• Title/Summary/Keyword: personal learning experience

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Forty-five Years of HPM Activities: A Semi-personal Reflection on What I Saw, What I Heard and What I Learn

  • Keung, Siu Man
    • 한국수학사학회지
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    • 제33권5호
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    • pp.261-275
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    • 2020
  • HPM (History and Pedagogy of Mathematics) activities deal with integrating the history of mathematics with the teaching and learning of mathematics. As a teacher of mathematics the author will share his personal experience in the engagement of HPM activities during the past forty-five years with fellow teachers who are interested in such activities and who may wish to know how another teacher goes about doing it.

간호학생의 비판적, 반영적 임상실습 경험 내용분석 - 임상실습 지식 습득 과정 - (Content Analysis of the Student Nurse's Critical-reflective Clinical Practice Experience)

  • 조계화
    • 한국간호교육학회지
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    • 제9권2호
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    • pp.310-319
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    • 2003
  • The purpose of this study was to determine what effect reflection on clinical practice experience had students as learners and care providers. Qualitative research method was used to study a group of four-year undergraduate nursing course. Content analysis was done using the classification method of Carper's four patterns of knowing. Results of the study indicated that the use of the reflective process of clinical debriefing and journaling was impact on the aspect of nursing science, moral component of knowledge in nursing, personal knowing in nursing and the art of nursing. Especially, students moved from a passive to a more active mode of learning. The most significant finding was that over time, reflective processes resulted in the emergence of the client as the central focus of care. It was suggested that reflection was an important learning tool in professional education and that the skills required for reflection need to be developed in professional courses.

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대화형 이러닝 콘텐츠에 관한 사용자 경험(UX) 질적 평가 (User Experience(UX) Qualitative Evaluation of Dialogue e-learning contents)

  • 이영주
    • 정보교육학회논문지
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    • 제24권6호
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    • pp.623-631
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    • 2020
  • 코로나 19라는 전세계적 위기를 맞이하여 이러닝은 '뉴노멀(new normal)'이라는 이름으로 새로운 표준과 일상이 되고 있다. 본 연구에서는 기존의 일방향적, 교수자 중심적 독백형 이러닝 콘텐츠 분석 평가하였다. 총 20명의 성인 학습자가 참여하였고, 1:1 인터뷰를 통한 사용자 경험 평가를 진행하였고, 질적 데이터 분석을 실시하였다. 사용자 경험 평가 결과, 대화형 이러닝은 다양한 의견에 공감할 수 있고 새로운 이러닝 형태로 신선하였다고 응답하였다. 독백형과 대화형 이러닝 콘텐츠에 관한 개인적 선호에 관해 55%의 학습자가 대화형을 선호한다고 답하였고, 실제 경험을 공유하며 참신하다고 답하였다. 한편, 내용 이해 효과성측면에서 선호도는 60% 학습자가 독백형을 선택하였고, 충분한 개념 설명과 정확한 지식 전달을 지적하였다. 연구 결과를 토대로 대화형 이러닝 콘텐츠 설계와 개발을 위한 개선 방안을 제안하였다.

효과적인 대학 1학년 교육 프로그램 모색을 위한 학생 만족도 조사 (Freshman Survey for Investigating Effective 1st year Program)

  • 이은실;김경선;정유지
    • 공학교육연구
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    • 제9권1호
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    • pp.32-42
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    • 2006
  • 대학 첫 1년은 신입생들이 학습을 포함한 대학교육에 대한 태도, 기대, 습관을 형성하는 가장 중요한 시기로 성공적인 대학교육의 관건이 되는 전략적 시기이다. 즉, 대학 첫 1년 시기의 태도와 행동, 대학 교육에의 적응도, 다양한 영역에서의 대학 경험이 성공적인 대학 1년을 결정짓게 되며, 성공적인 대학 1학년 교육은 지적 성장, 인간관계 형성, 진로방향 및 목표에 대한 명료화, 신체 및 심리적 건강, 가치관 명료화 등을 경험하는 것이다. 따라서 본 연구에서는 포스텍 1학년 학생들이 경험하는 학업과 생활은 어떠한지를 조사하여 성공적인 대학 첫 1학년의 경험을 위한 교육요구를 파악하고 프로그램의 방향을 제안하고자 한다.

A Proposal for Developing a Situated Learning Support Systems-Based on an MMORPG

  • PIAO, Cheng Ri
    • Educational Technology International
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    • 제6권2호
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    • pp.59-67
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    • 2005
  • The primary purposes of this study are to develop a Situated Learning Support System based on an MMORPG (Massively Multiplayer Online Role Playing Game) and to investigate applications of Situated Learning theory both hypothetically and practically. In Situated Leaning theory, cognition is interpreted as a dynamic system related to situation, context and activity. According to this theory, learning context, social interaction and personal direct experience are also emphasized. A virtual reality learning system based on an MMORPG provides context, social interaction and a learning environment able to provide direct experiences. However, such a system has been difficult for teachers to develop. This study aims to develop a support system facilitating the construction of a Situated Learning System based on an MMORPG. This study proposes new research and practical applications of Situated Learning theory using educational games.

Three Examples of Learning Robots

  • Mashiro, Oya;Graefe, Volker
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2001년도 ICCAS
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    • pp.147.1-147
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    • 2001
  • Future robots, especially service and personal robots, will need much more intelligence, robustness and user-friendliness. The ability to learn contributes to these characteristics and is, therefore, becoming more and more important. Three of the numerous varieties of learning are discussed together with results of real-world experiments with three autonomous robots: (1) the acquisition of map knowledge by a mobile robot, allowing it to navigate in a network of corridors, (2) the acquisition of motion control knowledge by a calibration-free manipulator, allowing it to gain task-related experience and improve its manipulation skills while it is working, and (3) the ability to learn how to perform service tasks ...

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e-Friendly Personalized Learning

  • Caytiles, Ronnie D.;Kim, Hye-jin
    • International Journal of Internet, Broadcasting and Communication
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    • 제4권2호
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    • pp.12-16
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    • 2012
  • This paper presents a learning framework that fits the digital age - an e-Friendly PLE. The learning framework is based on the theory of connectivism which asserts that knowledge and the learning of knowledge is distributive and is not located in any given place but rather consists of the network of connections formed from experiences and interactions with a knowing community, thus, the newly empowered learner is thinking and interacting in new ways. The framework's approach to learning is based on conversation and interaction, on sharing, creation and participation, on learning not as a separate activity, but rather as embedded in meaningful activities such as games or workflows. It sees learning as an active, personal inquiry, interpretation, and construction of meaning from prior knowledge and experience with one's actual environment.

이러닝 학습자들의 개인·심리적 요인이 이러닝 학습효과와 재이용의도에 미치는 영향 (The Effects of Personal and Psychological Factors of Learners on e-Learning Effect and Intention to Reuse)

  • 배재홍;신호영
    • 한국융합학회논문지
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    • 제10권10호
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    • pp.283-289
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    • 2019
  • 본 연구는 이러닝 학습자의 특성을 개인적 요인과 심리적 요인으로 분류하여, 이러한 학습자의 특성이 이러닝 학습효과와 재이용의도에 어떠한 영향을 미치는지를 확인하고자 하였다. 이를 위해, 경상북도에 소재한 Y대학과 K대학의 대학생을 대상으로 연구조사를 실시하였다. 그 결과, 첫째 학습자의 학년, 자제력, 집중력, 자기효능감이 이러닝 학습효과에 영향을 미치는 것으로 나타났다. 둘째, 학습자의 학년, 이러닝 학습경험, 자기효능감, 학습효과가 이러닝 재이용의도에 영향을 미치는 것으로 나타났다. 그러므로 대학생들의 특성을 고려한 다양한 콘텐츠 개발과 스스로 학습과정을 관리하고 학습을 진행할 수 있도록 시스템 설계와 교수자의 관리적인 역할이 중요시 되어야 할 것이다. 본 연구의 결과는 이러닝의 학습효과 향상을 위한 효과적인 활용방안과 이러닝 학습자 특성에 대한 기초자료를 제공할 수 있을 것으로 생각된다.

Exploring the Practical Value of Business Games: Analysis with Toulmin's Sensemaking Framework

  • Joo Baek Kim;Edward Watson;Soo Il Shin
    • Asia pacific journal of information systems
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    • 제32권4호
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    • pp.803-829
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    • 2022
  • With the advances in technology and the trend towards increased computer-based experiential learning in education settings, business games are being increasingly used by business educators. This article utilizes Toulmin's Sensemaking Framework to investigate the sensemaking process of business professionals to reveal how they consciously reason about the value of business games for learning complex business concepts and principles. Using the analysis of responses from 43 business professionals, our study identifies key areas where business professionals find value in business games and the limitations of using business games. First, business games are found to be an effective tool when teaching practical business skill sets to business professionals. Second, business games enhance the overall learning process in professional business training. Third, despite the advantages, some pitfalls in applying business games to practice are found. We also found sub-themes, claims, and argument patterns of how business professionals evaluate the value of business games through a grounded theory qualitative analysis method. Analysis results show several ground-warrant patterns exist in the arguments on values of business games including general principle - causal reasoning, personal experience - generalization, and personal projection - generalization. With these findings, we believe this paper contributes to the theory and practice of business game design, development, and the game playing and learning process.

간호대학생의 병원미생물학 수강 경험: 질적 내용분석 (Experience in Microbiology Course of Nursing Students: Qualitative Content Analysis)

  • 한미영;김미숙
    • Journal of Korean Biological Nursing Science
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    • 제20권4호
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    • pp.244-251
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    • 2018
  • Purpose: The purpose of this study was to explore nursing students' experience in microbiology courses. Methods: Data were gathered through 4 focus group interviews and 1 in-depth personal interview, by 19 nursing students who attended microbiology courses. Data were collected June 15-July 20, 2018. Conventional content analysis was used for data analysis. Results: The result of this study revealed 4 categories: "facing the challenge", "types of learning", "lack of learning motivation", "acquiring knowledge of infection". Conclusion: Findings suggest that it is important to identify nursing students' perspectives, to improve microbiology curriculum in the educational process. Also, it is necessary to connect continuously, between educational and practical environments, for effective management of microbiology courses.