• Title/Summary/Keyword: Design Problem-Solving

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The Effects of Lessons using Action Learning on Nursing Students (액션러닝을 활용한 수업운영의 효과)

  • Kim, So-Myeong;Park, Sang-Youn
    • The Journal of Korean Academic Society of Nursing Education
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    • v.22 no.1
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    • pp.42-50
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    • 2016
  • Purpose: The purpose of this study was to investigate the effects of action learning on critical thinking disposition, communicative competence, and problem-solving ability in nursing students. Methods: The design for this was a nonequivalent control group pretest-posttest design was used for identification of the effects of lessons using action learning. The consenting participants were 184 fourth-year nursing students in D-city (Experimental group=95, Control group=89). Data was collected and the program was conducted from May 2 to July 19, 2015. Data was analyzed with an ${\chi}^2-test$, a t-test, and a paired t-test and utilized the SPSS win 21.0 program. Results: There were significant differences in critical thinking ability (t=5.00, p<.001), problem-solving ability (t=4.52, p<.001), and communicative competence (t=4.97, p<.001) in the experimental group compared to the control group. Conclusion: The study findings suggest that action-learning programs have proven to be an effective educational program for improving the critical thinking ability, problem solving ability, and communicative competence of nursing students. Action learning can be an effective teaching strategy.

Study on Applying Alice for Supportive Methodology of Creative Problem Solving (창의적 문제해결 수업에서의 앨리스(Alice) 활용 사례 연구)

  • Baek, Jung-Hee;Choo, Moon-Won;Choi, Young-Mee;Lim, Young-Hwan
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.61-70
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    • 2012
  • In this study, the newly designed course related to creative problem solving is introduced. According to the characteristics of multimedia engineering, the Alice, which is well known as an effective 3D interactive authoring tool, is adopted as the supporting tool to validate the accomplishment of study goals set up for software design. Each creative problem solving phase could be clearly implemented and its expected performance could be evaluated efficiently by using Alice. The result of curricular implementation and performance evaluation is shown.

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Development of Mosquito Trap with Effect of Air Cleaning by Using Theory of lnventive Problem Solving (TRIZ) (창의적 문제 해결이론 (TRIZ, 트리즈)를 이용한 공기 정화 기능의 모기 유인 퇴치기 개발)

  • Lee, Kyeong-Won
    • Journal of the Korean Society for Precision Engineering
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    • v.19 no.6
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    • pp.155-159
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    • 2002
  • This paper describes the development process of mosquito trap with the effect of air cleaning by using the substance-field analysis and evolution pattern of systems in the theory of inventive problem solving (TRIZ). We g(It the concept of the mosquito trap with mosquito attractants instead of mosquito reluctants such as mosquito stick coil and skin medicine with bad and toxic smell. The number of mosquitos traped by one trap near cattle shed per one night in summer, was over 10 thousands with some effects of air cleaning

A design of a Creativity improvement Program for an Programming Line-Tracer Learning (프로그래밍형 라인트레이서 학습을 통한 창의력 향상 프로그램 설계)

  • Kim, Jin-Woong;Moon, Wae-Shik
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.113-118
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    • 2011
  • In this study, to improve creativity and problem solving skills of students we design the program using the programming Line-tracer(it can become the basis of robot-education) and the learning model is implemented. the result of applying was an important evaluation factors to algorithms and problem solving skills improvement.

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Design and Implementation of Delphi System using Instant Messenger

  • Park, Hee-Chang;Cho, Kwang-Hyun
    • Journal of the Korean Data and Information Science Society
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    • v.16 no.1
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    • pp.51-58
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    • 2005
  • The purpose of the Delphi technique is to elicit information and judgments from participants to facilitate problem-solving, planning, and decision-making. It does so without physically assembling the contributors. Instead of it, information is exchanged via mail, FAX, or email. This technique is designed to take advantage of participants' creativity as well as the facilitating effects of group involvement and interaction. It is structured to capitalize on the merits of group problem-solving and minimize the liabilities of group problem-solving. In this paper, we design and implement delphi system using instant messenger.

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Effects of Practical Reasoning Instruction on Problem Solving Ability (실천적 추론 가정과 수업이 문제해결력에 미치는 효과)

  • Yoo, Tae-Myung;Lee, Hyo-Soon
    • Journal of Korean Home Economics Education Association
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    • v.21 no.2
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    • pp.203-215
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    • 2009
  • A research problem for this study is formulated: "Is practical reasoning instruction effective on raising problem solving ability?" This study is a quasi-experimental study with independent variable of practical reasoning instruction and dependent variable of problem solving ability. Six class hours of experimental input for the 'Housing space' is implemented for an experimental group. T-test results show that practical reasoning instruction is effective on total problem solving ability whereas is not effective on 'implementing alternative action' sub-area of problem solving. This study suggests for the future studies to systematically design practical reasoning classes in consider of appropriate class times and sub-areas of problem solving. Input of an experienced teacher of practical reasoning is also recommended to generalize the results of the experimental study.

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Evolving a Holistic Design Process of Experiential Design - Focus on the Cognitive Interaction in Design Process -

  • Woo, Heung-Ryong
    • Archives of design research
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    • v.20 no.2 s.70
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    • pp.65-76
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    • 2007
  • The primary purpose of this study was to evolve integrated design process for Experiential Design which is based on the former study, 'The Influence of Cognitive Factors on the Creative Abilities in Design'. Experience is a transformation factor to all of the design processes, which has three phase of problem solving; Input, Process, and Output. We regard Experiential Design is a transforming process from concept to experience, and set up a mode) of Holistic Design Process (HDP), which consists of four domains: Four Causes, Thinking Modes, Sensory Modalities, and Creative Abilities. Revolving Sensory Modalities (SM), Creative Abilities (CA), and Thinking Modes (TM) around Product Design Specification (PDS) through a design process, Design Concepts ripen and mature into Externalization. Each component of Experiential Design (TM, SM, and CA) turns around the PDS. Here, experience is first perceived by the five senses. Then, the knowledge is formed, and the CA works for a problem solving. And TM controls all of these procedures. We regard these are a phenomenon of Experiential Design. The HDP can be helpful to develop valuable solutions and create a good experience.

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A Study on the Development of Open-Ended Tasks and Assessment Rubrics for Elementary School Mathematics (초등수학 서술형 수행평가 문항 및 평가기준 개발 연구)

  • Cho, Mi-Kyung
    • The Mathematical Education
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    • v.46 no.2 s.117
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    • pp.207-226
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    • 2007
  • The purpose of this study was to design and develop the processes of tasks and assessment rubrics of open-ended tasks, and those for the 5th graders of elementary school mathematics. 7 tasks were finally developed, and 'problem understanding', 'problem solving process', 'communication' were selected as the criteria for assessment rubrics. The result was that the ability of mathematical power covering problem understanding ability, problem solving ability and mathematical communication ability was low. Specifically, problem understanding ability was the highest, problem solving ability was middle, and mathematical communication ability was the lowest.

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Effect of Problem-Based Learning (PBL) on Problem-solving and Communication Skills in Pharmacy Student (문제 중심 학습법 수업이 약학대학 학생의 문제 해결 능력과 의사 소통 능력에 미치는 영향)

  • Sunmin Lee
    • Korean Journal of Clinical Pharmacy
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    • v.34 no.3
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    • pp.175-183
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    • 2024
  • Background: The evolving healthcare environment necessitates changes in pharmacy education to meet these demands, with problem-based learning (PBL) being a promising approach. Methods: This study employed a single-group, repeated-measures design to evaluate the effects of PBL on the communication and problem-solving skills of fifth-year pharmacy students at S University. The course, which focused on pharmacy practice and communication, included 36 students who participated in structured pre- and post-intervention surveys, as well as self-reflection journals. The primary competencies assessed were problem-solving and communication skills. Data collection involved quantitative measures through surveys and qualitative insights from self-reflection notes. Results: Of the 36 students, 35 completed the pre-intervention surveys, and 27 completed the post-intervention assessments. Significant improvements were observed in problem-solving skills, including problem identification, information gathering, and planning. Communication skills showed overall improvement, though the differences were not statistically significant. Qualitative analysis of self-reflection notes revealed enhanced understanding of elderly patient care, increased responsibility, teamwork, and the importance of effective communication in pharmacy practice. Commonly identified themes included a heightened sense of responsibility, the importance of teamwork, and an appreciation for the multifaceted nature of pharmacy practice in elderly care. Conclusion: The PBL approach effectively enhanced students' problem-solving abilities and provided valuable experiential learning in pharmacy practice. The qualitative data indicated that students gained a deeper understanding of their roles and responsibilities, fostering greater motivation and teamwork. Further research should focus on broader applications across different institutions to validate these findings.

A Design and Effect of Design Thinking-Based Team Project Learning in Nursing Clinical Practice (간호학 임상실습에서 디자인씽킹 기반 팀 프로젝트 학습 설계 및 적용효과)

  • Kang, Myung-Ju;Chung, Kyung-Hee;Cho, Jeong-Ah
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.336-348
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    • 2019
  • This study aimed to verify the effects of design thinking-based team project learning on nursing college students' empathy and proactivity of problem solving. This study also examined the subjects' experiences obtained from participating in team project activity through reflective analysis. The research was a one-group, pre-and-posttest design. The subjects were 64 seniors majoring in nursing studies in N university who had attended the course of nursing management practice. During the course, they participated in a design thinking team project for a total of 10 sessions for two weeks, five times per week, and one and a half hour per day. Data was analyzed using SPSS Win 22.0, a paired t-test was conducted and Pearson's correlation coefficients were calculated. Content analysis was carried out on their experiences obtained from participation in team project activity. The subjects' empathy(t=-2.94, p=.005) and proactivity of problem solving(t=-6.23, p<.001) showed statistically significant difference between before and after the design thinking-based team project learning and had significant positive correlation(r=.634, p<.001). Analysis of team reflection revealed four themes: design thinking, empathy, problem solving ability, and critical thinking. This study verified that design thinking-based team project learning was very effective in developing nursing college students' empathy and proactivity of problem solving. Research Results Design Thinking Based on team learning, project learning is an effective teaching learning method for finding and defining customer needs, creating a solution to problems, and enhancing engagement and empathy through various stakeholder collaborations I could.