• 제목/요약/키워드: Attitude towards Computer

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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
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.6
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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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    • v.23 no.1
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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.

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

  • 이경님
    • Journal of the Korean Home Economics Association
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    • v.42 no.4
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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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    • v.24 no.2
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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.

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

  • Kim, KeoHyun;Yoo, InHwan
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.371-380
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    • 2017
  • SW education is considered important in the present age where various sciences converge. According to this tendency, SW education was included in the regular education course in Korea, which aims to develop the learner's CT. Therefore, researches on CT and educational tools are being activated. App Inventor is a simple app development tool that has many advantages over traditional tools. In this study, we developed and applied a SW instruction program that uses an App Inventor to develop CT for elementary school students. Moreover, CT was classified into two elements-calculative perception and calculative creativity- and performed tests after applying SW instruction programs. Furthermore, attitude towards computer were classified into three elements-c computer anxiety, computer preference, and computer confidence- and conducted tests. After performing paired t-test pretest-posttest matching samples on test outcomes, it was found that the CT of the learners who applied the program was increased, and the attitude towards computer also showed a positive change.

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

  • Lim, Hye-Young;An, Hui-Soo
    • Journal of The Korean Association For Science Education
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    • v.19 no.4
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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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    • v.21 no.11
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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.

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

  • Park, Dukran;Sakong, Bok Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.1
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    • pp.303-322
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    • 2015
  • This study examines the relationship between library anxiety and computer attitude with references to the variations in the college students' gender, grade level, academic majors, frequency of library visits, and the perception towards mobile-phones in order to explore the possible measures for minimizing library anxiety amongst the students. The study results show the computer anxiety and the computer usefulness to be the computer attitudinal factors most closely correlated with the level of library anxiety. Our proposed solution is the development of a user training course and curriculum to lower students' computer anxiety while promoting greater computer usefulness.

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

  • Song, Jeong-Beom;Shin, Soo-Bum;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.6
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    • pp.81-89
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    • 2010
  • The purpose of this research is to verify the influence of STEM integrate education using educational robots on improvement of the level of attitude towards Mathematics. The following hypothesis was formulated in order to achieve this purpose: There will be a meaningful difference in the level of attitude towards Mathematics between elementary school students educated by STEM integrated education with robots and by the traditional method of teaching Mathematics. To prove this hypothesis, 56 of first grade students were tested under the nonequivalent control group in the pretest-posttest designs. As a result of the study, it is showed that STEM integrated education has a positive effect on promoting the level of elementary school students' attitude towards Mathematics. Therefore, we need the instructional activities which can combine the knowledge gained from a variety of curriculum with activities by using educational robots.

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

  • Baek, Je-Eun;Kim, Kyung-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.20 no.2
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    • pp.35-45
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    • 2017
  • Factors influencing the attitude towards the use of robot-based instruction in special education are explored using the technology acceptance model (TAM). Their interrelatedness is also analyzed. Research data were obtained via a questionnaire survey of elementary, middle, and high school special education teachers in North Chungcheong Province. The results reveal that three factors influence the attitude towards using robot-based instruction in special education: perceived usefulness, perceived ease of use, and social influence. Of these, perceived usefulness exerts the strongest influence. Perceived ease of use was found to be influenced by personal innovation and social influence, and perceived usefulness is influenced by perceived ease of use and personal innovation. Efforts should be made to induce a receptive attitude towards the use of robot-based instruction among teachers for its stable acceptance.