• Title/Summary/Keyword: Agency thinking

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A Comparison study of Nursing process competency, Critical thinking disposition and SBAR technique knowledge between Clinical practice and Alternative clinical practicum (임상실습과 임상실습대체 교내실습 간의 간호과정 수행능력, 비판적사고성향, SBAR 기술지식에 대한 비교 연구)

  • Oe-Seon Lee;Jung-Hye Lim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.605-614
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    • 2023
  • The purpose of this study is to understand the difference in nursing process competence, critical thinking disposition, and SBAR technique knowledge of nursing students according to practical methods. The subjects of the study were 20 students who participated in clinical practice and 18 students who participated in alternative clinical practicum. The collected data were analyzed by t-test, Mann-Whitney U-test, and Kruskal Wallis test. As a result of the study, there was no significant difference between nursing students' nursing process competence, critical thinking disposition, SBAR utilization ability, and perception of use depending on clinical practice and alternative clinical practicum. In clinical practice, nursing process competence and SBAR technical knowledge were significantly higher when college life satisfaction was high. In in-school practice, which is an alternative clinical practicum, critical thinking disposition and SBAR technical knowledge were high when nursing major satisfaction was high, and critical thinking disposition was high when grade were high. In preparation for future pandemic situations, a systematic clinical alternative practicum education plan should be prepared to improve nursing process competence, critical thinking tendency, and SBAR technique knowledge.

The Effect of Fundamental nursing practice class with Flipped Learning on Self-efficacy and Critical Thinking Disposition of Nursing students (플립러닝을 적용한 기본간호학실습 수업이 간호대학생의 자기효능감과 비판적 사고능력에 미치는 효과)

  • Kim, Hye-Suk
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.277-284
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    • 2021
  • This study was conducted to confirm the effect on self-efficacy and critical thinking disposition by applying flip learning class to fundamental nursing practice education for nursing students. The study subjects were 42 people in the experimental group and 40 people in the control group who were allowed to participate in the study. Data analysis was statistically processed using SPSS/WIN 24.0 program. As a result of this study, the self-efficacy score of the experimental group who received the flipped learning class increased significantly immediately after class (t=3.49, p=.001) compared to before class, and 10 weeks after class (t=-0.75, p=.456), the effect persisted. The critical thinking disposition score of the experimental group increased significantly immediately after class (t=3.49, p=.001) compared to before class, and the effect persisted 10 weeks after class (t=0.11, p=.913). However, there was no significant difference in the academic self-efficacy and critical thinking disposition scores of the control group who received lecture classes. In other words, it was confirmed from the results of this study that fundamental nursing practice classes applied with flip learning are effective in improving self-efficacy and critical thinking disposition of nursing students. Based on this study, it is suggested that the application of flip learning method should be expanded in the major subject of nursing science.

The Effect of Robot-Used Play through Appreciation of Picture Books on Children's Sequential Thinking (그림책 감상을 통한 로봇 활용 놀이가 유아의 순서적 사고에 미치는 영향)

  • An Ji Su;Nam Ki Won
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.357-365
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    • 2024
  • The purpose of this study is to investigate the effects of children's robot-based play on sequential thinking through appreciation of picture books. For this purpose, 15 children aged 5 years old in each kindergarten located in Seoul were selected and J kindergarten (experimental group) supported <Picture book appreciation robot play> and C kindergarten (comparison group) supported <Picture book appreciation free play>. In order to examine the difference in play experience between the two groups, the score data before and after play support was collected using the sequential thinking test tool, and the collected data were analyzed using SPSS 28.0 program to perform ANCOVA (Covariance Analysis). As a result, the experimental group that experienced robot-based play through picture book appreciation showed significant improvement in the total score of sequential thinking and the sub-areas of dynamics, behavior, and intention compared to the control group.The results of this study are valuable as a play study to discover the value of robots as a creative play medium led by young children and to promote sequential thinking ability, which is emphasized as the capacity of future society.

Differences in Learning Strategies for High School Students by Cluster Type of Hope (고등학생의 희망 군집유형별 학습전략의 차이)

  • Kim, Jin-Cheol;Jang, Bong Seok
    • Journal of Industrial Convergence
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    • v.18 no.3
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    • pp.1-6
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    • 2020
  • The purpose of this study is to theoretically understand hope theory suggested by Snyder and confirm its utility in the school settings. We analyzed the survey data responded by general high school students to find clustering types of hope and mean difference of learning strategies by each type through ANOVA. Results are as follows. First, hope by cluster analysis resulted in four types. Second, hope and learning strategy showed statistically positive correlation. Especially two sub-variables of hope and meta-cognition had highest correlation. Researchers suggested the direction of a future study to investigate structural relation among hope profile, student achievement, adjustment, and etc.

Practical Insights that Designer Can Contribute to Corporate Social Value Management; through Changes in Samsung

  • Park, Junsang;Nam, Wonsuk
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.90-100
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    • 2020
  • Our overall society circulates in line with the economical situations characterized by production and consumption and companies play the role of providing products and services, thus taking very significant responsibilities for the socioeconomical and cultural aspects in society. Therefore, when designers attempt to think of a way to enable companies and society to share their values and propose specific concepts and visualize outcomes, it is very critical to be able to understand economical philosophy and management strategies that interconnect companies with society and seek out proper design approaches. Recently, the world's enterprise and management culture tend to connect products and services provided by companies through chains of social values. Based on the abovementioned shift in the management paradigm, the researcher investigates and analyzes actual cases of attempts by Samsung Electronics to achieve its social impacts and studies actual roles and approaches of in-house designers with creativity and insights of humanity with regard to these attempts. Each case is selected from various fields such as the company's products and service development, business systems, culture, and external strategies and the ultimate goal is to learn about actual insights and approaches of designers to make contributions to the company's management with social impacts. Especially, humanity and creative thinking of many designers working in the manufacturing industry can have significant contributions to achieving its management with social impacts and effects of sustainable management.

A Study on the Current State of Artificial Intelligence Based Coding Technologies and the Direction of Future Coding Education

  • Jung, Hye-Wuk
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.186-191
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    • 2020
  • Artificial Intelligence (AI) technology is used in a variety of fields because it can make inferences and plans through learning processes. In the field of coding technologies, AI has been introduced as a tool for personalized and customized education to provide new educational environments. Also, it can be used as a virtual assistant in coding operations for easier and more efficient coding. Currently, as coding education becomes mandatory around the world, students' interest in programming is heightened. The purpose of coding education is to develop the ability to solve problems and fuse different academic fields through computational thinking and creative thinking to cultivate talented persons who can adapt well to the Fourth Industrial Revolution era. However, new non-computer science major students who take software-related subjects as compulsory liberal arts subjects at university came to experience many difficulties in these subjects, which they are experiencing for the first time. AI based coding technologies can be used to solve their difficulties and to increase the learning effect of non-computer majors who come across software for the first time. Therefore, this study examines the current state of AI based coding technologies and suggests the direction of future coding education.

The Analysis of System Thinking on the Commercialization of Public R&D Research Institute (공공 R&D 기관의 기술 상용화 과정에 관한 시스템 사고 분석)

  • Kim, Sun-Seon;Kim, Dong-Hwan
    • Proceedings of the Korean System Dynamics Society
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    • 2007.11a
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    • pp.49-65
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    • 2007
  • Nowadays almost nations try to promote the competition of nation through the development of national science technology. Also Korea has been engaging in this race of through public research & development institute. But recently the commercialization of R&D products appears a poor result in the royalty of technology according weak technology transfer toward IT small and medium-sized enterprises. Even If we have been trying to find the problems and causes, as yet it is true that we don't solve clearly the problem, make a diagnosis about it. This paper analyzes the process of commercialization in public R&D research institute(ETRI: Electronics and Telecommunications Research Institute) through system thinking and researches an interrelationship among government agency, public R&D research institute, and enterprise. This one can find the fact that between research fund and R&D products, transfer technology and royalty, and enterprise's operating profit and active technology transfer like adding technology development is a positive feedback loop. This positive feedback loop in the commercialization of public R&D research institute carries out very important role in examining problems in R&D product's commercialization. Also this paper looks forward to being a guide in the commercialization of public R&D research institute.

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A Study on the Organizational Culture and Performance of Xiaomi Corporation

  • Piao, Xue-Lian;Choi, Myeong-Cheol;Shang, Xian-Fa;Han, Joo-Hee;Pan, Xing-Chen
    • International Journal of Advanced Culture Technology
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    • v.9 no.1
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    • pp.52-57
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    • 2021
  • Most internet companies in China are learning from Xiaomi Corporation's management model and to improving their organizational structures and human resource management practices. This study analyzed the development situation of Chinese Internet economy and the Internet thinking of Xiaomi which is a role model of Chinese Internet companies. In addition, we studied Xiaomi's organizational structure, human resource management, employee training, performance management and incentive system. In particular, Xiaomi's human resource management system has a great influence on the company's high performance and efficient service culture. Furthermore, the organization of Xiaomi is horizontally divided into three floors (7 key founders, department heads, and employees), each floor is managed by one founder. Xiaomi is interested in and considers not only the work of new employees, but also personal issues, and is concerned with the work of others in performance management and shares responsibility. Xiaomi adopts a unique and rational human resource management model, guaranteeing a lot of work autonomy for employees, and improving organizational performance.

Best Practice of Gamification in Block Coding Learning Platform based on Virtual Reality

  • Seo Yeon Hong;Hyeon-A Park;Ji Yeong Choe;Mi Seo Choi;Janghwan Kim;R. Young Chul Kim;Chaeyun Seo
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.419-426
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    • 2024
  • Due to the government's announcement of the 2025 policy mandating coding education, there is a growing need for effective coding learning methods in elementary education. However, there are few methods available that can easily help younger students understand coding. While text-based coding and visual block coding methods exist, they have limitations. To address these issues, we propose a block coding learning platform that combines virtual reality (VR) technology with gamification elements. The traditional two dimensional (2D) block coding methods have some limitations, so this platform aims to overcome these by providing an environment where learners can intuitively understand and experience coding in a three dimensional (3D) virtual space. The primary goal is to enhance immersive, learner-centered experiences and improve creative problem-solving skills and computational thinking. This study proposes an experimental approach to demonstrate the effectiveness of a learning platform that combines VR technology with block coding. Furthermore, we expect that the VR-based platform will significantly contribute to improving the quality of education and promoting self-directed learning among students.

A Study on the Design of Walking aids for Outdoor Use by the Elderly Applying Universal Design Principles

  • Dae-Hyun Ko;Ye-na Bae
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.325-335
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    • 2024
  • Existing research on walking aids has primarily focused on functional improvements, often neglecting negative aspects such as physical injuries and psychological discomfort, which limits the elderly's active participation in outdoor activities. This study aims to analyze issues related to outdoor walking stemming from physical and psychological factors in the elderly and to propose design directions for walking aids that align with their preferences. In-depth interviews were conducted with 13 elderly individuals aged 65 and above who use rollators, from May 2024 to June 2024. The interviews were analyzed using a questionnaire based on psychological factors identified in previous studies and functional aspects, utilizing Universal Design principles. The five-stage design thinking model from d.school was employed for problem definition. Issues related to walking aids were identified and analyzed during the 'Empathize' and 'Define' stages. The findings highlight priorities such as maintaining proper posture, reducing vibration, improving ease of folding and speed control, and providing additional storage space without causing discomfort. The proposed design directions reflect the needs and aspirations derived from the actual experiences of elderly individuals. The study's findings are expected to contribute to the development of walking aids that enhance usability and confidence, thereby improving the quality of life for elderly individuals.