• Title/Summary/Keyword: problem-based learning

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The impact of puzzle based algorithm learning on problem solving skill of learners (퍼즐 기반 알고리즘 학습이 학습자의 문제 해결력에 미치는 영향)

  • Choi, JeongWon;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.4
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    • pp.1-9
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    • 2015
  • Problem solving is essential skill for all students in the $21^{st}$ century. In particular, as the computing system ensures the effectiveness of problem solving in the various disciplines and real life, interest in learning algorithms to design a problem solving process is increasing. In order to improve problem solving skill, students should not only understand algorithm design skills but also apply appropriate skills to solve faced problem. In terms of these the puzzle can be considered a preferred learning tools to improve problem solving skill. Therefore, in this study we designed puzzled based algorithm learning and analyzed the impact of puzzle based algorithm learning on problem solving skills of leaners. As the results of research, we confirmed that the puzzled based algorithm learning took positive effect on enhancing problem solving skills of the learners.

Effect of web-based virtual simulation learning on learning flow, problem-solving ability, and academic self-efficacy of paramedicine students (웹기반 가상시뮬레이션 학습이 응급구조과 학생의 학습몰입, 문제해결능력, 학업적 자기효능감에 미치는 영향)

  • Young-Ah Lee
    • The Korean Journal of Emergency Medical Services
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    • v.28 no.2
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    • pp.131-142
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    • 2024
  • Purpose: This study aimed to explore the use of web-based virtual simulations to improve the learning flow, problem-solving ability, and academic self-efficacy of paramedicine students. Methods: This study used a pre-post comparison design with 40 pamedicine students at one university. the participants were third grade students and participated in web based virtual simulation(vSim®). The difference between the pre-post was analyzed using a Paired Sample t-test with SPSS 26.0. Results: After web based virtual simulation using vSim® program than before, significantly higher learning flow(t=12.74, p<.001), problem-solving process(t=5.78, p<.001), academic self-efficacy(t=2.77, p<.001), Paramedic-Care Skills Confidence(t=6.30, p<.001). Conclusion: The results indicated the positive effects of web-based virtual simulation(vSim®) learning method and suggests implications for learners and instructors.

Effects of a Problem-Based Learning Program on Health Education for Elders (문제중심학습을 적용한 노인보건교육 프로그램의 효과)

  • Son, Young-Ju;Choi, Eun-Young;Song, Young-A
    • Journal of Korean Academy of Nursing
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    • v.39 no.2
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    • pp.207-216
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    • 2009
  • Purpose: The purposes of this study was to analyze the effects of a health education program using problem-based learning on health related knowledge, behavior, and quality of life in elderly people. Methods: The participants included 44 elders, of whom 23 took the health education program and 21 did not. All participants were over 60 yr of age and were selected from residents of nursing homes or participants in activities of social welfare facilities in Jeju Province. Elders in both groups completed pre- and post-tests. Elders in the education group participated in 5 weekly sessions, 100-120 min/session of problem-based learning on health education. Data were analyzed using SPSS WIN 12.0. Results: Scores for health knowledge, health behavior, and quality of life for the education group were significantly higher than those of the control group. Conclusion: A problem-based learning health education program can be recommended as a method to promote the health of the elders. Indirectly, the results seem to indicate that proper assessment and support should be provided simultaneously in the management of elders' health. Finally, future study is needed to examine whether problem-based learning is more helpful compared to traditional education.

The Effect of Education based on Simulation with Problem-based Learning on Nursing Students' Learning Motivation, Learning Strategy, and Academic Achievement (문제중심학습 연계 시뮬레이션 기반 교육이 간호대학생의 학습동기, 학습전략 및 학업성취도에 미치는 효과)

  • Cho, Ok-Hee;Hwang, Kyung-Hye
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.640-650
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    • 2016
  • This study was conducted in order to develop an education program based on simulation with problem-based learning, to apply it to nursing students, and to examine its effects on the students' learning motivation, learning strategy, and academic achievement. The subjects of this study were 69 seniors majoring in nursing. Education based on simulation with problem-based learning was applied to the students from September to October in 2015, and then a questionnaire survey was conducted on their learning motivation, learning strategy, and academic achievement. According to the results of this study, the education based on simulation with problem-based learning reduced the nursing students' other-directed motivation (external motivation), increased their self-regulation motivation (identified motivation, intrinsic motivation), and improved their use of resource management strategies. In addition, academic achievement (academic performance, and educational satisfaction) was in a positive correlation with identified motivation and learning strategies (cognitive strategy, meta cognitive strategy, and resource management strategy). In conclusion, education based on simulation with problem-based learning was found to be an effective education strategy for enhancing nursing students' autonomous motivation and improving their use of resource management strategies. Thus, it is necessary to promote the application of simulation with problem-based learning in various care situations and to study factors and parameters influencing learning related variables.

Effect of Game based Learning Utilized Sandbox Game on Creative Problem-solving Ability and Learning Flow (샌드박스형 게임을 활용한 게임기반학습이 창의적 문제해결력과 학습몰입도에 미치는 영향)

  • Jeon, Inseong;Kim, Jeongrang
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.313-322
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    • 2016
  • The effect on creative problem solving ability and learning flow is analyzed by applying game-based learning using sandbox game, Minecraft Edu for elementary school students. It appeared to be effective when applied to sand box utilizing game-based learning than traditional lecture teaching method on creative problem solving ability and learning flow. It is found to be a significant difference observed in all sub-elements on Creative problem solving ability and it is found to be a significant difference in all sub-elements on learning flow except sense of control and transformation of time.

A Web-based Practice System for Engineering Accounting by Problem-based Learning Model (문제기반학습모형에 근거한 공학회계의 웹기반 실습시스템 개발)

  • Kim, Moon-Soo
    • Journal of Engineering Education Research
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    • v.14 no.1
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    • pp.55-63
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    • 2011
  • This paper deals with how to apply PBL(Problem-based learning model) model to interdisciplinary field such as engineering accounting. The PBL approach can provide a solution about educational issue for engineering accounting with a systematic view. A web-based practice system, which is a core element of PBL model and a learning object and practical exercise for engineering students, is developed.

A case study of problem-based learning (PBL) in classes (PBL을 활용한 <드레이핑> 교과 수업사례 및 학습효과 연구)

  • Kang, Yeo Sun
    • The Research Journal of the Costume Culture
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    • v.29 no.3
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    • pp.346-360
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    • 2021
  • Universities have recently introduced problem-based learning (PBL) to various subjects to enhance problem-solving skills (including self-directed learning and small-group learning) required in industry. The PBL module was applied to the personal production process in a draping class. A study was based on a questionnaire after conducting two PBL modules with a group of students. Each PBL module included 'design analysis', 'presentation of flat sketch and draping plan', 'discussion of the plan', 'evaluation of the draping result and correcting the problem', and 'final evaluation of the completed project'. Results showed that satisfaction with the PBL method and its activities was higher than satisfaction with existing teaching methods. In particular, among the various components, the 'design analysis' and 'the presentation step of flat sketch and draping plan' stages were more helpful to students compared to small-group discussion. Moreover, the effects of PBL were observed through student reflection essays, in which students suggested that PBL was very effective in enhancing problem-solving through self-directed and small-group learning. Despite the overall satisfaction with PBL, students expressed some minor difficulties associated with awkwardness with a novel learning method, lack of diverse perspectives among each group, and poor communication skills. Therefore, the study shows that PBL is highly likely to be useful to students when they are solving pattern drafting problems and making samples through self-directed learning and small-group learning.

Effect of Cognitive Style on Collaborative Problem Solving Ability in Programming Learning

  • Kwon, Boseob
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.9
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    • pp.163-169
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    • 2018
  • Problem solving by programming has a lot of influence on computational thinking improvement. Programming learning has been self-directed based on the individual's thoughts and principles. However, the revised informatics curriculum in 2015 puts importance on collaborative learning. Collaborative learning emphasizes results differently from cooperative learning, which emphasizes problem-solving processes. And cooperative learning leads to structured learning, such as role sharing and activity stages, within a small group, while collaborative learning leads to unstructured learning. Therefore, it is becoming more in collaborative learning that peer interaction can be affected by learners' cognitive style. In this paper, we propose the effect of cognitive style on problem solving ability in collaborative learning for problem solving by programming. As a result, collaborative learning was effective in improving problem solving ability and there was no significant difference in cognitive style.

Participation and Academic Achievement by Learning Styles in Problem Based Learning (문제중심학습 교육을 받고 있는 간호학생의 학습유형에 따른 참여도와 학업성취도)

  • Kim, Ji-Yun;Chai, Eun-Young
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.16 no.2
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    • pp.200-206
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    • 2009
  • Purpose: The purpose of this study was to analyze nursing students' learning styles and relationship of learning style to participation and academic achievement. Method: The study participants were nursing students in C college learning through problem based learning (PBL). Data were collected using a questionnaire which included Kolb's learning styles. Performance evaluation and paper examination were used to evaluate academic achievement. Results: Most of the students had converger type learning style. Student with a tendency to abstract conceptualization, such as converger type and assimilator type, preferred discussion and presentation. The students with converger type learning style participated and achieved better than students with diverger style. Conclusion: The results indicate that learning style was related to participation and academic achievement. Therefore in order to use PBL effectively, facilitators should consider students' learning styles.

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Development of a Web Based Learning Environment for Problem Solving using ICT in Home Economics Education (ICT를 활용한 家政科 Web기반 문제해결 학습환경의 개발)

  • 박미정;채정현
    • Journal of the Korean Home Economics Association
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    • v.40 no.7
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    • pp.69-82
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    • 2002
  • The objective of this study was to develop a Web based learning environment for Home Economics Education(HEE) using ICT (Information & Communication Technology). For the study, the following procedures were performed: 1) the review of literature, 2) development of teaming environment and questionnaires based on Web for HEE using ICT. The Web based learning environment was investigated and designed, and evaluated by the users. The problems indicated through the evaluation were revised and complemented. In addition, 13 sets of Learning questionnaires, which were verified using the same procedure as above, were developed to provide problem solving ability through the Web based learning environment. Learning environment based on the Web entitled "Together with the classroom of HEE" has a main menu, which is composed of rooms for HEE, students, teachers, various topics, recommendation sites, chatting, and e-mail. A room for HEE, in which teaming activity mainly occurs by following the sequences of learning procedures, includes other sub-rooms for the guidance of Loaming, discussion, directories for reference, question and answer, submission of homework, evaluation, and an encyclopedia. Therefore, this study implicates: 1) achievement of teaming environment using the ICT mainly made by students who solve problems closely related to daily life, 2) development of practical learning questionnaires fitted in the present state, 3) preparation for the curriculum. Finally, from this study, I suggested that further studies are needed to develop models for learning, interaction between students and teachers, and the learning materials under the Web based loaming environment.