• Title/Summary/Keyword: active-learning method

Search Result 370, Processing Time 0.028 seconds

Using Gamification Development of Sex Education Program (Ethical Perspective) for Youth

  • BonJin KOO;HoSung WOO
    • Journal of Research and Publication Ethics
    • /
    • v.5 no.1
    • /
    • pp.19-27
    • /
    • 2024
  • Purpose: To prevent and respond to youth sexual problems that are becoming more serious with digital development, this study sought to develop a sex education program that applies gamification as an effective method for youth who are digital natives. Research design, data and methodology: To develop a sex education program for teenagers, elements of gamification were considered based on Dick and Kerry's teaching system design model. The learning content reflected UNESCO's 'Comprehensive Sex Education Guidelines'. In addition, it was designed to enable students to learn about ethics and morals from a social and emotional aspect. Results: A four-session distance learning sex education program was developed for first-year high school students. To learn about gender sensitivity, sexual relationships, sexuality, and healthy sexual behavior, we developed a story that reflects the mission and quest for sex education. It included leaderboards, time limits, and levels, and also utilized mechanics such as points and items. Edutech tools include video content, Google Sheets, Zoom, Padlet, and Mentimeter. Conclusions: This study aims to improve learning effectiveness, satisfaction, and immersion by developing a sex education program for youth using gamification that promotes active learner participation and motivation.

Effects of Team-based Learning on Learning Attitude, Learning Motivation, Problem Solving Ability, Participation in Lessons of Nursing Students (팀 기반 학습이 간호학생의 학습태도, 학습동기, 문제해결능력, 수업참여도에 미치는 효과)

  • Kim, Soon-Ok
    • Journal of Digital Convergence
    • /
    • v.15 no.4
    • /
    • pp.351-363
    • /
    • 2017
  • It is organized to evaluate the effect of nursing students' learning attitude, learning motivation, problem solving ability, and class participation, after applying team-based learning to basic nursing classes. The subjects were 103 people in the second year of the G region. The data collection was from September 1 to December 5, 2016 by using t-test, one-way ANOVA, paired t-test and Pearson's correlation coefficient. Result is that the ability to solve problems increased, showing a statistically significant difference. Learning attitude and motivation of learning increased and the degree of participation didn't change, but there were no statistically significant differences. The learning attitude shows positive correlation with learning motivation, problem-solving skills and participation. After team based-learning, learning attitude showed a positive correlation with learning motivation, problem solving ability and class participation. Learning motivation shows positive correlation with class participation and so does problem solving ability with participation. Based on the results of this study, in order to improve the practical ability, it is necessary to activate the self-directed active learning method such as team base for nursing major study.

Development of the Adaptive PPF Controller for the Vibration Syppression of Smart Structures (지능구조물 제어를 위한 적응형 PPF 제어기의 개발)

  • Lee, Seung-Bum;Heo, Seok;Kwak, Moom Ku
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
    • /
    • 2001.05a
    • /
    • pp.302-307
    • /
    • 2001
  • This research is concerned with the development of a real-time adaptive PPF controller for the active vibration suppression of smart structure. In general, the tuning of the PPF controller is carried out off-line. In this research, the real-time learning algorithm is developed to find the optimal filter frequency of the PPF controller in real time and the efficacy of the algorithm is proved by implementing it in real time. To this end, the adaptive algorithm is developed by applying the gradient descent method to the predefined performance index, which is similar to the method used popularly in the optimization and neural network controller design. The experiment was carried out to verify the validity of the adaptive PPF controller developed in this research. The experimental results showed that adaptive PPF controller is effective for active vibration control of the structure which is excited by either impact or harmonic disturbance. The filter frequency of the PPF controller can be tuned in a very short period of time thus proving the efficiency of the adaptive PPF controller.

  • PDF

Development of Augmented Reality (AR) Smartphone Application for Hwaseong Fortress Tourism (수원 화성 증강현실(AR) 관광 모바일 애플리케이션 개발)

  • Kim, Changhyuk;Song, Kisu;Baek, Seunghyeun;Kim, Jinyoung
    • Journal of the Architectural Institute of Korea Planning & Design
    • /
    • v.34 no.8
    • /
    • pp.87-94
    • /
    • 2018
  • Hwaseong Fortress was designated as a World Heritage Site by UNESCO in 1997 in recognition of its architectural, cultural, and historical significance. In order to provide a compelling and active experience to the visitors of Hwaseong Fortress more effectively and intuitively, an augmented reality (AR) mobile application is developed. The main objective of this paper is to describe the implementation of AR technology in the developed application; and most importantly, how the application is designed for the visitors to actively and intuitively experience the various architectural and historical contents of Hwaseong. The tour routes and their point of interests were selected carefully after deliberation of their contents. To maximize the user interaction with the application and the architectural contents of Hwaseong, not only the conventional AR technology (marker method), but also the markerless AR method is adopted in the developed application. It is expected that visitors of Hwaseong Fortress enjoy the tour, while learning the architectural, historical, and cultural contents through the active and intuitive interaction with the developed AR mobile application.

A Study on the Use of Web-based, Problem-Based Learning and e-Portfolio for Educating Pre-service Teachers (예비교사 교육을 위한 웹기반 문제중심학습과 e-포트폴리오의 적용에 관한 연구)

  • Kim, Hong-Rae;Kim, Hye-Jeong
    • Journal of The Korean Association of Information Education
    • /
    • v.12 no.2
    • /
    • pp.223-234
    • /
    • 2008
  • Educating qualified elementary school teachers depends on excellent pre-service education. The high quality of education is accomplished by various interactions between teachers and learners, as well as active participation by students. In the present study, online problem-based learning and an e-portfolio were used to examine the effect on the computer-curriculum education to reflect social and individual needs, and to enhance the quality of instruction at universities. Students (n=105) participated in six different problem-based learning sessions. At the same time, they developed Blog e-portfolios as individual and group products, and wrote reflective journals that focused on their learning processes and results. A qualitative analysis method was employed to analyze the reflective journals. The results of the analyses showed the following: 1) Increasing the understanding of the computer-curriculum education, 2) enhancing students' competence in using ICT potentially, 3) cultivating student-centered teaching and learning strategies on ICT, and 4) enhancing competence of future teaching activities through experiencing e-portfolio as a performance-assessment tool.

  • PDF

Development of mathematical program based on user experience for self-directed learning (사용자 경험에 기반한 자기주도학습 수학 프로그램 개발)

  • Lee, GaRam;Kim, JeongEun;Gu, SeongWoo;An, WonJu;Cho, KyooLak
    • The Journal of Korean Association of Computer Education
    • /
    • v.19 no.3
    • /
    • pp.21-34
    • /
    • 2016
  • This study aims to develop user experience based mathematical program for self-directed learning. To meet its aim this program is designed and developed according to the process and method of 'ADDIE', general design model of education program. The features of this program are as follows. First, teacher can set questions conveniently through intuitive system of web and learner can solve questions at anytime and anywhere through instant access to application. Second, learner can solve different types of questions based on powerful question database and teacher can provide instantaneous feedback on them. Third, learner's circulation learning can be possible by utilizing paper-video explanation and wrong answer note and teacher supports learner's active learning management though group achievement management.

A Study on the Needs of Space Use for u-School Design - Through the survey research on the middle and high school students' and teachers' needs for the teaching and learning space - (u-스쿨 디자인을 위한 학교시설 사용 요구에 관한 연구 - 중.고교 학생 및 교사의 교수-학습공간 사용 요구를 중심으로 -)

  • Park, Jung-Eun;Park, Soo-Been
    • Korean Institute of Interior Design Journal
    • /
    • v.19 no.3
    • /
    • pp.214-223
    • /
    • 2010
  • Information & Communication Technology(ICT), called ubiquitous computing, changes our environment in many ways. It also acts on educational environment in concert with new pedagogy. Korean Government gives an efforts to set up the u-School as the educational environment supported by ICT. This study aims to find efficient uses of ICT to cope with the changing education environment and emerging needs of users. The survey research follows the pilot study on the model of future school. The students and teachers in six schools located in Busan answered the questionnaire and 752 individuals were analyzed by the statistical method including frequencies, crosstabs, ANOVA, and factor analysis. The conclusions are as follows: (1) Highly demanded were the u-School facilities to provide pleasant environment as the teachers and students have to spend most of time in classroom, or school premises. In addition, the infrastructures were so desperately required that students are able to control their textbooks and belongings, and efficiently utilize a variety of data. (2) The classroom volume should be planned a bit smaller than the current number of students so that teachers are relieved from the burden of too many student. The needs of students to interact with more students can be bolstered by utilization of ICT. (3) The respondents feel the high needs of computer for student, electronic blackboard, electronic lecture desk, microphone and computer for teacher as the teaching and learning facilities. This showed high needs for teaching and learning facilities enabling the active and individual learning through the use of ICT at education environment. In conclusion, the study proposes the fundamental data to combine u-School elements proper to the current learning and school environment, from the analysis on the use of school facilities, with the subjects, the users of education environment.

Effects of Cooperative Learning Methods on Sex Education among Primary School Students (협동학습이 일부 초등학생의 성교육에 미치는 효과)

  • Ryu, Jung-Eun;Kim, Yun-Shin;Kim, Hyeon-Suk
    • Journal of the Korean Society of School Health
    • /
    • v.25 no.1
    • /
    • pp.122-132
    • /
    • 2012
  • Purpose: The purpose of this study is to determine the effectiveness of cooperative learner-centered methods of sex education. Methods: This study was carried out on 5th grade elementary school students in D-district. Nine classes were divided into 3 groups using each different teaching methods: group A (a cooperative learning), group B (a lecture) and group C (a control group for a comparison). The study period was from Oct. 17 to Dec. 2 in 2011. Both groups A and B received sex education lessons for 40 minutes for 4 weeks and were tested their sex knowledge and attitude to compare the differences. Results: The scores of sex knowledge for all three groups were increased and their sex attitude was increased as well. The points of sex knowledge between pre and post test in group A are greater than the group B's. Thus, the cooperative learning approach with Group A was more effective to improve student's sex knowledge. But the difference between the sex attitude scores was not statistically significant. Group A and B showed a positive improvement in both their sex knowledge and attitudes compared with the control group. Conclusion: This experiment shows that an active teaching methods is more effective to improve student sex knowledge than a passive approach. Thus, a cooperative learning method results in increases of both student's sex knowledge and interests in learning sex education. It needs to develop more diverse teaching methods and programs on sex education that are more systematic and tailored.

  • PDF

Design and Implementation of Education Contents for Prevention of Child Sexual Violence (아동 성폭력 예방을 위한 교육 콘텐츠의 설계 및 구현)

  • Kim, Hee-joo;Shin, Hye-won;Lee, yoon-ji;Won, Hye-mi;Park, Su e;Park, Jung Kyu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.10a
    • /
    • pp.179-181
    • /
    • 2017
  • In this paper, we propose the contents of the visual content of the child's own boundaries and implement the contents based on active learning using touch method. The images consist of four modules, each of which consists of content developments, learning concepts, and learning content. The notion of sexual violence is also aimed at fostering awareness that sexual violence is also an extension of the child's safety. Moreover, the learning content of a learning game improves learning outcomes by receiving a 'compliment' if the game succeeds and receives a 'reward' on the game.

  • PDF

A Design of Participative Problem Based Learning (PBL) Class in Metaverse (메타버스에서의 참여형 PBL 수업 설계)

  • Lee, Seung Ho
    • Journal of Practical Engineering Education
    • /
    • v.14 no.1
    • /
    • pp.91-97
    • /
    • 2022
  • Recently, as per a representative education method to develop core capabilities (such as critical thinking, communication, collaboration, and creativity) problem based learning (PBL) has been widely adopted in universities. Two important features of PBL are 'collaboration between team members' and 'participation based self-directed learning'. These two features should be satisfied in online education, although it is difficult due to the limitation on space and time in the COVID-19 pandemic. This paper presents a new design of PBL class in Metaverse, based on improving the online PBL class operated in the previous semesters in the H university. In the proposed PBL class, students are able to display materials (e.g., image, pdf, video files) in 3D virtual space, that are related to problem solving. The 3D virtual space is called gallery in this paper. The concept of gallery allows for active participation of students. In addition, the gallery can be used as a tool for collaborative meeting or for final presentation. If possible, the new design of PBL class will be applied and its effectiveness will be analyzed.