• Title/Summary/Keyword: 건강몰입

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The effects of self-directed learning ability, critical thinking, and learning commitment from utilizing the Havruta method in women's health nursing classes (하브루타 교수법을 적용한 여성건강간호학 수업이 간호학생의 자기주도적 학습능력, 비판적 사고성향 및 학습몰입에 미치는 효과)

  • Yang, Jeong Ha;Chung, Mi Young
    • The Journal of Korean Academic Society of Nursing Education
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    • v.29 no.4
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    • pp.352-361
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    • 2023
  • Purpose: The purpose of this study was to construct the education applying the Havruta method for nursing students and to investigate the effects on self-directed learning ability, critical thinking, and learning commitment. Methods: A nonequivalent control group pre-posttest design was used. The participants were 63 nursing students (experimental group, n=31; control group, n=32) at two universities. The experimental group received education applying the Havruta method for five weeks. The study was conducted from September 1 to November 30, 2022. The data were analyzed using IBM SPSS 27.0 for an χ2 test, Fisher's exact test, independent t-test, and Mann-Whitney U-test. Results: The experimental group had a significant increase in self-directed learning ability (z=-2.13, p=.033). However, there was no significant difference in critical thinking competency (t=0.64, p=.524) and learning commitment (t=0.04, p=.969) between the two groups. Conclusion: The Havruta method is an effective nursing education tool for self-directed learning ability. The result of this study could be a guide for nursing professors in designing and implementing educational programs that apply the Havruta method. In the future, research that applies the Havruta method and evaluates its effectiveness in nursing education programs should be continued.

The body image of women participants in the convergence Walking impact on the psychological dimension happiness from the interdisciplinary perspective (융·복합적 차원에서 걷기 운동 여성참여자의 신체이미지가 심리적 행복에 미치는 영향)

  • Kim, Pum-Ho;Ju, Sung-Bum;Choo, Jong-Ho
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.317-325
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    • 2015
  • The purpose of this study is fusion-dimensional image of the body standing walking exercise female participants to convergence investigate the effects of psychological happiness In order to serve this purpose, questionnaires were used for females who participated into the walking program worked on by the National Health Insurance Corporation in 2014. A convenience sample was used for 150 subjects. Unanswered questions and questionnaires that did not meet normalcy were excluded, and 135 samples were extracted to use them for final analysis. Frequency analysis was performed for the collected data in order to examine demographical characteristics by using the SPSS/WIN 20.0 V program. In addition, multiple regression analysis was performed in order to resolve research issues. Cronbach' ${\alpha}$ verification and exploratory factor analysis were performed. The result of the aforementioned research and data analysis in this study is as follows: Perceived competence, looks, and health during the walking of female participants turned out to make static, positive effects on immersion and happiness, which were the lower-level factor of psychological happiness.

The Moderating Effects of Flow on the Relationship between Stress and Satisfaction with life, University life Satisfaction (대학생의 스트레스와 삶의 만족도, 대학생활만족도의 관계에서 몰입의 조절효과)

  • Baek, Yu-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.5
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    • pp.490-496
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    • 2017
  • This study targeted college students to determine the moderating effect of immersion in the relationship among stress, satisfaction with life, and satisfaction with college life. To this end, the level of stress, satisfaction with life, satisfaction with college life, and immersion were measured in353 students attending S University. First of all, correlation analysis showed that stress had a negative correlation with immersion, satisfaction with life, and satisfaction with college life and immersion had a positive correlation with satisfaction with life and satisfaction with college life. Hierarchical regression analysis was conducted to determine the moderating effects of immersion in the relationship among stress, satisfaction with life, and satisfaction with college life. The results showed that immersion had a moderating effect on the relationship between stress and satisfaction with life, while immersion did not have a mitigating effect on the relationship between stress and satisfaction with college life. Based on these findings, this paper suggests raising the ability of immersion as a measure of intervention in handling the stress of college students and discusses the significance and limitations of this study.

Relations among Personal, Occupational Characteristics and Preparation for the Old Age - Focused on the Workers in the Banwol·Siwha Industrial Complex- (근로자의 개인적·직업적 특성과 노후준비와의 관계 - 반월·시화공단 근로자를 중심으로 -)

  • Choi, Myung-Hwa;Choi, Soo-Il
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.249-264
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    • 2012
  • The purpose of this study is to clarify the general concept and preparation process for successful aging. At the same time another object is to find out factors which were affecting influences on the preparations for the old age and analyze the relationships between the factors and preparation for old age. 280 questionnaires were distributed to over 40 years-old workers working in Banwol and Siwha industrial complex in Kyeonggi-do. Using 261 questionnaires, frequency analysis, factor analysis and multiple regression analysis, etc were executed with SPSS 18.0 to fulfill the purposes. Findings of the study are as follows. First, health condition had a positive effect on the general preparation for old age, but age, educational career, monthly income, religion and the number of children had partially positive effects. Second, job satisfaction had a positive effect on physical and economical preparation for old age, but job commitment had a positive effect on economical preparation only. Third, Age, educational career, spouse, religion, health condition and the number of children showed different effects on those preparations.

A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.

A Research on Addictive Use of Smartphone by University Students (대학생의 스마트폰 중독적 사용 경험 연구)

  • Ko, Ki-Sook;Lee, Myoun-Jae;Kim, Young-Eun
    • Journal of Digital Contents Society
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    • v.13 no.4
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    • pp.501-516
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    • 2012
  • The purpose of this study is to explore the fundamental nature and meanings of the experiences of university students with regard to their smartphone usage in order to prevent smartphone addiction and provide guidelines to develop effective interventions. Nine university students who were currently enrolled in an university located in a Korean province participated in this study. In-depth interviews were conducted from June of 2012 to July of 2012, and data were analyzed using Colaizzi's phenomenological qualitative method. As a results, five theme and 40 subthemes of experiences of problematic smartphone usage were identified. Those themes include 1) a desperate try to connect with others(exposing oneself without appropriate self-protection, seeking emotional comfort, hurt and mistrust); 2) excessive use of smartphone and loss of self-control(more smartphone usage over computer/over-immersion/excessive usage/habituation, loss of self-control); 3) psychological difficulties(excessive attachment and dependence, separation anxiety, clingingness, reduced patience) ; 4) threats to daily functioning (changes in priorities, regressed independent daily functioning, irregular daily patterns, health problems, interruptions from free messenger, academic difficulties); 5) potential for recovery(conflictual feelings and doubts over smartphone usage, importance of interpersonal(face-to-face) communications, willingness to cut down the use, hope for recovery). This study provided suggestions for the prevention effort against smartphone addiction.

Toddlers' Experience World through Play in the Nature-Friendly Outdoor Environment (자연친화적 실외 환경 놀이에서의 영아의 경험 세계)

  • Son, Won Kyoung;Jeon, Ju Young
    • Korean Journal of Childcare and Education
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    • v.7 no.3
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    • pp.143-164
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    • 2011
  • The purpose of this study was to examine toddlers' experienced world, which was shown in a play of the nature-friendly outdoor environment. Through this, the aim was to offer an opportunity of trying to seek a plan for activation in the nature-friendly outdoor play as for toddlers. This study targeted 9 toddlers between 22 months and 33 months who are attending S child care center where is located in Busan Metropolitan City, and was progressed with qualitative research method available for examining the in-depth significance of the phenomenon. A method of data collection was carried out the participatory observation and the in-depth interview. As a result of the study, the toddlers play experience in nature friendly outdoor environment provided special and various experience that can be limited in indoor at daycare center. First, toddlers were experiencing 'exploratory world of making a sense awakened.' Second, toddlers were experiencing 'communicative world of making emotion awakened.' Finally, on the early childhood education and the child-care education, a plan of offering enough time will need to be pursued now that toddlers can experience a play by being deeply immersed in nature, which is the space of free communication and the living sensational space, with escaping from the existing frame.

A Study on Persona of Double-sided Characters Shown in Satoshi Kon's Works (콘 사토시 작품에서 나타나는 양면성을 지닌 캐릭터의 페르소나 연구 - <퍼펙트 블루>, <망상대리인>, <파프리카>를 중심으로 -)

  • Choo, Hye-Jin
    • Cartoon and Animation Studies
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    • s.35
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    • pp.181-208
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    • 2014
  • Kon Satoshi is a representative animation film director who explores human's intrinsic self-identity based on ambivalence and delivers a message for self-reflection of entity. The aim of this study is to analyze the persona of character according to the way how a self incorporates with another self in his film; that is to say, how a mask of the personality expresses and realizes itself from the perspectives of the Jung's analytical psychology. The persona, defined as the upmost external personality, involves social behavior playing a specific role to establish constant relationship with others in a society. With increasing demand in a society, individuals get to adapt to outer environment by playing his/her given role in various masks of personality. In this way, although persona acts as a major function in relationship with outer world, it would exert a negative influence on formation of self-identity because of the inconsistency between consciousness and unconsciousness when immersed only in mask of personality, complying excessively with the demand of group. However, persona does not always have a negative effect on relationships. Developed adequately to fulfill its social function, persona is helpful to establish a healthy self-identity with balanced control between inner world of unconsciousness and outer world of consciousness. From these perspectives, this study can identify how the desire of mask hidden inside of each character expresses to function in a positive or negative way by analyzing characters in the film according to integrated pattern and correlation between consciousness and unconsciousness. Additionally, I hope that the psychological research methods in this study will be full of help for interpreting on a character analysis as a theoretical approach.

Consumption Desire Reflected in Animation -Focused on Animation 'Wellbuying Shop' (애니메이션에 반영 된 소비욕망 -'Wellbuying Shop 1' 애니메이션을 중심으로)

  • Park, Sung-Won
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.154-160
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    • 2006
  • This study is performance thesis to examine structure of excessive consuming culture of modern people's desire turning away from modern people's original purpose of aiming life that is well-being. Method of the research is theological examination of people's desire into consuming and well-being culture is critically analyzed by creation of meanings and differences of showcase that symbolize consuming culture. Also my piece of work 'Well-buying Shop 1' that above theory is applied is selected for focused analysis of concept realization method in video configuration method and technique. The symbol Showcase in the animation represent laboratory of consuming culture and desire for ownership. The animation runs for 3 minutes and 50 seconds focused on animal characters raised in well-being farm. Through cut out animating environment, animal characters have life in the animation and they are completed with long take method and temperament editing type for effort of liberal devotion between audience and the animation. Lithographic technique is used for characters and background images for trial of pictural density by pressures and variety of colors. This study was conducted with the basis of above animation showing opportunity and it has significance on trial of various color of lithographic expression technique that are not commonly used in animation image production.

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Development and Validation of 25~36 Months Old Infant's Happiness Scale for Teachers (교사용 25~36개월 영아 행복감 척도 개발 및 타당화 연구)

  • Min, Sun-Hee;Kim, Young-Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.2
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    • pp.130-143
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    • 2019
  • The purpose of this study is to identify factors of 25~36 months old infant's happiness and to develop a scale to measure infant happiness. The subjects were 250 infants aged 25~36 months. The results of this study are as follows: First, the components and items of infant's happiness scale selected through the literature, the previous measurement tool, and the focus group interview were 8 components and 29 items. The items were composed of 4 items of problem behavior, 4 items of achievement through immersion, 4 items of relationship with friends, 4 items of relationship with teacher, 3 items of physical environment, 4 items of positive emotion, 3 items of negative emotion, and 3 items of health. Second, as a result of validation of validity for infant's happiness scale, the item fit was confirmed with CFI=0.89, TLI=0.88, and RMR=0.05. Also, the construct validity was confirmed with convergent validity and discriminant validity. The concurrent validity was significantly correlated with the components of the previously developed measurement tools, and the reliability was appeared with 0.71-0.89. The infant's happiness scale developed in this study ensured reliability and validity as a measurement to measure infant happiness. Therefore, this scale is expected to be used as a major test tool to develope and verify a program for promoting infant happiness.