• Title/Summary/Keyword: 도구

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A Systematic Review of Assessment Tools of Activities of Daily Living for Stroke Patients (뇌졸중 환자를 위한 일상생활활동 평가도구에 관한 체계적 고찰)

  • Kang, Jae-Won;Park, Ji-Hyuk
    • Therapeutic Science for Rehabilitation
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    • v.6 no.2
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    • pp.11-28
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    • 2017
  • Objective: The purpose of this study was conducted to systematic review about assessment tools for Activities of Daily Living (ADL) for stroke patients. Methods: Studies tools was administered by using four electronic databases (Pubmed, Embase, Cochrane and NDSL). For the main key words,"stroke AND activities of daily living AND occupational therapy AND assessment OR evaluation OR measurement"was used. We analyzed the types and frequency of evaluation tools. In addition, the evaluation tools for activities and participation were classified based on the classification criteria of International Classification of Functioning, Disability and Health (ICF). Results: In this study, 111 studies were analyzed and 30 assessment tools were identified. As the number of studies on stroke patients has been increased recently, the types and frequency of evaluation tools have been also increased. The most commonly used evaluation tools were Functional Independence Measure (FIM), Barthel Index (BI) and Canadian Occupational Performance Measure (COPM). In addition, according to classification based on ICF, we found that the types of assessment tools which assess participation were few. Conclusion: Although there were many kinds of assessment tools, the types of evaluation tools which were used in the research or field were very limited. Using various assessment tools, more research should be conducted to support evidence-based occupational therapy. Evaluation tools for participation also should be developed.

An analysis of the use of technology tools in high school mathematics textbooks based (고등학교 수학 교과서의 공학 도구 활용 현황 분석)

  • Oh, Se Jun
    • Communications of Mathematical Education
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    • v.38 no.2
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    • pp.263-286
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    • 2024
  • With the introduction of AI digital textbooks, interest in the use of technology tools in mathematics education is increasing. Technology tools have the advantage of visualizing mathematical concepts and discovering mathematical principles through experimentation and inquiry. The 2015 revised mathematics curriculum in Korea already mentions the use of technology tools, and accordingly, various teaching and learning activities using technology tools are presented in mathematics textbooks. However, there is still a lack of systematic analysis on the types and utilization methods of technology tools presented in textbooks. Therefore, this study analyzed the current status of the use of technology tools presented in high school mathematics textbooks based on the 2015 revised curriculum. To this end, the types of technology tools presented in mathematics textbooks were categorized, and the utilization ratio of each category was investigated. In addition, the utilization patterns of technology tools were analyzed by subject and content area, and the utilization ratio of technology tools according to the type of teaching and learning activities was examined. The results showed that technology tools were used in various types and ratios according to the subject and content area. In particular, technology tools in the symbol-manipulation graphing software category accounted for 58% of the total usage cases, showing the highest proportion. By subject, the use of symbol-manipulation graphing software was prominent in subjects dealing with the analysis area, while the use of dynamic geometry software was relatively high in the geometry area. In terms of teaching and learning activity types, the utilization ratio of auxiliary tool type (49%) and intended inquiry induction type (37%) was high. The results of this study show that technology tools play various roles in mathematics textbooks and provide useful implications for improving mathematics teaching and learning methods using technology tools in the future. Furthermore, it can contribute to the establishment of educational policies related to AI digital textbooks and the development of teacher training programs.

Children Pain Using Four Pain Assessment Tools - Faces, Glasses, Chips, Colors (4개의 도구를 이용한 아동의 통증)

  • Kim, Kyeong-Uoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.7
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    • pp.3016-3022
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    • 2012
  • The purpose of this study is to measure and evaluate the degree of the pain using tools such as faces, glasses, chips, and colors for 96 children in three general hospitals. The children preferred faces, glasses, chips and colors in order, and they preferred orange color for pain-free and black for intense pain. The pain score was significantly high with the children who did not have experience in hospital except colors tool in the difference by means of general characteristics(faces, glasses, chips; p<0.05). Faces, glasses, chips, colors tools are pain assessment tools which are easy simple to handle by children including family and medical personnel. We expect these tools will be used in many ways to assess pain according to a child's age in a clinical setting.

A Study on the Online Finding Aids of University Archives (대학기록물의 온라인 탐색도구에 관한 연구)

  • Ha, Eun-Mi;Lee, Soo-Sang
    • Journal of Korean Society of Archives and Records Management
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    • v.7 no.2
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    • pp.139-164
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    • 2007
  • Finding aids is the first necessary step for users to find records easily. EAD, computerized standardization for finding aids, enables users to access to the finding aids easily and accelerates interoperability between Archives. This research is to review the domestic and foreign archives where they have built EAD finding aids and to analyze the distinctive feature in the EAD finding aids. And to review and point out the problems in current status of finding aids in domestic university archives. And the solution for the problem is presented in this research.

Analysis of Elementary and Middle School Students' Perceptions of Virtual Reality Interaction Tool (가상현실에서 상호작용 도구에 대한 초·중학생의 인식 분석)

  • Shim, Jaekwoun
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.15-24
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    • 2019
  • Tools and methods for interacting with the virtual environment are essential in order for a student to perform the virtual reality education contents. However, since the developed controller has generally been constructed for adults, it is necessary to study interaction tools considering the purpose of education and the level of students. Therefore, this study analyzed elementary and middle school students' perceptions of HMD and interactive tools, which are currently widely used as an initial research for developing interactive tools. Results show that students' perceptions has increased in post-questionnaire compared to pre-questionnaire, indicating that the universal controller can be used in the education. Implications for the development of interaction tools are discussed based on interviews with students.

Developing Integrated Model of Eclipse Plugins for Software Process Implementation of Small Organizations (소규모 조직의 소프트웨어 프로세서 구현을 위한 이클립스 플러그인의 통합 모델 개발)

  • Sung Ryong Do;Hyuk Soo Han;Sang Eun Lee;Hyuk Jae Lee;Moon Sik Bae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.578-581
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    • 2008
  • 소프트웨어 프로세스는 소프트웨어와 이에 관련된 산출물을 개발, 유지하기 위해 사용하는 활동, 방법, 절차의 집합이라고 할 수 있다. 프로세스를 기반으로 작업하는 조직은 필요한 프로세스들을 파악하고, 각 프로세스들을 구현하기 위해, 담당자를 할당하고, 수행 활동을 정의한 후, 이를 기반으로 작업을 수행한다. 이 때 보다 효과적으로 작업하기 위해 적절한 도구들을 활용하기도 한다. 소프트웨어 개발에서 도구의 활용은 이미 그 효과가 검증되었고, 많은 상업용 제품들이 개발되어 현장에서 사용되고 있다. 이러한 도구들 중에는 독자적으로 하나의 프로세스를 지원하는 독립형(Standard Alone) 도구들과 여러 프로세스를 지원하는 통합형 도구들이 있다. 통합형 도구들은 여러 프로세스를 연결하고 통합 관리하기 때문에 효과가 크지만, 주로 가격이 비싼 상업용 제품들이고, 대규모 프로젝트에 적합한 복잡한 기능이 많아 소규모 조직이 채택하기에는 어려운 경향이 있다. 독립형 도구들은 통합형 도구보다 상대적으로 기능이 복잡하지 않고, 공개 소프트웨어로도 제공되고 있기 때문에 소규모 조직들도 사용해 왔지만 통합형 도구와 같은 효과를 내기는 쉽지 않았다. 본 논문에서는 이클립스 플랫폼 기반에 독립형으로 존재하는 플러그인들을 통합하여, 여러 프로세스를 지원하는 이클립스 플러그인 모델을 개발하고, 그 효과를 살펴보았다.

Analysing the Use of Test Tools in Science-Related Affective Domain and its Improvements (과학 관련 정의적 영역 검사 도구 활용 및 개선 내용 분석)

  • Chung, Sue-Im;Shin, Donghee
    • Journal of The Korean Association For Science Education
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    • v.39 no.2
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    • pp.263-277
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    • 2019
  • This study analyzed the current use of science-related test tools in affective area in Korean academic journals for the last 30 years since 1989 and the cases of modification of the original tools related to the tools. This provides practical information on the development and improvement of test tools in the future and offers the basis for developing valid test tools. The study was conducted in two stages. We analyzed the status of 88 domestic science education researches dealing with testing tools related affective characteristics and 57 domestic and foreign resource tools referenced by them. After that, we compared the characteristics of the five cases in which the original tool was revised and the concrete item correction examples. The results were analyzed as follows: topics that have emerged continuously or that have recently begun to appear in domestic research, the research situations according to their purpose and measurement methods used by the tool, and use state of original tools. The background and key points of revision were analyzed for the five tools, TOSRA, SAI, PISA items, STEBI-A/B, SMQ, whose revision process were disclosed. In addition, the changes of the items were analyzed by comparing the four test items with the questions before and after the revision. As a result of item analysis, item improvement was proceeding in the direction of enhancing readability, clarifying meaning, and changing items according to change of sub constructs. The implications of this study are as follows: notes on interpreting the results obtained from the tool with multiple mixed constructs, the possibility of the testing tool that broadens the horizon of the research, error recognition in the subjective self-report, and notes when applying test tools from other disciplines to science.

A Study on the Development and Validation of the Information Literacy Test by Guilford's Structure of Intellect Model (길포드의 지능구조모형에 의한 정보활용능력 검사도구 개발 및 타당성 연구)

  • Lee, Byeong-Ki
    • Journal of the Korean Society for Library and Information Science
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    • v.47 no.2
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    • pp.181-200
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    • 2013
  • The test instrument utilized to diagnose and evaluate a trainee's ability are necessary for an effective information literacy education. Nevertheless, there is a lack of a standardized test instrument to comprehensively measure students' information literacy. The purpose of this study is to develop a standardized test instrument to evaluate the information literacy of middle school students, and to verify the reliability and validity of the test instrument. For this purpose, this study selected factors that can show the information literacy and developed an information literacy test framework that was designed based on Guilford's SOI model and Meeker's SOI-LA test. The test instrument that was developed through this study is a 30-item Web-based multiple-choice test. This study administrated tests in middle school students (794 students joined), and analyzed difficulty, reliability, discrimination index, validity of tests, and reviewed tests items to qualify the standardized test. The cutoff score was also decided when using these tests as a diagnostic information literacy assessment.

A Study on Player's Immersion by Difference of Input Control Devices in Computer Games (컴퓨터 게임에서 조작도구의 차이가 플레이어의 몰입에 미치는 영향 연구)

  • Yang, Shin-Duk
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.35-45
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    • 2010
  • This study sets a hypothesis on that the use of input control devices, which are similar to what we experience in real life, to control activities in games increases players' immersion rate, and compares general input control devices with dedicated input control devices in order to show appropriate results. Accordingly the process of the study is derived and the hypothesis is substantiated by understanding the relationship between game controlling activities and immersion rate. Overall satisfaction survey result on the use of dedicated devices shows that most players responded that they felt immersed enough in games when used dedicated devices and were highly satisfied. The use of the dedicated devices had positive impact on the increase of immersion rate in general. In order to increase immersion rate with controlling activities in games, the use of input control devices that are easy to handle and enable precise control is required, which shows that it will bring more fun and more increased immersion rate.

A Fabrication of an Angle Trisection Tool Using Veprtskii's Method (Veprtskii의 방법을 활용한 각의 삼등분 도구 제작)

  • Han, Inki
    • Communications of Mathematical Education
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    • v.36 no.4
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    • pp.627-644
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    • 2022
  • In this study various angle trisection tools based on Archimedes' insertion method were investigated, some tools were fabricated and their characteristics were compared. Through these works, it was found that factors such as the convenience of use, arbitrariness of the trisected angle, and simplicity of structure should be considered in the production and utilization of the trisection tool. Considering the factors described above, attention was paid to the method proposed by Veprtskii A.I. in 1888 as a making method of the angle trisection tool. In this study, we improved the method proposed by Veprtskii A.I., we used two wooden chopsticks and a string to make an angle trisection tool. The improved trisection tool had fewer parts than other trisection tools, a simple structure, and more convenient usage. In particular, this tool divided an arbitrary angle(not a specific angle) into the same three parts, and the production cost was low and the production process was simple. This tool is expected to be widely used in concrete activities related to the properties of the exterior angles of triangles and the properties of isosceles triangles in mathematics classrooms.