• 제목/요약/키워드: Multimedia program

검색결과 569건 처리시간 0.026초

멀티미디어 성교육 프로그램이 남자 중학생의 성 태도와 성 지식에 미치는 효과 (The Effects of Sex Education Using Multimedia Program on Knowledge and Attitude about Sex of Middle School Boys)

  • 박효미;임미영
    • Child Health Nursing Research
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    • 제9권2호
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    • pp.173-179
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    • 2003
  • Purpose: The purpose of this study was to identify the effects of sex education using multimedia program on knowledge and attitude about sex. Method: The subjects of this study were 282 middle school boys in seoul. The data were collected from the 4th of Jun. to 30th of Jun. 2001. This program consisted of 6 subtopics and provided 3 sessions for each class. The per-test was given before the therapy to measure variables and the post-test was performed after intervention. The data were analyzed by the SAS program using t-test. Result: The results of this study are as follows. After intervention, the level of knowledge and attitude were increased significantly. Conclusion: The sex education using multimedia program is effective in helping middle school boys improve their healthy attitudes and thoughts toward sex.

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멀티미디어 프로그램을 활용한 성교육의 효과 - 초등학교 6학년을 중심으로 - (The Effect of Sex Education Using Multimedia Program - Focusing on Elementary School Sixth-Grade -)

  • 백운석;박영수
    • 한국학교ㆍ지역보건교육학회지
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    • 제1권1호
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    • pp.83-93
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    • 2000
  • The purpose of this study were to suggest the method of sex education by designing and implementing multimedia program about sex education, to search the efficiency between a teaching using multimedia program and a teaching of traditional method. To put above aims into practice, these were required : 1. are there any differences in the alteration of sex attitude according to teaching methods. 2. are there any differences in the completion of sex knowledge according to teaching methods. 3. are there any differences in the alteration of sex attitude according to learning level and teaching methods. 4. are there any differences in the completion of sex knowledge according to learning level and teaching methods. 5. are there any differences in the alteration of sex attitude according to sex and teaching methods. 6. are there any differences in the completion of sex knowledge according to sex and teaching methods. To carry out a reseach for this purpose, the subjects for this study were 160 sixth grade students from 2 elementary schools in Pu-Chun, Kyung Ki. The tools for study were two kind of questionnaires: sex knowledge test, sex attitude test. Each test consists of 20 items. Collected data was analysed with t-test by means of SPSS program. The main results of this study are as follow: 1. The Alteration of sex attitude according to teaching methods. There was a significant difference among teaching methods(P<.001). a teaching using multimedia program was more efficient than a teaching of traditional method in the alteration of sex attitude. 2. The Completion of sex knowledge according to teaching methods. There was a significant difference among teaching methods(P<.001). a teaching using multimedia program was more efficient than a teaching of traditional method in the completion of sex knowledge. 3. The Alteration of sex attitude according to learning level and teaching methods. There was a significant difference among teaching methods in the superior class. a teaching using multimedia program was more efficient than a teaching of traditional method in the alteration of sex attitude(P<.001). However, there was not a significant difference among teaching methods in the inferior class(P>.05). 4. The Completion of sex knowledge according to learning level and teaching methods. There was a significant difference among teaching methods in the superior class. a teaching using multimedia program was more efficient than a teaching of traditional method in the completion of sex knowledge(P<.001). Also, there was a significant difference among teaching methods in the inferior class. a teaching using multimedia program was more efficient than a teaching of traditional method in the completion of sex knowledge(P<.001). 5. The Alteration of sex attitude according to sex and teaching methods. There was a significant difference among teaching methods in the man class. a teaching using multimedia program was more efficient than a teaching of traditional method in the alteration of sex attitude(P<.01). However, There was not a significant difference among teaching methods in the woman class(P>.05). 6. The Completion of sex knowledge according to sex and teaching methods. There was a significant difference among teaching methods in the man class. a teaching using multimedia program was more efficient than a teaching of traditional method in the completion of sex knowledge(P<.001). Also, there was a significant difference among teaching methods in the woman class. a teaching using multimedia program was more efficient than a teaching of traditional method in the completion of sex knowledge(P<.05).

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Development and Application of a Nutrition Education Game for Preschoolers

  • Oh, Yu-Jin;Kim, Dong-Sik
    • Journal of Community Nutrition
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    • 제8권4호
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    • pp.165-170
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    • 2006
  • This study was conducted to develop and apply a computer-based multimedia nutrition education program for preschoolers based on the Dick and Carey model of instructional design. The Dick and Carey model included 4 phases: analysis, design, development, and evaluation. The program's instructional goals, objectives, assessment instruments, content, examples, and practice questions with feedback were written in the design phase. To be familiar with the 5 food groups, 'Nutrition exploration' were programmed using Hyperstudio. 'Nutrition exploration' was designed as a five-session, interactive multimedia game, with each session taking about 5 minutes to complete. Nineteen preschoolers, aged 6, volunteered to participate formative evaluation. The effectiveness of the program was examined using a pre-post test design. Participants were recruited by personal contact at the individual preschool education center. The application was carried out during 4 weeks. The results showed that intervention participants significantly increased knowledge between pre-test and post-test. The results support using IMM (interactive multimedia) to disseminate nutrition education to the target population. This research provides the basis for continuing development of computer-based nutrition education materials.

보건의료인을 위한 금연지도자 교육용 멀티미디어 컨텐츠 개발 (Development of Multimedia Contents on Smoking Cessation Leadership Program for Health Care Professionals)

  • 신성례;서홍관
    • 성인간호학회지
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    • 제22권6호
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    • pp.582-593
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    • 2010
  • Purpose: Health care professionals represent an immediately available resource to promote smoking cessation. However, the content in smoking cessation intervention courses in most institutions is insufficiently covered due to the limited number of class hours. The purpose of this study was to develop a comprehensive tobacco cessation-web-based, multimedia, educational program for a range of medical professionals. Methods: Based on Jung's Teaching and Learning Structure Plan Model, a development process was proposed comprising four stages: (1) analysis, (2) planning, (3) production, and (4) operation/evaluation. The effectiveness of the program was tested using quasi-experimental design, and the participants in experimental group were required to complete the program. Changes in the level of knowledge and attitude were measured. Results: The educational program developed includes nine topics and 26 sub-topics. A total of 180 storyboards, 15 videos, and 27 pictures were made. After the education, the level of knowledge was significantly increased in the experimental group. Conclusion: This web-based program can be recommended as a potential medium for health care professionals to use in counseling smoking cessation. The study findings also indicated that the program may be either offered as a teaching aid or utilized concurrently with lectures for students studying health care-related topics.

문화예술치유프로그램이 여성 노인의 지역공동체의식에 미치는 영향 (The Effects of a Culture & Arts Treatment Program for Elderly Women for Regional Community Consciousness)

  • 이동주;이드보라
    • 한국멀티미디어학회논문지
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    • 제23권2호
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    • pp.383-393
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    • 2020
  • This research demonstrates the effects of a culture & arts treatment program for elderly women's regional community consciousness. Study subjects of this research are 18 women whose ages are 65 years old and older. (8 women participated in a culture & arts program and 10 women participated in an elderly center program.) The culture & arts program held 16 sessions where the subjects wrote letters or drew pictures. After this program, we measured the degree of regional community consciousness. The results of the study were, first, that the cultural and arts treatment program improved the regional community consciousness among the elderly woman. Second, the treatment program has improved the sub-region of the regional community consciousness among the woman's elderly. This result shows the culture & arts treatment program can be used as an effective way to enhance the consciousness of the regional community on elderly women

Design of Hot-spot generator for inserting content-based interactive advertising on DMB broadcasting

  • Park, Tae-Jin;Park, Se-Hyun;Lim, Soon-Bum;Choy, Yoon-Chul
    • 한국멀티미디어학회논문지
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    • 제11권12호
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    • pp.1765-1774
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    • 2008
  • Due to recent increase of product placement(aka. PPL) in TV drama and entertainment program, the audience of these programs is exposed to the advertisement in the form of the props and backgrounds without discernment. Advancement in digital data broadcasting technology enabled advertisers to insert detailed information of the product or associated advertisement link into the content of the broadcast program as an interactive advertisement. With the interactive advertisement, the audience can focus on the content of the program and the advertiser can create an advertisement with a rich content through the interaction between the advertisement and the audience. It is possible because the interactive advertisement is dynamic advertisement behavior only activated by the audience's intention. In this research, we develop a Hot-spot generator to insert interactive advertisement in the DMB broadcast program. We also suggest dynamic Hot-spot generation technique that allows the Hot-spot object to follow not only the shape of the advertising object in the program, but also the movement of the object as the program progresses.

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플래시 기반 기계제도 교육 자료의 개발 및 적용 효과 실험 (Development and Effect Experiment of Multimedia Educational Program based on Flash for Mechanical Parts Drafting)

  • 정창민;김수진
    • 공학교육연구
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    • 제16권4호
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    • pp.9-14
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    • 2013
  • This paper investigated the effect of multimedia educational program developed based on Flash for learning how to make a part drawing of V-belt drive. The scholastic achievements of experimental group learned by the program were higher than traditional group in case of technical high school students, but they were not different in case of university students.

Efficient Dynamic Object-Oriented Program Slicing

  • Park, Soon-Hyung;Park, Man-Gon
    • 한국멀티미디어학회논문지
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    • 제6권4호
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    • pp.736-745
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    • 2003
  • Traditional slicing techniques make slices through dependence graphs. They also improve the accuracy of slices. However, traditional slicing techniques require many vertices and edges in order to express a data communication link because they are based on static slicing techniques. Therefore the graph becomes very complicated, and size of the slices is larger. We propose the representation of a dynamic object-oriented program dependence graph so as to process the slicing of object-oriented programs that is composed of related programs in order to process certain jobs. We also propose an efficient slicing algorithm using the relations of relative tables in order to compute dynamic slices of object-oriented programs. Consequently, the efficiency of the proposed efficient dynamic object-oriented program dependence graph technique is also compared with the dependence graph techniques discussed previously As a result, this is certifying that an efficient dynamic object-oriented program dependence graph is more efficient in comparison with the traditional object-oriented dependence graphs and dynamic object-oriented program dependence graph.

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청소년 흡연예방을 위한 멀티미디어 CAI 개발 (A Study on the Development of Multimedia CAI in Smoking Prevention for Adolescents)

  • 이숙자;박태진;정영일;조현
    • 보건교육건강증진학회지
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    • 제20권2호
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    • pp.35-61
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    • 2003
  • Background: The purpose of this study was to develop a structured and individualized smoking prevention program for adolescents by utilizing a multimedia computer-assisted instruction model and to empirically assess its effect. Method: For the purpose of this study, a guide book of smoking prevention program for middle and high school students was developed as the first step. The contents of this book were summarized and developed into an actual multimedia CAI smoking prevention program according to the Gane & Briggs instructional design and Keller's ARCS motivation design models as the second step. At the final step, the short-tenn effects of this program were examined by an experiment. This experiment were made for middle school and high school students and the quasi experimental design was the pretest - intervention - posttest. The measured data was attitude, belief, and knowledge about smoking, interest in the program, and learning motivation. Result: The results of this study were as follows: First, the guide book of a smoking prevention program was developed and the existing literature on adolescent smoking was analyzed to develop the content of the guide book. Then the curriculum was divided into three main domains on tobacco and smoking history, smoking and health, adolescent smoking and each main domain was divided into sub-domains. Second, the contents of the guide book were translated into a multimedia CAI program of smoking prevention througn Powerpoint software according to the instructional design theory. The characteristics of this program were interactive, learner controllable, and structured The program contents consisted of entrance(5.6%), history of tobacco(30%), smoking and health(38.9%), adolescent smoking(22.2%), video(4.7%), and exit(1.6%). Multimedia materials consisted of text(121), sound and music, image(still 84, dynamic 32), and videogram(6). The program took about 40 minutes to complete. Third, the results on analysis of the program effects were as follows: 1) There was significant knowledge increase between the pre-test and post-test with total mean difference 3.44, and the highest increase was in the 1st grade students of high school(p<0.001). 2) There was significant decrease in general belief on smoking between the pre-test and post-test with total mean difference 0.28. In subgroup analysis, the difference was significantly higher in the 1st grade of high school (p<0.001), low income class (p<0.001), and daily smokers (p<0.01). 3) There was no significant difference in attitudes on his personal smoking between the pre-test and post-test. 4) The interest in the program seemed to lower as students got older. The score of motivation toward this prevention program was the highest in the middle school 3rd grade. Among sub-domains of motivation, the confidence score was the highest. Conclusion: To be most effective, the smoking prevention program for adolescents should utilize the most up-to-date and accurate information on smoking, and then instructional material should be developed so that the learners can approach the program with enjoyment. Through this study, a guide book with the most up-to-date information was developed and the multimedia CAI smoking prevention program was also developed based on the guide book. The program showed positive effect on the students' knowledge and belief in smoking.

객체 지향 멀티미디어프로그램과 유아 창의성과의 관계성 (The Relationship of Object oriented Multimedia Program with of Children Creation)

  • 김준모
    • 한국컴퓨터산업학회논문지
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    • 제7권1호
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    • pp.1-6
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    • 2006
  • 기존의 객체지향 멀티미디어 베이스에 경험적 분류 모델에 기반을 둔 새로운 클래스를 도입한 확장된 객체 지향 멀티미디어 베이스의 모델을 설계한다. 이를 구현하기 위해 기존의 객체 멀티미디어 베이스에 경험적 분류 클래스를 도입하였으며, 이 클래스들을 연산하기 위한 설계된 객체 지향 멀티미디어 프로그램을 설계하였다. 그리고 설계된 객체 지향 멀티미디어 프로그램을 이용하여 비교집단과 실험처치된 실험집단과 비교하여 창의성과의 상관관계에 대해 연구한다.

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