• Title/Summary/Keyword: learning flow experience

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The Effects of STEAM Program on the Scientific Communication Skills and the Learning Flow of Elementary Gifted Students (STEAM 프로그램이 초등영재학생의 과학적 의사소통능력과 학습몰입에 미치는 영향)

  • Bak, Aerina;Kim, Yong Kwon
    • Journal of Korean Elementary Science Education
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    • v.33 no.3
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    • pp.439-452
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    • 2014
  • The purpose of this study is to find out the effect of STEAM program on the scientific communication skills and the learning flow of elementary gifted students. The main findings of this study are as follows: First, STEAM program that mathematical, technical, engineering and art factors were combined based on basic concepts of science were developed. Seconds, the change in the scientific communication skills of experimental group applying STEAM program had statistically meaningful difference (p<.05). Third, the flow of experimental class improved, but it had no meaningful difference statistically (p>.05). But it is expected that continuing level adjusted STEAM program might have positive effect on improving the flow with the following three reasons: 1) The gifted students' flow level on learning before experiment was rather too high to expect short term effect. 2) It was hard for them to achieve flow experience because topic difficulties and students' capacities were not balanced. 3) topic commitments and autotelic behaviors of gifted students were observed during classes. Fourth, by the result of the student satisfaction questionnaire survey on this program, students actively participated in the STEAM program with interest and curiosity. As achieved self-directed problem solving, versatile communication activities and success experiences, their class satisfaction was high. Based on such results, it was expected that the gifted class applied of STEAM program could enhance scientific communication capacity of the elementary gifted students and would further positively influence flow of learning as well. In addition, it was considered to have integrated approach value to elementary gifted and talented education in the aspect that it could satisfy various educational demands of gifted students.

Optimal Flow Experience In Web Based Instruction (웹 기반 교육에서 최적몰입경험)

  • Heo, Gyun;Rha, Ilju
    • The Journal of Korean Association of Computer Education
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    • v.6 no.2
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    • pp.71-79
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    • 2003
  • In the flow state, people are absorbed in their activities, while irrelevant thoughts and perceptions are screened out. In Csikszentmihalyi's view, the term 'flow' is used in describing the best feeling in human lives. Flow has been conceptualized as an optimal experience that stems from people's perception on challenges and skills in a given situation. We can easily observe that students who are learning from WBI experience flow state occasionally. If we identify the related factors that make flow experiences possible in WBI, the designers and instructors of WBI might be greatly benefitted by having ideas of how to provide optimal flow experiences to their students. In this article, we attempted to analyze what are critical Flow factors in WBI and provided guidelines on how to design optimal flow experiences in WBI.

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The Effect of Process Oriented Guided Inquiry Learning Using Mobile Augmented Reality on Science Achievement, Science Learning Motivation, and Learning Flow in Chemical bond (화학 결합에서 모바일 증강현실을 이용한 과정기반 안내탐구학습이 과학 학업 성취도, 과학 학습 동기, 학습 몰입감에 미치는 영향)

  • Jeon, Young-Eun;Ji, Joon-Yong;Hong, Hun-Gi
    • Journal of The Korean Association For Science Education
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    • v.42 no.3
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    • pp.357-370
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    • 2022
  • In this paper, we developed an augmented reality learning tool suitable for chemical bond learning and proposed a process-oriented guided inquiry learning using mobile augmented reality (POGIL-MAR) to find out how it affects science achievement, science learning motivation and learning flow. Participants were 139 10th-grade students from a coeducational high school in Gyeonggi-do, and they were randomly assigned to the control group (TL), the treatment group 1 (POGIL), and the treatment group 2 (POGIL-MAR). They learned the concept of the chemical bond from the Integrated Science subject for four class periods. Results of two-way ANCOVA revealed that the POGIL-MAR group scored significantly higher than the other groups in a science achievement test, science learning motivation test, and learning flow test, regardless of their prior science achievement. In addition, in the case of the low-level group, the POGIL-MAR group showed a statistically significant improvement in achievement compared to the TL and POGIL groups. The MANCOVA analysis for sub-factors of science learning motivation show that the POGIL-MAR group had significantly higher scores in intrinsic motivation, career motivation, self-determination, self-efficacy, and grade motivation. In particular, the interaction effect between the teaching and learning method and the level of prior achievement was significant in the intrinsic motivation. Meanwhile, the MANCOVA analysis for sub-factors of learning flow show that the POGIL-MAR group had significantly higher scores in clear goals, unambiguous feedback, action-awareness merging, sense of control, and autotelic experience. Based on the results, educational implications for effective teaching and learning strategy using mobile augmented reality are discussed.

Interaction and Flow as the Antecedents of e-Learner Satisfaction (이러닝 만족도 영향요인으로서의 상호작용과 몰입)

  • Moon, Chul-Woo;Kim, Jae-Hyoun
    • The Journal of Korean Association of Computer Education
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    • v.14 no.3
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    • pp.63-72
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    • 2011
  • Satisfactory e-learning experience of working part-time adult students is a truly dynamic and multidimensional process that reflects learning needs and abilities. Special attention is given to understanding the role of student-to-faculty interaction, student-to-student interaction, e-learning content and course structure, flow, periodic off-line class meetings and synchronous Q&A sessions. Survey questions were developed and distributed to adult graduate students. Some of them were asked to complete the questions with the most interesting subjects or classes in their mind, and others with the most difficult subjects in their mind. The structural model for each group was tested. The values of path coefficients corresponding to the group with the difficult subjects turn out to be higher for the following paths; a) interaction among professors and students and satisfaction, b) contents quality and flow, c) Q&A and interaction among professors and students, d) Q&A and interaction among students. For the other paths such as interaction among students and satisfaction, contents structure and flow, the coefficient values corresponding to the group with the interesting subjects are higher. Some implications for e-learning design were provided as well.

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Effects of the Nature of Teacher Behavior on Learning Flow in Military Education (군 교육에서 교수행동특성이 학습몰입에 미치는 영향)

  • Sohn, Jung-Mok;Won, You-Dong;Kang, Sung-Tae;Cho, Woo-Sung;Um, Myoung-Yong
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.478-487
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    • 2012
  • The purpose of this paper is to investigate which the nature of teacher behavior affects the learning flow in the context of military education. Empirical results show that the leadership of the nature of teacher behavior has a significant effect on three factors of learning flow (flow experience, transformation of time, concentration on task). In addition, the pace of class of the nature of teacher behavior is significantly related to the transformation of time and the concentration on task, and the sense of humor of the nature of teacher behavior significantly affects the concentration on task. The findings provide practical implications on how a military education institution strategically employes the leadership, the sense of humor, and the pace of class in an attempt to select and train instructors.

The Effects of 4CID Model based Robot Programming Learning on Learners' Flow Level (4CID 모델 기반 로봇 활용 프로그래밍 학습의 몰입 효과 분석)

  • Lee, EunKyoung;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.11 no.4
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    • pp.37-46
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    • 2008
  • Using robots in the programming classes may help to induce learners' interest and motivation. However, simple introduction of new media, such as robots, may cause to increase learners' interest level temporarily, but also may give cognitive overload and offense against learning motivation. We developed a robot programming course to induce intrinsic motivation and to reduce cognitive load for learners in the programming education. And then, we implemented the developed course in college programming classes and analysed the educational effects of robot programming learning on novice learners' flow level. We found that robot programming course was helpful in enhancing novice learners' flow level. Especially, the element of 'autotelic experience', which explains an intrinsic motivation, was higher than conventional programming course group. It means that the developed strategies for robot programming course provides positive effects on learners' intrinsic motivation.

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A Study on User Satisfaction in the Mobile Navigation Systems of National Museum of Korea : Focused on Flow Theory (국립중앙박물관 네비게이션시스템 이용자 만족도 연구: 플로우개념을 중심으로)

  • Kim, Hak-Hee;Lee, Ki-Dong
    • The Journal of Information Systems
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    • v.18 no.2
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    • pp.19-34
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    • 2009
  • The purpose of this study is to analyze the influence of the flow concepts to the visitor's satisfaction in the mobile sensor-network navigation system. recently installed in the National Museum of Korea in Seoul. The satisfaction of visitor's on the facilities and services offered by the museum environment is crucial in that it provides a value-added learning experience for the visitor to immerse into the historical descriptions and cultural contents, often presented in digital formats. 200 subjects' data are analyzed using the structural equation model and the key results are presented. It is hoped thai our flow results show a new way of understanding of information technologies applied to the museum setting.

The Effect of Program for the Gifted based on GI-STEAM model on Leadership, Creative personality, and Learning flow of Elementary Gifted Students (GI-STEAM 모형에 기반한 영재 프로그램이 초등영재의 리더십과 창의적 인성, 학습몰입에 미치는 영향)

  • Hong, Jeong-Hee;Yoo, Mi-Hyun
    • Journal of Gifted/Talented Education
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    • v.26 no.1
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    • pp.77-99
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    • 2016
  • The purpose of this study was to examine the effect of GI-STEAM program on leadership, creative personality, and learning flow of elementary Gifted Students. GI-STEAM program was the convergence model of Group Investigation that belongs to Co-learning and STEAM framework of learning criterion. The participants were 16 gifted students in a Korean elementary school located in Gyeong-gi province. The experimental design was one group pretest-posttest design. After a pretest on leadership, creative personality, and learning flow was conducted, classes were carried out as GI-STEAM program for the gifted student and a post-test was conducted. The study results of the class that was conducted twelve times for two weeks are as follows. First, Individual area of leadership is meaningfully developed in statistics after GI-STEAM program. The sub-domains of leadership, such as the communication, organization management, society commitment and teamwork showed a statistically significant improvement. Second, the domain of creative personality didn't show meaningful difference after GI-STEAM program. However, the aesthetic in the sub-domains of the creative personality showed a statistically significant improvement. Third, learning flow was meaningfully developed in statistics after GI-STEAM program. The sub-domains of the leadership, such as the balance between challenge and ability, integration with behavior and consciousness, concrete feedback and Autotelic experience showed a statistically significant improvement. In conclusion, GI-STEAM is an effective program for improving ability of communication, aesthetic sensibility, which are core competency of 'creative-convergence' gifted students. For this reason, it is highly considered that various programs applying GI-STEAM should be developed.

Deep Neural Network-Based Critical Packet Inspection for Improving Traffic Steering in Software-Defined IoT

  • Tam, Prohim;Math, Sa;Kim, Seokhoon
    • Journal of Internet Computing and Services
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    • v.22 no.6
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    • pp.1-8
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    • 2021
  • With the rapid growth of intelligent devices and communication technologies, 5G network environment has become more heterogeneous and complex in terms of service management and orchestration. 5G architecture requires supportive technologies to handle the existing challenges for improving the Quality of Service (QoS) and the Quality of Experience (QoE) performances. Among many challenges, traffic steering is one of the key elements which requires critically developing an optimal solution for smart guidance, control, and reliable system. Mobile edge computing (MEC), software-defined networking (SDN), network functions virtualization (NFV), and deep learning (DL) play essential roles to complementary develop a flexible computation and extensible flow rules management in this potential aspect. In this proposed system, an accurate flow recommendation, a centralized control, and a reliable distributed connectivity based on the inspection of packet condition are provided. With the system deployment, the packet is classified separately and recommended to request from the optimal destination with matched preferences and conditions. To evaluate the proposed scheme outperformance, a network simulator software was used to conduct and capture the end-to-end QoS performance metrics. SDN flow rules installation was experimented to illustrate the post control function corresponding to DL-based output. The intelligent steering for network communication traffic is cooperatively configured in SDN controller and NFV-orchestrator to lead a variety of beneficial factors for improving massive real-time Internet of Things (IoT) performance.

The Educational Significance of Place Experience through Folklore (설화를 통한 장소 경험의 융합교육적 의의 -청주 지역 전승의 <지네 장터> 설화를 중심으로)

  • Hwang, Yun-jeong;Seo, Myug-hee
    • Journal of Korean Classical Literature and Education
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    • no.34
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    • pp.75-113
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    • 2017
  • The purpose of fusion education is to acquire educational contents efficiently and gain a new worldview. To realize this purpose, I point out that it is urgent to provide common educational content and suggest "place experience" as common content for literature and geography. Local legends present a concrete space and a sharp confrontation with the human world, while shaping the tradition of a place's name. Place experience as common educational content enables a three-dimensional experience of a place that utilizes the characteristics of these local legends. The physical condition, human activity, and implied meaning of a place mediate the student's empirical understanding of folktales. The common area of "place experience" allows us to expect a stereotypical understanding of a learner's place by providing a literary context to learning contents that can flow from the existing geography subject to the simple provision of information. In addition, it facilitates learners' empirical understanding by providing actual and specific objects to learning contents, which can flow abstractly in the existing literature subject. Through this discussion, convergence education demonstrates educational significance by achieving educational efficiency through common educational content and enabling the formation of new thinking.