Purpose: This study was conducted to identify the level of quality of family life, parental locus of control, and parental sense of competence, and to elucidate factors that influence family quality of life in the mothers of children with Attention Deficit/Hyperactive Disorder (ADHD). Method: A convenient sample of mothers from 6 child psychiatric clinics was used in this cross-sectional survey design. Questionnaires used for data collection included the following scales: Family Quality of Life, Parental Locus of Control-Short Form Revised, Parental Sense of Competence. Results: The level of family quality of life was mid-range. A positive relationship was found between Family Quality of Life and the research variables. The significant predictors of family quality of life were parental locus of control, parental sense of competence, and duration of medication and these variables accounted for 21.8% of the variance in family quality of life. Conclusions: These results indicate that family quality of life is an important factor which health care provider should assess and evaluate for children with ADHD and their families. The results of this study suggest that family quality of life is an important link with parental sense of competence and parental locus of control.
Journal of Korean Academy of Nursing Administration
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v.14
no.3
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pp.219-228
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2008
Purpose: The purpose of this study was to develop a measurement scale of nursing competence for nurses working in general wards, and to test the validity and reliability of the scale. Method: A methodological study design was used, consisting of 3 steps as conceptual framework decision, measurement items development, and testing of validity and reliability. In order to verify content validity, 16 experts reviewed the concept of each competences and measurement items. The developed measurement items were tested from 301 nurses in one hospital. Factor analysis and item analysis were applied to establish the scale's construct validity and reliability. Result: The final scale consists of nine dimensions with 70 items. The overall scale reliability had a Cronbach's alpha of 0.98, and the demensions Cronbach's alpha ranged from 0.88 to 0.95. The factor loading of construct validity was from 0.40 to 0.83. The explained variance from the 9 extracted factors was 70.93% of the total variance, and final factors were labeled as critical thinking, resources management and professional development, ability of ward management, application of nursing process, ethical accountability, respectful consideration, patient centered approach, crisis management, and leadership. Conclusion: This measurement scale can be utilized to evaluate nursing competence for nurses working in general wards.
Purpose: This study was to identify the effects of simulation-based training for advanced cardic life support on the competence of nurses in critical care settings. Methods: In this study, a nonequivalent control pretest-post test quasi-experimental design was used. Data were collected from May 1 to June 1, 2006 at one general hospital in W city. Among 40 nurses in critical care settings, twenty were assigned to the experimental group and twenty to the control group. Nurses in the experimental group received simulation-based training for advanced cardiac life support. Measurement tool were ACLS related knowledge and skills developed by AHA & Mega Code (2005) and some items were modified. The collected data were statistically processed using SPSS version 12.0 for Windows, and analyzed using descriptive statistics, $X^2$test, t-test, paired ttest, Pearson correlation coefficients. Results: 1) Hypothesis 1“: Nurses who received simulationbased training would have more knowledge of advanced cardiac life support than nurses who received traditional training”, was supported (t=11.51, p=.00). 2) Hypothesis 2: “Nurses who received simulation-based training would have better advanced cardiac life support skills than nurses who received traditional training”, was supported (t=2.38, p=.00). Conclusion: Simulation-based training for advanced cardiac life support is an effective strategy for increasing the competence of nurses in advanced cardiac life support in critical care settings.
This study investigated the effect of young children's interaction with a teacher and computer environments on their development of representational competence cf replay, the children's ability to construct and reconstruct actions. A pretest-posttest design with one experimental group and one control group was used; quantitative analyses, including interview assessments and coded observations of children's work in the context of educational interventions were supplemented by qualitative analyses of this work. Thirty-nine children (2-5 years of age) were randomly assigned to either an experimental or control group. The educational intervention provided to the experimental group involved a sequence of twenty sessions incorporating a series of three computer environments. A teaching strategy, based on Vygotsky's Zone of Proximal Development (ZPD) and Sigel's distancing theory, was used to mediate children's interaction with these computer environments. Results indicated that children's representational competence kept developing and reached a higher stage and the educational intervention fostered the development of representational competence, with strong evidence of near transfer but no evidence of far transfer. These results suggest that representational competence is a teachable concept and that a complex mediating structure allows children to reconstruct their previous experiences and apply them to problem situations.
Purpose: This study was done to analyze the effectiveness of simulation-based integrated practice program (maternal-child) on nursing knowledge, self-confidence, and clinical competence of nursing students. Methods: A nonequivalent control group pre-post experimental design was used to compare experimental and control group. The experimental group received the integrated simulation practice and the control group received a separate simulation for maternal care and for newborn care. Results: The experimental group who had the integrated simulation had significantly higher scores for self-efficacy on nursing handover (F=0.480 p=.012) and oxygen therapy in newborn care (F=3.262 p=.037), and for clinical competence (F=2.639, p<.001) and personal satisfaction with debriefing compared to the control group (F=2.179, p=.044). But the experimental group did not have significantly higher scores in nursing knowledge. Conclusions The results indicate that an integrated simulation practice is an effective practice method to improve self-confidence, clinical competence and satisfaction. Also this study had significance in providing a setting similar to the clinical situation.
In order to build strong brand equity in the current market circumstances, it is essential to understand the core dimensions of brand image, which is brand personality. The objectives of this study were to identify the brand personality dimensions of a casual brand, "BeanPole," and to investigate the effects of the brand personality on BeanPole buyers' brand preference, satisfaction and loyalty. The data were collected via a web survey. The sample consists of 500 people between the ages of 18-45 who are familiar with Bean Pole casual clothing brand (male- 40%; female-60%). Sixty-six percent of the sample indicated that they had purchased the Bean Pole clothing during the last three years. A total of five factors were extracted from the brand personality index scale: They were excitement/sophistication, competence, sincerity, ruggedness, and smoothness. Compared to the B/P non-buyers, B/P buyers tended to rate excitement/sophistication, competence, sincerity, and the smoothness brand personality dimensions higher. Multiple regression analysis revealed that excitement/sophistication, competence, sincerity and ruggedness brand personality were significant predictors of respondents' casual clothing brand preference, satisfaction, and brand loyalty. Among these significant predictors, competence was the best predictor of casual clothing brand preference, satisfaction and brand loyalty. Based on these findings, strategic implications are discussed.
In MMORPGs, there are many problems with the Grinding player experience. This research divides the Grinding player experience into four dimensions: Grinding in-Autonomy, Competence, Relatedness and Positive affect through theoretical investigation of game experience. Through the study of Litman (2008), Curiosity is divided into two dimensions, I-Type Curiosity and D-Type Curiosity, and the relationship between Curiosity and Grinding player experience is studied. By distributing questionnaires, collecting data, and using SPSS software to conduct reliability analysis, validity analysis, correlation analysis and multiple regression analysis on the data, it is verified that in MMORPG, I-Type Curiosity can positively affect Grinding in-Autonomy, Competence, Relatedness and Positive affect. D-Type Curiosity can positively affect Grinding in-Autonomy, Competence and Positive affect, but D-Type Curiosity has no statistical relationship with Grinding in-Relatedness. And through the standardized coefficient (Beta) value, between the Curiosity factors, I-Type Curiosity has a greater impact on Grinding in-Autonomy and Positive affect, and D-Type Curiosity has a greater impact on Grinding in-Competence. Finally, from the perspective of I-Type Curiosity and D-Type Curiosity, combined with the drawbacks of the MMORPG Gringding mechanism, some concrete and feasible suggestions and optimization schemes are put forward to improve the Grinding player experience. This research result can provide some feasible suggestions for MMORPG developers and designers, optimize the MMORPG Grinding mechanism from the perspective of I-Type Curiosity and D-Type Curiosity, and improve the Grinding player experience. It can provide appropriate assistance for the improved development of MMORPG games.
The purpose of this study was to investigate high school students' competencies of creativity thinking, critical thinking, communication, collaboration, and digital competence by implementing science fiction STEAM program. Based on the story of 'Fritz Haber' and the 'Garden of Dawn', a STEAM program was developed according to the ADDIE model. In the analysis stage, the purpose of the teaching-learning program using novels was set, and learners and learning environments were analyzed. At the design stage, the novels 'Fritz Harbor' and 'Garden of Dawn' were selected, learning goals were set according to the achievement standards of the curriculum, and learning contents and learning activities were sequenced and designed. In the development stage, teaching and learning materials were developed in a module format, implemented to classes, and evaluated. Pre-test and post-tests were conducted to identify the five major competencies such as creativity thinking, critical thinking, communication, collaboration, digital competence. The collected data was verified by paired t-test using SPSS. The results of the study showed statistically significant results in creative thinking, critical thinking, and digital competency.
Purpose: With the popularity of artificial intelligence (AI) in the service industry and occurrence ofservice failures in AI-based services, understanding human-robot interaction issues in service failure situations is especially important. Some issues which deserve further empirical investigation are whether consumers can develop the same tolerance for chatbots after service failure as they have for human agents, and the relationship between agent type and tolerance is mediated by the mechanisms of perceived warmth and perceived competence. Research Design, Data, and Methodology: This research experimentally collected and analyzed data from 119 university students who had experienced chatbots service failures. Differences in tolerance towards human agents and chatbots after experiencing service failures were explored, with a further examination of the mediating pathways between this relationship via perceived warmth and perceived competence. Results: Consumers are more tolerant ofservice failure with chatbots compared to service failure with human agents. Significant mediation of the relationship between service agent and service failure tolerance by perceived competence, while perceived warmth has no significant mediating effect. Conclusions: This research enhances our understanding of AI-assisted services, human-computer interaction, improves the service functionality of existing smart devices, and deepens the understanding of the relationship between consumer responses and behaviors.
Journal of the Korea Academia-Industrial cooperation Society
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v.21
no.8
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pp.107-114
/
2020
This study was conducted to examine the effects of simulation-based education on the clinical reasoning competence, clinical competence, and satisfaction with simulation experience (SSE). The research design was one group pretest-posttest. Study participants were 89 third-year nursing students from C University in G city, who were engaged the simulation-based education for eight weeks from August to October 2019. Learning scenario titles were blood transfusion reaction patient care with postoperative total hip replacement, hypoglycemia patient care with diabetes mellitus, and hyperkalemia patient care with liver cirrhosis. The data were analyzed by paired t-test using SPSS Win 23.0 program. After applying simulation-based education, nursing students' clinical reasoning competence (t=-17.082, p<.001) and clinical competence(t=-18.40, p<.001) improved significantly. SSE score was 4.65 out of 5 points. The results indicate that the simulation-based education in this study gave the students the experience of providing qualified and secure nursing care under conditions similar to those in the real clinical field. To improve the clinical reasoning competence and clinical competence of nursing students, various cases scenarios are developed and simulation-based education should be applied to more subjects in the nursing curriculum.
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