• Title/Summary/Keyword: 앱 개발 교육

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Development and Evaluation of Health Care Providers' Counseling Manual in Mobile Application for Lifelong Health Care among Patients with Chronic Hepatitis B (만성 B형간염환자의 평생건강관리를 위한 모바일 앱 건강관리자용 상담매뉴얼 개발 및 평가)

  • Yang, Jinhyang;Lee, Haeok;Yoo, Kyung Hee
    • The Journal of Korean Academic Society of Nursing Education
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    • v.20 no.1
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    • pp.108-117
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    • 2014
  • Purpose: The purpose of this study was to develop and validate health care providers' counseling manual in mobile application for lifelong health care among patients with chronic hepatitis B. Methods: The mobile application was developed using a prototyping approach and system developing life cycle method, evaluated by users for their satisfaction with the counseling manual and experts for the quality of the manual. To evaluate application of the counseling manual, knowledge and counselor self-efficacy of the subjects were measured and compared before and after application of the counseling manual. Results: There were statistically significant increases in knowledge and counselor self-efficacy in the user group. A mobile application with high accessibility and applicability including information and counseling factors can promote counseling competence of the nurse as health care provider caring chronic hepatitis B patients. Conclusion: The results of this study indicate that the counseling manual in mobile application is effective in increasing knowledge and counselor self-efficacy among nurses to promote lifelong health care among patients with chronic hepatitis B. Therefore, it can be usefully utilized in the field of nursing for patients with chronic hepatitis B as a nursing intervention.

Effects of smartphone app-based oral muscle strength training on functional improvement in the elderly (노인 대상 스마트폰 앱 콘텐츠를 이용한 구강 근력 강화 훈련의 기능 개선 효과)

  • Kyeong-Hee Lee;Yoon-Young Choi;Eun-Seo Jung;Hyun-Young Moon;Mi-Sook Yoon;Kyeong-Jin Lee
    • Journal of Korean society of Dental Hygiene
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    • v.24 no.3
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    • pp.209-218
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    • 2024
  • Objectives: This study aimed to develop educational content for a smartphone app on oral muscle training and examine its effects on the elderly population. Methods: A total of twelve training sessions were delivered through the smartphone app over a six-week period, from late August to early October 2023. Each session lasted approximately 60 minutes. Participants were followed up after the program. Results: The experimental group showed significant improvements in oral health before and after using the smartphone app. These improvements included decreased dental plaque (p<0.05) by 0.69 units, decreased gingivitis (p<0.001) by 0.99 units, decreased tongue plaque (p<0.01) by 1.11 units, increased salivary secretion rate (p<0.001) by 0.73 units, increased hard palate strength (p<0.001) by 5.25 units, and increased soft palate strength (p<0.01) by 6.82 units. Compared to the control group, the experimental group showed significant improvements in dental plaque (p<0.001), gingivitis (p<0.001), and tongue coating (p<0.01). Conclusions: This study found that oral muscle strengthening training using the smartphone app effectively improved oral health in the elderly. The developed app content has the potential to be a valuable tool for promoting oral health in this population within their daily routines. However, further efforts are needed to ensure clear communication and effective utilization of the training program through user training or educational materials.

특성화고 앙트러프러너십이 창업의지에 미치는 영향 연구: 창업멘토링 조절효과를 중심으로

  • Hwang, Bo-Yun;Lee, Hyeong-Ju
    • 한국벤처창업학회:학술대회논문집
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    • 2018.04a
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    • pp.61-64
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    • 2018
  • 우리나라 특성화고는 산업사회의 각 분야에서 종사할 유능한 인재를 양성하고 합리적이며 능률적인 직업인을 육성하려는 목표로 1998년에 도입되었다. 2010년에는 독일, 스위스, 오스트리아 등에서 자리 잡은 마이스터고 제도를 도입하여 변화를 시도하였다. 유럽에서의 마이스터고는 창업 성공률이 98%에 이를 정도로 창업의지가 높은 학생들로 구성되었다. 우리나라 또한 특성화고 학생들의 창업의지를 높이기 위해서 정부와 민간 기관에서 다양한 시도를 하였다. 창업진흥원의 기업가 마인드 확산 교육 비즈쿨(2002년), 한국시민자원봉사회의 특성화고 대상 창업 마인드 확산 경진대회 Be the CEO(2004년), 아산나눔재단과 어썸스쿨의 앙트러프러너십 교육 히어로스쿨(2014년) 등이 사례이다. 본 저자도 2011년부터 중소벤처기업부와 SK가 공동으로 주최하는 고교생 앱 개발경진대회를 직접 운영하면서 특성화고 학생들의 창업의지를 높이기 위한 방안에 대해 오랫동안 고민하였다. 본 연구에서는 특성화고 학생들의 앙트러프러너십이 창업의지에 미치는 영향을 연구하였다. 앙트러프러너십의 구성요소는 Miller(1983)가 주장한 위험감수성, 혁신성, 진취성에 기회인지를 추가하였다. 또한, 특성화고 학생들이 학교 교육과 다양한 외부활동을 통하여 접하고 있는 창업멘토링이 앙트러프러너십 구성요소와 창업의지간에 조절효과가 있는지 밝히고자 하였다. 이를 위해 전국 491개(2017년 말) 특성화고등학교 중 지역별로 안배하여 14개 학교 학생들을 대상으로 설문을 시행하였으며, 설문서 287부를 실증분석에 활용하였다. 연구분석 결과 특성화고 학생의 기회인지, 위험감수성, 혁신성, 진취성은 모두 창업의지에 긍정적인 영향을 미치는 것으로 나타났다. 한편 기회인지, 위험감수성 등 앙트러프러너십 요소와 창업의지 관계에서 창업멘토링의 조절효과는 진취성에만 긍정적인 영향을 미치는 것으로 나타났다. 창업멘토링의 조절효과가 진취성에만 국한된 것은 특성화고는 창업보다는 취업 중심의 정책을 운영 중이어서 앙트러프러너십은 높으나 창업의지가 희박한 학생이 많았고, 기존의 창업멘토링 내용이 학생들의 창업의지를 높이는데 실제적인 도움이 되지 못하였으며, 창업을 가로막는 제도 때문에 멘토링 만으로는 창업의지를 높이는데 한계가 존재하였다. 본 연구의 결과가 우리나라 특성화고 학생들의 창업의지를 높이는 방안에 대한 연구를 촉발하는데 조그만 보탬이 되기를 바란다. 또한, 창업의지가 높은 특성화고 학생들이 창업을 실행할 수 있는 환경이 구축되고, 특성화고가 취업중심의 정책에서 창업친화적인 정책으로 개선하는 데 촉매제가 되기를 바란다.

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Design and Effects of Science Simulation Applications Using Flash and ActionScript 3.0: In the Composition of Material Chapter in Middle School Science Textbooks (Flash와 Actionscript 3.0을 이용한 과학 시뮬레이션 앱의 디자인 및 효과 -중학교 과학 '물질의 구성' 단원을 중심으로-)

  • Lee, Chang Youn;Park, Chulkyu;Hong, Hun-Gi
    • Journal of The Korean Association For Science Education
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    • v.38 no.4
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    • pp.527-539
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    • 2018
  • Although a simulation is proposed as a candidate for alternative contents of inquiry activities, design cases focused on the characteristic of science education are rare. This study suggested the definition and requirements of science simulation to clarify science subject-specific design and set up the design guidelines to consider usability. Then the science simulation was developed in the form of an app for mobile devices, where 'Flash and Actionscript 3.0' was selected as a development tool for compatibility, functionality, ease of use and optimization for mobile devices with educational applicability in mind. In effect, six science simulation apps were prepared for seven classes of inquiry activity in 10 science classes on the chapter of 'composition of material' in middle school science 2 textbooks. In this regard, the main advantages of the simulation apps expected from each design characteristic are also suggested in this article. In the implementation of the science simulation apps, educational effects were investigated based on the statistical comparison, while 134 students in the second grade in a coeducational middle school, Gyeonggi-do participated as an intervention group and a control group. Our results showed that the scores of academic achievement and affective test in the intervention group were significantly higher than those of the control group (p <.05). In the questionnaire survey on usability, most students responded positively to the design of the science simulation apps. This study will contribute to expanding the horizon of design about science simulation as a design case in science education.

Sensor Industry - Nano/Micro Engineering Aspect (센서 산업 - 나노/마이크로 공학 관점)

  • Kang, Kyung-Tae
    • Transactions of the KSME C: Technology and Education
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    • v.5 no.1
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    • pp.1-6
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    • 2017
  • From early simple bulky detectors to show the existence of some specific material, sensor has been developed to miniature smart sensors embedded signal capabilities with a help of nano/micro engineering such as innovative nano materials and semiconductor process technologies. Due to recently fast sales of smart phones with simple telephone function plus many sensors, internet accessing capabilities, easy user downloadable "app" softwares, smart sensor industry market has expanded very fast. If driver-less cars, wearable electronic devices and smart robots will be introduced into market in near future, development of many various smart sensors will be needed.

Development of an Educational App for Safe Dietary Life based on Elementary School Parents' Perceptions on Pesticide Residue (초등학생 학부모들의 잔류농약 인식에 기초한 안전 식생활 교육용 앱 개발)

  • Chae, Hyeon-Ja;Kim, Jeong-Weon
    • Korean journal of food and cookery science
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    • v.29 no.2
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    • pp.161-168
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    • 2013
  • The purpose of this study was to develop an educational app that informs parents of elementary students with correct information on pesticide residue based on their awareness and information needs on pesticide residue. A survey was conducted from 918 parents living in 8 different districts of Korea. The results of the survey indicated that a majority of parents felt uncomfortable with pesticide residue and wanted to have the proper information regarding it. Based on the above results, an app named 'Perfect Conquest of Pesticide Residue' consisting of 5 main menus of 'Pesticide residue, Is it safe?', 'Safe management of pesticide residue', 'Perfect removal of pesticide residue on fruits and vegetables through washing', 'Shopping without anxiety', 'Playground' and their own sub-menus was developed. When the app was applied to 30 parents using smart phones, a majority of them were satisfied with the contents of detailed information and fun activities. Therefore, this app could be utilized as an effective educational tool for the parents of elementary students by allowing them to have proper awareness on pesticide residue. Furthermore, more apps could be developed on other food risk factors to promote safe dietary life.

Development of AR-based Coding Puzzle Mobile Application Using Command Placement Recognition (명령어 배치 인식을 활용한 AR 코딩퍼즐 모바일앱 개발)

  • Seo, Beomjoo;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.35-44
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    • 2020
  • In this study, we propose a reliable command placement recognition algorithm using tangible commands blocks developed for our coding puzzle platform, and present its performance measurement results on an Augmented Reality testbed environment. As a result, it can recognize up to 30 tangible blocks simultaneously and their placements within 5 seconds reliably. It is successfully ported to an existing coding puzzle mobile app and can operate an IoT attached robot via bluetooth connected mobile app.

Development and Preliminary Evaluation of Smartphone Application-Based Nutrition Education Material for Twin Pregnancy (스마트폰 앱을 활용한 쌍태아 임부 산전 영양 교육자료 개발 및 예비평가)

  • Kim, So Yeon;Kim, Ju Hee
    • Women's Health Nursing
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    • v.24 no.1
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    • pp.1-13
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    • 2018
  • Purpose: To develop educational material about nutrition during antepartum period for women pregnant with twins by using smartphone applications. Methods: A series of steps according to ADDIE model, including Analysis, Design, Development, Implementation, and Evaluation were used to develop smartphone application of antepartum nutrition care for women pregnant with twins. Results: Based on experts' evaluation, the average score was $4.6{\pm}0.39$ in total. Content score was $4.7{\pm}0.40$. Interface design score was $4.5{\pm}0.55$. Content score was higher than interface design score. User evaluation was conducted in the form of interview. Results of interviews revealed that users generally responded positively to the accuracy, understanding, and objectivity for content items of the smartphone app. As for the evaluation of consistency for the evaluation item of interface design, users answered "ordinary" or "generally yes". For design suitability and accuracy of vocabulary, they answered 'generally suitable'. Conclusion: The smartphone app developed through this study is expected to aid antepartum care for women pregnant with twins. It will also contribute to health promotion of both pregnant women and twin fetus.

Developing and Applying Design Principles for Maker Programs Using Virtual Reality : Focusing on the Development of Simulation Application (가상현실 기반 메이커 교육 프로그램 설계원리 개발 및 적용 : 시뮬레이션 앱 구현을 중심으로)

  • Park, Taejung
    • Journal of Information Technology Services
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    • v.19 no.6
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    • pp.161-175
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    • 2020
  • The current study aimed to develop the design principles for maker programs using virtual reality and apply them in developing a simulation mobile application. First, through collecting and analyzing the relevant studies and cases eight design principles with four components were derived. Then, these initial design components and principles were revised and improved in accordance with evaluations of an expert panel composed of three professors/researchers, two teachers, and two IT industrial experts. Based on the revised design principles, a VR simulation app for maker education was developed and evaluated on whether the principles were properly applied to the app development by the expert panel. The finalized eight design principles, as a research outcome, can contribute to the design and development of various types of educational programs that can replace the actual making experience even in educational fields where it is difficult to build maker spaces or provide materials and equipment. In the near future, empirical studies are expected to develop customized maker programs considering the characteristics, levels, and needs of students and verify their educational effectiveness.

Effect Analysis of Active Flipped Learning using Interactive Application (인터랙티브 앱을 활용한 능동적 플립 러닝 효과 분석)

  • Lee, Seunghoon;Chun, Seokju
    • Journal of The Korean Association of Information Education
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    • v.21 no.5
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    • pp.487-495
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    • 2017
  • The flipped learning is an inverted teaching model where students learn the basic concepts using short videos at home and then come to class to enable effective practice and interactions among teachers and students. However, due to the students' lack of self-regulated competence, most students have difficulties of comprehending the instructional materials out of class by themselves. In this paper, we develop an interactive app for active flipped learning in the mathematics courses in the elementary schools. We examine the effectiveness of the active flipped learning on learners groups with different achievement levels in learning 4th grade mathematics concepts in the elementary schools. The pretest and posttest survey results show that the proposed flipped learning approach has better performance compared to the traditional flipped learning approach.