syllabus for a PBL-based fashion studio course. Roles were divided to maximize expertise: one instructor focused on fashion design, another on three-dimensional cutting, and the third on flat cutting, and digital techniques. Second, the classes were conducted and feedback on student progress was shared, enhancing class quality and engagement. Third, teaching effectiveness was assessed through learner evaluation questionnaires, reflection journals, and performance assessments. Lastly, based on the results from these evaluations, positive aspects of the course were reviewed, and ways to modify it and enhance course quality for continuous improvement were explored. The results showed high satisfaction with the learning effects on major competencies, indicating that students not only effectively learned major skills but also improved their communication and teamwork. The students perceived the teaching methods positively allowing them to be more active in class. Instructors noted that the course produced higher-quality design and production outcomes compared to previous courses. Overall, the course applying PBL and collaborative teaching methods was found to improve educational quality and effectiveness, making it a valuable approach for learner-centered education.

A Study on the Practical Talent Training Method Based on Team Project Using CK-AR/VR PBL (CK-AR/VR PBL을 활용한 팀 프로젝트 기반의 실무형 인재 양성 교수법 연구)

  • Jung-Sun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.449-452
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    • 2023
  • 본 연구는 신산업분야 특화 선도전문대학 지원사업 연구를 통해 개발된 CK-AR/VR PBL 교수법을 팀 프로젝트 기반의 캡스톤디자인 정규 교과목 수업에 적용해봄으로써, 해당 교수법의 장점 및 문제점을 파악하고 활용방안을 모색하기 위해 진행되었다. CK-AR/VR PBL 교수법은 기존 PBL(문제중심수업) 교수법의 특징과 장점을 유지하고 AR/VR 게임콘텐츠 특성에 맞는 특징을 중심으로 구축된 교수법으로 15주 정규교과목 수업인 '취업과창업을위한차세대게임창작프로젝트(캡스톤디자인)' 수업과 '취업과창업을위한차세대게임 포스트프로덕션(캡스톤디자인)' 수업을 수강한 200여 명의 학생에게 적용하였고 장단점을 파악하게 되었다. 이를 바탕으로 게임 개발 팀 프로젝트 교육과정을 운영 중인 교육 관계자들이나 앞으로 유사한 교육과정을 운영하기 위해 준비 중인 교육 관계자들에게 조금이나마 도움을 주고자 한다.

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Exploring Enhancing Interaction for Foreign Learners e-PBL Using Meta-verse (메타버스를 활용한 외국인 학습자의 e-PBL 상호작용 강화 방안)

  • Ko-Eun Song
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.555-563
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    • 2022
  • This study explored the educational effects of e-PBL by using metaverse tools to strengthen PBL interactions among foreign learners. The university's 3-hour, 15-week PBL subject was systematically reorganized to satisfy the needs of online groups of students. Metaverse technology was also used as a tool for interaction in the process of solving practical problems closely related to our social issues through e-PBL. e-PBL lectures are composed of foreign learners from various countries. More than half of the 43 participating students are from 11 different nations. Learners in an e-PBL class are able to partake in task-based learning activities through the use of the metaverse. This qualitative study identified the metaverse is an effective communication tool which transcends language and nationality. It is also a unique space where both verbal and non-verbal communication between team members are possible online. This study can demonstrate the positive effects of e-PBL teaching methods. By using the metaverse's various tools of interaction to improve communication among foreign learners whose Korean levels are not perfect, we can create a digital space which more closely resembles an offline, interpersonal learning experience.

Project-based Embedded System Education Using Arduino (아두이노를 활용한 프로젝트 기반의 임베디드 시스템 교육)

  • Kim, Song-Ju
    • The Journal of Korean Institute of Information Technology
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    • v.15 no.12
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    • pp.173-180
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    • 2017
  • In this paper, we propose a project-based learning using Arduino as an example of embedded system class in engineering students. By introducing these Project-Based Learning(PBL) into engineering education, students became able to actualize individual theories that they had learned through their major curriculum and they were given the experience to build up their field work ability by participating in the whole project development process. We conducted a questionnaire survey to investigate the education effect of PBL before and after class and the results were analyzed using SPSS statistical program. Since PBL is mainly operated by a team system, communication skills and teamwork within the organization can be improved through interactions among the members. All of the materials produced during the course of the project could be used to make portfolio of students, which could be of great help to data for employment activities after graduation.

A Case Study on a Programming Subject through Project-Based Learning in the COVID-19 Environment (코로나-19 환경에서의 프로젝트 교수법을 통한 프로그래밍 지도 사례)

  • Lee, Sungock;Yang, SeungEui;Jung, Hoekyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.11
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    • pp.1655-1662
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    • 2021
  • The purpose of this study is to draw implications through a case study on the curriculum operation of a professor who operated a programming subject as a PBL(project-based learning) method in an untact situation due to COVID-19. A survey was conducted for first-year freshmen students to determine their learning condition before project implementation. Based on the results of the questionnaire, individual interviews were conducted to identify the needs for education, and then, basic grammar for project completion and lectures that segmenting each stage of the project were composed. Repeated learning was induced through weekly quizzes, and feedback was given by giving time in advance until the project deadline. 23 students (40 students in total) completed the project. The remaining 17 students took the exam but did not complete the project. The purpose of this study is significant in that it investigated whether a project can be carried out through instructional design, execution, and interaction while operating a programming subject through PBL in the COVID-19 environment.