• 제목/요약/키워드: skill-framework

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Development of an Integrated Clinical Nursing Practice Course for Improvement of Nursing Competency among Nursing Students (간호학생의 간호수행능력 향상을 위한 통합실습평가 프로그램 개발)

  • Shin, Yun-Hee;Hur, Hea-Kung;Park, So-Mi;Song, Hee-Young;Kim, Gi-Yon
    • The Journal of Korean Academic Society of Nursing Education
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    • v.13 no.1
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    • pp.32-40
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    • 2007
  • Purpose: The purpose of this study was to develop and evaluate an integrated clinical evaluation program to increase the competency of senior nursing students. Method: A cross-sectional one group test design was utilized. Based on a framework derived from the prior studies, an integrated clinical evaluation program was developed. In order to assess the effect of the developed program, the senior students' experience with the program was measured. The participants were senior nursing students and the program was performed on November, 2005 after their semester was all finished. Result: The evaluation score for ability in application of nursing process was 83.87 and nursing skill was 85.69 by evaluators. The students reported that the program provided a chance to relearn and practice basic nursing skills and it was helpful in increasing decision making competency and their ability to apply the nursing process. Conclusion: This study suggests that the integrated clinical evaluation program contributes to cultivating a nurse with comprehensive nursing competencies and to improve the nursing students' knowledge, attitude, and skill.

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Estimating the Behavior Path of Seafarer Involved in Marine Accidents by Hidden Markov Model (은닉 마르코프 모델을 이용한 해양사고에 개입된 선원의 행동경로 추정)

  • Yim, Jeong-Bin
    • Journal of Navigation and Port Research
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    • v.43 no.3
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    • pp.160-165
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    • 2019
  • The conduct of seafarer is major cause of marine accidents. This study models the behavior of the seafarer based on the Hidden Markov Model (HMM). Additionally, through the path analysis of the behavior estimated by the model, the kind of situations, procedures and errors that may have caused the marine accidents were interpreted. To successfully implement the model, the seafarer behaviors were observed by means of the summarized verdict reports issued by the Korean Maritime Safety Tribunal, and the observed results converted into behavior data suitable for HMM learning through the behavior classification framework based on the SRKBB (Skill-, Rule-, and Knowledge-Based Behavior). As a result of modeling the seafarer behaviors by the type of vessels, it was established that there was a difference between the models, and the possibility of identifying the preferred path of the seafarer behaviors. Through these results, it is expected that the model implementation technique proposed in this study can be applied to the prediction of the behavior of the seafarer as well as contribute to the prioritization of the behavior correction among seafarers, which is necessary for the prevention of marine accidents.

Exploring the Effectiveness of GAN-based Approach and Reinforcement Learning in Character Boxing Task (캐릭터 복싱 과제에서 GAN 기반 접근법과 강화학습의 효과성 탐구)

  • Seoyoung Son;Taesoo Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.4
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    • pp.7-16
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    • 2023
  • For decades, creating a desired locomotive motion in a goal-oriented manner has been a challenge in character animation. Data-driven methods using generative models have demonstrated efficient ways of predicting long sequences of motions without the need for explicit conditioning. While these methods produce high-quality long-term motions, they can be limited when it comes to synthesizing motion for challenging novel scenarios, such as punching a random target. A state-of-the-art solution to overcome this limitation is by using a GAN Discriminator to imitate motion data clips and incorporating reinforcement learning to compose goal-oriented motions. In this paper, our research aims to create characters performing combat sports such as boxing, using a novel reward design in conjunction with existing GAN-based approaches. We experimentally demonstrate that both the Adversarial Motion Prior [3] and Adversarial Skill Embeddings [4] methods are capable of generating viable motions for a character punching a random target, even in the absence of mocap data that specifically captures the transition between punching and locomotion. Also, with a single learned policy, multiple task controllers can be constructed through the TimeChamber framework.

Comparative Study on Qualification System of Competency Assessor in Australia and Scotland (스코틀랜드와 호주의 NCS기반 직무능력평가자(Competency Assessor) 자격제도에 관한 비교 연구)

  • Lee, Jungpyo
    • Korean Journal of Comparative Education
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    • v.27 no.1
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    • pp.223-245
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    • 2017
  • The purpose of this study is to examine the qualification system of competency assessor based NCS(National Skill Standards) in Australia and Scotland. To meet the purpose of the study, the characteristics of competency based assessment and the role of assessor was reviewed, and competency assessor qualification system of both countries were analysed. Australia and Scotland have developed the certification system of competency assessor based on national qualification framework. Education and Training Institutes in both countries should meet the requirement of RTOs(Registered Training Organizations) and CRBs(Credit Rating Body), which can develop and operate assessor qualification course based NQF. Also they must ensure all assessors are qualified with competency, currency and professional development and show how they have maintained, upgraded or developed new skills relevant to the current industry needs. In recent years, Korea has been introduced competency based curriculum linked with NCS in education and training sector. Also the introduction of competency assessor qualification system are currently under consideration by government. In this circumstances, the results of comparative analysis about Australia and Scotland can help the Korean government review the policies and strategies qualifying competency assessor. They also provide some implications for exploring and examining assessor qualification system based NCS and KQF(Korean Qualification Framework) in Korea.

Application of Occupational Therapy Intervention Process Model: A Case of Child With Sensory Integration Dysfunction (작업치료중재과정모델의 적용: 감각통합기능장애 아동 사례)

  • Kim, Ji-Hyun
    • The Journal of Korean Academy of Sensory Integration
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    • v.9 no.2
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    • pp.1-13
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    • 2011
  • Objective : Purpose of this study is to discuss benefits and implications of the clinical reasoning process and re-evaluation in the OTIPM by introducing a single case that occupational therapy intervention is provided based on the OTIPM. Methods : The case subject is a boy aged 5 years and 10 month who had diagnosed as attachment disorder and anxiety disorder from a pediatric psychiatrist before. The boy is referred to sensory integration therapy clinic and underwent occupational therapy intervention service twice a week for four month. Therapeutic activities for the intervention were consisted of sensory integration activities for restorative model, care-giver education for educational model, and performance skill training for acquisitional model. Measurements used in the initial evaluation are JSI-R, DDST-2, Social Maturity Test, KPPS-R, and observation-based performance task analysis. For the performance task analysis, performance skill items were constructed based on the Occupational Therapy Process Framework (OTPF), and those were assessed by the evaluation system of Assessment of Motor and Process Skill (AMPS) and Evaluation of Social Participation (ESI). Results : The detail process of implementing of the OTIPM in this study is reported by following four phases; 1) establish client-centered performance context; 2) establish baseline and interpret cause (initial evaluation); 3) intervention planning and implementing; and 4) recognize intervention outcome (reevaluation). Conclusion : In this case, occupational therapist could provide the client an occupation-based intervention within comprehensive performance context based on the OTIPM. Therapist could clearly identify the cause of problematic performance skills and behaviors and so provide effective intervention to improve client's occupational performance. Additionally, it was found that client's satisfaction of the intervention can be raised when the concept of 'who is the client' is expanded based on the OTIPM. From this study, it is proposed that OTIPM may be a model educible 'comprehensive' enhancement of 'specific' occupational engagement, as it considers both improvement of occupational performance and satisfaction.

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Gameplay Experience as A Problem Solving - Towards The New Rule Spaces - (문제해결로서의 게임플레이 경험 - 새로운 법칙공간을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.25-41
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    • 2009
  • The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.

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Pre-service Teachers' Perceptions on the Seminar and a Case of the Development of Presentation Ability (예비 교사의 세미나 발표에 대한 인식 및 발표 능력 발달 사례)

  • Han, Jae-Young;Yoon, Ji-Hyun
    • Journal of the Korean Chemical Society
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    • v.56 no.5
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    • pp.638-647
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    • 2012
  • The college of education should support pre-service teachers to learn knowledge of their major and develop the ability of presenting or teaching the knowledge. The pre-service teachers may have many opportunities of presentations to develop the ability of teaching. Some college of education provide such opportunities in the 'seminar' course. In this study we investigated the pre-service teachers' perceptions on the seminar where they present contents of their major, developed the framework to analyze and evaluated the seminar presentation ability, and explored the change of presentation ability through a case study. Pre-service teachers perceived that from the seminar they could develop the presentation skill and understand the scientific contents more deeply. However they pointed out the difficulty of understanding others' presentations, discussing on the contents and interpreting the English paper. We developed the presentation analysis framework including the evaluation elements, the evaluation items, and the evaluation methods according to the progress of a seminar presentation. Using this framework we evaluated and compared the development of seminar presentation ability of a per-service teacher both quantitatively and qualitatively. We discussed the educational implication of this study such as the suggestion for the effective management of a seminar and the usage of the presentation analysis framework.

Analysis of Programming Processes Through Novices' Thinking Aloud in Computational Literacy Education (프로그래밍 과정에서 나타나는 초보학습자들의 행동 및 사고과정 분석)

  • Kim, Soo-Hwan;Han, Seon-Kwan;Kim, Hyeon-Cheol
    • The Journal of Korean Association of Computer Education
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    • v.14 no.1
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    • pp.13-21
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    • 2011
  • The purpose in this paper is to provide the theoretical framework of characteristics of programming thinking processes in computational literacy education. That is, we developed the theoretical framework through analyzing novices' cognitive thinking processes, applied it to the real situation about computational literacy problem-solving processes and defined characteristics of the processes. For this purpose, we tried to analyze characteristics of programming thinking processes of novices by using think-aloud method. Also we developed the programming process code about novices' cognitive processes and programming processes, and analyzed the process that novice faced and overcame programming barriers by using qualitative research tool, Nvivo. As a result, we found what characteristics of programming problem-solving processes were and how novices used the thinking skill in the process. This study contributes to understand programming problem-solving processes and provides the criterion to analyze the processes scientifically.

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Concerns of Home Economics Teachers on Ohio's Work and Family Life Curriculum (미국 오하이오주의 실천적 문제 중심 모형을 적용한“일과 가족생활 교육과정”에 대한 가정과 교사의 관심도)

  • 채정현
    • Journal of the Korean Home Economics Association
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    • v.34 no.4
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    • pp.327-343
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    • 1996
  • The objective of this study were 1) to determine the stages of concern of HE teachers about the practical problem-based curriculum approach, as illustrated by the Ohio's Work and Family Life Curriculum (W&FLC); 2) to determine the relationships between home economics (HE) teacher's stages of concern about W&FLC and personal and professional characteristics of HE teachers; and 3) to determine aspects of interest about the practical problem-based curriculum approach, such as the Ohio W&FLC. Respondents in this study were 225 HE teachers. The data were collected during the in-service teacher training sessions after presentation about W&FLC. Concerns Based Adoption Model (CBAM) was modified to provide a conceptual framework for this study. Frequencies, SD, mean, mode, range were used to determine the stages of concern of HE teachers. To determine the relationships between stages of concerns and personal and professional characteristics of HE teachers, coefficient of Chi-Square contingency tables was used. Content analysis was used to determine aspects of interest about the practical problem-bsed curriculum approach, such as W&FLC. The median of the stages of HE teachers' concerns about W&FLC was Stage 1, Information Stage. About 60% of HE teachers were interested in learning more details about W&FLC. Chi-square revealed no statistically significant relationships between stages of concerns about W&FLC and characteristics of HE teachers. Content analysis was used to determine aspects of interest about W&FLC of HE teachers. Nine categories were found: content, teaching strategies, implementation of the curriculum, philosophical framework, how to adopt W&FLC, resource materials, students' outcomes, in-service teacher training, and HE teacher organization. The majority of HE teachers were interested in relationships with family and others, resource management, family relationships, personal development, communication skill, family life, creating a self-identity, life planning, roles of family members, homemaking management, child care, and parenting.

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Analysis on Characteristic of Elementary Science-Gifted Education Winner Programs in Gifted Education Database Focusing on Scientific Creativity (과학적 창의성 관점에서 살펴본 영재교육종합 데이터베이스(GED)의 초등 과학영재교육 프로그램 특징 분석)

  • Yun, Jihyeon;Kang, Hunsik
    • Journal of Korean Elementary Science Education
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    • v.40 no.2
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    • pp.145-161
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    • 2021
  • This study analyzes the characteristic of elementary science-gifted education winner programs in Gifted Education Database (GED) focusing on scientific creativity. For this purpose, an analysis framework to analyze the programs was developed and a total of 840 inquiry activities from 55 winner programs were analyzed according to the analysis framework. The analysis of the results reveal that 'scientific inquiry skill' of the five scientific creativity components was most frequently included in the activities. 'Scientific knowledge content' and 'creative thinking' were also frequently included. However, 'problem solving ability' and 'common factor' were a little included. In the aspects of integration, the integrations between two or three components with five or eight types were frequently found. No integrations were also frequently included although less than the previous categories. The integrations among four with four types or five components were also slightly found. 'Scientific knowledge content', 'scientific inquiry skills', and 'creative thinking' with other components were more frequently found. However, the integrations of 'common factor' or 'problem solving ability' with the other components were less frequently found. Educational implications of these findings are discussed.