• Title/Summary/Keyword: Self Learning Efficacy

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Application of Home Economics Teaching-Learning Plan in the Clothing For Teenager's Empowerment (청소년의 임파워먼트를 위한 의생활 영역 가정과수업의 적용)

  • Oh, Kyungseon;Lee, Soo-Hee
    • Journal of Korean Home Economics Education Association
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    • v.33 no.1
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    • pp.169-185
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    • 2021
  • The purpose of this study is to apply the clothing teaching-learning plan from a critical science perspective developed to improve teenager's empowerment, and to examine it's effects. A total of 12 plans of 5 modules(Module A to E) developed from critical science perspective were implemented for four weeks. Second-year students (N 42) of K Middle School located in Y-si, Gyeonggi-do participated in the study in the study, and the survey results were analyzed quantitatively using t-tests. For the quality analysis, The student interview data, action reports and etc. were collected, and qualitative analysis was conducted using empowerment model as the analysis framework. The findings of study are follows. First, two hours each for modules A to D, and four hours for module E were assigned, because module E included an action project. In the action projects by for groups, students were expected to take the lead in conducting the activities such as developing promotional posters, posting opinions online, promoting videos, informing how to make recyclables, and donating to the community. Second, as a result of analyzing the pre-implementation vs post-implementation empowerment scores, a significant difference was found in social-political empowerment (t=-2.06, p<0.05). According to the analysis of student interviews and students project's reports, students were found to become aware of empowerment through the instruction. On the intrapersonal level, positive self-awareness and self-efficacy, and on the interpersonal level, smooth communication and democratic decision-making were confirmed. This study is meaningful in that regular a home economics instruction class from a critical science perspective have made a quantitative and qualitative impact on teenagers' improvement empowerment, providing opportunities to find their roles in the soceity, cooperate with others, and behave responsibly as members of society.

Effects of Out-of-school STEAM Programs Based on Social-Emotional Learning (사회정서학습 기반의 학교 밖 STEAM 프로그램의 효과)

  • Lee, Hyunjoo;Lee, Soo-Yong;Jung, Jaeeun;Lee, Saebyoul;Choi, Eunhye;Kwak, E-Rang;Kim, Younghwa;Chang, Hyewon
    • Journal of Korean Elementary Science Education
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    • v.41 no.4
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    • pp.740-753
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    • 2022
  • This study was conducted to develop and apply an out-of-school STEAM program model based on Social-Emotional Learning (SEL) for underprivileged students in the lower grades. To this end, a STEAM program based on SEL was developed, with the following characteristics. First, by integrating traditional STEAM learning elements and SEL elements, a structured program was designed with consistent stages, including mindfulness meditation→present an authentic situation→creative design→emotional experiences→reflection. Second, the program was structured so that elementary school students could develop mathematical thinking and scientific inquiry skills in problem-solving situations in daily life. Third, the detailed themes for each STEAM program involved storytelling-based problem situations, as well as activities centered on play and sympathy to reflect the educational needs of underprivileged students. From these characteristics, a total of five programs were developed and applied to 16 teachers and 354 lower-grade elementary school students in 16 community children centers nationwide. The results were as follows. First, while students' satisfaction with the STEAM program was 4.16, there were no significant differences in STEAM satisfaction according to gender. Second, while all students' interest and self-efficacy, which was one of sub factors of STEAM attitude, were significantly improved, no significant difference was seen in STEAM attitudes according to gender. Third, although students' SEL competencies were not significantly improved, relationship skills, which were among the sub factors of SEL competencies, were significantly improved, and there were no significant differences in SEL competencies according to gender. From these results, a discussion on the effect of the out-of-school STEAM program for underprivileged students and directions for follow-up studies was suggested.

The Changes of Mathematics Anxiety Shown Brain-Based Measurement through a Remedy Program for High School Students (심리적 처치프로그램에서 고등학교 학생들의 뇌파반응에 따른 수학불안의 변화)

  • Han, Se Ho;Choi-Koh, Sang Sook
    • Journal of Educational Research in Mathematics
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    • v.26 no.2
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    • pp.205-224
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    • 2016
  • Nowadays technological instruments are advanced to measure brain waves called EEG. Also, it is important to find some facts that cause students to have mathematic anxiety (MA) and to provide remedy programs to lessen their MA in order to help students cure MA that could contribute to negative self-efficacy toward mathematics and mathematical learning. To find how they change the MA level, a small group of 11 high school students in Suwon city participated for ten weeks at the remedy program based on students' levels of MA diagnosed by MASS instrument (Ko, & Yi, 2011) and proofread by 8 advisors who worked in related research areas. The results showed that the remedy program was effective to lessen students' MA and it should provide a long term period since some negative experiences were accumulated for a long time of his or her past schooling by others such as teachers, peers, and parents. EEG showed that students got better scores on a percent of correct answers and a reaction time and some student' EEG from a group HMA became smaller heights and width in comparison of the other groups.

Development of Health Promotion Program for Individuals With Arthritis -Application of Holistic Model- (관절염 환자를 위한 건강증진 프로그램의 개발 -총체적 모델의 적용-)

  • 오현수;김영란
    • Journal of Korean Academy of Nursing
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    • v.29 no.2
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    • pp.314-327
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    • 1999
  • In this study, domains, contents, and effects of pre-existed intervention programs for individuals with arthritis were meta-analyzed to develop arthritis health promotion program based on Holistic Model. The developed program includes strategies of cognition, environment, and behavior. and also generates positive changes in the physical, psychological, and social demensions. Then needs assessment on conveniently selected 153 women who visited a university hospital in Seoul or in Inchon are conducted to identify the objective domains of arthritis health promotion program According to the study results. target health problems of the arthritis health promotion program were shown as pain, disability, depression, and role impediment in social domain. These objectives could be achieved by including the strategies of changing cognition, the strategies of changing behavior through learning the skill related to the health promoting behavior. and the strategies of changing environment in the health promotion program. That is, it is analyzed that the contents of program are not exclusive one another in physical. psychological. and social demensions, and also are not exclusive one another in aspect of cognition, behavior, and environment. The necessary methods to achieve the desired objectives for the developed arthritis health promotion program and evaluation subjects are as follows : (1) In the arthritis health promotion program, knowledge on management of arthritis, efficacy related to arthritis management, skill for pain management, skill for exercise, establishment of positive self-concept, enhancement of positive thinking, stress management. skill for problem solving, skill for setting goals. skill for requesting help, and skill for communication are all included. Through the improvement of all those strategies, intermediate objectives, such as “joint protection, and maintenance of pain management behavior”, “maintenance of regular exercise”, and “promotion of coping skill in psychosocial dimension” are achieved. (2) These intermediate objectives are also the methods for achieving objectives in next stage. It implies that through the intermediate objectives. the final objectives such as “minimization of physical symptoms and signs”, “maximization of psychological function”, and “maximazation of role performance in social domain” could be achieved. Each of these final objectives reflects the different dimension of quality of life, respectively. When these objectives are achieved, the quality of life that client perceives is improved. Therefore, through evaluation of these final objectives, the level of achieving final outcome of arthritis health promotion such as quality of life is determined.

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The Correlation Influences by the Quality of Product Pivoting Boot Camp and its level of Training Satisfaction on the Applying Will to Their Real Business of High-tech Ventures in the Early Stage of Growth (창업도약기업 제품개선훈련프로그램의 품질과 전반적 만족도가 현업적용의지에 미치는 영향 연구)

  • Kim, Myung-Seuk;Yang, Young-Seok;Hwangbo, Yun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.13 no.3
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    • pp.37-46
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    • 2018
  • This paper define the research problem as the jeopardized situation of most startups in early chasm. Korean government have put more policy focus on helping these startups to jump over the chasm. One of the effective policy measures helps these startups defining the core competencies validated from target customers, in-housing them effectively, and therefore enhancing the level of differentiation against the competitors by "Product Pivoting Training Boots Camp." It ultimately give the key nudge to startups in struggling with unsold products after initial launch to the market. This paper carried out the empirical test to the target sample of startups participating in this camp. In particular, this research analyze the level of satisfaction of startups, as move along with characteristics of the participant and training program, going through this camp whether it enhance their will of application into real business case. The survey were delivered and collected from 203 startups in attending "Product Pivoting Academy, the following program of Startup Jump-up package policy module. The research result shows that all startups participating in this academy were so much satisfied and motivated strongly to take the training process into applying real business case in order to increase sales. The quality of the training program and the characteristics of the participants had mediating variable effects on the will of application with respect to the level of satisfaction. It imply that the program should put more attention on improving coaches' nudge and learning motivation of participants to enhance the level program satisfaction.

The Current Situations of Enhancing Affective Characteristics focused on the case of secondary school in Korea (수학 교과에서의 학생의 정의적 특성 요인의 성취 실태 -국내 중등 수업 사례를 중심으로-)

  • Choe, Seung-Hyun;Hwang, Hye Jeang
    • Communications of Mathematical Education
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    • v.28 no.2
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    • pp.235-253
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    • 2014
  • This study aims to develop strategies for improving the affective characteristics of Korean students based on results from international achievement tests. In pursuing the goal, different research methods are employed including a) analysis of the theories and literature regarding the affective domains included in PISA and TIMSS studies; b) analysis of the current situation and needs of Korean students with respect to the affective factors based on PISA and TIMSS results; c) case studies of best practices in relation to students' affective domains in Korea and abroad; and d) development of strategies for improving and supporting Korean students' affective characteristics. Especially, this paper deals with the analysis of the results from in-depth interviews and class observations, so as to identify the current situation and best practice cases of students' affective characteristics education in Korea. The results are classified into a) curriculum, which is in turn divided into national curriculum and reconstruction of curriculum school and classroom; and b) teaching, learning and evaluation, which is in turn divided into learner characteristics, motivation, teaching strategies, class grouping, activities and interaction, question and feedback, evaluation methods, and evaluation tools. Support plans in terms of school and social environments are also suggested based on the results.

Effect of lifelong education center service quality on psychological well-being through positive psychological capital

  • Lee, Sin-Bok;Park, Chanuk
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.5
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    • pp.139-148
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    • 2022
  • The lifelong education center is an educational system that provides adults with learning from cradle to tomb to people, and it is difficult to provide smooth educational services due to the period of COVID-19. Through this, the purpose of this study is to investigate how the service quality of lifelong education centers affects psychological well-being through positive psychological capital based on previous studies on service quality, positive psychological capital, and psychological well-being. This study distributed and collected questionnaires from November 1st to November 14th, 2021, targeting 212 students attending the lifelong education center. As a result of hypothesis verification, first, it was found that the service quality had no effect on self-efficacy, but all of them had an significant effect on hope. Second, it was found that the assurance and responsiveness had a positive effect on resiliency, and it was found that responsiveness had a positive effect on optimism. Finally, hope, resilience, and optimism were found to have a significant effect on psychological well-being. Through the results of this study, it is expected that it can be used as data for the policy direction to provide better quality lifelong education center services to lifelong education center learners.

The Analysis of Effects of a Music Teacher Training Program for Global Citizenship Education (세계시민교육 역량 제고를 위한 교육대학원 음악교육전공 교과 운영 효과 조사 연구: 예비음악교사의 다문화 교육태도 및 교수효능감을 중심으로)

  • Jung Joo Yeon;Shin Jihae
    • Journal of Music and Human Behavior
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    • v.20 no.1
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    • pp.47-74
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    • 2023
  • The purpose of this study was to develop a music teacher training program for global citizenship education and explore its effects on the participants' capacity for global citizenship. The program focused on multicultural education, including diversity and tolerance, among various topics in global citizenship education and consisted of practice to develop lesson plans for middle school music classes as well as theory about music in diverse sociocultural environments. The results showed that this program positively affected the participants' attitudes about a music teacher's role in the multicultural classroom. This program enabled participants to identify and reflect on any prejudice they may have against diversity and multiculturalism and to consider the role of music teachers in multicultural learning environments. The program also helped the participants develop greater self-efficacy as music teachers in multicultural environments and see music as a symbolic expression and a social and cultural product. Finally, the participants showed their positive attitude toward transformative pedagogy and considered various topics in global citizenship education beyond diversity and multiculturalism through multilateral understanding and exploration about music based on theory and practice in global citizenship education.

A School-tailored High School Integrated Science Q&A Chatbot with Sentence-BERT: Development and One-Year Usage Analysis (인공지능 문장 분류 모델 Sentence-BERT 기반 학교 맞춤형 고등학교 통합과학 질문-답변 챗봇 -개발 및 1년간 사용 분석-)

  • Gyeongmo Min;Junehee Yoo
    • Journal of The Korean Association For Science Education
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    • v.44 no.3
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    • pp.231-248
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    • 2024
  • This study developed a chatbot for first-year high school students, employing open-source software and the Korean Sentence-BERT model for AI-powered document classification. The chatbot utilizes the Sentence-BERT model to find the six most similar Q&A pairs to a student's query and presents them in a carousel format. The initial dataset, built from online resources, was refined and expanded based on student feedback and usability throughout over the operational period. By the end of the 2023 academic year, the chatbot integrated a total of 30,819 datasets and recorded 3,457 student interactions. Analysis revealed students' inclination to use the chatbot when prompted by teachers during classes and primarily during self-study sessions after school, with an average of 2.1 to 2.2 inquiries per session, mostly via mobile phones. Text mining identified student input terms encompassing not only science-related queries but also aspects of school life such as assessment scope. Topic modeling using BERTopic, based on Sentence-BERT, categorized 88% of student questions into 35 topics, shedding light on common student interests. A year-end survey confirmed the efficacy of the carousel format and the chatbot's role in addressing curiosities beyond integrated science learning objectives. This study underscores the importance of developing chatbots tailored for student use in public education and highlights their educational potential through long-term usage analysis.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.