• Title/Summary/Keyword: Digital program convergence education

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The Effects of the Home Health Nursing Practical Education Program Applying Simulation on Knowledge related Home Health Nursing, Problem-solving Ability, and Clinical Competency (시뮬레이션을 적용한 방문건강관리 실습교육 프로그램이 방문간호 지식, 문제해결 능력, 임상수행 능력에 미치는 효과)

  • Kim, Mi-Han;Ha, Young-Sun;Na, Yoon-Joo
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.605-616
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    • 2021
  • This study examined the effect of using home health practical education program applying simulation for nursing college students. The study was carried out according a nonequivalent control group design. The study subjects were 60 nursing college students. The home health practical education program applying simulation program was carried out for 2 weeks. The data collection period was from March 29, 2021 to May 7, 2021. Collected data were analyzed using SPSS PC+ 19.0. The experimental group had significantly different in knowledge related home health nursing, problem-solving ability, and clinical competency in comparison to the control group. This suggests that the home health practical education program applying simulation can be applied as a way to increase nursing students' knowledge related home health nursing, problem-solving ability, and clinical competency.

Analysis of Class Effects by Creativity and Convergence Extracurricular Program Activities (창의융합 비교과프로그램 활동에 따른 수업효과 분석)

  • Pi, Su-Young
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.11-21
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    • 2021
  • The aim of this study is to examine the effectiveness of learning by running an extracurricular program to make effective learning of unfamiliar and difficult programming education possible for students in the humanities. Analysis of learning-related data for one semester of lectures that were collected from 70 humanities students in departments A and B, data collected from a creative convergence app development contest extracurricular program, and data obtained through a questionnaire show that extracurricular program activities affect academic performance. The results of the core competency diagnosis test for students that was conducted before and after participating in the curriculum showed that core competencies improved for both A and B departments after participating in the curriculum. This study shows that extracurricular program activities can help individuals improve their abilities, while also providing customized guidance to reclusive students to improve their academic performance. By carrying out customized coaching for each department to develop apps related to the major field rather than general apps, we hope for improvements in ability to solve problems by converging with the major field, computational thinking, and creative thinking, in the future.

Capacity Building Measures of SMEs Employee for Spreading the Creative Economy : For focus on Excavation of Convergence Project (창조경제 확산을 위한 중소기업 임직원의 역량강화방안 : 융합과제발굴을 중심으로)

  • Han, Ji-Won;Park, Ki-Nam;Lim, Heui-Seok
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.607-614
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    • 2014
  • The need for integration of knowledge and technology among SMEs has been acknowledged, and lacks ways of convergence in practical education. Therefore contents of convergence in practical education of high quality are needed. In this study, a case-oriented curriculum and contents were developed to enhance employee's skills of SMEs. The curriculum consists of 3 steps. The first step is analysis of trends and current status of convergence of SMEs in the domestic and foreign areas. Thus drawing up measures of standards to analyze a successful case. The second step is collection of materials, and development of models through successful cases of convergence. The third step is the analysis of a curriculum to enhance employees' of SMEs and the development of an education program. This study may lead to strengthening competition of SMEs through knowledge and technology convergence based on developed curriculum.

A Study on User Experience of Online Education Programs with Elementary Schools and Art Museums in Non-Face-to-Face Era (비대면 시대 미술관 학교 연계 온라인 교육프로그램 사용자 경험 연구)

  • Kim, Na Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.311-317
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    • 2021
  • This study aims to propose an effective user experience of online class in the non-face-to-face through case analysis, focusing on school-linked education programs with art museums for elementary classes. To analysis domestic and international cases of school-liked education programs with art museum and to measure user experience, we were conducted with task test, in-depth interviews and surveys with experts. As a result, there were the pros and cons about the programs. Based on this, we propose a better method to increase the satisfaction of user experience for children. This study is significant in activating digital technology-based online education. This study expected to used as data on the user experience of a non-face-to-face online art education program in elementary schools in the future.

Development of a Maker Education Program Using Cement and Mold for Middle School Students and Effect on Convergence Ability for Creativity (시멘트와 거푸집을 이용한 중학교 메이커 교육 프로그램이 창의융합 역량에 미치는 효과)

  • Kim, Seong-Soo;Yoo, Hyun-Seok
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.129-138
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    • 2019
  • The trend of maker education has been mainly focused on program using digital devices, but maker education programs that can make students' creative ideas instantly in various shapes and make them by hand is insufficient. Therefore, in this study, we developed a maker education program using cement and molds and analyzed Effect on the convergence ability for creativity of students. In the preparation stage, educational use cases about cement and molds and the study objects and contents were extracted through the literature review. In the development stage, teaching-learning materials were developed and validity and evaluation tools to measure convergence ability for creativity were selected. In the implementation stage, the expert validity test on the teaching-learning materials and convergence ability test for creativity was evaluated, In the evaluation stage, the effects of the whole area and sub-area of the convergence ability for creativity was analysed. As a result of the t-test for the whole area of convergence ability for creativity, the students who took the maker education program showed a significant change. The test results on the teaching-learning materials showed a positive response to the communication, cooperation ability, knowledge and humanism.

An Exploratory Study on Digital Contents-based Life-long Sex Education Program for Persons with Mental Retardation (지적장애인 대상의 성교육 프로그램 현황과 과제 : 디지털 교육콘텐츠를 중심으로)

  • Park, Won-Hee;Choi, Yeon-Sook;Park, Seong-Taek
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.349-359
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    • 2012
  • There is growing recognition that individuals with mental retardation are particularly vulnerable to sexual abuse due to multiple factors including life-long dependence on adults for care, trained compliance, social isolation, lack of education about sexuality and sexual abuse, and a societal view that devalues people with disabilities. Teaching about sexual abuse only may raise an individual's anxiety without promoting a healthy sexual identity. For many individuals with mental retardation, the provision of formal sexual health education and sexual abuse prevention training has been shown to be protective against exploitation as well as increase appropriate sexual behavior. To maximize the reach of formal sexual health education and abuse prevention promotion effort, this article suggest exploiting the internet and digital contents as delivery vehicles that have uniquely suitable communication characteristics and outstanding ability to reach large numbers of persons with mental retardation. We review the sexual health education programs, utilizing the internet and digital contents, for individuals with mental retardation. We also suggest the revised version of the Information-Motivation-Behavioral Skills (IMB) model of health behaviour change (Fisher & Fisher, 1992), and give a brief discussion of how useful this model is for constructing a life-long sex education program for persons with mental retardation.

A Study of Case Studies on Craft and Design Convergence Education Programs -Focus on Kookmin University 「TeamTeam Class」 Curriculums- (디자인·공예 융합 교육 프로그램 사례연구 -국민대학교 「팀팀Class」를 중심으로-)

  • Park, Jung-won
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.327-335
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    • 2021
  • The tendency of the current times require education to focus on convergence, and the same applies to the essence of ceramics and design base imagination and creativity. For effective integration, a wide range of experimentations is required both in terms of academic and methodic approaches. This study analyzes the [TeamTeam Class] curriculum, converging ceramics with design initiated in the second semester (autumn semester) of 2020. Through reference materials on ceramics and design convergence education, it was possible to classify the following 5 categories: Subject, Method, Management, space and communication. The aim of the study is to find resolutions to overcome existing issues and problems in search of more effective methods. Although this study is based on convergence education, [TeamTeam Class] at Kookmin University, I hope to extend it further to also consider education after COVID-19.

A study of employment innovation model for the disabled rehabilitations in digital practical use opportunity. (정보활용기회 확대를 통한 장애인 고용모형개발에 대한 연구)

  • Jo, Sun-Goo;Suh, Jung-Seok
    • Journal of Digital Convergence
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    • v.6 no.2
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    • pp.87-95
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    • 2008
  • Information technology is rapidly diffused throughout the world. Unfortunately, as the technology goes on the disabled vocational rehabilitation is more isolated in physically and mentally. A new paradigm, 'Digital practical use Opportunity' is a product of the tremendous technological changes driving the disabled vocational rehabilitation. The employment for the disabled vocational rehabilitation is a hot issue. Because lack of education rehabilitation cause many problems for the employer. Relating program of employment and education for the disabled vocational rehabilitation, they can get a job in a better condition. This study propose a model of good environmental employment for the disabled vocational providing them the way of getting a job so that they can go as a member of highly developed society. It conducted in society could fundamentally advance our knowledge about the structure of the employment of the disabled vocational rehabilitation, cure their feelings, give them a chance to live happier, stronger, healthier.

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The Development and Effect Verification of BigBang Group Counseling Program- Focusing on the Process Oriented Psychology (빅뱅 집단상담 프로그램 개발 및 효과 검증 - 과정지향심리학 이론을 중심으로)

  • Yang, Myong-suk;Jeon, Ji-Kyung
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.43-54
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    • 2016
  • The purpose of this research was to develop a group counseling program for improving the psychological well being and mental health of the university entrants, and to verify the effectiveness of the program. The research procedure consisted of the program development step and the program verification step, and in detail, 6 steps of program development processes were established. The subjects of the research were 116 university entrants, and 15 group counselings were conducted. As the result, significant variations were shown in the scores of the psychological well being and mental health through the pre and post test on the group, and the experience report analysis evaluated that the objective of the program was accomplished. It is expected that these results would be helpful for suggesting various education methodology or education policy for the university entrants.

STEAM Program Development for Career Exploration using VR Webtoon - Application of Contact·Untact Combined Education (VR 웹툰을 활용한 진로탐색형 STEAM 프로그램 개발 - 대면·비대면 혼합형 교육 적용 사례)

  • Joo, Hak-Jong;Lim, Eun-Young;Seo, Kyung-Min
    • Journal of The Korean Association of Information Education
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    • v.25 no.4
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    • pp.653-664
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    • 2021
  • This study proposes a STEAM (Science, Technology, Engineering, Arts, and Mathematics) program for career exploration of middle school students. The proposed program utilizes VR (Virtual Reality) for new digital technology and webtoon as a popular cultural element. It enables the students to investigate promising fields and experience them virtually for themselves. We design the program based on the 2015 revised curriculum, which enhances the learning effects with existing subjects. In particular, the program provides a hybrid education to combine contact and untact classes considering the COVID-19 situation. The educational goal of the proposed program is to improve creativity and convergence capability. Specifically, it aims to prepare an educational foundation that integrates new digital technologies into education and applies the programs to school education fields. To prove the effectiveness of the developed program, we applied the program to the second graders of A middle school located in Seoul. We expect that the proposed program helps students learn how to utilize new digital technologies and explore future career paths.