• Title/Summary/Keyword: Core Skill

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Effect of Peer Tutoring on Core Basic Nursing Skills for Nursing Students (간호학생의 핵심기본간호술에 또래교수법(Peer Tutoring)이 미치는 효과)

  • Kim, Jeong-Soon
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.241-249
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    • 2018
  • Purpose: This study aim to test the effect of peer-tutoring program on the level of performance, confidence, learning satisfaction of nursing students in practicing core basic nursing skills. Methods: The subjects were 148 nursing students in C university from March to June 2016. The experimental group(n=75) taken in peer tutoring program and control group(n=73) learned the lecturer-guided practice. Results: In foley and nelaton catheterization, the score of performance, confidence and learning satisfaction of experiment group are higher than control group statistically. In PO medication, learning satisfaction of experiment group is higher than control group but performance and confidence are not different statistically. Conclusion: Using peer-tutoring program be effective for nursing students in improving the competency of core basic nursing skills partially and recommend to utilize for core nursing skills training.

A Study on Core Competencies of Science-Gifted Students Based on Teachers' and Students' Perspectives (과학영재에게 요구되는 핵심역량에 대한 교사와 학생 인식)

  • Kim, Hwannam;Lee, Young Ju
    • Journal of The Korean Association For Science Education
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    • v.32 no.7
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    • pp.1241-1250
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    • 2012
  • The purpose of this study was to investigate core competencies of science-gifted students based on teachers' and students' perceptions. Based on a literature review and focus group interview, 16 core competencies of science-gifted students were drawn. The results of this study were as follows. First, there are significant differences in self-control, self-directed learning, knowledge in one's academic area, research, English, writing, leadership, communication skill, cooperation, and spirit of services between teachers and students. Second, teachers perceived self-directed learning, thinking skills, interests in one's academic area, motivation as the most important core competencies among the 16. Also, teachers perceived the educational program to raise self-control, cooperation and self-directed learning. Further discussion was reviewed.

A Study of the Cognition and the Requirement on the Key Competency of Dental Technology (치과기공분야에서의 직업기초능력수준과 요구도에 관한 연구)

  • Hwang, Jae Sun
    • Journal of Technologic Dentistry
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    • v.34 no.4
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    • pp.457-469
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    • 2012
  • Purpose: The purpose of this study is analyzing how much students of dental technology possess core competencies and cognition between dental technicians and students. Methods: The subjects of this study were dental technicians, dental technology students and a self-administered structured questionnaire survey wax conducted for 428 selected people. Collected data were analyzed using SPSS Win 20.0 statistics program and analysis techniques include the frequency, t-test, One-way ANOVA. Results: The results of the survey are as follows. The cognition of key competency according to the gender in the students showed differences in interpersonal ability, information ability and the requirement of key competency according to the gender in the students showed differences in speaking ability, listening ability, problem solving ability. The cognition of key competency according to the grade in the students showed difference in speaking ability, listening ability and the requirement of key competency according to the grade in the students showed difference in comprehension of organization ability. The speaking ability is the lowest in the cognition of key competency according to the gender, grade, experience of clinical training in the students and the skill ability is the highest in the requirement of key competency according to the gender, experience of clinical training in the students. The cognition of key competency according to the career in the dental technicians showed difference in problem solving ability, self-regulation and self-development ability, skill ability and the requirement of key competency according to the career in the dental technicians showed difference in writing ability. The cognition of key competency according to the educational background in the dental technicians showed difference in comprehension of organization ability. The foreign language ability is the lowest in the cognition of key competency according to the career, job in the dental technicians and the skill ability is the highest and the math ability is th lowest in the requirement of key competency according to the career, place of employment in the dental technician. Conclusion: This study can be used as basic data for dental technology that are available not only to field-oriented disciplines but also to overall higher education fields which aim to strengthen key competency.

The Effects of Simulation-Based Practice on Critical Thinking Disposition, Communication Skill, and Clinical Performance for Nursing Students (시뮬레이션 기반 실습 교육이 간호대학생의 비판적 사고성향, 의사소통능력, 임상수행능력에 미치는 효과)

  • Lee, Oi Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.4
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    • pp.93-100
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    • 2017
  • The purpose of this study was to develop a simulation-based practice that enhances the core competencies of nursing students and to investigate the effects on critical thinking disposition, communication skill, and clinical performance for nursing students. This study used a one group, pre-post test design. There were 53 nursing students from G city enrolled in this study, and self-reported questionnaires were collected between June 10 and August 19, 2016. The simulation-based practice was applied for 6-8 hours/day for 60 hours, using a 4-practice module. The data were analyzed by frequencies, paired t-test, and Pearson's correlation using SPSS Win 18.0. The results showed that there was a significant difference in the clinical performance, however, there was no significant difference in the critical thinking disposition and communication skill. After the simulation-based practice, clinical performance was found to be positively correlated with critical thinking disposition (r= .628, p<.001) and communication (r=.716, p<.001). Critical thinking disposition and communication (r=.650, p<.001) also showed a positive correlation. In order to improve clinical competence, it is necessary to develop a simulation-based practice that enhances critical thinking disposition and communication skill.

The Research of Ability to Use Internet, Interpersonal Skill, and Social Activity among the 50's and 60's in Seoul: Latent Mean Analysis (서울지역 장·노년층의 인터넷활용능력, 대인관계능력, 사회활동에 관한 연구: 잠재평균분석을 활용한 집단비교)

  • Kim, Dong bae;Kim, Sang bum;Kim, Se jin
    • 한국노년학
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    • v.31 no.3
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    • pp.733-749
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    • 2011
  • The purpose of this research are as follows. The first is to investigate the mediating effect of interpersonal skill on the relationship between the ability to use Internet and social activity among the 50's and 60's. The second is to compare 60's latent mean of core variables with 50's ones in terms of information gap. The data was Seoul welfare panel data made by Seoul welfare foundation in 2008 and the total subject was 941(50's=644, 60's=297). When it comes to the research methods, structured equation analysis for verifying the mediating effect and latent mean analysis for comparing the two groups were practiced. The results of this research are as follows. First of all, interpersonal skill did function as partial mediator. Second, according to the latent mean analysis, the group of 50's showed a more higher level of the ability to use Internet. On the other hand, the group of 60's revealed a more active social participation. In conclusion, Information educational programs should focus on Internet communication skill for enhancing social activities of the elderly and consider the differentiations among the elder generations.

The Effects of Core Fundamental Nursing Program on Core Fundamental Nursing Skills Competency, Clinical Competency and Problem Solving Process (핵심기본간호술 교육프로그램이 핵심기본간호술 수행능력, 임상수행능력 및 문제해결과정에 미치는 효과)

  • Kim, Yeong-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.9
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    • pp.362-373
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    • 2018
  • This study was pre-experimental research designed to compare the differences between pre-and post the effect of core fundamental education program of senior nursing student′s core fundamental nursing skills, clinical competency and problem solving process for one semester. Core fundamental education program which consists of three steps, 12 session. The subjects of this study were 192 graduates of one nursing college and surveyed from March 20 to June 23, 2017. The data were analyzed using descriptive statistics, the paired t-test, t-test, ANOVA by SAS for Windows(ver. 9.8) and AMOS(ver. 20.0) As a result, pre-post recognition level of core fundamental education program was nursing skills competency pre $(3.42{\pm}.42)$ and post $3.88({\pm}.61)$, clinical competency was pre $3.74({\pm}.47)$ and post $3.98({\pm}.67)$. The core fundamental nursing skills(p=.017), clinical competency(p=.041) increased significantly after education program. Core fundamental nursing skills, clinical competency and problem solving process was significantly different according to male group(p=.003/p=.013/p=.005), high satisfaction group in nursing major(p=<.000/p=.009/p=<.000), confidence improvement group(p=.044/p=.047/p=.004) at the core skill contest. In conclusion, this study showed that the core fundamental nursing education program of senior nursing students had a positive effect on core fundamental nursing skills and clinical competency.

Analyzing the Instruments on core competencies of the 2015 Revised Informatics Curriculum (2015 개정 교육과정의 정보과 핵심역량에 관한 검사도구 분석)

  • Woo, HoSung;Kim, JaMee;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.21 no.2
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    • pp.49-58
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    • 2018
  • Competency is an extended concept rather than knowledge and skill, which means the ability to efficiently and rationally solve various problems. This study focuses on the core competencies presented in the 2015 Revised Informatics Curriculum and aims to analyze the constitution method and composition of domestic and overseas Instruments that can measure core competencies. As a result of analyzing 12 Instruments developed by the countries and organizations, nine Instruments measure two or more competencies based on computing thinking, information culture literacy, and cooperative problem solving ability. Three Instruments have one competency were measured. Ten instruments were computer based tests, and 50% of the items were developed by two or more of multiple choice item, subjective item, and descriptive item. It is important to note that this study provided a crucial step in the development of Instruments to diagnose competencies to be developed into informatics science education.

A Convergence Research for Development of VR Education Contents for Core Fundamental Nursing Skills (핵심기본간호술 VR 교육 콘텐츠 개발을 위한 융복합 연구)

  • Kim, Jungki;Yu, Hye-Yon;Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.714-722
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    • 2021
  • In this study, intends to propose virtual reality education contents for fundamental nursing skills to develop various teaching methods in nursing education. Blood sugar test & insulin subcutaneous injection among the 20 core fundamental nursing skills is one of that frequently performed and can be used for self-management education for diabetic patients. This study designed a core fundamental nursing skill on immersive VR contents by dividing the learner's experience into three stages: guide, mission, and feedback with these skills. And it is designed by tracking the movement of the hand through finger joint recognition without using a controller for immerse in training. This study will help develop VR nursing education contents that can improve clinical practice competency and the effect of the nursing education.

The Experience of Frist Nursing Meaning among Fundamental Nursing Skills (핵심기본간호술을 통한 첫 간호의미 경험)

  • Kim, Mi-Hwa;Lee, Ji-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.1-6
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    • 2021
  • The purpose of this study to understand the meaning of nursing through core basic nursing for nursing students before clinical practice. Participants of this study were analyzed through interviews after taking the core basic nursing skills class for 3rd graders who are currently enrolled in the Department of Nursing at M University. Seventeen students were enrolled in a K-city university as a third-year student who first performed core basic nursing skills. As a result of the study, it was derived into 3 categories and 19 thematic collections. The three categories included 1. meaning of help, 2. overcoming fear, and 3. opportunity to acquire nursing skills. The conclusion was that the first core basic nursing skills before clinical practice was a time to learn the true meaning of nursing through mutual help The difficulties were overcome with repeated practice, and the acquisition of newly learned nursing skills appeared as an effective process to experience with confidence. Therefore, it can be used as a useful basic data for counseling and guidance on the adaptation of nursing students to clinical practice, and it is expected that it will be used as a useful data for successful practice application counseling.

State of Mind in the Flow 4-Channel Model and Play (플로우 4경로모형의 마음상태와 플레이(play))

  • Sohn, Jun-Sang
    • Journal of Global Scholars of Marketing Science
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    • v.17 no.2
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    • pp.1-29
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    • 2007
  • The flow theory becomes one of the most important frameworks in the internet research arena. Hoffman and Novak proposed a hierarchical flow model showing the antecedents and outcomes of flow and the relationship among these variables in the hyper-media computer circumstances (Hoffman and Novak 1996). This model was further tested after their initial research (Novak, Hoffman, and Yung 2000). At their paper, Hoffman and Novak explained that the balance of challenge and skill leads to flow which means the positive optimal state of mind (Hoffman and Novak 1996). An imbalance between challenge and skill, leads to negative states of mind like anxiety, boredom, apathy (Csikszentmihalyi and Csikszentmihalyi 1988). Almost all research on the flow 4-channel model have been focusingon flow, the positive state of mind (Ellis, Voelkl, and Morris 1994 Mathwick and Rigdon 2004). However, it also needs to examine the formation of the negative states of minds and their outcomes. Flow researchers explain play or playfulness as antecedents or the early state of flow. However, play has been regarded as a distinct concept from flow in the flow literatures (Hoffman and Novak 1996; Novak, Hoffman, and Yung 2000). Mathwick and Rigdon discovered the influences of challenge and skill on play; they also observed the influence of play on web-loyalty and brand loyalty (Mathwick and Rigdon 2004). Unfortunately, they did not go so far as to test the influences of play on state of mind. This study focuses on the relationships between state of mind in the flow 4-channel model and play. Early research has attempted to hypothetically explain state of mind in flow theory, but has not been tested except flow until now. Also the importance of play has been emphasized in the flow theory, but has not been tested in the flow 4-channel model context. This researcher attempts to analyze the relationships among state of mind, skill of play, challenge, state of mind and web loyalty. For this objective, I developed a measure for state of mind and defined the concept of play as a trait. Then, the influences of challenge and skill on the state of mind and play under on-line shopping conditions were tested. Also the influences of play on state of mind were tested and those of flow and play on web loyalty were highlighted. 294 undergraduate students participated in this research survey. They were asked to respond about their perceptions of challenge, skill, state of mind, play, and web-loyalty to on-line shopping mall. Respondents were restricted to students who bought products on-line in a month. In case of buying products at two or more on-line shopping malls, they asked to respond about the shopping mall where they bought the most important one. Construct validity, discriminant validity, and convergent validity were used to check the measurement validations. Also, Cronbach's alpha was used to check scale reliability. A series of exploratory factor analyses was conducted. This researcher conducted confirmatory factor analyses to assess the validity of measurements. All items loaded significantly on their respective constructs. Also, all reliabilities were greater than.70. Chi-square difference tests and goodness of fit tests supported discriminant and convergent validity. The results of clustering and ANOVA showed that high challenge and high skill leaded to flow, low challenge and high skill leaded to boredom, and low challenge and low skill leaded to apathy. But, it was different from my expectation that high challenge and low skill didnot lead to anxiety but leaded to apathy. The results also showed that high challenge and high skill, and high challenge and low skill leaded to the highest play. Low challenge leaded to low play. 4 Structural Equation Models were built by flow, anxiety, boredom, apathy for analyzing not only the impact of play on state of mind and web-loyalty, but also that of state of mind on web-loyalty. According the analyses results of these models, play impacted flow and web-loyalty positively, but impacted anxiety, boredom, and apathy negatively. Results also showed that flow impacted web-loyalty positively, but anxiety, boredom, and apathy impacted web-loyalty negatively. The interpretations and implications of the test results of the hypotheses are as follows. First, respondents belonging to different clusters based on challenge and skill level experienced different states of mind such as flow, anxiety, boredom, apathy. The low challenge and low skill group felt the highest anxiety and apathy. It could be interpreted that this group feeling high anxiety or fear, then avoided attempts to shop on-line. Second, it was found that higher challenge leads to higher levels of play. Test results show that the play level of the high challenge and low skill group (anxiety group) was higher than that of the high challenge and high skill group (flow group). However, this was not significant. Third, play positively impacted flow and negatively impacted boredom. The negative impacts on anxiety and apathy were not significant. This means that the combination of challenge and skill creates different results. Forth, play and flow positively impacted web-loyalty, but anxiety, boredom, apathy had negative impacts. The effect of play on web-loyalty was stronger in case of anxiety, boredom, apathy group than fl ow group. These results show that challenge and skill influences state of mind and play. Results also demonstrate how play and flow influence web-loyalty. It implies that state of mind and play should be the core marketing variables in internet marketing. The flow theory has been focusing on flow and on the positive outcomes of flow experiences. But, this research shows that lots of consumers experience the negative state of mind rather than flow state in the internet shopping circumstance. Results show that the negative state of mind leads to low or negative web-loyalty. Play can have an important role with the web-loyalty when consumers have the negative state of mind. Results of structural equation model analyses show that play influences web-loyalty positively, even though consumers may be in the negative state of mind. This research found the impacts of challenge and skill on state of mind in the flow 4-channel model, not only flow but also anxiety, boredom, apathy. Also, it highlighted the role of play in the flow 4-channel model context and impacts on web-loyalty. However, tests show a few different results from hypothetical expectations such as the highest anxiety level of apathy group and insignificant impacts of play on anxiety and apathy. Further research needs to replicate this research and/or to compare 3-channel model with 4-channel model.

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