• Title/Summary/Keyword: Educational mobile application

Search Result 81, Processing Time 0.028 seconds

The Development of Automated Personalized Self-Care (APSC) Program for Patients with Type 2 Diabetes Mellitus (제2형 당뇨병 환자를 위한 자동 맞춤형 셀프케어 프로그램 개발)

  • Park, Gaeun;Lee, Haejung;Khang, Ah Reum
    • Journal of Korean Academy of Nursing
    • /
    • v.52 no.5
    • /
    • pp.535-549
    • /
    • 2022
  • Purpose: The study aimed to design and develop an automated personalized self-care (APSC) program for patients with type 2 diabetes mellitus. The secondary aim was to present a clinical protocol as a mixed-method research to test the program effects. Methods: The APSC program was developed in the order of analysis, design, implementation, and evaluation according to the software development life cycle, and was guided by the self-regulatory theory. The content validity, heuristics, and usability of the program were verified by experts and patients with type 2 diabetes mellitus. Results: The APSC program was developed based on goal setting, education, monitoring, and feedback components corresponding to the phases of forethought, performance/volitional control, and self-reflection of self-regulatory theory. Using the mobile application, the participants are able to learn from educational materials, monitor their health behaviors, receive weekly-automated personalized goals and feedback messages, and use an automated conversation system to solve the problems related to self-care. The ongoing two-year study utilizes a mixed method design, with 180 patients having type 2 diabetes mellitus randomized to receive either the intervention or usual care. The participants will be reviewed for self-care self-efficacy, health behaviors, and health outcomes at 6, 12, 18, and 24 months. Participants in the intervention group will be interviewed about their experiences. Conclusion: The APSC program can serve as an effective tool for facilitating diabetes health behaviors by improving patients' self-care self-efficacy and self-regulation for self-care. However, the clinical effectiveness of this program requires further investigation.

Implementation of a Mobile App for Companion Dog Training using AR and Hand Tracking (AR 및 Hand Tracking을 활용한 반려견 훈련 모바일 앱 구현)

  • Chul-Ho Choi;Sung-Wook Park;Se-Hoon Jung;Chun-Bo Sim
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.18 no.5
    • /
    • pp.927-934
    • /
    • 2023
  • With the recent growth of the companion animal market, various social issues related to companion animals have also come to the forefront. Notable problems include incidents of dog bites, the challenge of managing abandoned companion animals, euthanasia, animal abuse, and more. As potential solutions, a variety of training programs such as companion animal-focused broadcasts and educational apps are being offered. However, these options might not be very effective for novice caretakers who are uncertain about what to prioritize in training. While training apps that are relatively easy to access have been widely distributed, apps that allow users to directly engage in training and learn through hands-on experience are still insufficient. In this paper, we propose a more efficient AR-based mobile app for companion animal training, utilizing the Unity engine. The results of usability evaluations indicated increased user engagement due to the inclusion of elements that were previously absent. Moreover, training immersion was enhanced, leading to improved learning outcomes. With further development and subsequent verification and production, we anticipate that this app could become an effective training tool for novice caretakers planning to adopt companion animals, as well as for experienced caretakers.

The Development and Application of STEAM Education Program based on Kinetic Art (키네틱 아트를 도입한 STEAM 교육 프로그램 개발 및 적용 - 융합에 움직임을 더하다! -)

  • Jee, Kyoungjun;Hong, Eunju
    • Journal of Korean Elementary Science Education
    • /
    • v.34 no.3
    • /
    • pp.276-287
    • /
    • 2015
  • The purpose of this study was to investigate the effects of STEAM program using Kinetic art. This program concentrates upon science and art in elementary school curriculum by 'Kinetic art'. The program was constructed 5 themes : Mobile, Light and Color, Rotation, Energy, Exhibition. The study was conducted 10 classes of the $5^{th}-6^{th}$ grade of the 5 school in G Metropolitan City. 5 classes (N=88) were experimental group and the other classes (N=72) were control group. The results of this study were as follows. First, the experimental group improved the STEAM literacy significantly (p<.01). Second, 10 interviewees who participated this study responded that this program was useful to understand the scientific knowledge, use their creativity, and become intimate with their friends. Third, visitors who watched the exhibition responded that this program will be useful to arose interest in science, understand the scientific knowledge, and improve convergent thinking ability.

An Implementaion of Mobile e-storytelling Application for Creativity Development using Character Sticker Function (캐릭터스티커 기능을 활용한 창의력 증진용 모바일 e-동화 웹앱 구현)

  • Cho, Hee-Jung;Ahn, Da-Bin;Kim, Mung-Won;Park, Hwa-Jin
    • Journal of Digital Contents Society
    • /
    • v.13 no.4
    • /
    • pp.617-624
    • /
    • 2012
  • The purpose of this paper is to plan and implement e-storytelling for improving children's creativity, which consists of e-storytelling, thinking questions, and character sticker canvas. Especially It makes children draw paintings feel easier by character sticker. This webapp shows the flash animation e-storytelling and gives the question to answer by painting with a fertile imagination on the canvas as transforming the character sticker. A user can input the title of painting and store it when finish the drawing. This is an educational tool which makes educatees think more and express their ideas through questions. Therefore, we can check how much children's imagination is changed and diversed by the stored paintings.

Efficient Multicasting Mechanism for Mobile Computing Environment (증강현실 기반 협업형 화학 실험 시스템)

  • Cho, Seung-Il;Kim, Jong-Chan;Ban, Kyeong-Jin;Kim, Eung-Kon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2011.05a
    • /
    • pp.369-371
    • /
    • 2011
  • Since users can experience new type of experiment system using augmentation technology and its data visibility, it is a media that is suited to educational purpose application. This paper developed an augmentation-based experimentation that excludes risks and ehnances immersion in chemical experiment. This virtual chemistry experiment system utilizes users' hands to control 3D objects in experiment through interface that interacts virtual objects without markers that are the cause of losing immersion in existing augmentation system. To maximize immersion effect, we propose a virtual chemistry experiment system that enables collaborative work.

  • PDF

Authentication System of Students using the Position Information of Android-based (안드로이드 기반의 위치정보를 이용한 수강생 인증 시스템)

  • Park, Sung-Hyun;Pyoun, Do-kil;Yuk, Jung-Soo;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2013.05a
    • /
    • pp.632-634
    • /
    • 2013
  • Subjects that require the creation of lecture and tour diary system and on-the-spot investigation in class of educational institutions universities and smart the current era has increased. At this point, it is intended to ensure the convenience of the process of teaching the specified one by one, to create a history of the data. In this paper, we devised a work by introducing a system for authentication of the material and of such as tours and systems on-the-spot investigation in the various modules and position information of Android, to simplify a more convenient reporting and learning environment.

  • PDF

Design and Implementation of Dual-Polarized Broadband Antenna for PCS Band and W-CDMA Band (PCS 대역과 W-CDMA 대역 겸용 광대역 이중 편파 안테나 설계 및 구현)

  • Lee, Won-Hui;Jang, Young-Chul
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
    • /
    • v.19 no.10
    • /
    • pp.1129-1136
    • /
    • 2008
  • In this paper, a dual polarized broadband antenna fed by L-shaped strip for the Korea PCS band and W-CDMA band is presented. To analyze the characteristics of the designed antenna, we used commercial simulation tool(HFSS). The designed antenna was fabricated and measured using HP8753D vector network analyzer. The measured impedance bandwidth(VSWR<1.5) is 560 MHz and the measured average gain is 6.56 dBi. The measured isolation characteristic between two ports is -14 dB(min.) $\sim$ -40 dB(max.). These results are proper for the mobile communication application and repeater antenna.

Design and Effects of Science Simulation Applications Using Flash and ActionScript 3.0: In the Composition of Material Chapter in Middle School Science Textbooks (Flash와 Actionscript 3.0을 이용한 과학 시뮬레이션 앱의 디자인 및 효과 -중학교 과학 '물질의 구성' 단원을 중심으로-)

  • Lee, Chang Youn;Park, Chulkyu;Hong, Hun-Gi
    • Journal of The Korean Association For Science Education
    • /
    • v.38 no.4
    • /
    • pp.527-539
    • /
    • 2018
  • Although a simulation is proposed as a candidate for alternative contents of inquiry activities, design cases focused on the characteristic of science education are rare. This study suggested the definition and requirements of science simulation to clarify science subject-specific design and set up the design guidelines to consider usability. Then the science simulation was developed in the form of an app for mobile devices, where 'Flash and Actionscript 3.0' was selected as a development tool for compatibility, functionality, ease of use and optimization for mobile devices with educational applicability in mind. In effect, six science simulation apps were prepared for seven classes of inquiry activity in 10 science classes on the chapter of 'composition of material' in middle school science 2 textbooks. In this regard, the main advantages of the simulation apps expected from each design characteristic are also suggested in this article. In the implementation of the science simulation apps, educational effects were investigated based on the statistical comparison, while 134 students in the second grade in a coeducational middle school, Gyeonggi-do participated as an intervention group and a control group. Our results showed that the scores of academic achievement and affective test in the intervention group were significantly higher than those of the control group (p <.05). In the questionnaire survey on usability, most students responded positively to the design of the science simulation apps. This study will contribute to expanding the horizon of design about science simulation as a design case in science education.

Study on Active Learning & Facilitation Convergence Education Program for Enhancing Core Competency (4C) (핵심역량(4C) 증진을 위한 액티브러닝과 퍼실리테이션 융합 교육프로그램 연구)

  • Chung, Yoo Kyung
    • Smart Media Journal
    • /
    • v.8 no.1
    • /
    • pp.67-73
    • /
    • 2019
  • This study investigates Active Learning and Facilitation Convergence Education Program which can improve core competency to cope with vocational education in the fourth industrial revolution era. I applied the integrated advantages of Active Learning which enhances 'problem solving skill' and those of Facilitation for creative thinking idea to application design process coursework and verified the effectiveness of such education method through student satisfaction survey. I also designed application contents for the students who are familiar with the mobile environments and UI contents for data visualization which can help those students to improve their skills in software. Every coursework was conducted as a team project. As a result, Active Learning and Facilitation Convergence Education Program is found to be helpful in improving the basic skills and competencies required in college education. I hope this work helps to reduce the educational gap between industry and professional colleges.

Mobile application-based dietary sugar intake reduction intervention study according to the stages of behavior change in female college students (모바일 어플리케이션 기반 당류 저감화 중재 프로그램의 행동변화단계에 따른 효과 분석 : 일부 여대생 대상 연구)

  • Choi, Yunjung;Kim, Hyun-Sook
    • Journal of Nutrition and Health
    • /
    • v.52 no.5
    • /
    • pp.488-500
    • /
    • 2019
  • Purpose: This study examined the effects of a mobile app-based program to reduce the dietary sugar intake according to the stages of the behavioral change in dietary sugar reduction in female college students. Methods: The program used in this study can monitor the dietary sugar intake after recording the dietary intake and provide education message for the reduction of dietary sugar intake. In an eight-week pre-post intervention study, 68 female college students were instructed to record all the food they consumed daily and received weekly education information. At pre-post intervention, the subjects were asked to answer the questionnaire about sugar-related nutrition knowledge, sugar-intake behavior, and sugar-intake frequency. For statistical analysis, ANOVA and a paired t-test were used for comparative analysis according Precontemplation (PC), Contemplation Preparation (C P), and A M (Action Maintenance) stage. Results: Significant differences were observed in the frequency of snacking, experience of nutrition education, and preference for sweetness according to the stages of behavior change in dietary sugar reduction. After finishing an intervention, the sugar-related nutrition knowledge score was increased significantly in the stages of Precontemplation (PC) and Contemplation Preparation (C P). The score of the sugar intake behavior increased significantly in all stages. The intake frequency of chocolate, muffins or cakes, and drinking yogurt decreased significantly in the PC stage and the intake frequency of biscuits, carbonated beverages, and fruit juice decreased significantly in the C P stage. Subjects in the PC and C P stages had an undesirable propensity in nutrition knowledge, sugar-intake behavior, and sugar-intake frequency compared to the A M stage, but this intervention improved significantly their nutrition knowledge, sugar-intake behavior, and sugar-intake frequency. Conclusion: This program can be an effective educational tool in the stages of PC and C P, and is expected to further increase the usability and sustainability of mobile application if supplemented appropriately to a health platform program.