• Title/Summary/Keyword: Cognitive situation

Search Result 339, Processing Time 0.023 seconds

A Review for Concept Clarification of Critical Thinking, Clinical Reasoning, and Clinical Judgment in Nursing Education (간호교육에서의 비판적 사고, 임상적 추론, 임상적 판단 개념의 고찰)

  • Lee, Dongsuk;Park, Jiyeon
    • The Journal of Korean Academic Society of Nursing Education
    • /
    • v.25 no.3
    • /
    • pp.378-387
    • /
    • 2019
  • Purpose: This article is a comprehensive review for concept clarification of critical thinking, clinical reasoning, and clinical judgment, which still lack a consensus and are of mixed use. Methods: Norris's method of concept clarification was used to review concepts that have no clear definition or conceptualization yet. Results: This review summarized literature from various disciplines, classified each concept based on similarities and differences, and provided hypothetic conceptual schema. Conclusion: Clinical reasoning and clinical judgment are clinical situation specific concepts, while critical thinking is a concept applied in general situations. Critical thinking is a broader concept and serves as a foundation for clinical reasoning and clinical judgment. Clinical reasoning precedes clinical judgment. Clinical judgement implies the end point or conclusion of clinical reasoning. Each of critical thinking, clinical reasoning, and clinical judgment is a cognitive and affective process not a psychomotor process. The concept of clinical competency involves action taken after the cognitive processes of clinical reasoning and clinical judgment.

An Impact of Patient-physician Communication Curriculum on Students of Korean Medical School (환자-의사 의사소통 수업의 한의학전문대학원 학생에 대한 효과)

  • Lee, Hye-Yoon;Im, Sunju;Yune, So Jung;Lee, Sang Yeoup
    • The Journal of Korean Medicine
    • /
    • v.42 no.3
    • /
    • pp.86-98
    • /
    • 2021
  • Objectives: This study aims to evaluate the impact of patient-physician communication curriculum on students of Korean medical school in terms of cognitive, affective, and psychomotor level of communication skills. Methods: A communication curriculum was developed considering COVID-19 pandemic situation. Lectures, peer role-play, open interview with standardized patient (SP), discussion and feedback were conducted by online, and face-to-face 1:1 SP-interview was performed. Scores of written test, peer role-play of medical communication, SP-interview, self-evaluation on one's interview with real patients in clinical clerkship, and questionnaire of importance were collected and analyzed. Results: Converted to 100 point scale, the mean score of written test (cognitive level) was 91.2 while that of importance questionnaire (affective level) was 77.5. The mean scores of psychomotor level were 72.5, 77.5, and 62.5 for peer role-play, SP-interview, and real patient interview in clerkship, respectively. Conclusions: Students' performance is lower in higher level of competence. Curriculums should provide more opportunities of practices to students, and include evaluation focusing on performance skills.

The Effects of A Cognitive-Behavioral Anger Control Training on Anger Control Ability and Peer Relationships of Children (인지행동적 분노조절 훈련이 아동의 분노조절능력과 교우관계에 미치는 효과)

  • Kim, Mi-Ra;Lee, Young-Man
    • The Korean Journal of Elementary Counseling
    • /
    • v.7 no.2
    • /
    • pp.101-115
    • /
    • 2008
  • The purposes of this study were to consist an anger control program in order to help children confirm and modify their cognitive errors in peer anger-provoking situations(Lee Mi-gyeong, 2006), that and to examine the effects of this program on anger-provoking experience, anger controllability and peer relationship. The cognitive-behavioral anger control program was consisted of 16 sessions. The focus of the program were placed on perceiving angry feelings, confirming automatic thinking and cognitive errors and acquiring how to correct the cognitive errors(1st-10th sessions), and checking cognitive errors in 13 anger-provoking situations and practicing way to correct the errors(11th-15th sessions). To examine the effects of the program, 10 children who had a lot of anger-provoking experiences, and were poor at anger control and faced difficulties with peer relationship were selected. The cognitive-behavioral anger control program was implemented for eight weeks, twice a week, 40 minutes each. The collected data were analysed by the ANOVA method using the SPSS and Kwakstat(Kwak Ho-wan, 1993). What cognitive errors children made and how they modified the errors during the program were checked. The findings of the study were as follows: The cognitive-behavioral anger control program served to cut down on the anger-provoking experiences, to improve their anger controllability, to boost their peer relationship, and that effect lasted till six weeks later. And the cognitive errors they made during the program were in the order as follows: stating the oughtness of their behavior, followed by naming, seeing everything in black and white, emotional judgment, mind reading, linking the situation to themselves, overgeneralizing, and hasty conclusion. The ways to correct the cognitive errors were in the order as follows: putting oneself in another's place, explaining in a different manner, looking for proof, thinking of it is so difficult to indure, thinging of there is moral to it, and thinking of how angry after passing time.

  • PDF

Appraisal of Breast Cancer Symptoms by Iranian Women: Entangled Cognitive, Emotional and Socio-Cultural Responses

  • Khakbazan, Zohreh;Roudsari, Robab Latifnejad;Taghipour, Ali;Mohammadi, Eesa;Pour, Ramesh Omrani
    • Asian Pacific Journal of Cancer Prevention
    • /
    • v.15 no.19
    • /
    • pp.8135-8142
    • /
    • 2014
  • Background: Breast cancer is the most common cancer in Iranian women and usually features delayed presentation and late diagnosis. Interpretation of symptoms, as the most important step, has a significant impact on patient delay in seeking treatment. There is a dearth of studies on symptom appraisal and the process leading to seeking help in breast cancer patients. This study explored the perceptions and experiences of Iranian women with self-detected possible breast cancer symptoms. Materials and Methods: A qualitative method was conducted involving in-depth semi-structured interviews with 27 Iranian women with self-discovered breast cancer symptoms. Participants were purposefully selected from women who attended Cancer Institute of Tehran University of Medical Sciences during June 2012 to August 2013. The audiotaped interviews were transcribed and analyzed using conventional content analysis with MAXQDA soft ware version 10. The trustworthiness of the study was verified by prolonged engagement, member validation of codes, and thick description. Results: The main concepts emerging from data analysis were categorized in four categories: symptom recognition, labeling of symptoms, interactive understanding, and confronting the fear of cancer. Symptom recognition through breast self-examination, symptom monitoring and employing prior knowledge distinguished normal from abnormal symptoms and accompanied with perception of being at risk of breast cancer led to symptom labeling. Social interaction by selective disclosure and receiving reassurance from a consultant led to confirmation or redefinition of the situation. Perceived seriousness of the situation and social meanings of breast cancer as a stigmatized and incurable illness associated with loss of femininity were reasons for patient worries and fear. Conclusions: This study emphasized that entangled cognitive, emotional and socio-cultural responses affecting understanding of symptom seriousness require further investigation. It is suggested that programs aimed at shortening patient delay in breast cancer should be focused on improving women's knowledge and self-awareness of breast cancer, in addition to correcting their social beliefs.

User-centered information service and a n.0, pplication of sense-making theory (이용자 중심 정보서비스와 Sense-making 이론의 적용)

  • ;Noh, Jin-Goo
    • Journal of Korean Library and Information Science Society
    • /
    • v.28
    • /
    • pp.447-475
    • /
    • 1998
  • We are seeing a shift of the focus of information service from system-centered(data-centered or intermediary-centered) a n.0, pproach to user-centered a n.0, pproach. Sense-making theory is one of the user- centered a n.0, pproaches. This study focused on user-centered information service paradigm concepts of Dervin's sense-making theory and interpreting sense-making theory in the practical context of library services. The sense-making theory is basically a cognitive a n.0, pproach to information-seeking, in that it recognizes information as something that involves internal cognitive processes. The user of information becomes the focus in this sense-making model. The sense-making theory sees information as subjective, situational, and cognitive. It focuses on understanding information within specific contexts and on understanding how information needs develop and how they are satisfied. It regards the user not as a passive receive of external information but as the center in a active, ongoing process of change. It related to the information needs of users. Dervin's method for studying information needs employs the 'situation-gap-use' metaphor. All information needs stem from a discontinuity or 'gap! in one's knowledge. Dervin believes that information needs can be addressed by understanding the process that each individual goes through in experiencing a gap, in trying to resolve it, and in gaining something (especially new knowledge) from the experience. Sense-making is a process; 'sense' is the product of this process. Sense includes 'knowledge'. However, it includes a host of other subjective factors that reflect an individual's interpretations of a situation including intuitions, opinions, hunches, effective responses, evaluations, questions, etc. For several reasons, however, difficulties are encountered if one attempts a more substantial assessment of the theory. First, it has not yet crystallized into a well-defined theory. Secondly, though the theory has aroused general interest, e.g. within LIS, detailed discussion of its strong and weak points is still lacking. A third source of difficulty is that the basic assumptions of the theory have been explicated metaphorically. If sense-making theory is to be really useful, it needs to be interpreted for library settings. But we have found no attempt to construct an information service based on the theory. Because the research tradition is still relatively young, there are many unanswered questions connected, e.g. with the design of information systems. In any case, e.g. intermediary access systems would be more efficient and effective it their planning could be founded on the user-centered a n.0, pproach.

  • PDF

Differences in attributional bias and irrational gambling beliefs between gamblers and non-gamblers (귀인양식과 귀인편향, 비합리적 도박신념에서의 차이: 도박자와 비도박자의 비교)

  • Eun-A Park;Jonghan Yi
    • Korean Journal of Culture and Social Issue
    • /
    • v.21 no.2
    • /
    • pp.177-203
    • /
    • 2015
  • The aims of this study were 1) to compare irrational gambling beliefs of gamblers and non-gamblers, 2) to investigate the role of cognitive error on winning probability thinking error, and 3) to examine the relationship between attributional bias and gambling behavior. A total of 248 subjects were recruited for this study. All subjects were classified into non-gamblers, social gamblers and pathological gamblers, and administered self-report questionnaires to measure irrational gambling beliefs, the probability inference error, the attriburional style, and the attributional bias. A pathological gambler group scored highest on irrational gambling beliefs, especially the overestimation of self-ability factor, and a social gambler group and a non-gambler group follow. All three groups scored higher on the magnification of gambling skills than the mean (4.0) of the scale. Pathological gamblers and social gamblers scored higher on the probability thinking error than non-gamblers. Pathological gamblers displayed higher external attribution, lower internal attribution in their daily life events and higher internal attribution in failure situation than social gamblers and non-gamblers. The results indicate that cognitive errors would be a factor that differentiates pathological gamblers from social gamblers and non-gamblers. In predicting gambling behaviors, overestimation of self-ability of irrational gambling beliefs, internal attribution in failure situation, external attribution in daily live event, and probability thinking error were identified as significant factors. It is concluded that a public education about common cognitive bias featured in gamblers might be important in prevention of pathological gambling behaviors.

  • PDF

Evaluation of Human Factors for the Next-Generation Displays: A Review of Subjective and Objective Measurement Methods

  • Mun, Sungchul;Park, Min-Chul
    • Journal of the Ergonomics Society of Korea
    • /
    • v.32 no.2
    • /
    • pp.207-215
    • /
    • 2013
  • Objective: This study aimed to investigate important human factors that should be considered when developing ultra-high definition TVs by reviewing measurement methods and main characteristics of ultra-high definition displays. Background: Although much attention has been paid to high-definition displays, there have been few studies for systematically evaluating human factors. Method: In order to determine human factors to be considered in developing human-friendly displays, we reviewed subjective and objective measurement methods to figure out the current limitations and establish a guideline for developing human-centered ultra-high definition TVs. In doing so, pros and cons of both subjective and objective measurement methods for assessing humans factors were discussed and specific aspects of ultra-high definition displays were also investigated in the literature. Results: Hazardous effects such as visually-induced motion sickness, visual fatigue, and mental fatigue in the brain caused by undesirable TV viewing are induced by not only temporal decay of visual function but also cognitive load in processing sophisticated external information. There has been a growing evidence that individual differences in visual and cognitive ability to process external information can make contrary responses after exposing to the same viewing situation. A wide vision, ultra-high definition TVs provide, can has positive and negative influences on viewers depending on their individual characteristics. Conclusion: Integrated measurement methods capable of considering individual differences in human visual system are required to clearly determine potential effects of super-high vision displays with a wide view on humans. All of brainwaves, autonomic responses, eye functions, and psychological responses should be simultaneously examined and correlated. Application: The results obtained in this review are expected to be a guideline for determining optimized viewing factors of ultra-high definition displays and accelerating successful penetration of the next-generation displays into our daily life.

Research on Analytical Method of fun Generating Factor of Product (제품에서 Fun감성이 유발되는 요인의 분석방법에 관한 연구)

  • 강정원
    • Archives of design research
    • /
    • v.16 no.3
    • /
    • pp.221-230
    • /
    • 2003
  • In product design, many designers incorporate psychological aspects to express the "fun" factor. If so, is it possible to apply the fun inducing mechanism utilized in psychology to product design and are there any problems in the application\ulcorner Psychology defines the sense of fun as the result of relief to a situation that causes a mental accumulation through the discovery of a due. The psychological extraction of fun inducing mechanism tends to lean too much to the cognitive aspect. Therefore, when dealing with product design, psychology's particular disposition is inadequate in explaining the important perceptive factor of fun. This study hypothesizes that perceptive aspect of should be induced along with the cognitive aspect in order to rationalize fun in product design. In order to understand the perception of fun, this study will introduce the amusement aspect within Kitsch products. Methods of developing a humorous form will be studied and these methods will be applicable to perceptive aspects. This paper hypothesizes that through the theoretical basis of internal characteristic of cognitive factors and external characteristic of perceptive factors, the mechanism of fun can be determined.etermined.

  • PDF

Selection of Media and Representation factor for Multimedia Information (멀티미디어 정보를 위한 매체와 표현 요소의 선택)

  • 이지수
    • Archives of design research
    • /
    • v.13 no.4
    • /
    • pp.195-201
    • /
    • 2000
  • To find out media's function on the various effects in communication, this paper reviews studies that utilize multimedia as a device for conveying information. We discuss multimedia as an integrated symbol system with advantages and also problems in representing information. The cognitive dissimilarity of media could be explained by various attributes of medium that are about physical characteristics and even cognitive actions. With advantages from integrated media and interactivity, multimedia has negative results such as cognitive overload and in that reason systematic approach is needed. This paper shows the factors on media selection and relationship to interface components. To select appropriate media to the needs and situation, it should be considered the user's ${\circled1}$background ${\circled2}$knowledge / frequency of use / expertise, contents ${\circled1}$task nature ${\circled2}$type of knowledge and media ${\circled1}$representation format ${\circled2}$interaction techniques. Varying the media factors and varying the expression factors offers concrete design features.

  • PDF

Analytic Framework of Emotion Factors for Gameplay Capability (게임플레이 가능성을 위한 감정요소 분석 프레임워크)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.6
    • /
    • pp.188-196
    • /
    • 2010
  • This study aims at empiricallly designing method to increase player's play capability through determining of the relations of player's behavior pattern and emotion factors when having gameplay experiences in MMORPG. For modeling emotion factors on gameplay, Our preliminary studies are considered in the process of rule-based systems on cognitive science approach. These study estabilished game architecture process applied of player's cognitieve emotion reactions in specific situation of role playing games that have most noticeable interaction with players based on quest system. This approach is expected to extend instant responses, which can be controlled behind all of anti-main behavior pattern and main behavior pattern in game playing. Therefore, such study is meaningful that is proposed the analysis framework of player's emotion factors to design game playing capability in game interactions.