• Title/Summary/Keyword: Convergence Design Education

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Neighborhood Park Design for Railroad Station in Uijeongbu City (의정부 역전 근린공원 설계)

  • Kwon, Jin-Wook
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.4
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    • pp.64-74
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    • 2010
  • The study is based on an urban park design that is designed in consideration of the characteristics of Uijeongbu City, applied with adequate functions for the environment and showcasing the unique scenery in relation to the relocation of the US Air Force Camp Falling Water. The bases of the design are: the reasonable convergence of the square and park in consideration of the site characteristics; the application of an urban context as the park is located near a station; and the realization of an eco-friendly space. This study is based on foundation research regarding a review of urban square patterns, particular items in planning in relation to modern urban parks and the adaptability of the park in the future. Regarding space usage, the design is applied with notable ideas that allow the space to make its own characteristics through voluntary user activity in conjunction with the environment that will allow the park to cope with changes in the future, as opposed to a space that users experience through pre-determined programs. Below are the focal points of the design. First, the park is designed as an empty space which may accommodate the urban structural context of and usage patterns for being a field of the city ecology that changes and develops, beyond a passively-created square pattern. Such open spaces have a continuity which allows it to adapt to the development of the city. In addition, the design facilitates spontaneous processes through changes in usage pattern and time. Second, the design includes the message that the park and the city, natural things and artificial things, must communicate and network with each other. Hence the park shall not be an isolated green island within the city, but is an open space accommodating the demands for open area from nearby commercial, public and residential facilities; the park shall include a field that can accommodate a variety of programs. Third, the park is designed to encourage the effect of direct and indirect practical education by reflecting a physical plan as well as interesting experience design methods to lower carbon emissions and to create and maintain an eco-friendly space, the basis of a zero-emissions city.

A Study on the Operational Status and Improvement Plan of Untact Classes - Focused on Departments related to Tax & Accounting (비대면(Untact) 수업의 운영 실태 및 개선 방안에 관한 연구 - 세무회계 관련 학과를 중심으로)

  • Lee, Tae-Jung;Yun, Woo-Young
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.177-185
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    • 2020
  • The spread of COVID-19 has caused confusion in the education field as it has led to the implementation of untact classes without preparation. The purpose of study is to find ways to effectively design and operate untact classes for tax accounting department. The survey and FGI were conducted on professors and learners. As a result, video classes through lecture shooting and PPT-based video conversion were the most utilized. Students prefer these two types most, because they can learn repeatedly regardless of time and space. The improvement measures are as follows. For video classes that reflect various characteristics of the subject, supporting for equipment and human resources is needed, and for professors, teaching support for untact classes and education on equipment manipulation is needed. Continuous Quality Improvement for untact classes should be overhauled. In the future, in-depth research is needed to various majors, this will help find ways of untact classes suitable for the characteristics of the subjects.

The long-term effect of Interactive Video Game on Cognitive Information Processing the elderly: P300 (장기간의 상호작용적 비디오 게임이 노인의 인지정보처리에 미치는 영향: P300)

  • Kim, Sung-Woon;Kim, Han-Cheol
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.493-504
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    • 2020
  • The objectives of this study was to examine the effect of Interactive Video Game on cognitive information processing the elderly. Sixty elderly were attended in this study. Their ages ranged from 65 to 70, with a mean age of 67.60 years. The subjects were randomly assigned to one of three experimental conditions: (1) interactive video game group (n=20), (2) aerobic exercise group (n=20), (3) control group (n=20). The experimental design of this study was analyzed using two-way ANOVAs with repeated measures of groups and time. Cognitive function was assessed by neuroelectrical response, and ERP analysis. The results of the study showed that the interactive video game group and aerobic exercise group showed no significant statistical differences in the response time, response accuracy, amplitude and potential of the performance of the exercise in cognitive function and ERP analysis, but improved the interaction video game group and aerobic exercise (walking) group over the control group. It was concluded that long-term aerobic exercise like interactive video game is associated with attenuation of cognitive decline in the elderly.

Recognition and Performance of Patient Private Information Protection (PPIP) in Nursing Students (환자 개인정보보호에 대한 간호대학생의 인식과 실천)

  • Kim, Chang-Hee;Jeong, Sun-Young;Song, Yong-Shin
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.479-490
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    • 2013
  • In this research we surveyed level of textual recognition and of practice by nursing students regarding patient privacy protection. The subjects were 383 nursing students. The questionnaire developed by Lee and Park (2005) were modified and used. Data analysis was conducted through descriptive statistics, t-test, ANOVA, and Pearson correlation coefficients. The result shows that about 96.1% of the subjects received education on patient privacy protection in school or hospital but 48.0% of all received education of 10 minutes or less. Average score for recognition of patient privacy protection was a 4.13 but average practice score was 3.84. Among all areas, communication tasks showed the highest scores for both recognition and practice. There are differences according to grade in school and age of the subject, and experience with clinical practice, existence of regular educational program embedded in clinical practice at hospitals, and the length of each educational session. For both total score and score for every domain, there was a correlation between recognition and practice. The conclusions drawn from this research will help colleges of nursing and hospitals to design and develop contents of educational programs for nursing students.

The Effect of Case-Based Health Assessment Practical Education on Class Participation, Problem Solving Process, Academic Self-Efficacy and Academic Achievement of Nursing Students (간호대학생의 사례기반 건강사정 실습교육 프로그램이 문제해결과정, 수업참여도, 학업적 자기효능감, 학업성취도에 미치는 효과)

  • Cho, Young-Mun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.499-509
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    • 2022
  • This study was conducted to understand the effect of health assessment practical education on class participation, problem-solving process, academic self-efficacy, and academic achievement of nursing students. This study used a nonequivalent control group pretest-posttest design. The participants were 69 nursing university students located in C city. Data were collected on two separate occasions before and after the application of the program from February 2021 to July 2021. Data were analyzed by chi-square test, independent t-test, and ANCOVA using SPSS WIN 23.0. There were significant differences in class participation(F=15.003, p<.001), academic self-efficacy(F=13.288, p=.001) and academic achievement(F=19.755, p<.001) between the experimental group and the control group. In the problem-solving process, the experimental group was significantly higher than the control group in decision-making(F=6.948, p=.010), applying the solution(F=6.232, p=.015) and evaluation-reflection(F=5.364, p=.024). It is necessary to expand case-based learning to increase the problem-solving process, class participation, academic self-efficacy, and academic achievement of nursing students.

The Effects of Mental Health Nursing Simulation Practice Using Standardized Patients on Learning Outcomes -Learning Motivation, Learning Self-Efficacy, Learning Satisfaction, Transfer Motivation- (표준화 환자를 활용한 정신간호 시뮬레이션 실습 교육 효과 -학습동기, 학습자기효능감, 학습만족도, 전이동기-)

  • Kim Namsuk;Song Ji-Hyeun
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.259-268
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    • 2023
  • The purpose of this study was to verify the effectiveness of mental simulation practice training using standardized patients for nursing students. This study is a single-group pre- and post-design study, and for data collection, a structured questionnaire was provided to 95 nursing students from a university located in J. The collected data was analyzed using the SPSS/WIN 27.0 program. Results of the study The mental simulation practice training program using standardized patients improved the subject's learning motivation (t=-2.011, p=.046), learning self-efficacy (t=-2.225, p=.027), and learning satisfaction (t=-). 3.428, p=.001) and transfer motivation (t=-2.628, p=.009). In addition, as a result of analyzing the self-assessment contents by text mining, words related to mental simulation practice education using standardized patients included situation, experience, acting, communication, scenario, and mental nursing clinical practice, and words related to satisfaction were actual, There was help, response, understanding, variety, etc. As a result of this study, an environment similar to the actual situation was implemented, and the mental simulation training program applying various cases was found to be effective in practical education of nursing students, so it is necessary to actively utilize it to improve the ability to adapt to the field in the future.

Study on Activating a Sustainable Carbon-neutral Community through Resident Participation based on the Evaluation of Changwon City's Carbon-neutral Village Project (창원시 탄소중립마을 사업평가를 통한 지속가능한 주민참여형 탄소중립마을 활성화 방안 연구)

  • Yu Mi Jang;Sung Jun Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.569-577
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    • 2023
  • This study selected seven carbon-neutral villages, considering the characteristics of each region, including all five administrative districts of Changwon City, and proposed activation plans based on business evaluations through surveys of local residents and FGIs with leaders. The analysis showed that carbon-neutral education was the most important factor for activating carbon-neutral villages, with a response rate of 91.9% for 17 multiple-choice questions, followed by legal (ordinance) arrangements at 79.3% and village organization building at 74.1%. Based on this, the following activation plans through the participation of residents who are involved in the project of creating a carbon-neutral village in Changwon City were proposed. First, the characteristics of each carbon-neutral village model were classified into a resource circulation-based model, an environmental creation-based model, an environmental education and experience event-based model, and an energy efficiency-based model. Second, it is necessary to create and present carbon-neutral village growth stage guidelines for the growth of carbon-neutral villages. Third, manuals and teaching materials related to carbon neutrality, such as theories, issues, and practices, need to be produced and distributed for leaders and activists to easily apply and access for self-government operation of the village. Finally, if a carbon-neutral support center that is legally installable in Changwon City is established, it is expected that the lives of local residents will become more sustainable for carbon-neutral living in preparation for climate crises.

Rifle performance improvement cost estimation through Relation between the accuracy and Engagement results Using the Engagement class simulation model (명중률과 교전결과의 상관관계분석을 통한 개인화기 성능개선비용 추정 : 교전급 분석모델을 중심으로)

  • TaeKyeom Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.289-295
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    • 2024
  • This study analyzes the correlation between the accracy of rifle and the result of engagement. And estimates the improvement cost of the rifle accordingly. For this experiment, an engagement class simulation model(AWAM: Army Weapon Effectiveness Analysis Model) was used. We also selected the rifle, which is a portable weapon for the experiment. Prior to this experiment, we conducted a reliability test(VV&A: Verification, Validation and Accreditation) on the model. The VV&A process is mainly done during the development of the DM&S model, which is also necessary for the operation of the M&S. We confirmed the need for VV&A during the experiment and obtained reliable experimental results using the corrected values. In the Accuracy Experiment we found that the 20% improvement is the most effective. And we were able to estimate the cost of acquiring a rifle with a 20% higher accuracy. The cost was estimated by simple regression analysis based on the price of the current rifle. Through this study, we could know the impact of the accuracy of rifle on the experimental results and estimate the cost of improved rifle.

Barrier Factors Influencing Glycemic Control in Korean Adults with Diabetes (한국 당뇨병 성인의 혈당조절 장애요인)

  • Taehui Kim;Bohyun Kim
    • Journal of Industrial Convergence
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    • v.22 no.2
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    • pp.143-151
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    • 2024
  • This study compared the health behaviors, health related clinical characteristics between individuals with Glycated Hemoglobin A1C≧6.5% and < 6.5% in 30~59yr. Factors that were associated with A1C were identified by sex, health behaviors, health literacy. This study was an observational study with a cross-sectional design based on data from 2019~2021 Korea National Health and Nutrition Examination Survey. Multiple logistic regression analysis was employed to compute the odds ratios of health behaviors to identify the risk factors for Glycated Hemoglobin. The prevalence of A1C≧6.5% among the total was 79.4%(weighted %, n=348). In the A1C≧6.5%, 71.8% were men. In univariate logistic regression for A1C≧6.5%, sex, duration with diabetes, and body mass index(BMI) were influencing factors. In multiple logistic regression by sex, the factors associated with A1C≧6.5 in women were as follows: education(OR 4.5; 95% CI:1.1, 18.5), duration with diabetes(OR 2.9; 95% CI 1.1, 7.9). Strategies should be targeted to improve health behaviors and clinical characteristics for those in their sex, women in low education level, duration with diabetes. Moreover, healthcare providers should understand the barriers to health behaviors and health literacy to effectively deliver healthcare service.

Development of Convergence Education (STEAM) Program for High School Credit System (고교학점제를 위한 융합교육(STEAM) 프로그램 개발)

  • Kwon, Hyuksoo;Kim, Eojin;Kim, Jaewoon;Min, JaeSik;Bae, SangIl;Son, MiHyun;Lee, Hyonyong;Choi, JinYoung;Han, MiYoung;Ham, HyungIn
    • Journal of Science Education
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    • v.46 no.1
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    • pp.93-108
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    • 2022
  • The purpose of this study is to develop a STEAM program that can be used in the high school credit system to be fully implemented in 2025, and to examine its validity and effectiveness. The STEAM program analyzed the 2015 revised curriculum centering on science, technology, and engineering through the 2015 revised curriculum analysis, and then selected the five latest issues: hydrogen fuel, climate crisis, data science, appropriate technology, and barista. In accordance with this self-developed program development format (frame), it was developed for seven months through a process of group deliberation. The draft of the STEAM program for 29 sessions of five types, developed to indirectly experience the career path and occupation of high school students, was verified through consultation with 2 STEAM education experts. It was applied at five different high schools for a pilot implementation. As a result of the pilot application, it was confirmed that the students' STEAM attitude significantly improved in the post-test than the pre-test, and the students' high satisfaction with the program was confirmed. In addition, through an interview with the pilot application teacher, it was positively evaluated that 'the content and level of the program are suitable and through experience solving real-life problems, you can apply the content knowledge of related subjects and have an opportunity to experience careers.' Based on the results of the pilot application, the high school credit system STEAM program for students and teachers was finally completed in 29 lessons of five types. Through this study, the development and operation of the next-generation STEAM program that can be applied in the high school credit system should be actively developed, and a plan to improve teachers' professionalism so that the high school credit system can be established and operated properly for blended classes triggered by COVID-19. The necessity of design was suggested. This study is expected to be used as basic data for the development and operation of STEAM programs in the high school credit system, which will be fully implemented in 2025.