• 제목/요약/키워드: Attitude towards Computer

검색결과 41건 처리시간 0.024초

Effects of Compassion Satisfaction, Compassion Fatigue, Burnout on the Attitude towards Terminal Care among Care Providers in Long- term Care Facilities

  • Oh, Chung-Uk;Kim, Seon-Rye
    • 한국컴퓨터정보학회논문지
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    • 제22권6호
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    • pp.115-122
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    • 2017
  • The purpose of this study was to investigate the effects of compassion satisfaction, compassion fatigue, burnout on the attitude towards terminal care among care providers in long-term care facilities. In order to achieve the purpose of the study, data was collected from 126 care providers in long-term care facilities in Chungbuk and Kangwon province. Data were collected with self-administrated questionnaires and analyzed by hierarchical multiple regression. Findings of this study is as follows. Firstly, attitude towards terminal care was positively affected by compassion satisfaction. Secondly, the attitude towards terminal care was negatively affected by compassion fatigue. Thirdly, the attitude towards terminal care was negatively affected by burnout. In conclusion, these findings provide strong empirical evidence for the importance of compassion fatigue, compassion satisfaction and burnout in explaining attitude towards terminal care among care providers in long-term care facilities. Therefore, strategies to decrease compassion fatigue and burnout and improve compassion satisfaction are needed to improve the attitude towards terminal care among care providers in long-term care facilities.

The Effect of an Educational Program Based on the 3D Glasses as a Technological Innovation on the Academic Achievement and Attitude towards E-Learning

  • Osama Mohamed Ahmed Salem;Noheir Taha Hassan Mohamed
    • International Journal of Computer Science & Network Security
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    • 제23권1호
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    • pp.169-186
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    • 2023
  • The research aimed to identify the effectiveness of an educational program using 3D glasses as a technological innovation on academic achievement and attitude towards elearning in science in the preparatory stage. The research relied on the analytical descriptive approach and the semi-experimental approach. The research tools were the achievement test and the scale of attitude towards e-learning. An educational program was designed and produced using 3D glasses. The study sample consisted of 60 students from the second grade in the preparatory stage at the Rural Jeddah School. The research concluded to the following results: There was a satistically sigificant difference at the level of sig. (0.05) among the -mean scores of the experiemtal and control group students in the post assessment atthe level of achievement in favor of the experiemental group and therewas a satistically sigificant difference at the level of sig. (0.05) among mean scores of the experiemtal and control group students in the post assessment at the level of attitude towards e-learning in favor of the experiemental group. And it was found that the positive effect of the 3D educational program for improving the level of achievement and the attitude towards e-learning for the students. The program allowed the experimental group students to practice self-learning, interaction, and achievement according to the individual differences among them.

개인적 변인과 환경적 변인이 아동의 게임중독경향에 미치는 영향 (The Individual and Environmental Variables that Affect Children’s Game Addiction Tendency)

  • 이경님
    • 대한가정학회지
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    • 제42권4호
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    • pp.99-118
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    • 2004
  • This study examined different individual and environmental factors that affect children's game addiction tendency. As individual variables, game user' motivation, self-control, and self-esteem were included in the analysis. As family variables, communications with mothers, parental control of children's computer use and parental internet use were examined, as school variables, school adjustment and teacher's supervision of children's computer use, and as peer variables, peer group's attitude toward computer games were used. The sample consisted of 994 fifth and sixth grade children. Statistics and methods used for the data analysis were Cronbach's alpha, frequency, percentage, two way ANOVA, Pearson's correlation and Hierarchical Regression. Several major results were found from the analysis. First, boys were addicted more than girls. No difference was found in the addiction tendency between the 5th graders and the 6th graders. Second, game users' motivation, that is, their interest-amusement motive, avoidance motive and aggressive motive, had a positive correlation with their game addiction tendency. However, self-control and self-esteem had a negative correlation with children's game addiction tendency. Third, problematic communications with mothers and parental control of children's computer use had a positive correlation with children's game addiction tendency. Open communications with mothers had a negative correlation with children's game addiction tendency. Fourth, school adjusaent had a negative correlation with children's game addiction tendency. And peer group's attitude towards computer games had a positive correlation with children's game addiction tendency. Fifth, low self-control, peer group's attitude towards computer games, children's interest-amusement motive, avoidance motive, aggressive motive, school lesson adjustment, parental control of children's computer use and school nile adjustment were important predicting variables of boy's game addiction tendency. Avoidance motive, low self-control, interest-amusement motive, peer group's attitude towards computer games, and parental control of children's computer use were important predicting variables of girl's game addiction tendency.

Behavioral Tendency Analysis towards E-Participation for Voting in Political Elections using Social Web

  • Hussain Saleem;Jamshed Butt;Altaf H. Nizamani;Amin Lalani;Fawwad Alam;Samina Saleem
    • International Journal of Computer Science & Network Security
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    • 제24권2호
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    • pp.189-195
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    • 2024
  • The issue "Exploring Social Media and Other Crucial Success Elements of Attitude towards Politics and Intention for Voting in Pakistan" is a huge study embracing more issues. The politics of Pakistan is basically the politics of semantic groups. Pakistan is a multilingual state more than six languages. There are 245 religious parties in Pakistan, as elaborated by the Daily Times research. The use of social media sites in Pakistan peaked to its maximum after announcement of election schedule by the Election Commission of Pakistan in March 22, 2013. Most of the political parties used it for the recent elections in Pakistan to promote their agenda and attract country's 80 million registered electors. This study was aiming to investigate the role of social media and other critical variables in the attitude towards politics and intention for voting.

앱 인벤터 활용 SW 교육이 초등학생의 컴퓨팅 사고력과 컴퓨터에 대한 태도에 미치는 영향 (Effects of SW Education Using App Inventor on Computational Thinking and Attitude towards Computer of Elementary School Students)

  • 김거현;유인환
    • 정보교육학회논문지
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    • 제21권4호
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    • pp.371-380
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    • 2017
  • 여러 학문이 융합하는 현시대에 SW 교육이 중요시되고 있다. 이러한 추세에 맞추어 우리나라의 정규교육과정에 학습자의 CT 신장을 목적으로 하는 SW 교육이 포함되었다. 이에 따라 CT 관련 연구와 교육 도구에 관한 연구가 활성화되고 있다. 앱 인벤터는 간단한 앱 개발 도구로써 기존의 도구들보다 장점이 많다. 이에 본 연구에서는 초등학생을 대상으로 CT 개발을 목적으로 인벤터 활용 SW 교육 프로그램을 개발 적용하였다. 또한 SW 교육 프로그램 적용 후 CT를 계산적 인지력과 계산적 창의력 2개 요소로 나누어 검사하였고, 컴퓨터 관련 태도를 컴퓨터 불안, 컴퓨터 호감, 컴퓨터 자신감 3개 요소로 나누어 검사하였다. 검사 결과를 사전 사후 검사 대응표본 t검정해 본 결과, 프로그램 적용 대상 학습자들의 CT가 신장된 것을 확인할 수 있었고, 컴퓨터 관련 태도 또한 긍정적인 변화를 보인 것으로 나타났다.

멀티미디어 과학 학습 프로그램의 개발과 과학 학업 성취, 학습에 대한 태도에 미치는 효과 연구 (Development of Computer Assisted Instruction Program in Multimedia Environment and its Effects on Science Achievement and Attitude towards Science Learning)

  • 임혜영;안희수
    • 한국과학교육학회지
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    • 제19권4호
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    • pp.595-603
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    • 1999
  • The purpose of this study was to develop the computer assisted instruction program in multimedia environment, to examine the relative effects of two types of multimedia learning on science achievement and attitude towards science learning and to investigate the effects of treatment and students' learning ability. The results of this study were summarized as follows: 1. On science achievement; The multimedia learnings were more effective than the traditional one. Difference between multimedia learning I (through individualistic learning) and multimedia learning II(through peer interaction) was not significant. There was not interaction effect of treatment and students' learning ability. 2. On attitude towards science learning; The multimedia learnings were more effective than the traditional one. The multimedia learning I (through individualistic learning) was more effective than the multimedia learning II (through peer interaction). There was no interaction of treatment and students' learning ability. 3. On students' perceptions on multimedia learning; The students in the multimedia classes showed the multimedia learning were good in causing interest. making students absorbed in studies, and giving many learning materials, but not good in a couple of points such as making students bored and not explaining in detail.

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Effects of Flipped Classroom Strategy on Students' Achievements in the Computer and Information Technology Course and Their Attitudes Towards It

  • Alqarni, Ali Suwayid
    • International Journal of Computer Science & Network Security
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    • 제21권11호
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    • pp.157-164
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    • 2021
  • This endeavor is an attempt to explore the effect of flipped classroom strategy (FCS) on (a) academic achievement in the computer and information technology course and (b) students' attitudes towards this strategy. The sample of the study consisted of 64 students, divided into two groups: experimental and control groups. Two instruments were used to collect the data: a test and a questionnaire. The test was used to measure the students' achievement and the questionnaire to measure their attitudes towards the FCS. The results show statistically significant differences at the level of 0.05 in support of the experimental group at all Bloom's levels. Similarly, students' positive attitude towards the FCS was evident. Therefore, expanding this strategy in different courses is highly recommended because it positively impacts students' achievements. Organizing workshops and designing courses that encourage teachers to implement the strategy in the classroom and develop their technical skills are also recommended.

대학생들의 도서관 불안과 컴퓨터 태도와의 상관관계 연구 (A Study on the Relationship Between Library Anxiety and Computer Attitude of College Students)

  • 박덕란;사공복희
    • 한국비블리아학회지
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    • 제26권1호
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    • pp.303-322
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    • 2015
  • 본 연구에서는 대학생들의 성별, 학년, 전공, 도서관 방문 빈도, 그리고 스마트폰 인식태도에 따른 도서관 불안과 컴퓨터 태도와의 관계를 알아본 후 도서관 불안을 최소화시킬 수 있는 방안이 무엇인지를 조사하였다. 연구결과 도서관 불안과 상관관계가 있는 컴퓨터 태도요인은 컴퓨터 불안과 컴퓨터 유용도로 나타났고 컴퓨터 불안을 낮추고 컴퓨터 유용도를 높여주는 이용자 교육과 교육과정의 개발을 해결책으로 제시하였다.

교육용 로봇을 활용한 STEM 통합교육의 효과성 연구 (A Study on Effectiveness of STEM Integration Education Using Educational Robot)

  • 송정범;신수범;이태욱
    • 한국컴퓨터정보학회논문지
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    • 제15권6호
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    • pp.81-89
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    • 2010
  • 이 연구의 목적은 교육용 로봇을 활용한 STEM 통합교육이 수학 교과의 태도 수준 향상에 미치는 영향을 검증하는데 있다. 이러한 목적을 달성하기 위하여 다음과 같은 가설을 설정하였다. 교육용 로봇을 활용한 STEM 통합교육과 기존 전통적인 수학 학습에 의한 초등학생들의 수학 교과 태도 수준에는 유의미한 차이가 있을 것이다. 이와 같은 가설을 검증하기 위하여 초등학교 1학년 56명을 대상으로 이질 통제 집단 전후 검사 설계 방식을 적용하였다. 연구의 결과로 이 연구의 가설은 채택 되었으며, 교육용 로봇을 활용한 STEM 통합교육은 초등학생의 수학 교과태도 수준 신장에긍정적인 영향을 미치는 것으로 나타났다. 향후 다양한 교과의 지식과 활동을 교육용 로봇을 매개로 통합 융합할 수 있는 교육활동이 필요하다.

특수교육에서 로봇활용교육의 수용태도에 영향을 주는 요인 탐색: 기술수용모형을 바탕으로 (Exploring Factors Affecting Acceptance Attitudes of Robot-Based Education in Special Education: Based on the Technology Acceptance Model)

  • 백제은;김경현
    • 컴퓨터교육학회논문지
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    • 제20권2호
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    • pp.35-45
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    • 2017
  • 기술수용모형(TAM)을 바탕으로 특수교육에서 로봇활용교육의 수용태도에 영향을 미치는 요인을 탐색하여 이들 간의 관계를 검증하였다. 이를 위해 충청북도 초 중 고등학교 특수교사들을 대상으로 설문 조사를 실시하였다. 연구 결과, 특수교육에서 로봇활용교육의 수용태도에 영향을 미치는 요인은 인지된 유용성, 인지된 용이성, 사회적 영향력의 3개 요인이며, 이중 가장 크게 영향을 미치는 것은 인지된 유용성으로 나타났다. 또한 인지된 용이성에 영향을 미치는 요인은 혁신성향과 사회적 영향력으로 나타났다. 인지된 유용성에 영향을 미치는 요인은 인지된 용이성과 혁신성향으로 밝혀졌다. 로봇활용교육이 특수교육에 안정적으로 수용되기 위해서는 로봇활용교육에 대한 교사의 긍정적 인식을 이끌어 내는 노력이 필요하다.