• Title/Summary/Keyword: Multimedia education

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The Caregiver's Knowledge and Practice about Preventive Behavior for Urinary Tract Infection in Long-term Care Facilities (노인요양시설 요양보호사의 요로감염 예방행위에 대한 지식과 실천)

  • Oh, Young-Ju;Son, Young-Shin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.10
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    • pp.407-421
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    • 2019
  • The purpose of this study was to survey the knowledge and practice about preventive behavior for urinary tract infection in caregivers, and ultimately to provide the basic information in terms of urinary tract infection prevention. Participants in this study were caregivers who working at the 7 long-term care facilities in J-city of South Korea. Total 198 were participated in this study. Descriptive statistics, t-test, one-way ANOVA, and scheffe test were performed using SPSS Windows for 21.0 program. The correct answer rate for the knowledge about preventive behavior of urinary tract infection was 79%. The practice of urinary tract infection preventive behavior were significantly differed by the number of nurses, the number of elderly, working time and the experience, perceived importancy, necessity with education for urinary tract infection. The preventive behavior for urinary tract infection in caregivers should be supervised by health care providers. Moreover, it should be needed to educate and apply the basic education program to improve the caregivers' knowledge and practice for preventive behavior in urinary tract infection by healthcare providers. Continuous infection monitor and education by healthcare providers can be contributed the quality of elderly caring services and development of monitoring system for urinary tract infection in long-term care facilities.

Types and Characteristics of Learning Using ICT in the National Curriculum: Focusing on Social Studies in Elementary School (국가교육과정에 나타난 ICT 활용 학습의 유형과 특징: 초등사회과를 중심으로)

  • Heo, Shinhye
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.1
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    • pp.153-161
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    • 2022
  • The current National Curriculum clearly states that students should utilize digital information as a core competency. With ICT-based non-face-to-face learning has become commonplace, that ability has become as basic and essential as the competency to read and write in traditional education. Therefore, this work analyzed the characteristics of ICT utilization learning in the social studies curriculum of elementary school to cultivate basic abilities and skills for learners' future, and these discussed from the perspective of digital literacy. The results are as follows. First, the ICT utilization learning could be found in most units for the subject, but most of them were just the searching material and the watching video. Second, when approached from the perspective of digital literacy, the main activities were the 'access' in the lowest level. Third, the higher levels such as 'understand' and 'create' were few activities. This result gave the task of reflecting on the ICT education so far. Rather than just focusing on increasing the frequency of the ICT using, it is necessary to improve the quality of students' activities in ICT learning for progressing digital literacy. For the students' skills of utilizing digital information could be developed differently depending on the type of ICT learning activity.

An Investigation of Psychometric Adequacy of Korean Self-Evaluated Writing Scale for Students with Disabilities having Writing Difficulties (글씨쓰기에 어려움이 있는 장애학생을 위한 한국형 쓰기자기평가검사의 측정학적 적합성 검증)

  • Lee, Ok-In;Lim, Yang-Mi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.2
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    • pp.197-208
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    • 2016
  • The purpose of this study was to verify the construct validity of self-evaluated writing scale for students with disabilities who had difficulties in writing. After interpreting the Here's How I Write scale developed by Goldstand et al. (2013), we administered Delphi survey to 40 special education professionals, calculated the content validity ratio and decided the final scale of 21 questions applicable to Korea. Additionally, we carried out the scale to 350 disabled and normal students for testing construct validity. The main results are as follows: For both students with disabilities and without disabilities, the overall internal consistency of scale are higher than .89 and the internal consistency of factors of scale are higher than .66. The confirmative factor analysis using AMOS 21.0 and SPSS 21.0 to verify construct validity showed fit index at relatively satisfactory level for students with disabilities and without disabilities. Furthermore, while there were relatively strong convergent validity and discriminant validity in the sub-factors of scale for students without disabilities, the level of convergent validity and discriminant validity were relatively lower for students with disabilities.

Educational Effects of Interdisciplinary Creativity Promotion Program Based on Movie-Assisted Flipped Learning of creativity and STEAM literacy indexes in College Students (영화를 활용한 플립러닝 기반의 학제 간 융합 창의성 증진 프로그램이 대학생의 창의성과 융합인재소양에 미치는 효과)

  • Kim, Byung-Man;Youn, Jeong-Jin;Kim, Seoung-Won
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.37-47
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    • 2017
  • The purpose of this study is to investigate how flip learning based interdisciplinary fusion creativity promotion program using movie is effective for university students creativity and fusion talent literacy. To do this, we conducted a total of 15 sessions for a total of 89 students from 44 college students and 45 non - attendance college students who attended the "Creative Fusion Creative Encounters with Film" course at Busan Metropolitan City. The collected data were analyzed by independent sample t-test using SPSS 23.0 program. The results of this study are as follows. First, flip learning based interdisciplinary fusion creativity enhancement program using movie was significant in the order of patience / attachment, humor, self - confidence, imagination, openness, independence, and curiosity in the creativity sub - domain of college students. Second, flip learning - based interdisciplinary convergence creativity enhancement programs using movies were found to have a significant effect in the order of convergence, care, communication, and creativity in the sub - areas of university students' literacy achievement. The findings of the study proved the educational effects of the interdisciplinary creativity promotion program that was based on movie-assisted flipped learning, and this study is expected to suggest some of the right directions for education-based interdisciplinary research and to give some suggestions on that.

A Case Study of Successful Strategy for Self-Directed Learning Center of Educational Service Franchise - Focusing on the Case of Learning Center of Daekyo Noonnoppi - (교육 서비스 프랜차이즈의 자기주도 학습관 사업화 사례연구 - 대교 눈높이 러닝센터 사례를 중심으로 -)

  • Yoo, Dong-Keun;Hong, Jong-Pil;Hwang, Jae-Kwang
    • The Korean Journal of Franchise Management
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    • v.5 no.1
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    • pp.49-64
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    • 2014
  • The purpose of this work is to analyze successful business strategy of Daekyo Noonnoppi. Daekyo Noonnoppi, a franchise company of educational service, activated education business by establishing new way of providing education opportunity: self-directed learning center. They introduced not only the concept of learning center but also sustainable business strategies, which leads to remarkable success in the education business field. Daekyo Noonnoppi deployed three managerial concepts for study achievement: goal management, study management, and environment management. This Franchise company has three advantages of its success: Goal, Study and environment management: First, the goal management helps students to develop self-directed attitudes by making(appropriate) atmosphere which is able to build study goal and plan. In addition, this company provides information to their students to searches ways of study through the test reflecting their tendency. Furthermore, this company offers a variety of events for motivating study. Second, study management is helpful for students to develop holistic fundamental knowledge through its textbooks of this company and provides solutions and time management for study through 1 on 1 study advice. Third, environment management is used to making atmosphere to develop self-directed learning way for its students and provides spaces for students equipped with multimedia systems and cyber learning infrastructures.

XML Web Services for Learning ContentsBased on a Pedagogical Design Model (교수법적 설계 모델링에 기반한 학습 컨텐츠의 XML 웹 서비스 구축)

  • Shin, Haeng-Ja;Park, Kyung-Hwan
    • Journal of Korea Multimedia Society
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    • v.7 no.8
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    • pp.1131-1144
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    • 2004
  • In this paper, we investigate a problem with an e-learning system for e-business environments and introduce the solving method of the problem. To be more accurate, existing Web-hosted and ASP (Application Service Provider)-oriented service model is difficult to cooperate and integrate among the different kinds of systems. So we have produced sharable and reusable learning object, they have extracted a principle from pedagogical designs for units of reuse. We call LIO (Learning Item Object). This modeling makes use of a constructing for XML Web Services. So to speak, units of reuse from pedagogical designs are test tutorial, resource, case example, simulation, problem, test, discovery and discussion and then map introduction, fact, try, quiz, test, link-more, tell-more LIO learning object. These typed LIOs are stored in metadata along with the information for a content location. Each one of LIOs is designed with components and exposed in an interface for XML Web services. These services are module applications, which are used a standard SOAP (Simple Object Access Protocol) and locate any computer over Internet and publish, find and bind to services. This guarantees the interoperation and integration of the different kinds of systems. As a result, the problem of e-learning systems for e-business environments was resolved and then the power of understanding about learning objects based on pedagogical design was increased for learner and instruction designers. And organizations of education hope for particular decreased costs in constructing e-learning systems.

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Development of a functional game device and Contents for improving of brain activity through finger exercise (뇌활동 증진을 위한 손가락 운동용 기능성 게임 장치 및 콘텐츠 개발)

  • Ahn, Eun-Young
    • Journal of Korea Multimedia Society
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    • v.15 no.11
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    • pp.1384-1390
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    • 2012
  • It is well known that the exercising and stimulating of fingers have an important bearing on the brain. We take note of the fact and develope a game device for improving one's health and brain ability in respect of the education and training. Especially, we develope the device focused on the balanced exercising of five finger for improving brain function. The game device is possible to used in two-ways, namely online and off-line mode. In online mode, the device is connected with other visual devices such as smart phone and smart TV and communicated with Bluetooth and it is used as a MMI(multi-modal interface) device. Whereas, in off-line mode the game device works independently and it makes possible to enjoy auditorial and tactual games without video images for promotion of brain activity and emotional cultivation. For certification of the device, we implement two games(a fishing game for off-line mode and a shooting game for online mode) for people of all age, especially good for the elderly. It is usable as a game device to offering the elderly a great help for preventing impairment of the cognitive functions.

Study on validity of the National Examination based on smart device based test(SBT) by 7 types of healthcare occupation (보건의료직종별 SBT 국가시험체제에 대한 타당성 연구)

  • Yoou, Soon-Kyu;Won, Jong-Soon;Lee, Koon-Ja;Han, Dong-Kyoon;Sung, Ho-Joong;Lee, Han-Suk;Chung, Lim-Hee;Kim, Eun-Joo;Choi, Hea-Kyung
    • The Korean Journal of Emergency Medical Services
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    • v.22 no.3
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    • pp.7-34
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    • 2018
  • Purpose: The purposes of this research were to study the validity of the National Examination based on smart based test(SBT) by 7 types of healthcare occupation. Methods: We conducted a questionnaires survey among 1,219 people including 210 professors for all 7 types of healthcare occupation and 573 clinical specialists ; 436 students from random sampling participated and the reliability of the questionnaire was tested using Cronbach's alpha. Results: Professors from 7 types of healthcare occupation were investigated for their opinions on the introduction of the SBT system ; 65.9% of the professors answered positively on the introduction of the SBT National Examination System, while 40.1% of the clinical experts answered likewise. In particular, professors and the clinical experts recognized altogether that the multimedia questionnaire, being effective for the evaluation of clinical and practical competence of the subjects, enabling the evaluation of various areas and strengthening the school education in clinical practices, the 42.0% of the students from 7 departments answered that the future direction of the national test is in the SBT test system with significant difference (p=.000) found in students majoring in order of Emergency Medical Services, Radiology and Physical therapy, compared to students from other majors, showing the positive response to the SBT system. Conclusion: The results of this study comprehensively evaluated the positive recognition of development of multimedia items and SBT system in national examination of 7 types of healthcare occupation in professors, field specialists and students.

A Study on the possibility about genre extension of korean verse and modern novel in Multimedia age (다매체시대, 시조와 현대소설을 통한 장르 확장의 가능성 고찰 - 생태학적 상상력을 중심으로 -)

  • Hur, Man-Ook
    • Sijohaknonchong
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    • v.25
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    • pp.75-100
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    • 2006
  • This treatise puts with ecology that important topic is becoming in Multimedia age today. Is appearing to some meaning that symbol that. Is nature friendship and nature assimilation in korean verse and modern novel. And is the purpose to draw diachronic and synthetic thought between age and genre is forming by ecological imagination how. Our korean verse thinks of nature as residing space, and is singing life that is nature friendship and nature assimilation in relation of indivisibility sto of human and nature. And nature space of metaphor or symbol is forming by ecological imagination in the modern novel. Therefore, these two genres see that traffic is available in diachronic synthetic relation. First, must escape resolutely in ideas that literature is basing in actuality and search the literature-ecological imagination. Therefore, forward literature may have to look for the literature-ecological imagination with many interests to green literature ecology and show image that move constantly. And must approach appearing common view of nature and the literature-ecological imagination in principle of integration of expropriation and production now all round to our literary productions. Therefore, must do so that can be nature friendship and become practical education model that expropriation of ecological literary productions and production activity foster literary sensibility and imagination. Also, lively research and groping about each genre of a Korean literature are to premised in diachronic and synthetic veins I will. Method groping that adapt on New Age as defending peculiar special quality that founder is keeping korean verse with opened thinking may have to be spread more hard. Therefore, genre of novel can may ready the one clue to grope confrontation method naturally to secure new identity in new literature environment of digital age.

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Design and Implementation of Game for Learning Game Production Principles: Centering on Scratch Language (게임 제작 원리 학습을 위한 게임의 설계 및 구현 : 스크래치 언어를 중심으로)

  • Lee, Hong-Sub;Jeong, Hyung-Won;Kim, Young-Kyo
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.403-410
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    • 2016
  • Computer game is a result of integration of various academic areas, and the production of computer game requires knowledge and experience from various areas. This study demonstrates a game production process using Scratch. The intent was to experience the game development process and the production principle through actually building the core functions of a game using Scratch. As such, the computer game production principle was understood and it was made possible to learn more easily and more enjoyably the functions of multimedia and programming necessary for the production process. As the result, the learning of game production principles using Scratch was found to enhance the interest of the learner, and help with the understanding of game structure and learning software/programming language.