• Title/Summary/Keyword: Multimedia Education

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Effects of Nursing Skills Educational Programs Using Multimedia

  • Choi, Keum-Bong
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.163-170
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    • 2022
  • Nursing students who play a role as future nursing professions are provided with education through various teaching and learning methods in order to develop necessary competencies. The purpose of this study is to confirm the effect of nursing practice education using multimedia. A quasi experimental study with a nonequivalent control group pretest-posttest design was used, and the participants of the study were students from two nursing colleges, who received an educational intervention using multimedia as the experimental group and those without education were selected as the control group. Data collection was conducted immediately before and after educational intervention, and data analysis was performed using the SPSS 21.0 program by x2-test, Fisher's exact probability, and t-test. As a result of the study, the experimental group was statistically significant in self-efficacy (t=3.402, p=0.015), resilience (t=2.047, p=0.045) and performance confidence (t=2.128, p=0.018) compared to the control group. Through these results, we could confirm that multi-media practical education is effective educational method for enhancing nursing students' self-efficacy, resilience, and performance confidence. Therefore, in order to establish a systematization of the nursing profession, it is essential and should be continued for nursing students to use structured multimedia and core fundamental nursing skills.

Improving the Professional Competence of a Specialist in Poland by Implementing Multimedia Technologies

  • Kravchenko, Tetiana;Varga, Lesia;Lypchanko-Kovachyk, Oksana;Chinchoy, Alexander;Yevtushenko, Nataliia;Syladii, Ivan;Kuchai, Oleksandr
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.51-58
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    • 2022
  • The article emphasizes the features of the modern education system in Poland, reveals the peculiarities of improving the professional competence of a specialist in Poland through the implementation of multimedia technologies. Various forms of innovations implemented in improving the professional competence of a specialist are listed: improvement (rationalization), modernization, innovation. The forms of professional improvement through the introduction of computer technologies in general and multimedia technologies, in particular, primarily include various professional courses, qualification, preparatory, methodological conferences, seminars, postgraduate studies, foreign and state internships. At the same time, the main direction is self-education. The subject of professional improvement in the application of computer technologies by specialists is the updating of existing knowledge, exchange of professional experience, planning, as well as discussion of innovative works in which specialists participate. Professional growth of specialists can occur both during work and in higher education institutions during their studies. Modernization of computer technologies, especially multimedia ones, is a necessary condition for the functioning of specialists in modern society, since specialists are at the center of the educational process, during the improvement of professional competence. The main functions of the educational process necessary for improving the professional competence of specialists through the implementation of multimedia technologies are revealed. These functions not only contribute to the professional improvement of specialists, but also affect their solutions and optimize the maintenance of contacts between specialists. The importance of creating conditions that are consistent with the modern needs of innovative education is emphasized.

An Error Detection running on White Board for Multimedia Collaboration Works of Home Network Environment (홈 네트워크 환경의 멀티미디어 공동 작업을 위한 화이트보드에서의 오류 감지)

  • Ko, Eung Nam
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.1 no.3
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    • pp.49-52
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    • 2008
  • This paper explains a system that is suitable for detecting software error for multimedia distance education based on home network environment. This system consists of an ED, and ES. ED is an agent that detects an error by hooking techniques for multimedia distance education based on home network environment. ES is an agent that is an error sharing system for multimedia distance education based on home network environment. From the perspective of multimedia collaborative environment, an error application becomes another interactive presentation error is shared with participants engaged in a cooperative work.

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A Study of Mathematics Educational Multimedia Development: Focused on the Jasper Series (수학교육용 멀티미디어 개발에 관한 연구 -Jasper 시리즈 사례를 중심으로-)

  • 김민경
    • The Mathematical Education
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    • v.39 no.1
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    • pp.59-69
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    • 2000
  • In order to serve effective teaching and teaming environments with an appropriate harmony of hard technologies and soft technologies and to contribute to multimedia contents design and development this study shows that the theoretical backgrounds, producing backgrounds, contents scenario, and related research as well as their use and integration into realistic classroom. In our environments, it is believed that it is possible for us to develop effective mathematics educational multimedia development fitting to our culture and emotion. Thus it is urged that the government should support the professional multimedia development & production association enthusiastically.

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Design and Implementation of a Multimedia Platform for a Realtime Distant Education on the Web (웹 기반에서의 실시간 원격교육을 위한 멀티미디어 플렛폼 설계 및 구현)

  • 손형도;김윤홍;강승찬;박병수;김일태
    • Journal of Korea Multimedia Society
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    • v.2 no.4
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    • pp.419-429
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    • 1999
  • In this paper, we have designed and implemented Web-based realtime distant education system by using multimedia CAI and Java technology. The proposed system can provide not only Web-based courseware but also text-based text lecture and distant OHP in real time. The Courseware provides computer basic education and has been developed by using Authorware. The Client/server program of Text lecture and distant OHP for a realtime distant education has been developed by using Java applet and application. Java servlet has been used to construct CGI programs.

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Reliability for A Fault-Detection Agent running on Home Network Environment based IP-USN (IP-USN 기반의 홈 네트워크 환경에서 결함 감지 에이전트를 위한 신뢰성)

  • Ko, Eung-Nam
    • Journal of Advanced Navigation Technology
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    • v.13 no.1
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    • pp.74-78
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    • 2009
  • This paper explains the design and implementation of the FDA(Fault Detection Agent) based on IP-USN. FDA is a system that is suitable for detecting software error for multimedia distance education running on home network environment based on IP-USN. This system consists of an ED, and ES. ED is an agent that detects an error by hooking techniques for multimedia distance education based on IP-USN environment. ES is an agent that is an error sharing system for multimedia distance education based on IP-USN environment.

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The Effects of Safety Education Using Multimedia on Early Childhood's Knowledge and Attitude Toward Safety Education (멀티미디어 활용 안전교육이 유아의 안전교육 지식과 안전교육 태도에 미치는 효과)

  • Choi, Junghwa;Nam, Changwoo;Lee, Minhyo
    • Journal of Creative Information Culture
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    • v.5 no.3
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    • pp.203-214
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    • 2019
  • This study is to investigate the effects of multimedia education on the teaching method of safety education knowledge and safety education attitude of children based on the analysis, design, development, implementation and evaluation stages of ADDIE model. In order to verify the above research problem, the experiment was conducted with 52 children aged 5 years in A nursery school located in Busan, for about 3 week. The main results of this study were summarized as follows. Frist, multimedia-based instruction group showed higher safety education knowledge score than instruction group using direct teaching method, and statistically significant difference was found. Second, there was no statistically significant difference between the group using multimedia and the class using direct teaching method.

Plan of Realization of Learner - Contents Interaction in Distance Education for Teacher's Multimedia Literacy (교사의 Multimedia Literacy를 위한 원격교육에서의 Learner - Contents Interaction 구현 방안)

  • Lee, Ji-Young;Hong, Myung-Hui
    • 한국정보교육학회:학술대회논문집
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    • 2004.01a
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    • pp.45-55
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    • 2004
  • 본 논문은 교사의 Multimedia Literacy 함양을 위한 원격교육 Contents를 제작함에 있어 효율적으로 활용할 수 있는 상호작용 구현 방안을 제시함을 목적으로 한다. 이에 앞서 본 논문에서는 웹 기반 원격교육 상호작용 유형과 그 구현 방안을 새롭게 정리해 보고, 효율적인 원격교육과 상호작용 구현을 위해 고려해야 할 사항에 대한 제안을 통해 논지에 접근하였다. 본 논문은 연구 범위를 교사의 멀티미디어 리터러시 함양을 위한 원격교육 Contents에서의 Learner - Contents Interaction으로 제한하였으며, Java Script, Hash, HTML의 Event, Action, Link, Navigation 등을 활용한 Courseware 개발에 주력하였다. 상호작용이 강화된 이 Courseware는 Open Contents System으로 구축되어 다양한 원격교육 Contents에 다각도로 활용 가능하다.

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A Study on the Multimedia Design Education using Basic Design Elements with an Emphasis on Case Study using Flash Application (기초조형요소를 활용한 멀티미디어 디자인교육에 관한 연구 - 플래쉬를 활용한 사례연구를 중심으로-)

  • 김소영
    • Archives of design research
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    • v.14 no.4
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    • pp.217-226
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    • 2001
  • In 21st century, with the rapid development of Information technologies, a new form of postgraduate courses on multimedia has emerged. The curriculum of that course is consisted of a combination of design related fields and computer science. In this thesis, I analyzed problems of design education come from multimedia departments of 2-year colleges. This form of departments result in the reduction of design related courses and that is also reduction of basic design rather than multimedia. But, for the desirable multimedia design education, the functional aspects of multimedia must be harmonized with the artistic aspects. For these reason, I developed a course of study on multimedia design. It consists of theoretical studies about design principles, actual training on flash application, and individual projects accomplishments. And on the basis of this results, case studies of 3 subjects were done in a semester.

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The Development of Multimedia Nutrition Education Program for Preschoolers (미취학 아동의 영양교육을 위한 멀티미디어 개발에 관한 연구)

  • Oh Yu-Jin;Kim Dong-Sik
    • Korean Journal of Community Nutrition
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    • v.11 no.3
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    • pp.338-345
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    • 2006
  • The purpose of this study was to design an interactive multimedia nutrition education program for preschoolers. Computer technology provides the opportunity to explore new and creative methods of delivering nutrition education to pre-schoolers. If this method is effective, more preschoolers can be reached with accurate and consistent nutrition education with less time and teaching staff. This program is a computer-based multimedia nutrition education program for pre-schoolers based on the Dick and Carey (Dick & Carey 2001) model of instructional design which includes analysis, design, development, and evaluation. The overall instructional goal was based on the needs of the target population. The needs assessment was a self-administered survey distributed to 1,426 parents of preschoolers, focusing on the need for preschoolers' nutrition education. The results of the survey indicated that parents wanted their children to learn reasons for eating nutritious food. Therefore, a program titled 'Nutrition Exploration' was developed with the instructional goal of teaching preschoolers the 5 Food Groups. To achieve this goal, the preschoolers were engaged in a game. They could earn colored jewels by completing the game in five sessions. The story line was that people living in a peaceful kingdom become sick after they lose the jewels. The learner takes an adventurous journey through five different countries to retrieve the jewels. These countries are 'Giwoon nahrah' (foods containing carbohydrates, such as rice and potatoes), 'Sangsang nahrah' (foods that are rich in vitamins and minerals, such as vegetables and fruits), 'Sooksook nahrah' (calcium-con-taming products such as milk), 'Teunteun nahrah' (protein-containing foods such as meat and fish) , and 'Gakeum nahrah' (products with high sugar and fat content, such as instant foods and soda). The learner who obtains five jewels in five different countries can save the kingdom. For the program to be effective and efficient, the multimedia had to be easy for the preschooler to enter, use, and exit. The verbal instructions enhanced child autonomy, and the program was developmentally appropriate so that the young child could easily manipulate the software. This research provides the basis for the continued development of computer-based nutrition education materials.