• 제목/요약/키워드: scenario-based education

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GBS(Goal-Based Scenario)에 의한 수업 개발 및 적용 방안 연구: 고등학교 '생태와 환경' 수업 사례 중심으로 (A Study on How to Apply GBS (Goal-Based Scenario) to 'Ecology & Environment' Education in High School)

  • 강인애;이명순
    • 한국환경교육학회지:환경교육
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    • 제21권4호
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    • pp.94-110
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    • 2008
  • Recently environmental problem becomes such a big issue all over the world that the necessity and importance of the environmental education in school has been simultaneously emphasized. While diverse methods for the environmental education have been researched, this paper, especially focused on a teaching-learning model called GBS (Goal-based scenario), aims to provide a new learner-centered approach for the environmental education. For this purpose, this paper first briefly presents two theoretical backgrounds of GBS (i.e., constructivism and Schank's dynamic memory theory), which is followed by specific and concrete strategies and methods of how to apply GBS in class for the teacher. GBS(Goal-Based Scenario) is a learner-centered model in which learners are presented with a reality-based scenario (or task or problem) and go through several stages of 'missions' to get to a final solution of the given scenario. GBS, while completely resonant with other constructivist learning models in terms of learner-centered approaches, is distinctive from others, when it supplies more specific, structured guides of learning, called 'missions', to the students throughout the whole learning process. In a words, GBS ought to be recognized as an unique learner-centered model compromising the contradictory concepts of 'learner control' and 'structure and specifics' in learning environments still without any damage of constructivist learning principles.

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Goal-based Scenario를 활용한 간호시뮬레이션 수업설계 및 적용 (Design and Application of Nursing Simulation using Goal-based Scenario for Nursing Students)

  • 박수진
    • 한국간호교육학회지
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    • 제23권2호
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    • pp.224-235
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    • 2017
  • Purpose: This purpose of this study was to investigate the effectiveness of educational design according to Goal-based Scenario constituent elements such as educational goals, mission, cover story, role, scenario operation, resources, and feedback in simulation training. Methods: The subjects of this study were 130 nursing students in their senior year who enrolled in the simulation exercise I course. They were divided into a total of 10 groups in which less than 20 students were assigned. In order to verify the effectiveness of the simulation training through Goal-based Scenario instructional design, a design of non-equality control group was carried out. Results: The results of this study were as follows: Critical thinking (t=1.81, p=.073) and problem solving ability (t=1.79, p=.076), course satisfaction (t=8.61, p<.001) and academic performance (t=5.48, p=.001) were supported. Conclusion: This study applied a Goal-based Scenario simulation program to present clear objectives for simulating training and to advance learning methods that are appropriate to the current education environment. In addition, this study has significance in presenting an instructional model for various simulated practice education and can be used as useful basic data related to simulated training education.

A Study on Scenario-based Web Application Security Education Method

  • Gilja So
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권3호
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    • pp.149-159
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    • 2023
  • Web application security education that can provide practical experience is needed to reduce damage caused by the recent increase in web application vulnerabilities and to strengthen security. In this paper, we proposed a scenario-based web application education method, applied the proposed method to classes, and analyzed the results. In order to increase the effectiveness of scenario-based education, a real-life practice environment to perform scenarios and instructions to be performed by learners are needed. As an example of the proposed method, instructions to be performed by learners from the viewpoint of the attacker and the victim were shown in a practice environment to teach XSS and SQL injection vulnerabilities. After applying the proposed method to the class for students majoring in cyber security, when the lecture evaluation results were analyzed, it was shown that the learner's interest, understanding, and major ability all improved.

GBS(Goal-Based Scenario)에 의한 '생태와 환경' 수업 사례 ('Ecology & Environment' Learning Case by GBS (Goal-Based Scenario))

  • 이명순
    • 한국환경교육학회지:환경교육
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    • 제20권3호
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    • pp.31-44
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    • 2007
  • The solution of the environment problem is the common issue all over the world, for this reason the necessity of the environmental education of school has emphasized. On this a variety method for environmental education is needed, this paper planned and applied the 'ecology & environment' for high school which are based on GBS theory and presented a new model of environment education. GBS(Goal-Based Scenario) is that learners are presented with an end goal that is motivating and challenging. This goal is structured such that, in order to successfully meet it learners are required to build a predetermined core set of skills and knowledge by process mission and scenario. GBS is an active learning environment in which learners are trained in study that have a real-world context. When they are back in real-world they have increased ability to apply what was learned by reflecting on the GBS learning experience. This study was designed on GBS theory and taught a class by using internet Blog. As a result, when carefully reviewing the materials such as final presentation reflect journal, we conclude that the students' awareness of a learning environment is improved and the students seems to try to apply the learning outcome to a real life.

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간호사를 위한 호흡곤란 응급관리 시뮬레이션 시나리오 개발 (Development of a Simulation Scenario on Emergency Nursing Care of Dyspnea Patients)

  • 강혜원;허혜경
    • 중환자간호학회지
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    • 제3권2호
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    • pp.61-76
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    • 2010
  • Purpose: This study was aimed to construct an algorithm of dyspnea emergency care and develop a simulation scenario for emergency care of dyspnea based on the algorithm. Methods: The first stage of this methodological study was to construct a preliminary algorithm based on a literature review, and content and clinical validity were established. Reflecting the result of content and clinical validity for this preliminary algorithm, simulation scenario was developed based on the modified Bay Area Simulation Collaborative scenario template. The content validity of this scenario was established, and clinical applicability was tested by applying this scenario to nurses. Results: The final simulation scenario of emergency care of dyspnea consisted of scenario overview, curricular integrity, and scenario script. The scenario was proceeded on 7 phases of the algorithm as follows; initial assessment, immediate emergency care, reassessment of dyspnea, monitoring respiratory failure, checking pulse if respiratory failure occurs, decision making on cardiopulmonary resuscitation or intubation, determining a differential diagnosis according to origin of dyspnea. Conclusion: The simulation scenario of emergency care of dyspnea developed in this study may provide a strategy of simulation education for emergency care of dyspnea for nurses.

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배뇨곤란 대상자 사례기반 교육이 간호 대학생의 단순도뇨 지식, 단순도뇨 자신감 및 단순도뇨 술기능력에 미치는 효과 (The Effect of Scenario-Based Education for Patients with Difficulty Urination on Nelaton Knowledge, Nelaton Confidence and Nelaton Catheterization Skill Ability of Nursing College Students)

  • 안준희;황은숙
    • 융합정보논문지
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    • 제11권2호
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    • pp.57-63
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    • 2021
  • 본 연구는 배뇨곤란 환자 사례기반 교육이 간호 대학생의 단순도뇨 지식, 단순도뇨 자신감 및 단순도뇨 술기능력에 미치는 효과를 확인하기 위한 연구이다. 본 연구의 자료는 2019년 5월에서 6월까지 수집하였으며 J시내에 위치한 간호대학생 3학년을 대상으로 수행되었다. 간호 대학생 75명을 실험군 37명과 대조군 38명으로 구성하였다. 수집된 자료는 ��2-test, independent t-test와 paired-test를 통해 분석하였다. 분석결과 단순도뇨 자신감(t=4.60, p<.001)과 단순도뇨 술기능력(t=3.46, p=.001)에서 유의한 효과가 있는 것으로 나타났다. 하지만 사례기반 교육이 간호대학생의 단순도뇨 지식에서는 유의하지 못한 것으로 나타났다. 배뇨곤란 사례기반 교육은 단순도뇨 자신감, 단순도뇨 술기능력 향상에 효과적인 교육 중재로 사용될 수 있을 것이지만 단순도뇨 지식에서는 추가적인 연구를 통하여 교육의 효과에 대한 검증이 필요할 것이다.

Developing a World Geography Gamification Lesson Plan with Digital Tools

  • Suji JO;Jiwon BYUN
    • 4차산업연구
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    • 제4권1호
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    • pp.11-18
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    • 2024
  • Purpose: The purpose of this study is to develop a geography class teaching and learning guide that enables learners to realistically explore the characteristics of the world's climate and geographical environment using digital tools. Research design, data and methodology: We review previous research on classes using goal-based scenario learning models, gamification, and digital tools, and explore tools that can be applied to world geography classes. Based on the exploration results, a goal-based scenario learning module is designed and a strategy for promoting educational gamification is established based on the ADDIE instructional design model. Results: The study comprises four sessions. Sessions 1-3 involve performance evaluations using a goal-based scenario learning module. Learners create game characters reflecting geographical characteristics, present results, and proceed with 3D modeling. In Session 4, a gamification class using Google Sites on the CoSpaces metaverse platform will be conducted. Conclusions: The study introduces a goal-based scenario learning model and a gamification class using digital tools to empower learners in exploring geographical diversity and its impact on lifestyles. Utilizing an accessible online platform, the study provides practical measures for integrating digital tools into geography education, addressing the current importance of digital technology in teaching.

시나리오 기반의 정보통신윤리 의식 측정 검사도구 개발 (The Development of Test Items based on Scenario to Measure Information and Communication Ethics)

  • 김성식;유형근;김길모;조성환
    • 정보교육학회논문지
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    • 제13권2호
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    • pp.237-246
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    • 2009
  • 본 연구는 정보이용자의 정보통신윤리 의식 수준을 측정할 수 있는 시나리오 기반 검사도구를 개발하고 이를 검증하는데 있다. 이를 위해서는 우선적으로 정보이용자의 정보통신윤리 의식을 진단하고 파악할 수 있는 요인이 무엇인지 밝히는 과정이 필요하다. 이에 본 연구에서는 정보통신윤리 의식 수준을 측정할 수 있는 지표를 선정하고 검증받았다. 최종적으로 본 연구의 목적을 달성하기 위해서, 정보통신윤리지표를 바탕으로 정보통신윤리적 딜레마 상황을 포함하고 있는 시나리오와 검사 문항으로 이루어진 검사도구를 개발하였으며, 이를 실제 고등학교에 적용하여 분석하였다. 적용 결과 시나리오 기반 검사도구는 신뢰성 있고 타당한 것으로 확인되었다. 따라서 본 연구에서 개발한 검사도구가 학생들의 정보통신윤리 의식을 측정하는데 적합한 도구로 활용 될 수 있음을 시사하는 것으로 볼 수 있다.

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Scenario Usefulness and Avatar Realism in an Augmented Reality-based Classroom Simulation for Preservice Teacher Training

  • Kukhyeon KIM;Sanghoon PARK;Jeeheon RYU;Taehyeong LIM
    • Educational Technology International
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    • 제24권1호
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    • pp.1-27
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    • 2023
  • This study aimed to examine an augmented reality-based teaching simulation in a mobile application. We examined how AR-enabled interactions affect users' perceived scenario usefulness and avatar realism. The participants were forty-six undergraduate students. We randomly grouped them into two conditions: AR and Non-interactive video groups with equal sample sizes. This study employed an experimental design approach with a one-way multivariate analysis of variance with repeated measures. The independent variable is the presence/absence of AR interaction with a mobile application. The dependent variables were avatar realism and scenario usefulness. The measures explored how the student avatar's emotional intensity in a scenario influences user perception. The results showed that participants in the AR-interaction group perceived avatar realism significantly higher than those in the non-interactive video group. Also, participants perceived the high emotional intensity scenario (aggression toward peers) to be significantly higher usefulness than the low emotional intensity scenario (classroom disruption).

Development of the Instructional Design Guideline utilizing Goal-based Scenario for Culinary Practice Education

  • Ko, Beom-Seok;Na, Tae-Kyun
    • 한국조리학회지
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    • 제22권1호
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    • pp.141-152
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    • 2016
  • Recently, not only development of curriculum associated directly with job, the development of new education model is in great need. So, the purpose of this study is to develop the instructional design guideline utilizing goal-based scenario(GBS) for college students who major in culinary arts. First, to achieve this goal, we recognized the 7 core elements(learning goal, mission, cover story, role activity, scenario operating, resource, feedback) composing GBS through literature review and case study. Second, we drew a conclusion about the problem and guideline for traditional culinary practice course by conducting inspection about culinary practice environment and needs with professors who are teaching culinary arts. Third, we applied the instructional design guideline for culinary practice to regular classes according to GBS's factors, and then we did formative evaluation with content experts and educational technology expert. Finally, we designed the final instructional design guideline for culinary practice by modifying early model reflected the result of formative evaluation. The results of this study are as following. First, when we applied GBS to culinary practice, professors have to focus on process of materialization by developing easy scenario to students. Also, they have to prepare the class circumstance to feel about sense of realism in advance. Second, to give a conjugally new skill at working, professors's effort is important. culinary practice education at college has responsibility to carry out the vocational training that has competitiveness and difference with labor market's needs. Therefore, it is necessary for us to develop the teaching and learning model for culinary practice which is suitable for major based on the manpower demand for industry without causing job mismatch from demand for industry.