• Title/Summary/Keyword: Simulation Learning

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The effect of Problem-Based Learning and Simulation Practice Convergence Education for Nursing Students (간호대학생의 문제중심학습과 시뮬레이션 실습 융합교육의 효과)

  • Kim, Hyun Jung;Chun, In Hee
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.355-364
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    • 2018
  • The purpose of this study is to investigate the effect of simulation practice combining problem-based learning on nursing knowledge, self-confidence, critical thinking tendency and problem solving ability. The subjects of this study were 45 students who took two courses of nursing situation practice in the fourth grade of S university in S area. Data were collected before and after the simulation exercise using the self-report questionnaire. The problem-based learning and the simulation practice convergence training were conducted for three weeks with two hours per week, and the post- integration nursing knowledge, self-confidence, critical thinking disposition, and problem solving ability scores were improved. Nursing knowledge, self-confidence, and critical thinking tendency were positively correlated with problem solving ability and proved the effectiveness of problem-based learning and simulation training. Therefore, education programs combining problem-based learning and simulation training on various topics should be developed and utilized.

Utilization of Simulation and Machine Learning to Analyze and Predict Win Rates of the Characters Battle

  • Kang, Hyun-Syug
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.7
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    • pp.39-46
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    • 2020
  • Recently, for designing virtual characters in the battle game field effectively, some methods are very needed to predicate the win rates of the battle of them efficiently. In this paper, we propose a method to solve this problem by combining simulation and machine learning. Firstly, a simulation is used to analyze the win rates of the battle of virtual characters in the battle game. In addition, we apply a regression model based machine learning scheme to predict win rates of the battle of virtual characters according to their abilities. Our experimental results using suggested method show that it is almost no difference between the win rates of the simulation and the prediction results using the machine learning scheme. And also, we can obtain good performance in the experiment using only simple regression based machine learning model.

Development and Application of Simulation Learning Scenario using Standardized Patients: Caring for Neurological Patients in Particular (표준화 환자를 활용한 시뮬레이션 학습시나리오 개발 및 적용 : 신경계 환자 간호를 중심으로)

  • Kim, Ye-Eun;Kang, Hee-Young
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.236-248
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    • 2013
  • This study was to develop the simulation learning scenario using standardized patients, and to evaluate the effect of it. This study was a pre-post test design with a single group and participants were recruited from fourth-year nursing students at a university. This study has developed the case scenario for a patient with spontaneous intracerebral hemorrhage and the simulation learning using standardized patients, which was applied in this study, had improved problem solving ability and clinical performance ability on nursing students. Through this study, the nursing student will grow up to be a professional nurse by learning the nursing assessment including consciousness assessment. Also, the simulation learning scenario using standardized patient should be developed in the various fields.

Effectiveness of an Emergent Care Management Simulation Education among Senior Nursing Students According to Learning Styles (간호대학 4학년 학생의 학습유형에 따른 응급상황관리 시뮬레이션 교육의 효과)

  • Hur, Hea Kung;Shin, Yun Hee;Park, SoMi;Lim, Young Mi;Kim, Gi Yon;Kim, Ki Kyong;Song, Hee-Young;Choi, Hyang Ok;Choi, Jihea
    • The Journal of the Korea Contents Association
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    • v.14 no.3
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    • pp.314-327
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    • 2014
  • This is a quasi-experimental study involving one group design with pretest and posttest for evaluation of an effectiveness of an emergent care management simulation education among senior nursing students according to their learning styles. Participants were 58 senior nursing students. Learning style and educational effectiveness (critical thinking disposition, problem solving process, cooperation, satisfaction with learning, and self-confidence) were measured. Learning styles of senior nursing students were converger 46.6%, assimilator 34.5%, accommodator 15.5%, and diverger 3.4%. Critical thinking disposition, problem solving process, cooperation, and self-confidence were significantly enhanced by an emergent care management simulation education. Otherwise, educational effectiveness according to learning styles were not significantly different. Based on the results, devising stratagem to maximize an educational effectiveness will be needed trough re-evaluation of relationship between learning styles and effectiveness of a simulation education.

The Use of Internet in Creating an Effective Distance Learning - Focused on Business Simulation Game - (인터넷을 이용한 효과적인 원격수업의 운영 - 경영모의게임을 중심으로 -)

  • Gim, Gwang-Yong
    • Asia pacific journal of information systems
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    • v.8 no.1
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    • pp.125-144
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    • 1998
  • This article describes the use of Internet as a means of operating the class which is business simulation game. The aims of investigation are to summarize the characteristics of distance learning using information technology, to find proper operating procedures for the internet class focusing on small group formation, to check the major factors affecting the teaching effectiveness, and to suggest the business simulation game as a proper distance learning class using internet.

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Continuous effect of advanced cardiovascular life support simulation education according to Felder-Silverman learning style (Felder-Silverman 학습유형에 따른 전문심장소생술 시뮬레이션 교육의 지속효과)

  • Kim, Yu-Jeong;Park, Mi-Jeong;Ham, Young-Lim
    • The Korean Journal of Emergency Medical Services
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    • v.20 no.3
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    • pp.21-35
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    • 2016
  • Purpose: The purpose of the study was to investigate the continuous effect of advanced cardiovascular life support (ACLS) simulation education according to Felder-Silverman learning style. Methods: A self-reported questionnaire was completed by 94 students of emergency medical technology and nursing. There were 50 female students (53.2%) and 88 students (93.6%) had basic life support certification. The study instruments included knowledge, performance, and confidence. Data were analyzed using SPSS v. 20.0. Results: The learning style consisted of reflective type (51.1%), sensory type (76.6%), visual type (63.8%), and sequential type (64.9%). There was a significant difference in continuous effect on performance by learning type. Conclusion: It is necessary to identify the learning style of students before simulation education in order to maintain continuous effect of ACLS education.

Effects of Nursing Education using a High-fidelity Patient Simulator on Self-directed Learning Competency, Clinical Knowledge, and Problem-solving Ability among Nursing Students (High-fidelity Patient Simulator를 활용한 간호교육이 간호학생의 자기주도학습역량, 임상수행지식 및 문제해결력에 미치는 효과)

  • Park, Hyo Mi;Lee, Hea Shoon
    • Perspectives in Nursing Science
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    • v.9 no.2
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    • pp.111-118
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    • 2012
  • Purpose: This study investigated the effects of simulation-based nursing education (for the care of congestive heart failure patients) on self-directed learning competency, clinical knowledge and problem-solving ability among nursing students. Methods: A one-group, pre-post design was utilized with 87 nursing students as the subjects. The scenario of simulation-based nursing education was created using a high-fidelity patient stimulator, and consisted of four states ((1) assessment, (2) reviewing laboratory data and administering medications and treatments, (3) managing increased dyspnea and decreased urine output, and (4) handling the "getting better" state). The simulation-based nursing education included orientation, team-based learning, team-based practice, and debriefing. The data were analyzed using descriptive statistics, Pearson's correlation coefficients and paired t-tests. Results: The scores on the factors for self-directed learning competency (t=-2.57, p= .011), clinical knowledge (t=-6.85, p<.001), and problem-solving ability (t=-3.01, p= .003) increased significantly after the education intervention. Conclusion: Simulation-based nursing education is useful in improving self-directed learning competency, clinical knowledge, and problem-solving ability in nursing students.

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An Examples Development and Implementation of S-PBL Package in Basic Life Support (기본소생술 S-PBL 패키지 개발 및 적용 후 평가)

  • Lee, Young-Ah
    • The Korean Journal of Emergency Medical Services
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    • v.9 no.2
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    • pp.207-221
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    • 2005
  • Purpose: The purpose of this study was to develop and apply a simulation-problem based learning(S-PBL) package in basic life support(BLS). Methods: This study was used to developed BLS' S-PBL package throughout 12 steps of PBL package development model. Then, BLS' S-PBL methodology was implemented in second year student in the undergraduate emergency medical technology, and survey was done. Results: 1. S-PBL package model was presented based on conceptual model II of PBL ; PEL for professional action. 2. Quantitative analysis of survey was to the effectiveness of learning, 3.59 points ; 4.15 of BLS and 3.84 of integration and practical use of knowledge. 3. As to the satisfaction of student, S-PBL package management, tutor and self-satisfaction' score was 3.59, 3.82, 3.39 respectively. Conclusion: This study was suggested that S-PBL education would be necessary with improved tutor skill and achieved advantage of simulation and PBL.

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Effect of Cooperative Learning Applying Jigsaw Model in Simulation-Based Infection Control Education on Perception of Infection Control, Intrinsic Motive and Learning Satisfaction (시뮬레이션기반 감염관리교육에서 직소(Jigsaw)모형을 응용한 협동학습이 감염관리 인식도, 내적동기, 학습만족도에 미치는 효과)

  • Cho, Hye-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.4
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    • pp.2647-2655
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    • 2015
  • This study has the purpose to evaluate the effects of cooperative learning applying Jigsaw model in simulation based infection control education by comparing perception of infection control, intrinsic motive and learning satisfaction, 54 first-year health related students. It is composed of 27 students of the experimental group and 27 students of the control group. In order to evaluate the homogeneity between the two groups, it surveyed in advance perception of infection control, intrinsic motive and learning satisfaction. There was no significant difference between the two groups, The education program composed cooperative learning applying Jigsaw Model, simulation practice and debriefing to the experimental group was performed twice for 2 weeks and lecture and skill training, simulation practice and debriefing were performed to the control group. After two-week education, perception of infection control, intrinsic motive and learning satisfaction of the participants the research were surveyed. As a result of this study, the Jigsow Model indicated the perception of infection control and learning satisfaction experimental group was significantly high in statistic. Based on this research result, I suggests that utilization of cooperative learning applying the Jigsaw Model as a strategy to improve the scholatic achievement and learning satisfaction of students in the variable simulation based education.

White-Box Simulation-Based in a Multi-Tasking Operating System (다중작업 운영체제하에서 화이트-박스 시뮬레이션 게임의 구현)

  • 김동환
    • Journal of the Korea Society for Simulation
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    • v.3 no.2
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    • pp.69-76
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    • 1994
  • Traditionally, simulation-based learning games which are known as flight-simulators have been constructed as a black-box game. Within a black-box game, game-players can view and modify only a part of model parameters. Game-players cannot change the structure of a simulation model. In a black-box game, game-players cannot understand and learn the system structure which is responsible for the system behavior. In this paper, the multi-tasking at the level of operating systems is exploited to enhance the transparency of simulation-based learning game. The white-box game or transparent-box game allows game-players ot view and modify the model structure. The multi-tasking solution for white-box learning game is implemented with Smalltalk language on MS-/windows operating system.

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