• Title/Summary/Keyword: learning immersion

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Effects of integrative simulation practice on nursing knowledge, critical thinking, problem-solving ability, and immersion in problem-based learning among nursing students (문제중심학습 통합 시뮬레이션교육이 간호대학생의 간호지식, 비판적 사고성향, 문제 해결 능력 및 수업 몰입도에 미치는 효과)

  • Song, Young A
    • Women's Health Nursing
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    • v.26 no.1
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    • pp.61-71
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    • 2020
  • Purpose: This study was conducted to investigate the effects of problem-based learning-integrative simulation practice (PBL-ISP) on nursing knowledge, critical thinking, problem-solving ability, and immersion among nursing students. Methods: The study used a nonequivalent control group post-test design. A PBL-ISP educational program was provided to the experimental group, and hands-on practice using a high-fidelity simulator (HFS) was administered to the control group. There were 42 subjects in the experimental group and 40 in the control group. Data were collected during the fall semester of 2019. Using SPSS for Windows version 23.0, data were analyzed in terms of frequency, percentage, mean, standard deviation, the chi-square test, t-test, and Pearson correlation coefficients. Results: Significant differences between the experimental and control groups were found in nursing knowledge (t=3.67, p<.001), critical thinking (t=3.40, p=.001), problem-solving ability (t=3.52, p=.001) and immersion (t=4.44, p<.001). Conclusion: PBL-ISP was more effective in improving nursing knowledge, critical thinking, problem-solving ability, and immersion than was hands-on practice using an HFS.

Effectiveness of Learning Performances According to Financial Motivation of University Students

  • PARK, Young-Sool;KWON, Lee-Seung;CHOI, Eun-Mee
    • Asian Journal of Business Environment
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    • v.9 no.3
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    • pp.27-38
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    • 2019
  • Purpose - The aim of this study is to explore the effectiveness in educational differences between students of the government's financial-funded groups and the non-financial-funded groups at a university in Korea. Research design, data, and methodology - The study was conducted using a survey tool of National Assessment for Student Engagement in Learning. In total, 334 participants were surveyed, of which 290 students were participants in economic support program and 44 were nonattendance program students. The general characteristics of all of the participants were investigated by frequency analysis. The analysis of participants' collective characteristics used independent t and f-test, and one-way ANOVA with IBM SPSS Statistics package program 22.0. Results - The number of participating students is higher than that of non-participating students in relation to in-activities of university immersion, but the number of participating students is lower than that of non-participating students in relation to in-quality of student support. However, there was no statistical significance. The confidence coefficient of the university-immersion and student support questionnaire is 0.860 and 0.913, respectively. Conclusions - There is no significant difference in the activities of university immersion and student support between students who participate in the economic support program and those who do not.

An Exploration of Learning Environment for Promoting Conceptual Understanding, Immersion and Situational Interest in Small Group Learning Using Augmented Reality (증강현실을 활용한 소집단 학습에서 개념 이해 및 몰입, 상황 흥미를 촉진할 수 있는 학습 환경 탐색)

  • Shin, Seokjin;Noh, Taehee;Lee, Jaewon
    • Journal of the Korean Chemical Society
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    • v.64 no.6
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    • pp.360-370
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    • 2020
  • This study explored the learning environment for promoting conceptual understanding, immersion, and situational interest in small group learning using augmented reality, according to the level of students' self-regulation. 95 ninth-grade students from a coed high school in Seoul participated in this study. Students were divided into a group of four and each group was randomly assigned to three learning environments that provide one marker and one smart device(1-1), two markers and two smart devices(2-2), and four markers and four smart devices(4-4) for a group. Small group learning using augmented reality was conducted for two class periods about the chemical bonding concept from the Integrated Science subject. Two-way ANOVA results revealed that students in the 4-4 learning environment scored significantly higher than those in the 1-1 or 2-2 learning environment in a conception test. Changes in the learning environment have affected students with a low level of self-regulation. In an immersion test, students in the 4-4 learning environment scored significantly higher than those in the 1-1 learning environment, and changes in the learning environment have affected students with a high level of self-regulation. As a result of situational interest test, students in the 4-4 and 2-2 learning environments scored significantly higher than those in the 1-1 learning environment, and changes in the learning environment have affected students with a low and a high level of self-regulation. Based on the results, the educational implications of the learning environment for promoting conceptual understanding, immersion, and situational interest in small group learning using augmented reality are discussed.

A Study on the Operation Effectiveness of Library and Information Science Course Using Blended Learning (블렌디드 러닝을 적용한 문헌정보학 전공 교과목 운영의 효과성 연구)

  • Yo-Han Min;Bo-ra Lee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.3
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    • pp.255-272
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    • 2023
  • This study sought implications for further revitalizing student-centered classes by measuring and analyzing the effects of the operation of major courses applying blended learning for library and information sicence (LIS) students on learning immersion, result achievement, and learning satisfaction. The results are as follows: First, as a result of comparative analysis between the pre and post scores of learning immersion, result achievement, and academic satisfaction after operating the blended learning class, the average score of the post-survey was high. Second, among the factors of learning immersion, significant results were found in academic reasons, academic concentration, interest, and control. In particular, the effect of academic concentration and control was high. Third, among the factors of outcome achievement, significant results were found in achievement motivation, satisfaction, relationship utilization ability, and class attitude. The effect of satisfaction and relationship utilization ability was particularly high. Fourth, both general satisfaction and learning-related satisfaction were very effective in academic satisfaction factors. In sum, it was found that the operation of major courses applying blended learning was effective for LIS students.

The Effect of Basic Learning Ability Improvement Clinic Classes on Self-efficacy, Immersion, and Major Satisfaction in College Students

  • Jung-Oh Lee;Gyeoung-Ran Moon
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.11
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    • pp.135-145
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    • 2023
  • Due to the decrease in the school-age population, the number of freshmen at local college who lack basic learning skills is increasing. Thus, C college has been running a basic learning ability improvement clinic program. This paper is a case study that investigates the effect of basic learning ability improvement clinic programs on major class immersion, efficacy, and major class satisfaction. In 2022, a total of 459 students were surveyed, including 238 students who participated in online and offline classes for basic learning ability improvement clinics and 221 students who did not participate in classes. Data processing was performed using SPSS Ver. 26.0 was used. The results of this study are as follows. First, among the sub-factors of academic self-efficacy, the group participating in the basic learning ability improvement clinic showed significant differences in task difficulty preference and confidence. Second, the class participation group showed a significant difference in learning immersion in major classes. Third, the class participation group showed significant differences in all sub-factors of major satisfaction. In conclusion, it was found that the basic learning ability improvement clinic class had a significant effect on academic self-efficacy, learning immersion, and major satisfaction.

Immersive Learning Technologies in English Language Teaching: A Meta-Analysis

  • Altun, Hamide Kubra;Lee, Jeongmin
    • International Journal of Contents
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    • v.16 no.3
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    • pp.18-32
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    • 2020
  • The aim of this study was to perform a meta-analysis of the learning outcomes of immersive learning technologies in English language teaching (ELT). This study examined 12 articles, yielding a total of 20 effect sizes. The Comprehensive Meta-Analysis (CMA) program was employed for data analysis. The findings revealed that the overall effect size was 0.84, implying a large effect size. Additionally, the mean effect sizes of the dependent variables revealed a large effect size for both the cognitive and affective domains. Furthermore, the study analyzed the impact of moderator variables such as sample scale, technology type, tool type, work type, program type, duration (sessions), the degree of immersion, instructional technique, and augmented reality (AR) type. Among the moderators, the degree of immersion was found to be statistically significant. In conclusion, the study results suggested that immersive learning technologies had a positive impact on learning in ELT.

Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.267-277
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    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.

A Study on Learners' Perceptions and Learning styles of Task Research (R&E) conducted by Science High School Students

  • Dong-Seon Shin;Jong Keun Park
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.286-294
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    • 2023
  • We studied learners' perceptions and learning styles of project research activities in the chemical field conducted by 54 science high school students. In a survey of students' perceptions of task research, positive responses were found in "internal motivation," "cooperation," "task solving," and "tenacity and immersion," and statistically significant differences were found in "self-directedness," "cooperation," and "tenacity and immersion" by year. The 'lower' group responded most positively in the 'cooperation' category, and the 'higher' group responded most positively in the 'task solving' category. As a result of investigating the learning styles of the students who conducted the task research, it was found in the order of assimilator, converger, accommodator, and diverger. The assimilators showed the characteristic of systematically and scientifically approaching the problem. Convergers were found to have excellent problem-solving and decision-making ability, are practical, and have experimental-based thinking characteristics. In this study, the characteristics of science high school students showed well in the results of the learning style performed.

Relation Research on Participation Valence and Learning Flow of Adult Learner in the Credit Bank System (성인학습자의 학점은행제 참여 유의가와 학습몰입 관계 연구)

  • SONG, Kyoung-Hwa;JUNG, Ju-Young;AHN, Young-Sik
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.5
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    • pp.1209-1219
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    • 2016
  • In knowledge based society, lifelong learning is increasing in order to meet educational needs of adult learners. Credit Bank system which is credited by individual experience, learning and qualifications are also emphasized for continuing learning participation. However, in spite of the importance of concern in the Credit Bank System, adult learners expectation and value are not high. The purpose of this study is to analyze participation valence and learning flow of adult learner in the Credit Bank System. The result of this study is summarized as follows: first, adult learners participated in the Credit Bank System to get new knowledge and skill based on internal and external motivation and requirement not involved with individual degree. Second, adult learners participating in the Credit Bank System are experiencing learning flow realizing that behavior of participation is compensated, adult learners are concentrating and feeling with satisfaction and pleasure to study. Third, participation in the Credit Bank System based on adult learner's own right learning requirement have been analyzed as it has a positive effect to the learning flow and have indicated that adult learners having high level of valence experience, recognition immersion, behavioral devotion, and egoistic immersion. Based on the conclusion, further studies are suggested.

The Effect of Novel Engineering (NE) Education using VR authoring tool on STEAM literacy and Learning Immersion (VR 저작도구 기반 노벨 엔지니어링(NE) 교육이 초등학생의 융합인재소양과 학습몰입에 미치는 효과)

  • Song, Hae-nam;Kim, Tae-ryeong
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.153-165
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    • 2022
  • This study is about the Novel Engineering(NE) education program : a class model that combines reading and engineering. By including the process of directly designing and programming a virtual reality using CospacesEdu (a VR authoring tool for the NE class), the effects of the educational program on learners' STEAM literacy and Learning immersion are demonstrated. Moreover, the subject of this education is Dokdo in South Korea. As a result, the average of STEAM literacy is increased, and a significant change is confirmed statistically in Convergence. Learning immersion shows significant improvement in Challenges-skills balance. On the other hand, some students experience difficulties due to the long research stages, from reading a book to researching for information to designing VR and rewriting a story with the collected information. In conclusion, this study will help generalise other education using NE, and this developed program will be a reference that would suggest a new way of teaching.