Seo Yeon Hong;Hyeon-A Park;Ji Yeong Choe;Mi Seo Choi;Janghwan Kim;R. Young Chul Kim;Chaeyun Seo
International Journal of Advanced Culture Technology
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v.12
no.3
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pp.419-426
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2024
Due to the government's announcement of the 2025 policy mandating coding education, there is a growing need for effective coding learning methods in elementary education. However, there are few methods available that can easily help younger students understand coding. While text-based coding and visual block coding methods exist, they have limitations. To address these issues, we propose a block coding learning platform that combines virtual reality (VR) technology with gamification elements. The traditional two dimensional (2D) block coding methods have some limitations, so this platform aims to overcome these by providing an environment where learners can intuitively understand and experience coding in a three dimensional (3D) virtual space. The primary goal is to enhance immersive, learner-centered experiences and improve creative problem-solving skills and computational thinking. This study proposes an experimental approach to demonstrate the effectiveness of a learning platform that combines VR technology with block coding. Furthermore, we expect that the VR-based platform will significantly contribute to improving the quality of education and promoting self-directed learning among students.
With the rapid development of technology and societal change, a shift from traditional classroom instruction to more diverse educational methods in medical education is necessary. As an effective approach to providing flexibility and accessibility while maintaining the benefits of face-to-face interactions, blended learning, which integrates online and offline learning, has gained attention. This study examines the current status and best practices of the aforementioned blended learning, analyzes its application in domestic and international contexts, and derives effective instructional design strategies. A comprehensive review of previous research and empirical cases reveals a conceptual framework and core principles for designing such blended learning. Key considerations include strategic integration of online and offline activities, facilitation of self-directed learning and interaction, effective use of technology, and continuous quality improvement. Furthermore, we suggest contextually relevant strategies, such as designing curricula focused on clinical reasoning, providing iterative practice opportunities, enhancing reflection, and fostering future competencies. The case analysis establishes that blended learning is implemented in various forms across different medical schools and curricula. Common features include the linkage of online and offline learning, incorporation of learner-centered methods, and emphasis on practical competencies. However, the limited number of cases suggests that generalizations may be premature. Successful implementation requires multifaceted efforts, including gradual introduction, faculty support, flexible curricula, safety measures, and institutional support. Accumulating empirical research and evidence of their effectiveness can facilitate their wider dissemination. This study provides implications and future directions for innovative medical education using hybrid learning.
The purpose of this study is to investigate the effect of team-based learning on the practice of nursing practice and the effects of nursing students' meta-cognition, academic achievement, confidence in performance, self-confidence and learning satisfaction. The subjects of this study were 115 students who wanted to participate in the research in the second grade of Nursing Department of G region. The data collection period was from March 6 to June 5, 2017. The data were analyzed independence t-test and one-way ANOVA by using the SPSS 21.0 program and paired t-test for the effects of variables after the experiment, and Pearson's correlation coefficient for the correlation between the variables. The results showed that meta-cognition and the confidence in performance of team-based learning was not only increased but also statistically significant. Academic achievement was moderate, learning satisfaction was high, and meta-cognition was positively correlated with learning satisfaction. Therefore, based on the results of this study, it is necessary to activate the application of self-directed and active learning method in order to improve the nursing practice ability required in nursing field.
The purpose of this study is to develop home economics educational programs on the theme of 'improving consumer life' for sustainable development. It is a program to enhance the changemaker mindset for responsible production and consumption among the 17 goals of the Sustainable Development Goals(SDGs). The program was developed 8 that to make solar cookers, make household goods from recycled materials, change maker-practice green life, eco-friendly journal 1, plastic warnings, design alternatives for disposable products, change maker-efforts and eco-friendly journal 2. The developed program was validated 3 times by a group of experts and students. This program has the following features. First, the Home Economics Education(HEE) program under the theme of 'Improving consumer life' for sustainable development are carried out at the stage of change-maker education with project-based process. It can improve students' collaboration skills, self-directed skills, communication skills and problem solving skills. Second, eight programs can increase understanding and interest in sustainable development, and learners are interested in social issues. This program can raise learners who play an active role in solving social problems by increasing their interest and interest in the class, free from the form of passive classes. Third, the HEE programs under the theme of 'Improving consumer life' for sustainable development are meaningful in that they are closely related to students' lives and encourage them to practice in their own lives. Fourth, since the program is well-suited to the present time and includes content elements for sustainable development, it can induce changes in learners' perceptions, attitudes and behaviors.
This study was conducted to develop a web-based learning contents that assists nursing students' clinical practice on operating room nursing and to examine its learning effects. Based on contents and need analysis, 6 learning modules were developed regarding nursing care in surgical operation and operating equipments. In order to verify the effects of the program, this study employed a quasi-experimental pretest-posttest control group design. Knowledge was significantly higher in experimental group that was enhanced by the web-based learning contents than that of the control group (p<.001). However, there was no significant difference between the two groups in self-directed learning. Experimental group had significantly higher motivation toward learning, which was examined posttest only, compared to control group (p<.001). These results support that the implementation of an web-based learning contents need to be continued as an effective educational material but we need more research to establish how this can be effectively implemented in a students' practicum.
Ghanem, Ali M.;Hachach-Haram, Nadine;Leung, Clement Chi Ming;Myers, Simon Richard
Archives of Plastic Surgery
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v.40
no.4
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pp.312-319
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2013
Over the past decade, driven by advances in educational theory and pressures for efficiency in the clinical environment, there has been a shift in surgical education and training towards enhanced simulation training. Microsurgery is a technical skill with a steep competency learning curve on which the clinical outcome greatly depends. This paper investigates the evidence for educational and training interventions of traditional microsurgical skills courses in order to establish the best evidence practice in education and training and curriculum design. A systematic review of MEDLINE, EMBASE, and PubMed databases was performed to identify randomized control trials looking at educational and training interventions that objectively improved microsurgical skill acquisition, and these were critically appraised using the BestBETs group methodology. The databases search yielded 1,148, 1,460, and 2,277 citations respectively. These were then further limited to randomized controlled trials from which abstract reviews reduced the number to 5 relevant randomised controlled clinical trials. The best evidence supported a laboratory based low fidelity model microsurgical skills curriculum. There was strong evidence that technical skills acquired on low fidelity models transfers to improved performance on higher fidelity human cadaver models and that self directed practice leads to improved technical performance. Although there is significant paucity in the literature to support current microsurgical education and training practices, simulated training on low fidelity models in microsurgery is an effective intervention that leads to acquisition of transferable skills and improved technical performance. Further research to identify educational interventions associated with accelerated skill acquisition is required.
Journal of the Korea Institute of Information and Communication Engineering
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v.21
no.5
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pp.1042-1048
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2017
Recently rapid changes in the industrial environment require new talents in companies. Flipped learning is drawing attention as an effective teaching-learning method. The existing traditional lecture teaching-learning method have various problems that the dropout rates of the student is high and the creative problem solving ability is hindered. In the case of the IT engineering college, most of the major theoretical courses require prior learning of the prerequisite coursework subjects. Therefore, effective teaching-learning methods must be developed to improve student participation and academic achievement. This paper proposes the flipped learning model consisting of five sets that combine the flipped learning and practice to improve student motivation and self - directed learning. Also, this paper analyzes the learning effect by applying it to the algorithm lecture of computer engineering and presents problem and utilization plan according to the result.
Journal of Korea Society of Digital Industry and Information Management
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v.13
no.2
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pp.127-145
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2017
The purpose of this study is to empirical case study for the instructional design of flipped classroom by job-capability advancement of IT business majors. A student of IT business school has learned a lot of management educations for four years. But, they don't recognize a connection between school education and business practice. A subject based on the humanities, and social sciences consisted of mostly the memorization. The undergraduate class lack a practice's curriculum by a creative-oriented lesson rather than memorization-oriented. In particular, An IT business is now recognized as a significance emerging IT investment, the Internet of Things, information security, big data and strategy's ERP. For these reasons, it is important for an instructional design for understanding business practices of the students. Accordingly, Flipped classroom with participatory class be needed increasingly for students' practical sense. We will propose a design method of flipped classroom for inspiring business education. In this, new instructional design overturned traditional teaching method. After the student conducts a prior learn at home, school will accomplish a problem solving through question and answer. This design effected a boredom suppress and creative enforcement of student and an intimacy increase of instructor. In addition, A participatory class and reciprocal peer tutoring will be possible by a spontaneous self-directed learning of student. We were designed course of project type based on big data theory and application to target the fourth-year course. In conclusion, the new instruction provided a help to learning synergy between student and lecturer. During the lessons, the student showed improvement of business sense and enhanced problem solving capability. The lecturer has the intimacy through communication interaction with students.
Background: With the emergent transition of online learning during the COVID-19 pandemic, the need for online/offline blended learning that can effectively be utilized in a team-based learning (TBL) course has emerged. Methods: We used the online metaverse platforms, Gather and Zoom, along with face-to-face teaching methods in a team-based Introductory Pharmacy Practice Experience (IPPE) course and examined students' learning satisfaction and achievement, as well as their preferences to the learning platforms. A survey questionnaire was distributed to the students after the IPPE course completion. All data were analyzed using Excel and SPSS. Results: Students had high levels of course satisfaction (4.61±0.57 out of 5) and achievement of course learning objectives (4.49±0.70 out of 5), and these were positively correlated with self-directed learning ability. While students believed that the face-to-face platform was the most effective method for many of the class activities, they responded that Gather was the most effective platform for team presentations. The majority of students (64.3%) indicated that blended learning was the most preferred method for a TBL course. Conclusion: Students in a blended TBL IPPE course had high satisfaction and achievements with the use of various online/offline platforms, and indicated that blended learning was the most preferred learning method. In the post-COVID-19 era, it is important to utilize the blended learning approach in a TBL setting that effectively applies online/offline platforms according to the learning contents and activities to maximize students' learning satisfaction and achievement.
This study evaluated the effectiveness of an obesity program developed to solve 'obesity', which was selected as the top priority for urgent improvement among the dietary problems of elementary school students in Busan. The program aimed to practice four health rules every day (sleep early, eat two vegetables with each meal, reduce sugary snacks, and exercise for 30 minutes every day). The participants were trained to practice the four rules online in real time every day for three weeks, and their performance in nutrition education tasks was monitored using Padlet. The anthropometric measurements showed no change in the overall average weight before and after participating in the program, but all students grew in height (z=-6.978, P<0.001), and the number of obese students decreased significantly (z=-3.317, P<0.001). This obesity program was effective in improving height growth and obesity in elementary school students. In terms of dietary changes, after participating in the program, the frequency of vegetable consumption increased significantly (z=-4.849, P<0.001), the frequency of sweet snack consumption decreased significantly (z=-4.298, P<0.001), and the bedtime improved (z=-1.000). Therefore, the non-face-to-face, self-directed obesity program developed in this study is expected to reduce the workload of nutrition teachers carrying a heavy workload such as meal service and nutrition classes, and can be used as an efficient nutrition counseling program.
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