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Comparison of Hand Washing Awareness and Performance of College Students by Health Departments (일부 보건 계열 대학생에서 손 씻기의 인식도 및 실천도에 대한 비교)

  • Jang, Il-Yong;Yu, Seong-Hun;Kim, Jung-Sook
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.375-382
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    • 2020
  • The purpose of this study was to examine the awareness and performance of hand washing in some health-related college students and to provide basic data on the management of hand washing through the difference and correlation between awareness and performance. This study collected data from 367 questionnaires excluding non-response and unfaithful responses from health-related college students in nursing, physiotherapy and occupational therapy. The survey tool was a Likert 5-point scale self-filled questionnaire that examined general characteristics, hand washing awareness and performance. The general characteristics of the subjects were calculated by frequency analysis, and one-way ANOVA, awareness and performance were analyzed by Pearson's correlation. There was a significant difference in the awareness of hand washing in some health-related college students in the presence or absence of infection education and in all areas except gender. According to the characteristics of the health department, the awareness and performance of hand washing showed a significant difference in the order of physical therapy, occupational therapy, and nursing. There was a significant difference in hand washing awareness in grade characteristics and no significant difference in performance. There was a high correlation between awareness and performance of hand washing.

Signifying Practices of Technoculture in the age of Data Capitalism: Cultural and Political Alternative after the Financial Crisis of 2008 (데이터자본주의 시대 테크노컬처의 의미화 실천: 2008년 글로벌 금융위기 이후의 문화정치적 대안)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.143-148
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    • 2022
  • The subject of this paper is the practical examples of technoculture that critically thinks network technology, a strong material foundation in the era of data capitalism in the 21st century, and appropriates its socio-cultural metaphor as an artistic potential. In order to analyze its alternatives and the meaning of cultural politics, this paper examines the properties and influence of data capitalism after the 2008 global financial crisis, and the cultural and artistic context formed by its reaction. The first case considered in this paper, Furtherfield's workshop, provided a useful example of how citizens can participate in social change through learning and education in which art and technology are interrelated. The second case, Greek hackerspace HSGR, developed network technology as a tool to overcome the crisis by proposing a new progressive cultural commons due to Greece's financial crisis caused by the global financial crisis and a decrease in the state's creative support. The third case, Paolo Cirio's project, promoted a critical citizenship towards the state and community systems as dominant types of social governance. These technoculture cases can be evaluated as efforts to combine and rediscover progressive political ideology and its artistic realization tradition in the context of cultural politics, paying attention to the possibility of signifying practices of network technology that dominates the contemporary economic system.

A Survey on the Recognition of Rehabilitative Robots for Therapy and Self-Efficacy in University Students Enrolled in the Department of Physical Therapy (물리치료학과 학생들의 재활로봇에 대한 인식도와 자기효능감 조사)

  • Kim, Tae-Ho;Kim, Da-Hyeon;Kim, Se-Yeon;Park, Ha-Yeoung;Lee, Eun-Kyung;Jung, In-Seon;Chun, Ji-Youn;Kim, Min-Hee
    • PNF and Movement
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    • v.19 no.1
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    • pp.115-125
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    • 2021
  • Purpose: This study aimed to investigate basic data on the recognition of rehabilitation robots and self-efficacy through general characteristics of students in the department of physical therapy. Methods: This study surveyed 100 students in the Department of Physical Therapy at E University in Seongnam using Google Form, an online survey tool. The questionnaire consisted of 64 questions including 15 questions on general characteristics, 13 questions regarding recognition of rehabilitative robots, and 36 questions about self-efficacy. General self-efficacy consisted of three sub-factors: confidence, self-regulation efficacy, and task difficulty preference. Results: The recognition of rehabilitative robots according to general characteristics showed significant differences in age, level of education, and experience in searching rehabilitative robots; according to general characteristics, self-efficacy showed significant differences dependent on age and gender (p < 0.05). In addition, recognition of rehabilitation robots for students in the Department of Physical Therapy was found to have a significant effect on robot use self-efficacy (p < 0.05). Conclusion: There were significant differences in the scores of rehabilitation robot recognition and self-efficacy according to the general characteristics of students in the Department of Physical Therapy. For such reasons, it is important for students to have an opportunity to get educated on rehabilitation robots; in order to achieve this goal, domestic studies on rehabilitation robots must be actively conducted. The technological development of rehabilitation robots and the establishment of a system for domestic rehabilitation robots from both social and legal standpoints were found to be necessary based on a volume of domestic research.

A Study on the Analysis of Mediated Effects of Father's Play Participation in the Relationship Between Father's Play Belief and Child's Playfulness (아버지의 놀이신념과 유아 놀이성 관계에서 아버지의 놀이 참여도의 매개효과 분석)

  • Choi, Tae-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.333-342
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    • 2020
  • Children grow and develop through play. Play is being used as a friend and a learning material and tool in everyday life of children. It is a research study aimed to empirically analyze the effects of father's play belief and play participation on child's playfulness. A survey was carried out for the selected 284 children aged 5 years and older attending kindergarten located in D-gu, Seoul in order to achieve the goal of this study. Frequency analysis, descriptive statistics, reliability verification, correlation analysis, and regression analysis were conducted on the data collected through the survey by using the SPSS program, and the research results were derived as below. First, it showed that father's play belief and play participation have a positive effect on child's playfulness of physical spontaneity, social spontaneity, cognitive spontaneity, expression of joy, and a sense of humor. Second, father's play participation had a significant effect as a partial parameter in the relationship between father's play belief and child's playfulness. Thus, it was drawn the conclusion that father's play belief and play participation are important variables that can predict child's playfulness. Therefore, It will be necessary to promote children's playfulness development by continuously providing parent education programs on creating an atmosphere of various interaction at home through plays in the relationship between father and child and a desirable role of father in the play activities with child at the level of preschool educational institutions.

Introducing the Digital Culture Map of Daesoon Jinrihoe: Answering the Need for Information on Daesoon Jinrihoe via the Digital Culture Map of Daesoon Jinrihoe (대순진리회 전자문화지도 개발 시론 - 대순진리회 전자정보 제공 양상과 전자문화지도 개발의 필요성 -)

  • Byun Ji-sun
    • Journal of the Daesoon Academy of Sciences
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    • v.44
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    • pp.97-140
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    • 2023
  • This article is meant to serve as an introduction to the development of digital culture map of Daesoon Jinrihoe. Recently there has been frequent discussion over the need to provide information on the website of Daesoon Jinrihoe's Yeoju Headquarters Temple Complex, and the further need to produce a digital culture map of Daesoon Jinrihoe. The production of digital culture map of Daesoon Jinrihoe has the advantage of being able to publicize and enhance its status worldwide beyond simply building digital archives, collecting data, visualizing Daesoon Jinrihoe materials, and acquiring tools for research on Daesoon Jinrihoe. Therefore, the development of Daesoon Jinrihoe's digital culture map is expected to be a step for Daesoon Jinrihoe to leap forward globally. Next in the process would be the study of data. The current status of Daesoon Jinrihoe's data and analysis of the contents will enable researchers to proceed to the next stage. In the production of digital culture map of Daesoon Jinrihoe, the next step to be studied after data research is to review precedents in the production of digital culture maps related to religion. Researchers will be able to review domestic precedents and overseas precedents, and based on those, it will be possible to suggest a direction for developing Daesoon Jinrihoe's digital culture map.

Analyzing the Impact of Species on Urban Development Using Meta Population Model (메타개체군 이론을 활용한 도시개발에 따른 생물 종 영향 평가 활용 가능성 분석)

  • Eun Sub Kim;Young Won Mo;Tae Yoon Park;Yoonho Jeon;Jiyoung Choi;Dong Kun Lee
    • Journal of Environmental Impact Assessment
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    • v.32 no.2
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    • pp.61-71
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    • 2023
  • As differences in the impact of each species on a spatial scale occur, analysis at the landscape scale is necessary to evaluate the impact of a development project. In previous studies, the Incidence Function Model (IFM) based on meta population theory was used to analyze the impact of species on the environment that changes according to urban development. However, since the model was required at least 10 occupied areas, it is difficult to use it for species that are difficult to monitor such as endangered species. Therefore, we proposed the Incidence Function Model (IFM) using species distribution model to fill the species data. In addition, we reviewed whether the developed model can be used in environmental impact assessment. As a result of the analysis, the minimum occupancy of Prionailurus bengalensis on urban development decreased to 56.5% and the possibility of survival to 28.7%. We confirmed that It rapidly decreased from the reference points of 230 and 70habitats through analysis of the meta-population capacity according to the decrease in the number of habitats. These results can be assessing the environment impact of each species on habitat loss. And it can support decision-making on the minimum number and area of habitat for species protection. This study is expected to be used as basic data for environment impact assessment on before and after development projects and mitigation measures plans, thereby increasing the effectiveness of reduction plans.

Development and Validation of an Scale to Measure Flow in Massive Multiplayer Online Role Playing Game (교육용 MMORPG에서의 학습자 몰입 측정척도 개발 및 타당화)

  • Chung, Mi-Kyung;Lee, Myung-Geun;Kim, Sung-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.2
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    • pp.59-68
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    • 2009
  • This paper aims to explore the factors of learner's flow and to develop and validate a scale to measure the flow in Massive Multiplayer Online Role Playing Game(MMORPG) for education. First of all, potential factors were drawn through literature review. The potential stage comprises 6 factors(learner's psychological characteristics, learner's skill, importance of game, environment for learner, instructional design, and instructional environment) and 16 subfactors. With total 48 items developed. a survey was carried out among 293 elementary learners who had been participating in a commercial MMORPG for English skills to measure their flow in the MMORPG by utilizing the potential scale. Using the responses collected from 288 respondents, exploratory factor analysis, reliability analysis, and confirmatory factor analysis were performed. The expository factor analysis showed that items within each sub-factors could be bound into one factor. That is, the variables evaluating learner's flow were divided into six factors(learner's psychological characteristics, learner's skill, importance of game, environment for learner, instructional design, and instructional environment). And these factors were interpreted consisting of 16 sub-ones. Reliability estimates indicated that the evaluation tool had good internal consistency. The confirmatory factor analysis did confirm the model suggested by the expository factor analysis. Over fit measures(CFI, NFI, NNFI) showed the good suitability of the model. Findings of this study confirmed the validity and reliability of the scale to measure learner's flow in MMORPG.

The Effects of Perceived Characteristics of Mobile SNS for the Agricultural and Food on Consumer Attitude and Purchase Intention (지각된 농식품 관련 모바일 SNS의 특성이 소비자태도 및 구매의도에 미치는 영향)

  • Ahn, Eun-Ju;Yang, Dong-Woo
    • Korean small business review
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    • v.41 no.1
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    • pp.1-28
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    • 2019
  • The purpose of this study is to contribute to the revitalization of the 6th industry by presenting suggestions on how to utilize agricultural food mobile SNS and how to purchase intention. In this study, the mobile SNS, which is rapidly emerging as a new marketing channel, was applied to the agricultural and food sector to conduct a empirical analysis. First of all, the characteristics of agricultural food-related mobile SNS that affect the purchasing intent of agricultural food were derived, and the indirect effects of consumer attitudes were analyzed in relation to the perceived characteristics of the mobile SNS for the agricultural food and the purchase intention. First, information quality and ease of access have a significant effect on cognitive attitude (+), and playfulness, information quality, ease of access have a significant effect on emotional attitude (+), and playfulness, interactivity have a significant effect on an acting attitude (+). Second, information quality, accessibility, and playfulness have a significant effect on purchase intention (+), and the quality of information has the greatest influence. Third, it was analyzed that information quality, interactivity, ease of accessibility, and playfulness have an indirect effect of consumer attitude in the path of purchase through consumer attitude. From the results of this study, it was confirmed that efforts to improve the quality of information in the case of mobile SNS related to agricultural and food products are needed first, that to improve the purchasing intent, we need to establish a mobile SNS operating strategy and marketing strategy for enhance consumer attitudes in a favorable. On the other hand, related education and system cooperation methods should be prepared to enable agricultural and food companies to use mobile SNS as a marketing tool.

The Moderating Effect of Flourish in the Relationship between Career Motivation and Career Decision Self-Efficacy in College Life (대학생활에서의 진로동기와 진로결정자기효능감의 관계에서 플로리시의 조절효과)

  • Lee, Jung-A;Kim, Mijin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.931-938
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    • 2017
  • The purpose of this study was to obtain the basic data to enhance the career decision self-efficacy of undergraduates by investigating the variables affecting it by looking into the influence of career motivation and flourish of undergraduates. To achieve this, a survey research was conducted for the 355 undergraduates who were studying at the university in B-city with measuring tool of the career decision self-efficacy, the career motivation and the flourish. The result of this study was as follows; Firstly, there were significant positive correlations among career decision self-efficacy, career motivation and flourish. Secondly, it showed that there is a significant moderating effect of flourish in the relationship between career motivation and career decision self-efficacy in undergraduates. The results of this study suggest that career motivation and Floridians have a significant effect on career decision self-efficacy. It is suggested that career motivation and florish should be considered together to improve the career decision self-efficacy of college students and to enable them to carry out the career decision task successfully.