Purpose: The purpose of this study was to identify the difference in problem solving ability and learning flow by team based simulation learning depending on the level of metacognition of nursing students.
Methods: This study was one group pre-posttest design. The subjects were 81 students enrolling in the simulation-based practice. Simulation learning included team based pre-discussion, taking a simulation and being debriefed during 4 weeks. Data were collected from May to June, 2015 using a structured questionnaire on metacognition, problem solving ability, and learning flow. Data were analyzed using SPSS win 20.0 program.
Result: There were significant positive correlations between metacognition, problem solving ability, and learning flow. The student who had higher metacognition score than other group had scored problem solving ability and learning flow in pre and post program.
Conclusion: These results suggest that metacognition has a positive effect on nursing students' learning outcomes. Therefore, it should be considered the metacognition in composing the team based simulation learning in nursing.
Purpose: This study was tried to identify the effects of problem-based learning integrated with simulation education on the critical thinking disposition, problem-solving process and self-confidence of nursing process in nursing students.
Methods: This study was one group pre-post test design, participants are 47 senior nursing students. We developed the simulation practice by applying problem based learning taking 2 hours per session, once per week for 15 weeks. Data were analyzed by descriptive statistics, paired t-test, Pearson’s correlation coefficients using the SPSS WIN 18.0 program.
Result: There was a significant difference simulation practice by applying problem based learning on the critical thinking disposition, problem-solving process and self-confidence of nursing process of nursing students. There was a correlation between each other variables.
Conclusion: Therefore, suggest that the repeated studies to verify the effects of simulation practice by applying problem based learning.
Purpose: This study sheds light on the learning experiences of simulation-based education in nursing, through a comparative analysis with clinical practice experiences.
Methods: Participants were six nursing students who underwent simulation-based nursing education. In-depth focused individual interviews were conducted, and themes were extracted from the data through content analysis.
Results: Two essential themes were extracted: 1) shift from being an observer to being active participants and 2) shift from unidimensional to multi-dimensional problem solving.
Conclusion: These results indicate that simulation-based education was effective in enhancing learning attitude and problem-solving skills. These results can also guide nurse educators regarding the conditions under which simulation environments are more effective
This research examined the effects of learning on driving simulation game in virtual reality environment. We tested the difference of presence and learning effects such as learning persistence and learning transfer between general monitor and 3D virtual reality device, Oculus Rift by playtesting experiment. One hundred drivers with a license participated in the experiment of two modes of gaming environment. As a result, the user’s presence was found to be significantly higher in VR than general monitor game. As functional effects of the driving serious game, learning persistence and transfer of learning showed significant differences between two modes. This study validates the effects of virtual reality on learning, as an aspect of serious game function. The results contributes to theoretical and practical application of virtual reality in interactive serious games in the future.
Purpose: This study examined the effects of simulation-mixed maternity nursing practicum on learning attitude, learning satisfaction and clinical practice performance in nursing students. Methods: One group, pre-post design, was utilized with 64 students. The simulation-mixed maternity nursing practicum consisted of intrapartum and postpartum care. Results: The learning attitude and learning satisfaction scores in maternity nursing care showed a significant change in the post-test (t=-5.92, p <.001, t=-7.35, p <.001) and enhanced clinical practice performance. Conclusion: The simulation-mixed maternity nursing practicum was useful in improving the learning attitude and learning satisfaction and clinical practice performance for maternity nursing practicum in nursing students. In conclusion, We recommend for simulation-mixed maternity nursing practicum to increase clinical practice performance of the students.
Purpose: The purpose of this study was to explore the first learning experiences of undergraduate nursing students in team based high-fidelity simulation. Methods: The participants in this study were 13 undergraduate students at a university in Korea. The students were place in a setting of high-fidelity simulation to manage neurological patients. Data were collected from August, 2013 to September, 2013, through in-depth interviews and were analyzed on the basis of Colaizzi’s phenomenological methodology. Results: Five essential themes were extracts that were as follows 1) Thoughts about patients through the training manikin 2) Feeling of being engaged in practical training 3) Recognition of the importance of the team and teammates 4) Evaluation and analysis of the education content 5) Prospects of improving the capacity for nursing practice. Conclusion: Although the students experienced simulation practicum for the first time, it was noticeable that they tried to actively utilize their theoretical knowledge on the training high-fidelity manikin during simulation practicum. Also, it was observed that they recognized the importance of cooperating with their teammates through team role-playing, assuming a professional attitude as a result. Furthermore, analysis on the content of the education and self-evaluation would help foster the capacity to provide total care for patients.
Purpose: This review study aimed to provide an update and overview on the theoretical background to undertaking simulation based education and research for simulation based learning. Methods: This review includes papers and books in regarding to education and nursing education. This article was addressed general learning theories and simulation based teaching strategies based on current learning theories. Results: Simulation-based learning is based on the constructivist learning theory. Current learning theories such as experiential learning theory, transformative learning theory, and situational learning theory are rooted in constructivist learning theory. These theories emphasize the reflection for effective self-directed learning. Conclusion: The results of this study showed that the critical reflection was the most important component in effective simulation based learning.
Purpose: The purpose of this study was to verify the effect of student-generated rubrics on learning motivation and academic achievement in simulation education. Methods: Student-generated rubrics was developed through the negotiation process between teacher and students, content validity has been verified. The participants were 122 undergraduate nursing students recruited from the one university in G city. The participants were given the simulation education for 15 weeks from 2011 to 2012. Experimental group were presented to student-generated rubrics before course starting was not presented to the control group. The data were analyzed by t-test with SPSS win 18.0 program. Results: Student-generated rubrics presented simulation education was to improve learning motivation and academic achievement. Conclusion: Student-generated rubrics with high reliability and validity in a number of areas to be developed and there is a need to be refined and ensure objectification of simulation education.
Purpose: The purpose of this study was to understand how team performance was related to team efficacy, interpersonal understanding, positiveness in problem solving, and class satisfaction, after applying simulation education using team based learning.
Methods: Study objects were the students in C college who learn through simulation using team based learning for 4 weeks(March 2012 to June 2012). Team efficacy, interpersonal understanding, and positiveness in problem solving were developed by Kwon (2010). Class Satisfaction was developed by Kim (1998) and team performance was designed by professors. SPSS/WIN 21.0 was used for descriptive analysis, pearson correlation.
Results: In this study, team performance score was related to interpersonal understanding (score=3.84, r=.620, p<.001), team efficacy(score=3.73, r=.510, p<.001), positiveness in problem solving(score=3.56, r=.468, p=.001), and class satisfaction(score=3.55, r=.448, p=.002), respectively.
Conclusion: There findings indicate that there is a need to increase team efficacy,interpersonal understanding, positiveness in problem solving and class satisfaction to improve team performance of nursing students
Purpose: Clinical training for nursing students is limited to obstetrical nursing to avoid potential risks. This study was conducted to examine the effects of a simulation-based learning for obstetrical nursing. The study examines knowledge of obstetrical nursing, performance ability and self-confidence between experimental group (nursing student who participated in the simulation-based learning discussing case studies and comparing to their own experience) and control group. Methods: The study was designed using a nonequivalent control group pretest-posttest design. Twenty nursing students were assigned to experimental group and participated in the simulation-based learning. The data were analyzed using the SPSS 18.0 program to perform χ2-test and t-test. Results: The experimental group showed significantly higher posttest scores in knowledge, performance ability and self-confidence than those of control group. Conclusion: The study results indicate that a simulation-based learning was effective in increasing knowledge, performance ability and self-confidence for nursing students.
목적 : S-PBL학습방법이 학생들의 학업성취도와 만족도에 영향을 미치는지 알아보기 위해 교육평가도구를 개발하여 작업치료과 학생들의 교육양상을 살펴보고, 교과목 운영에 있어서 통합교과목과 교과목 부분통합으로 운영하는 학과간의 차이를 비교분석하여, S-PBL학습방법의 효과를 밝히는데 있다.연구 방법 : PBL학습을 기초로 S-PBL학습방법을 경험한 간호·보건계열 학생 966명을 대상으로 조사하였다. 작업치료과는 2년간 적용한 학년과 학기별 비교와 교과목 운영에 영향을 미치는지를 알아보기 위해 학과간의 비교분석으로 학생들의 교육효과를 검증하였다. 결과 : 첫째, 작업치료과 학생들은 1학기보다 2학기에 학업성취도와 학습만족도가 높았으며, 1학년보다 3학년이 모든 항목에서 높았다. 특히, 그룹활동 능력은 모든 학년에서 높았다. 둘째, S-PBL학습방법은 학습자들의 문제해결 능력, 그룹활동능력, 의사소통능력, 현장실무능력에 매우 유익한 학습방법임을 분석결과 모두 통계적으로 유의했다. 셋째, 부분통합 교과목 보다는 통합교과목으로 적용된 학생들의 학업성취도가 문제해결 능력을 제외한 모든 항목이 유의하게 높았으며, 교육환경과 운영방법에 대한 학습 만족도 역시 높았다. 결론 : 이상의 결과를 바탕으로 S-PBL학습방법은 통합교과목으로 운영되고, 매학기 학 년마다 적용한 학생일수록, 학업성취도와 학습만족도가 높다. 그러므로 작업치료학과에서 학생들의 통합능력과 문제해결능력, 실무능력들을 학교교육에서 갖추고자 한다면, 통합된 교과목으로 S-PBL학습방법을 매 학기와 학년마다 확대 적용할 필요성이있음을 시사해주었다.
목적 : 본 연구는 실무중심교육모델인 S-PBL 학습방법을 적용받은 작업치료과 학생들의 만족도에 영향을 미치는 요인들을 조사‧분석함으로써 작업치료 관련 교과목의 학습자료 및 학습방법을 지속적으로 개발‧연구할 수 있는 기초자료로 활용하는데 있다.
연구방법 : S-PBL 학습방법을 경험한 작업치료과 학생 102명을 대상으로 설문을 실시하였다. 배부된 설문 102부 중 총 85부를 가지고 통계분석을 실시하였다.
결과 : 설문에 대한 분석결과 첫째, 교수의 수업운영 요인에서 여학생이 남학생에 비해 통계학적으로 유의한 긍정적인 답변을 하였으며, 교수법의 수용성 요인은 2학년과 3학년이 1학년에 비해 통계학적으로 긍정적인 답변을 하였다. 직전학기 성적에 따라 차이를 나타내는 요인은 없는 것으로 나타났다. 둘째, S-PBL 학습방법의 만족도에 가장 많은 영향을 미치는 요인들은 교수법의 수용성, 그룹활동의 수용성, 수업준비과정을 통한 문제해결 요인 순으로 나타났으며, 학년별 만족도 요인 중요도는 다르게 나타났다. 셋째, S-PBL 학습방법에서 어려운 점은 그룹 활동 시 모든 조원들의 참여유도가 어렵다는 것이며, 보강시켜야 할 부분은 실습과 강의, 자율학습, 토론 순으로 나타났다.
결론 : 이상의 결과를 바탕으로 S-PBL 학습방법에 대한 만족도를 높여 수업의 효율성과 효과성을 높이기 위해서는 새로운 학습방법에 대한 학생들의 이해도 향상방안, 다양한 학습자의 동기유발 방안, 교수의 촉진자로서의 태도, 교수의 중재 및 평가방식의 다양화 등이 필요하며, 이에 대한 추후연구와 실증검증이 요구된다.
바이오피드백 기술은 인간의 신체적인 신호들로부터 나온 신호들을 통하여 신체의 신호를 제어하고 향상 시킬 수 있는 기술이다. 최근 자율신경계의 컨트롤도 훈련을 통하여 스스로 가능하다는 사실이 입증되면서 감성 분야에서 활발한 연구가 진행 중이다. 본 연구에서는 자율반응이나 뇌파를 통하여 스스로 게임을 통한 스포츠 시뮬레이션 훈련이 가능하도록 하는 바이오피드백 훈련 방법을 개발하였다. 개발된 바이오피드백 게임 콘텐츠를 보다 효과적으로 구현하기 위하여 뇌파, 심전도, 호흡, 맥파, 피부전기반사의 통합 생리지표를 분석하였다. 또한 보다 사실적인 훈련이 가능하도록 실제 양궁선수들의 신체적 감성을 분석하고 데이터베이스화 하여 일반인들도 쉽게 양궁선수들과 같은 상태의 생체 감성을 스스로 컨트롤할 수 있도록 하였다.