• Title/Summary/Keyword: Simulation Education

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Comparison of educational interest, satisfaction, and achievements of educational virtual reality and videos education before simulation training (시뮬레이션 교육 전 가상현실 교육과 동영상 교육의 교육 흥미도, 만족도, 성취도 비교 분석)

  • Jung, Eun-Kyung;Choi, Sung-Soo;Jung, Ji-Yeon
    • The Korean Journal of Emergency Medical Services
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    • v.22 no.2
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    • pp.93-102
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    • 2018
  • Purpose: The study aims to establish an effective training strategy and methods by comparing the effects of educational interest, satisfaction, and achievements of virtual reality and videos education before simulation training. Methods: The randomized control study was implemented on May 31, 2018, by randomly selecting 36 participants to compare educational virtual reality and videos. Statistical analyses were performed using SPSS 20.0. Results: The participants were divided into an intervention group of 17(47.2%) and a control group of 19(52.8%). Regarding the levels of satisfaction, a significant difference (p= .010) was noted between the control (3.88 points) and the intervention groups (4.45 points). A significant difference (p= .001) was also noted between the intervention (80.3 points) and control (63.3 points) in terms of total simulation practical skills. Conclusion: Educational virtual reality can be an alternative training method to achieve the standard educational objectives by raising levels of educational interest and of achievement with practical skills.

Remote-Controlled Experiment with Integrated Verification of Learning Outcome

  • Staudt, Volker;Menzner, Stefan;Baue, Pavol
    • Journal of Power Electronics
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    • v.10 no.6
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    • pp.604-610
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    • 2010
  • Experiments in electrical engineering should mirror the key components of successful research and development: Understand the basic theory needed, test the resulting concepts by simulation and verify these, finally, in the experiment. For optimal learning outcome continuous monitoring of the progress of each individual student is necessary, immediately repeating those subjects which have not been learned successfully. Classically, this is the task of the teacher. In case of remote-controlled experiments this monitoring process and the repetition of subjects should be automated for optimal learning outcome. This paper describes a remote-controlled experiment combining theory, simulation and the experiment itself with an automated monitoring process. Only the evaluation of the experimental results and their comparison to the simulation results has to be checked by a teacher. This paper describes the details of the educational structure for a remote-controlled experiment introducing active filtering of harmonics. For better understanding the content of the learning material (theory and simulation) as well as the results of the experiment and the underlying booking system are shortly presented.

Developing and Applying Design Principles for Maker Programs Using Virtual Reality : Focusing on the Development of Simulation Application (가상현실 기반 메이커 교육 프로그램 설계원리 개발 및 적용 : 시뮬레이션 앱 구현을 중심으로)

  • Park, Taejung
    • Journal of Information Technology Services
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    • v.19 no.6
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    • pp.161-175
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    • 2020
  • The current study aimed to develop the design principles for maker programs using virtual reality and apply them in developing a simulation mobile application. First, through collecting and analyzing the relevant studies and cases eight design principles with four components were derived. Then, these initial design components and principles were revised and improved in accordance with evaluations of an expert panel composed of three professors/researchers, two teachers, and two IT industrial experts. Based on the revised design principles, a VR simulation app for maker education was developed and evaluated on whether the principles were properly applied to the app development by the expert panel. The finalized eight design principles, as a research outcome, can contribute to the design and development of various types of educational programs that can replace the actual making experience even in educational fields where it is difficult to build maker spaces or provide materials and equipment. In the near future, empirical studies are expected to develop customized maker programs considering the characteristics, levels, and needs of students and verify their educational effectiveness.

Global Science Literacy

  • Mayer, Victor J.
    • 한국지구과학회:학술대회논문집
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    • 2003.09a
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    • pp.15-17
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    • 2003
  • Global Science Literacy is proposed as an international curriculum standard for science literacy. It is based on the science curriculum construct of Earth Systems Education, which has come out of the earth science education community in the United States. The presentation will briefly describe the nature of ESE, and include, if sufficient time, an audience participation simulation of mass extinction.

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Design of Driver License Simulation Model Using 3D Graphics (3D 그래픽을 적용한 운전면허 시뮬레이터 설계)

  • Won, Ji-Woon;Hong, Jinpyo
    • Journal of Practical Engineering Education
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    • v.5 no.2
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    • pp.169-176
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    • 2013
  • Recently the construction of simulation environment is an important issue in all fields. In case of the training for operating machines such as airplanes or spaceships which cause a huge cost, simulators could be helpful to reduce the costs and training efforts by simulating real situations. When people get a driver's license, too many trainees have to wait for their turns because of the limited number of cars and the small space of training sites. To solve this problem, we have designed and developed the basic design for the simulators. We suggest the Computer 3D Simulation Model for a driver's practice. The concept of this simulator is from a 3D Racing-game which suits for a driving exercise. We provide users with handle-controlled simulation settings to let users feel reality as if they drive in real through this simulator. We also use a 'force-feedback' system which gives handle vibration when users collide against obstacles or exceed lanes. Users can be absorbed in the simulation program and feel the sense of the real. This paper is the study about modeling the driving exercise model of 'computer 3D simulation', and producing and utilizing the simulator through this modeling.

Development and Formative Evaluation of Simulation Contents for Scientific Exploration based on NetLogo (NetLogo 기반의 과학탐구용 시뮬레이션 콘텐츠 개발 및 형성평가)

  • Woo, Jeonghoon;Jun, Youngcook
    • The Journal of Korean Association of Computer Education
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    • v.17 no.2
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    • pp.65-76
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    • 2014
  • This paper aims at implementing experimental devices with which middle school students can explore scientific ideas using GoGo Board and NetLogo that connect real and simulated worlds. Related research literature was reviewed to design a simulation-based learning model using computer simulation and robot-related activities. In order to construct devices for exploratory experiments, GoGo Board was adopted for developing the interface of Micro-Based Laboratory(MBL) devices with several sensors while NetLogo was used for connecting MBL devices (real world) and simulated experiments (virtual world). The simulation contents were developed in the area of heat equilibrium for changing temperature and the conduct-current relationship appeared in the textbook of middle school science class. With the developed device and contents students can visualize the change of temperature cold and hot waters in terms of heat equilibrium. They also can measure the change of conductor representing the relationship between conductor and current. The formative evaluation of the contents carried out with several middle school students indicated the future direction for upgrading simulation contents and interface. The results might be beneficial for science educators who want to apply simulation contents with the use of computers.

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The effect of Problem-Based Learning and Simulation Practice Convergence Education for Nursing Students (간호대학생의 문제중심학습과 시뮬레이션 실습 융합교육의 효과)

  • Kim, Hyun Jung;Chun, In Hee
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.355-364
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    • 2018
  • The purpose of this study is to investigate the effect of simulation practice combining problem-based learning on nursing knowledge, self-confidence, critical thinking tendency and problem solving ability. The subjects of this study were 45 students who took two courses of nursing situation practice in the fourth grade of S university in S area. Data were collected before and after the simulation exercise using the self-report questionnaire. The problem-based learning and the simulation practice convergence training were conducted for three weeks with two hours per week, and the post- integration nursing knowledge, self-confidence, critical thinking disposition, and problem solving ability scores were improved. Nursing knowledge, self-confidence, and critical thinking tendency were positively correlated with problem solving ability and proved the effectiveness of problem-based learning and simulation training. Therefore, education programs combining problem-based learning and simulation training on various topics should be developed and utilized.

Effects of Students' Prior Knowledge on Scientific Reasoning in Density (학생들의 사전 지식이 밀도과제의 과학적 추론에 미치는 영향)

  • Yang, II-Ho;Kwon, Yong-Ju;Kim, Young-Shin;Jang, Myoung-Duk;Jeong, Jin-Woo;Park, Kuk-Tae
    • Journal of The Korean Association For Science Education
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    • v.22 no.2
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    • pp.314-335
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    • 2002
  • The purpose of this study was to investigate the effects of students' prior knowledge on scientific reasoning process performing a task of controlling variables with computer simulation and to identify a number of problems that students encounter in scientific discovery. Subjects for this study included 60 Korean students: 27 fifth-grade students from an elementary school; 33 seventh-grade students from a middle school. The sinking objects task involving multivariable causal inference was used. The task was presented as computer simulation. The fifth and seventh-grade students participated individually. A subject was interviewed individually while the investigating a scientific reasoning task. Interviews were videotaped for subsequent analysis. The results of this study indicated that students' prior knowledge had a strong effect on students' experimental intent; the majority of participants focused largely on demonstrating their prior knowledge or their current hypothesis. In addition, studnets' theories that were part of one's prior knowledge had significant impact on formulating hypotheses, testing hypothesis, evaluating evidence, and revising hypothesis. This study suggested that students' performance was characterized by tendencies to generate uninformative experiments, to make conclusion based on inconclusive or insufficient evidence, to ignore, reject, or reinterpret data inconsistent with their prior knowledge, to focus on causal factors and ignore noncausal factors, to have difficulty disconfirming prior knowledge, to have confirmation bias and inference bias (anchoring bias).

A prospect on simulation education & training using ship handling simulator (선박조종시뮬레이션 교육.훈련의 전망)

  • 김원욱;정재용;김창제;예병덕
    • Proceedings of the Korea Society for Simulation Conference
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    • 2002.05a
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    • pp.15-20
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    • 2002
  • Most of marine casualties are caused by not only wrong operation of equipments but also lack of knowledge about navigational equipments or systems. But we can say these casualties result from lack of ship handling skill or lack of situational awareness. This study aims to investigate the recent status of SHS and suggest several recommendations such as teaching skills, evaluation skill, etc. to make more efficient crew training with SHS (ship handling simulator).

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Rethinking Disaster Prevention Design: Educating the Public Using Narrative-Based Simulation

  • Kang, Sunwoo;Han, Myeong Ah
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.251-252
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    • 2016
  • The vast majority of the disaster prevention design research in Korea has focused on the macro-level interventions such as examining the existing systems and approaches, instituting revised policies, systematically establishing intervention programs, and evaluating the effectiveness of the interventions. However, little has focused on systematically challenging individuals' awareness using micro-level intervention. The present paper introduces approaches to micro-level intervention by infusing narrative-based simulation, and further suggests the implications on balancing the approaches of both micro-level and macro-level interventions.

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