• 제목/요약/키워드: structured learning program

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Development of a Structured Debriefing for Business Simulation Games and Its Effect on College Students' Business Knowledge and Entrepreneurship Competencies

  • Jieun LEE;Yugyeong KIM;Hyunwoo HWANG
    • Educational Technology International
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    • 제25권1호
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    • pp.93-127
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    • 2024
  • This study evaluates the effect of structured debriefing for a business simulation game for university students. The program provides an authentic learning experience of real-world business management by allowing learners to make decisions related to R&D, marketing, production, and finance through a business simulation game, and check the results in real time. In 2022, University A and B each ran a business simulation game-based program as an extra-curricular activity. University A conducted a traditional instructor-led debriefing where the instructor explained the summarized process and results, while University B implemented a structured debriefing which had been developed based on Gibbs' and 3D models. To assess the effect of the structured debriefing compared to the traditional instructor-led debriefing, business knowledge and entrepreneurship competencies were measured three times. Repeated measures ANOVA was used to test for the differences between the two groups and to examine interaction effects between group and time. The structured debriefing group achieved statistically significantly higher academic scores than the traditional instructor-led debriefing group at the post-test and in 2 weeks. There was no statistically significant difference between the groups in terms of entrepreneurship competencies. There was no interaction effect between group and time, both in academic achievement and in entrepreneurship competencies. In conclusion, the simulation game-based program integrated with the structured debriefing session is more likely to have a stronger impact on academic achievement and its retention.

중학교 가정과 CAI 프로그램 개발 연구 -건강과 식생활 단원- (The Development of CAI Program for the Middle School Home Economics Teaching -In The Units of Health and Food Life-)

  • 이양심;윤인경
    • 한국가정과교육학회지
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    • 제6권2호
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    • pp.147-160
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    • 1994
  • The purpose of this study was to review the literatures on designing and developing the CAI program and to develop the middle school students’CAI program for tutorial and instructional game. For these purposes, the learning and instructional theories and the developing phases and strategies for the program were reviewed to design the CAI program. And then the developing unit was selected and the CAI types and the developing direction were set according to the analysis of the CAI programs and related literatures on home economics teaching, The four phases-analysis, design, development, and formative evaluation-were carried out in this study. The results of this study are as following: 1. The CAI porgram was developed on health and food life units. The program contains 12 classes on health and food life in two floppy diskettes. It consisted of total 9,000 lines and 76 frame and takes two hours to study this program. This program could be used in educational computers an could be utilized for unit learing tutorial. It was composed of three parts-unit learning, finding maze, and finding food. In the unit learning part, the learning contents in health and food life units were structured and presented. In finding maze and food part, the basic and the applied problems were presented with game. The characteristics of this program were as followings: (1)This program was able to bring learners’motivation due to the strategies of tutorial and instructional game and they can interestingly learn the program for themselves. (2) The learner could practive the learning contents repeatedly and unit learning while playing the gaming, (3) The learner himself can review and supplement the learning contents without teacher’s help. (4) This program was developed to unit learning on health and food life, on the other hand so far many CAI programs for home economics teaching were developed for studying separate learning units. 2. To effectively utilize this program, the guide book for the student and the teacher was developed. It contained method of using the program, introduction of the program, review of the program, the program objectives, the learning contents, and the keys to progress the program.

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인터넷 홈페이지를 이용한 지리수업 방법의 학습효과에 관한 연구 (A Study on the Achievement in Geography Instruction Using Internet Homepage)

  • 이희연;최은경
    • 대한지리학회지
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    • 제35권4호
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    • pp.549-563
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    • 2000
  • 본 연구는 전통적인 교사위주의 설명식 수업을 벗어나 인터넷을 학습에 보다 효과적으로 활용하는 방법을 모색해 보고자 하는 것이다. 이를 위해 인터넷을 통하여 정보를 수집한 후에 그 내용을 재구성하여 홈페이지를 구축한 후 실험수업을 실시하였다. 실험수업의 결과 전통적인 수업반보다 인터넷 홈페이지를 활용한 수업반 학생들의 학업성취수준이 훨씬 높게 나타났다. 한편 인터넷 홈페이지를 활용한 실험수업밥의 겨우 구조적 수업반에 비해 비구조적 수업반 학생들의 학습성취도가 더 높게 나타났으나 그 차이는 유의적이지 않았다. 또한 수업 흥미도, 만족도, 학습의욕 등에도 실험반 학생들은 상당히 긍정적인 평가를 보였다. 본 연구를 통해 지리수업의 학습효과를 높이고 학생들의 흥미도를 높이기 위해서는 인터넷을 활용하는 수업형태가 바람직하다는 결과를 도출하였다. 특히 본 연구를 통해 앞으로 학생들의 학업성취도와 흥미도를 높이기 위해 인터넷을 수업에 활용하는 교수-학습설계의 개발이 필요함을 보여 주었다.

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문제중심학습에 참여한 중학생의 과학적 자기효능감 형성 과정 분석 (An Analysis of Middle Schoolers' Science Self-Efficacy Development in Problem Based Learning)

  • 이솔희;정영란
    • 한국과학교육학회지
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    • 제34권2호
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    • pp.155-163
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    • 2014
  • 본 연구에서는 중학생들의 과학적 자기효능감 발달에 영향을 미치는 문제중심학습의 학습 특성을 추출하고 이들 특성 간의 관계를 분석하여 자기효능감이 형성되는 과정을 제시하고자 하였다. 이를 위해 20개의 모듈로 이루어진 문제중심학습 과학 프로그램을 개발하였으며, 17명의 중학교 3학년 학생들에게 이 프로그램을 처치하였다. 프로그램을 마친 후 2차에 걸친 반구조화된 심층면담을 하였고 면담자료는 Corbin과 Strauss(2007)의 방법으로 분석하였다. 연구 결과, 학습자의 과학적 자기효능감 발달에 영향을 미치는 문제중심학습의 학습 특성은 실제적이고 비구조화된 문제의 제공, 소그룹 협동학습, 결과의 공유이었다. 실제적이고 비구조화적인 문제의 특성은 학습자의 과학적 자기효능감 형성에 선행조건으로 작용하였으며, 소그룹 협동학습은 자기효능감의 형성을 실질적으로 신장시키는 촉진조건으로 작용하였다. 또한 결과의 공유는 형성된 자기효능감을 미래 과학 활동 참여 의지나 과학적 진로의 선택 등으로 발전시키는 전이조건이 됨을 알 수 있었다.

간호대학 신입생의 학습동기유발 프로그램의 효과 분석: 학습동기, 핵심역량, 시간관리, 진로태도성숙을 중심으로 (The Effects of Learning Motivation Program for Freshmen of Nursing College: Focusing on Learning Motivation, Core Competence, Time Management, Career Attitude Maturity)

  • 박주영;임효남;김두리
    • 한국융합학회논문지
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    • 제9권8호
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    • pp.331-341
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    • 2018
  • 본 연구는 간호대학 입학예정인 학생의 성공적인 대학생활을 위한 다양한 교육전략 및 정책수립에 활용할 기초자료를 제공하기 위하여 학습동기유발 프로그램을 개발하고 그 효과를 검정하기 위해 시도되었다. 학습동기유발 프로그램 개발을 위해 현황조사 및 문헌고찰을 통해 프로그램의 내용에 학습역량, 자기주도적 역량, 사회적 역량이 증진될 수 있도록 구성하였으며, 이에 대한 내용을 전문가들에게 내용타당도를 수행하였다. 개발된 학습동기유발 프로그램은 간호대학 입학예정학생 121명에게 3주간 진행되었다. 그 결과 학습동기유발 프로그램 수행 전 보다 후에 학습동기, 핵심역량, 시간관리, 진로태도 성숙이 증가하였으며, 프로그램 종료 4주 후에도 학습동기(F=3.45, p=.033), 핵심역량(F=7.35, p=.001), 시간관리(F=9.80, p<.001), 진로태도성숙(F=19.83, p<.001)이 유의하게 증가하였다. 이는 학습동기유발 프로그램이 전공수업과 달리 다양한 학습전략을 포함하였기 때문으로 사료된다. 따라서 학습동기를 증진시킬 수 있는 자기주도적 학습방법 교육이 필요할 것으로 보인다.

문제중심학습과 신업체 현장실습 연계를 통한 효과적인 PLM 교육에 관한 연구 (A Study on the Problem-Based Learning with Industry Co-operative Program for Effective PLM Education)

  • 채수진;노상도
    • 한국CDE학회논문집
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    • 제13권5호
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    • pp.362-371
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    • 2008
  • Generally, a PLM education program in university consists of lectures of theory, software lab and software development raining as an advanced subject. Most industries want more than these, such as practical problem solving capabilities, teamwork skills and engineering communications including human relationship, rhetoric, technical writing, presentation and etc. Problem-Based Learning is a problem-stimulated and student-centered teaming method, and an innovative education strategy for collaborative and self-directed learning by applying real world problems. Education paradigm changes from "teaching" to "learning" accomplished by team working, and students are encouraged to develop, present, explain and defense their ideas, suggestions or solutions of a problem, and the "cooperative teaming" proceeds spontaneously during team operations. Co-operative education program is an into-grated academic model and a structured educational program combining classroom learning with productive work experience in a field related to a student's academic or career goals. Based on the partnership between academic institutions and industries, students are engaged in real and productive "work" in the industry, in contrast with merely observing. In this paper, PBL with Co-op program is suggested as an effective approach for PLM education, and we made and operated a PBL-based education course with industry co-op program. The Co-op education in industry accompanied with the PBL course in university can improve practical problem solving capabilities of students, including modeling and management of P3R(Product, Process, resource and Plant) using commercial PLM software tools. By the result, we found this to be an effective strategy for helping students, professors and industries succeed in engineering education, especially PLM area.

간호시뮬레이션 학습에서 메타인지, 학습몰입 및 문제해결력 (Metacognition, Learning Flow and Problem Solving Ability in Nursing Simulation Learning)

  • 오윤정;강희영
    • 기본간호학회지
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    • 제20권3호
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    • pp.239-247
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    • 2013
  • Purpose: This study was done to investigate the relationship between metacognition, learning flow, and problem solving ability in simulation learning of nursing students and to identify the factors influencing problem solving ability. Methods: The study sample was 136 nursing students. Data were collected from September to November, 2012 using a structured questionnaire on metacognition, learning flow and problem solving ability. Descriptive statistics, Pearson correlation and stepwise multiple regression analysis were used with the SPSS win 20.0 program to analyze the data. Results: There were significant positive correlations between metacognition, learning flow and problem solving ability. Learning flow was a significant factor affecting problem solving ability. These variables accounted for 33% of variance. Conclusion: These results suggest that simulation learning has a positive effect on nursing students' learning outcomes.

중학교 교사용 사이버 환경교육 연구 프로그램 개발 (Environmental Cyber Inservice Education Program Development for Middle School Teacher)

  • 서우석;정철영;이재호;김재호;이윤조
    • 한국환경교육학회지:환경교육
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    • 제19권3호
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    • pp.1-19
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    • 2006
  • The purpose of the study was to develop an environmental cyber inservice education program for middle school teacher. The blended environmental cyber inservice education program was developed, through reviewing literatures, analyzing domestic and foreign's environmental inservice education programs and e-Learning contents, and experts conference. And, Pragram validity was evaluated by environmental education experts. Program development stage was confirmed five stage: (1) foundational analysis, (2) planning, (3) design, (4) production, and (5) evaluation. The developed contents for middle school teachers were consisted of 3 domains: (1) Foundation of Environmental Education, (2) Understanding about Environment, (3) Strategy for School Environmental Education. The contents of each sessions were selected considering synthetically objectives, themes and components of environmental education and structured of 62 hours Course totally. Developed program evaluated by 8 environmental education experts according to 10 evaluation item of total contents and contents development structure. In result, it evaluated comparatively high score. Based on the results, some recommendations were suggested.

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간호대학생의 학업적 자기효능감, 메타인지, 전공만족도가 학습몰입에 미치는 영향 (Effects of Academic Self-Efficacy, Metacognition and Major Satisfaction on Learning Flow among Nursing Students)

  • 서영숙;정추영
    • 한국임상보건과학회지
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    • 제10권1호
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    • pp.1569-1577
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    • 2022
  • Purpose: This study was conducted to investigate academic self-efficacy, metacognition and major satisfaction which influence learning flow in nursing students. Method: The subjects of this study were 239 nursing students in D college. Structured questionnaire was self-administered from May 3 to 30, 2021. The date was analyzed by t-test, ANOVA, Pearson'correlation coefficients, stepwise and multiple regression using SPSS/WIN 22.0. program. Results: In academic self-efficacy, there were significant differences in age. In metacognition, there were significant differences in age, school record. There was a statistically positive correlation between learning flow and academic self-efficacy(r=.211, p=.001), metacognition(r=.357, p<.001), major satisfaction(r=.281, p<.001). The factors influencing learning flow were metacognition(t=.682, p<.001), major satisfaction(t=2.147, p=.023)Multiple regression analysis description is 61.2%. Conclusion: To improve the learning outcomes for nursing students, it is necessary to develop teaching program and curriculum for increasing, metacognition and major satisfaction.