• Title/Summary/Keyword: User Education & Training

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Implementation of Education System on PACS Administorusing e-Learning (e-Learning을 이용한 PACS 영상관리사 교육시스템 구현)

  • Park, Byung-Rae;Kang, Se-Sik;Ko, Seong-Jin;Kim, Hwa-Gon
    • Journal of radiological science and technology
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    • v.27 no.4
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    • pp.61-66
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    • 2004
  • In order to improve an efficiency of education and acquisition of PACS administor in Radiological technologist, we implement an e-Learing databank system providing more efficiently provide medical questions set for the integrated education and PACS administor without the limitation of time and space based on XML that is the standard of exchange and transmission of Web documents via Internet. The proposed system is composed of administration module and user module. The former supports some functions: a creation, classification, and management of Radiological question set. Our system can elevate ability of learning and interchange of information among Radiological technologist making preparation of PACS administor for Radiological technologist examination. Finally, our system can maximize an effectiveness of education by evaluating and training users individually with various level according to the user's ability of learning and realization.

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Analysis on Kindergarten Teachers' Stage of Concerns about Software Education: An Application of the Concerns-Based Adoption Model(CBAM) (유치원 교사의 소프트웨어 교육에 대한 관심도 분석: 관심중심수용모형(CBAM)을 중심으로)

  • Park, Sun-Mi;Jung, Ji-Hyun;Kang, Min-Jeng
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.462-471
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    • 2018
  • Even though software (SW) education has not been considered part of the current national kindergarten curriculum, in practice there is growing interest in adopting it. Teachers would be expected to play a key role in the successful introduction and implementation of new educational changes, such as SW education. In preparation for its adoption in ECE, it would be useful to determine ECE teachers' perception and attitudes toward early childhood software education. For this study, 219 ECE teachers' level of concern toward SW education was surveyed using the Stages of Concern Questionnaire. It was found that the teachers' level of concern was the highest at stage 0-Unconcerned and that they had high levels of stage management, personal and informational concern. Thus, a non-user pattern was mostly indicated. However, compared to the typical non-user pattern, the pattern aspect close to critical non-user ever appeared to some extent. In addition, a significant difference in the level of concern was shown at all stages depending on the awareness of the necessity for SW education. The teachers with SW training experience showed a higher intensity only at stage 0. There was a statistically significant difference in stages 0 and 6 depending on the future implementation decision. These results will be utilized as a resource in building an ECE teachers' support system according to their level of concern about SW education.

3DImmersion Type Virtual Environment System : Training Interruption-free Live-Line Workers (무정전 활선작업 피교육자를 위한 3차원 몰입형 가상환경 교육시스템의 개발)

  • 정영범;박창현;김기현;장길수
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.53 no.1
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    • pp.22-30
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    • 2004
  • As an information-oriented society comes, many people use PC and depend on database that network server has. However, the online data can be missed when a blackout happens and also a power failure effects on standard of judgment on Power Quality. Thus, it is reason of a trend using interruption-free live-line work when a trouble happens to power system. However, the 83% among the number of people who receive an electric shock experience when a laborer is doing interruption-free live-line works. In interruption-free method, the education and the training problem has been issued. However, we have a few instructors for that training. Furthermore, the trainees have short training period, just 4 weeks. In this paper, to develope the method that has no restriction of a time and place and reduce the wasteful materials, immersion type virtual reality(or environment) technology is used. The users of a 3D immersion type VR training system can interact with the system by doing same action in the real safe environment. Thus, it can be valuable to apply this training system to a dangerous work like as "Interruption-free live-line work exchanging COS(Cut-Out-Switch)". In this program, the user works with a instruction on the window and speaker and can't work other tasks until each part of the task completed. The workers using this system can use their hands and viewpoint movement as he is in a real environment but the trainee can't use all parts and senses of a real body with the current VR technology. Despite of this weak point, when we consider the trends of improvement in electrical devices and communication technology, we can say that 3D graphic VR application has a high potentiality.

The Study on the Current Status and Condition of Internet Addiction related to Disabled Person Information Technology Education (장애인 정보화교육에 따른 인터넷 중독 현황 및 실태에 관한 연구)

  • Lee, S.D.;Hong, J.A.;Yeum, D.M.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.6 no.2
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    • pp.63-69
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    • 2012
  • The analysis was conducted for studying the degree of internet addiction and the difference between addicted group and non-addicted group based on usage time. The target group is consisted of 30 people who receive the training at home. The purpose of this training is to reduce digital divide for the disabled with reduced mobility. As a result, the typical user group, less than the 31-point appeared as 4 cases, the potentially dangerous user I group, from 31 to 54 points appeared as 25 cases, the potentially dangerous user II group, from the 54-67 points appeared as only one person. However, there was no game addiction case, more than 67 points. In addition, there was no significant difference in impulsivity and aggression between the high-risk group of 9 persons using internet more than 2.7 hours and the typical user group of 21 persons with less risk. From the result, there are two possibilities. On the one hand, an increase of the usage time for the disabled might not lead to addiction. Or, on the other hand, a measure of addiction for non-disabled might not suitable for the disabled addiction examination.

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Design a Learning Management System Platform for Primary Education

  • Quoc Cuong Nguyen;Tran Linh Ho
    • International journal of advanced smart convergence
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    • v.13 no.2
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    • pp.258-266
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    • 2024
  • E-learning systems have proliferated in recent years, particularly in the wake of the global COVID-19 pandemic. For kids, there isn't a specific online learning platform available, though. To do this, new conceptual models of training and learning software that are adapted to the abilities and preferences of end users must be created. Young pupils: those in kindergarten, preschool, and elementary school are unique subjects with little research history. From the standpoint of software technology, young students who have never had access to a computer system are regarded as specific users with high expectations for the functionality and interface of the software, social network connectivity, and instantaneous Internet communication. In this study, we suggested creating an electronic learning management system that is web-based and appropriate for primary school pupils. User-centered design is the fundamental technique that was applied in the development of the system that we are proposing. Test findings have demonstrated that students who are using the digital environment for the first time are studying more effectively thanks to the online learning management system.

Development of Sensor and Block expandable Teaching-Aids-robot (센서 및 블록 확장 가능한 교구용 보조 로봇 개발)

  • Sim, Hyun;Lee, Hyeong-Ok
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.2
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    • pp.345-352
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    • 2017
  • In this paper, we design and implement an educational robot system that can use scratch education with the function of user demanding to perform robot education in actual school site in an embedded environment. It is developed to enable physical education for sensing information processing, software design and programming practice training that is the basis of robotic system. The development environment of the system is Arduino Uno based product using Atmega 328 core, debugging environment based on Arduino Sketch, firmware development language using C language, OS using Windows, Linux, Mac OS X. The system operation process receives the control command of the server using the Bluetooth communication, and drives various sensors of the educational robot. The curriculum includes Scratch program and Bluetooth communication, which enables real-time scratch training. It also provides smartphone apps and is designed to enable education like C and Python through expansion. Teachers at the school site used the developed products and presented performance processing results satisfying the missionary needs of the missionaries.

A Design Education Program for Children's Participation Design - Focused on Eogong 6ho Children's Park in Suwon - (어린이 참여디자인을 위한 디자인 교육 프로그램 연구 - 수원시 어공6호 어린이공원을 사례로 -)

  • Choi, Ju-won;Chung, Soo-Jin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.5
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    • pp.29-41
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    • 2017
  • Recently, citizen participation and user - oriented design are becoming increasingly important in the urban space design process. The Children's Park has also begun to discuss the need to reflect children's opinions and needs as well as existing ways and means of participation to reflect these opinions and ideas. In this study, a design education program for children was constructed and user opinions accessed via this design education were reflected in design and applied to the Children's Park. The training program consists of five weeks of educational programs, textbooks and teaching methods related to existing research, design education for children and participatory design programs. This program was used as a pilot of Eogong-6ho Children 's Park(No. 6 Children's Park), located in Gwonseon-gu, Suwon, and reinterpreted the results of the workshop for 5th grade students at Sunil Elementary School. This design education program is distinguished from other workshop programs on how to organize and operate participating professors and textbooks, and has a program base that can reproduce the entire process. In addition, it is necessary to verify the effects of user participation through research, such as monitoring the use of children's parks after completion, as well as the application of more diverse design methodologies to children's parks and the way they reflect children's opinions.

A Study on Analyzing Actual Condition for Developing A Married Immigrant Families Support Program from the Consumer' Viewpoint: Focused on Seoul Residing Married Immigrant Women (수요자 관점의 결혼이민자가족지원 프로그램 개발을 위한 기초 실태 분석: 서울시 거주 결혼이민여성을 중심으로)

  • Kim, Yang-Hee;Anh, Jin-Kyung
    • Journal of Families and Better Life
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    • v.28 no.4
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    • pp.1-13
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    • 2010
  • The purpose of this study is to conduct base line research, which is based on requestion of international married immigrant women, for developing social adaptation and family enrichment program for those population who reside in Korea. The survey questionnaire was distributed to 142 international married immigrant women who reside in Seoul to research program participate satisfaction and requestion. Analyze the study results, frequency, percentage, t-test, ANOVA and Duncan-post test were utilized. As a result, overall satisfaction toward program that offered by organization was highly ranked. Visiting service showed high score of satisfaction but mentor service that strongly possess sacrifice showed lower score of satisfaction. Vocational and job-related skill improvement education presented less satisfied degree of satisfaction but cooking class, computer class, training education for native-speaking instructor present high level of satisfaction. Second, the requisition of target population, who did not participate program, presented lower than the satisfaction, still present high demand of variety area of program. Among them, assist child nurturing and vocational and job- related skill improvement education showed high demand. It enable to predict that they are eager to get support toward parent role and self-realization. Third, when the difference were analyzed to compare the subjective judgement toward life adaptation in Korea and the satisfaction for program user and the requisition of non-user, the meaningful differences were founded; especially, individuals who possess confident degree of computer skills and Korean(reading, speaking, and listening) showed higher degree of satisfaction to vocation and job-skill related improvement education. This study has a practical implication, which is based on the study results, on developing a program to support international married immigrant women and multicultural families to satisfactory settlement in Korea life and to maintain healthy families.

Validation of a Cognitive Task Simulation and Rehearsal Tool for Open Carpal Tunnel Release

  • Paro, John A.M.;Luan, Anna;Lee, Gordon K.
    • Archives of Plastic Surgery
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    • v.44 no.3
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    • pp.223-227
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    • 2017
  • Background Carpal tunnel release is one of the most common surgical procedures performed by hand surgeons. The authors created a surgical simulation of open carpal tunnel release utilizing a mobile and rehearsal platform app. This study was performed in order to validate the simulator as an effective training platform for carpal tunnel release. Methods The simulator was evaluated using a number of metrics: construct validity (the ability to identify variability in skill levels), face validity (the perceived ability of the simulator to teach the intended material), content validity (that the simulator was an accurate representation of the intended operation), and acceptability validity (willingness of the desired user group to adopt this method of training). Novices and experts were recruited. Each group was tested, and all participants were assigned an objective score, which served as construct validation. A Likert-scale questionnaire was administered to gauge face, content, and acceptability validity. Results Twenty novices and 10 experts were recruited for this study. The objective performance scores from the expert group were significantly higher than those of the novice group, with surgeons scoring a median of 74% and medical students scoring a median of 45%. The questionnaire responses indicated face, content, and acceptability validation. Conclusions This mobile-based surgical simulation platform provides step-by-step instruction for a variety of surgical procedures. The findings of this study help to demonstrate its utility as a learning tool, as we confirmed construct, face, content, and acceptability validity for carpal tunnel release. This easy-to-use educational tool may help bring surgical education to a new- and highly mobile-level.

Unmanned Vehicle-based Realistic Content Training Course Design (무인이동체 기반 실감 콘텐츠 교육 과정 설계)

  • Jin, Young-Hoon;Lee, MyounJae
    • Journal of Internet of Things and Convergence
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    • v.8 no.2
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    • pp.49-54
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    • 2022
  • Immersive contents is content that provides a realistic experience by maximizing the user's five senses, and includes virtual reality, augmented reality, and mixed reality. In order to provide a sense of reality to users in immersive content, it is necessary to provide realistic visual images, hearing, and touch. However, due to the rapid change in the environment for developing immersive content, experts in training human resources are having difficulties in designing the curriculum. In this study, we propose a series of educational courses that use drones to acquire and process real-world measurement data and apply the derived data to VR, AR, and MR to help experts in training immersive content develop talent. The design of training process composes through demand survey and analysis of companies, students, and local communities. This study can be a useful resource for education experts who want to train immersive contents manpower.