• Title/Summary/Keyword: Simulation for Social Problem Solving

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The Effects of Simulation-based Hands-on Training on Nursing Students' Nunchi, Problem-Solving Ability, and Resilience (시뮬레이션 기반 실습 교육이 간호대학생의 눈치, 문제해결 능력, 회복 탄력성에 미치는 효과)

  • Shin, Seung-Ho;Lee, Jeong-Won;Kim, Chang-Tae;Shin, So-Hong;Song, Mi-Sook
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.397-407
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    • 2020
  • This study was conducted to investigate the effects that simulation-based hands-on training, the core competence of nursing students, have on the students' nunchi problem solving ability, and resilience. The results showed that taking notice, a subordinate variable of nunchi significantly increased and problem-solving ability and its subordinate variables, problem recognition, information gathering, analytical skill, diffuse thinking, decision making, planning, execution and risk taking, evaluation, and feedback significantly increased. Also, resilience and its subordinate variables, control, positivity, and social skills significantly increased. Since these results imply that simulation-based hands-on training can strengthen the core competencies of nursing students, a foundation should be provided for the development of on-site hands-on training modules.

Optimal capital/labor ratio in R&D sector as a policy variable

  • 유평일;장영현
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1995.09a
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    • pp.156-169
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    • 1995
  • The purpose of this paper is to investigate the role of government in innovation. That is, how much should government invest in R&D activity for social welfare enhancement. An optimal control problem is proposed to answer the above question. Because of difficulties in solving the problem, simulation utilized to find an approximate solution. All results obtained from the simulation are very similar. The investment in R&D activity increases and reaches its maximum and then decreases continuously. If the importance of technology grows the investment in R&D activity should be expanded.

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Modeling & Simulation Environment for Solving Waste Problems of the Local Community using Discrete Event System Formalism (지역사회 내 쓰레기 문제 해결을 위한 이산사건시스템 형식론 기반 모델링 및 시뮬레이션 환경)

  • Choi, Changbeom;Jung, Jinho;Lyoo, Changhyun;Kim, Eun-Young
    • Journal of the Korea Society for Simulation
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    • v.29 no.1
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    • pp.71-79
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    • 2020
  • As the urbanization trend in modern society continues, the concentration of the population induces the urban problems in the residential area. One of the well-known issues among various urban problems is the garbage problem, which causes deterioration of the residential environment of citizens and directly affects the satisfaction of municipal administration. Such garbage problem cannot be accurately predicted by analyzing the amount of waste emitted from residential areas, but it is necessary to analyze the lifestyle and characteristics of residents living in residential areas. In this study, we propose an agent-based residential modeling and simulation environment using discrete event system formalism to analyze the garbage problem and satisfaction level according to the distribution of residents in the residential area. To model the behavior of the residents, we utilized the Atomic Model to capture the temporal behavior. Also, we used the Coupled Model to model the multi-family and the building to enhance the reusability of the simulation model. Also, this study carried out simulation modeling and simulation for a multi-family residential area. The simulation results of the multi-family housing area show that considering the characteristics of the residents gives better results compared to the simulation results without considering the characteristics.

A Study of an Education Network Simulation Game for Democratic Citizenship Education (민주 시민 교육을 위한 교육용 네트웍 시뮬레이션 게임에 관한 기초 연구)

  • Koo, Jung-Mo;Park, Jong-O;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.4 no.2
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    • pp.13-20
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    • 2001
  • To solve modern social problems, it is important that improve the democratic citizenship quality of people. This quality includes the rational and democratic problem-solving capacity, decision-making capacity, democratic skills and attitudes such as human dignity, dialogue, compromise. To use an educational network simulation game that has the merits of game, simulatio and network will help children to improve the democratic citizenship educaiton. This study explorers the structure, flow, system, database, interface and teaching-learning tool for this educational network simulation game.

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Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

A study on integrating and discovery of semantic based knowledge model (의미 기반의 지식모델 통합과 탐색에 관한 연구)

  • Chun, Seung-Su
    • Journal of Internet Computing and Services
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    • v.15 no.6
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    • pp.99-106
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    • 2014
  • Generation and analysis methods have been proposed in recent years, such as using a natural language and formal language processing, artificial intelligence algorithms based knowledge model is effective meaning. its semantic based knowledge model has been used effective decision making tree and problem solving about specific context. and it was based on static generation and regression analysis, trend analysis with behavioral model, simulation support for macroeconomic forecasting mode on especially in a variety of complex systems and social network analysis. In this study, in this sense, integrating knowledge-based models, This paper propose a text mining derived from the inter-Topic model Integrated formal methods and Algorithms. First, a method for converting automatically knowledge map is derived from text mining keyword map and integrate it into the semantic knowledge model for this purpose. This paper propose an algorithm to derive a method of projecting a significant topic map from the map and the keyword semantically equivalent model. Integrated semantic-based knowledge model is available.

Simulation Nursing Education Research Topics Trends Using Text Network Analysis (텍스트네트워크분석을 적용하여 탐색한 국내 시뮬레이션간호교육 연구주제 동향)

  • Park, Chan Sook
    • Journal of East-West Nursing Research
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    • v.26 no.2
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    • pp.118-129
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    • 2020
  • Purpose: The purpose of this study was to analyze the topic trend of domestic simulation nursing education research using text network analysis(TNA). Methods: This study was conducted in four steps. TNA was performed using the NetMiner (version 4.4.1) program. Firstly, 245 articles from 4 databases (RISS, KCI, KISS, DBpia) published from 2008 to 2018, were collected. Secondly, keyword-forms were unified and representative words were selected. Thirdly, co-occurrence matrices of keywords with a frequency of 2 or higher were generated. Finally, social network-related measures-indices of degree centrality and betweenness centrality-were obtained. The topic trend over time was visualized as a sociogram and presented. Results: 178 author keywords were extracted. Keywords with high degree centrality were "Nursing student", "Clinical competency", "Knowledge", "Critical thinking", "Communication", and "Problem-solving ability." Keywords with high betweenness centrality were "CPR", "Knowledge", "Attitude", "Self-efficacy", "Performance ability", and "Nurse." Over time, the topic trends on simulation nursing education have diversified. For example, topics such as "Neonatal nursing", "Obstetric nursing", "Pediatric nursing", "Blood transfusion", "Community visit nursing", and "Core basic nursing skill" appeared. The core-topics that emerged only recently (2017-2018) were "High-fidelity", "Heart arrest", "Clinical judgment", "Reflection", "Core basic nursing skill." Conclusion: Although simulation nursing education research has been increasing, it is necessary to continue studies on integrated simulation learning designs based on various nursing settings. Additionally, in simulation nursing education, research is required not only on learner-centered educational outcomes, but also factors that influence educational outcomes from the perspective of the instructors.

Application of Resampling Method based on Statistical Hypothesis Test for Improving the Performance of Particle Swarm Optimization in a Noisy Environment (노이즈 환경에서 입자 군집 최적화 알고리즘의 성능 향상을 위한 통계적 가설 검정 기반 리샘플링 기법의 적용)

  • Choi, Seon Han
    • Journal of the Korea Society for Simulation
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    • v.28 no.4
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    • pp.21-32
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    • 2019
  • Inspired by the social behavior models of a bird flock or fish school, particle swarm optimization (PSO) is a popular metaheuristic optimization algorithm and has been widely used from solving a complex optimization problem to learning a artificial neural network. However, PSO is difficult to apply to many real-life optimization problems involving stochastic noise, since it is originated in a deterministic environment. To resolve this problem, this paper incorporates a resampling method called the uncertainty evaluation (UE) method into PSO. The UE method allows the particles to converge on the accurate optimal solution quickly in a noisy environment by selecting the particles' global best position correctly, one of the significant factors in the performance of PSO. The results of comparative experiments on several benchmark problems demonstrated the improved performance of the propose algorithm compared to the existing studies. In addition, the results of the case study emphasize the necessity of this work. The proposed algorithm is expected to be effectively applied to optimize complex systems through digital twins in the fourth industrial revolution.

The Analysis of Trends in Smart Phone Applications for Education and Suggestions for Improved Educational Use (스마트폰의 교육용 어플리케이션 동향분석 및 발전방향 연구)

  • Jeong, Su-Jeong;Lim, Keol;Ko, Yu-Jung;Sim, Hyun-Ae;Kim, Kyung-Yeon
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.203-216
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    • 2010
  • This study analyzed educational applications in smartphones with some criteria seeking to apply online learning characteristics to smartphones. For the analysis, 85 educational applications were selected and they were classified by types of educational contents, interactions, and the combination of the educational contents and interactions. As a result, drill-and-practice and tool types of contents ranked high, and there found to be few simulation and problem solving types. In regard to interaction types, almost all of the applications had interactions only between contents and learners, which meant little active communications when using applications. Therefore, enhanced interactions and communications among learners using the social network service platform were required in order to use educational applications in a more effective way.

Development of Automotive Engine Assembly Augmented Reality Simulation for Blended Learning (블렌디드 러닝을 위한 자동차 엔진 조립 증강현실 시뮬레이션 개발)

  • Kang, Min-Sik
    • Journal of Industrial Convergence
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    • v.18 no.1
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    • pp.17-23
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    • 2020
  • This study developed augmented reality contents for assembly of automobile engine parts for blended learning and confirmed the usefulness of educational effects through questionnaire.The curriculum for automobile engine assembly was designed and the shape, location, and assembly order of parts to be assembled according to each curriculum were developed as augmented reality contents. The AR simulations are combined with learner-centered collaborative activities so that students are actively involved in knowledge acquisition. The teachers' role, therefore, shifts. Rather than delivering direct instruction, they take on the role of facilitator, allowing them to personalize learning according to student performance, learning preferences and learning goals. As the responsibility of knowledge acquisition shifts to the students, higher level skills such as complex problem solving, social skills, process skills, systems skills and cognitive abilities are deepened and reinforced.