• Title/Summary/Keyword: Experience of Learning

Search Result 2,503, Processing Time 0.03 seconds

Trainees Can Safely Learn Video-Assisted Thoracic Surgery Lobectomy despite Limited Experience in Open Lobectomy

  • Yu, Woo Sik;Lee, Chang Young;Lee, Seokkee;Kim, Do Jung;Chung, Kyung Young
    • Journal of Chest Surgery
    • /
    • v.48 no.2
    • /
    • pp.105-111
    • /
    • 2015
  • Background: The aim of this study was to establish whether pulmonary lobectomy using video-assisted thoracic surgery (VATS) can be safely performed by trainees with limited experience with open lobectomy. Methods: Data were retrospectively collected from 251 patients who underwent VATS lobectomy at a single institution between October 2007 and April 2011. The surgical outcomes of the procedures that were performed by three trainee surgeons were compared to the outcomes of procedures performed by a surgeon who had performed more than 150 VATS lobectomies. The cumulative failure graph of each trainee was used for quality assessment and learning curve analysis. Results: The surgery time, estimated blood loss, final pathologic stage, thoracotomy conversion rate, chest tube duration, duration of hospital stay, complication rate, and mortality rate were comparable between the expert surgeon and each trainee. Cumulative failure graphs showed that the performance of each trainee was acceptable and that all trainees reached proficiency in performing VATS lobectomy after 40 cases. Conclusion: This study shows that trainees with limited experience with open lobectomy can safely learn to perform VATS lobectomy for the treatment of lung cancer under expert supervision without compromising outcomes.

Hands-On Experience-Based Comprehensive Curriculum for Microelectronics Manufacturing Engineering Education

  • Ha, Taemin;Hong, Sang Jeen
    • Transactions on Electrical and Electronic Materials
    • /
    • v.17 no.5
    • /
    • pp.280-288
    • /
    • 2016
  • Microelectronic product consumers may already be expecting another paradigm shift with smarter phones over smart phones, but the current status of microelectronic manufacturing engineering education (MMEE) in universities hardly makes up the pace for such a fast moving technology paradigm shift. The purpose of MMEE is to educate four-year university graduates to work in the microelectronics industry with up-to-date knowledge and self-motivation. In this paper, we present a comprehensive curriculum for a four-year university degree program in the area of microelectronics manufacturing. Three hands-on experienced-based courses are proposed, along with a methodology for undergraduate students to acquire hands-on experience, towards integrated circuits (ICs) design, fabrication and packaging, are presented in consideration of manufacturing engineering education. Semiconductor device and circuit design course for junior level is designed to cover how designed circuits progress to micro-fabrication by practicing full customization of the layout of digital circuits. Hands-on experienced-based semiconductor fabrication courses are composed to enhance students’ motivation to participate in self-motivated semiconductor fab activities by performing a series of collaborations. Finally, the Microelectronics Packaging course provides greater possibilities of mastered skillsets in the area of microelectronics manufacturing with the fabrication of printed circuit boards (PCBs) and board level assembly for microprocessor applications. The evaluation of the presented comprehensive curriculum was performed with a students’ survey. All the students responded with “Strongly Agree” or “Agree” for the manufacturing related courses. Through the development and application of the presented curriculum for the past six years, we are convinced that students’ confidence in obtaining their desired jobs or choosing higher degrees in the area of microelectronics manufacturing was increased. We confirmed that the hypothesis on the inclusion of handson experience-based courses for MMEE is beneficial to enhancing the motivation for learning.

Adaptation Experience among Hemodialysis of Women with End-Stage Renal Disease (여성 말기신부전 환자의 혈액투석 적응경험)

  • Park, Eui-Jung;Kim, Young-Hae;Son, Hyun-Mi
    • Korean Journal of Adult Nursing
    • /
    • v.27 no.5
    • /
    • pp.493-504
    • /
    • 2015
  • Purpose: This study was a qualitative study to explore and understand the adaptation experiences of hemodialysis among women with End-Stage Renal Disease (ESRD) and to develop a substantive theory using the grounded theory method. Methods: Participants were 15 female patients who underwent hemodialysis for ESRD treatment from three general hospitals. The data were collected through in-depth individual interviews. Results: The adaptation experience of participants was emerged as a process of taking care and enduring. There were four adaptation stages as a negative, despair, receptive, and maintenance period in reference to hemodialysis. The causal conditions were a vague expectations of recovery and refusal to undergo hemodialysis. The core phenomenon was that of confinement to dialysis machine. The contextual conditions for this phenomenon were the loss of femininity. They used action/interaction strategies such as transition their life with a focus on hemodialysis, seeking information, and learning how to take care of their body. Through this process, they had a strong will to live or had sustained their life. Conclusion: These results indicate that there is a need for nurses to understand the different steps of adaptation experiences of the given patient population. It is necessary for nurses to support them to lead their life as much normal as possible and improve the adaptation experience of ESRD.

A Study for Classification of Types about Museum Exhibition Medium in View of Information Design (정보디자인의 관점에서 본 박물관 전시매체의 유형분류에 관한 연구)

  • Kim Kyung-Mi
    • Korean Institute of Interior Design Journal
    • /
    • v.14 no.6 s.53
    • /
    • pp.252-259
    • /
    • 2005
  • A modern museum has been changed from a passive place for simply exhibiting arts and antique collections to an interactive place for learning and experiencing culture and information. Such a functional change of the modern museum requires not only reorganizing fundamental characteristics of the modern museum, but also reforming organization of management teams, changing attitudes of staffs and assigning new roles to staffs for accepting the new thought and approach of visitors. That is, the function of the modem museum is not limited to collect arts and antique collections. The fundamental change of the modern museum further requires using the collections as a tool or a medium to provide a cultural exchange between the visitors and the museum, and to give new experience and information to the visitors. After proposing discussion that ' how, what, who is related to the museum? ', the way of thinking the museum is changed from ' collection ' to ' communication '. The change of the modern museum improves an educational role of the museum, and makes the museum as a communicator exchanging information and experience with visitors. In the last analysis, the modern museum is not just an exhibition medium that simply transfers information of the exhibition mediums to public. The modem museum is also a communication medium in order to collect information and transfer the collected information to the visitors. That is, the modern museum should provide various exhibition and communication mediums to the visitors for exchanging information and cultural experience. Therefore, the modern museum requires additional functions processing information suitable to the present environment and level of the museum, and transferring the information to public.

The Educational Games' UI Study from the Point of View of UX by Eye-tracking (UX관점에서 Eye-tracking을 이용한 교육용 게임 UI연구)

  • Shin, Won-Sub;Shin, Donghoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
    • /
    • v.17 no.2
    • /
    • pp.211-224
    • /
    • 2013
  • The purpose of this study was to find the effective way of composition in terms of UX(user experience) when configuring UI(user interface) of educational game by utilizing ET(eye-tracking). Experimental material was a game related to the middle school 'force and motion'. SMI (SensoMotoric Instruments)' iView X TM RED was used in order to collect eye movement data. The results of this study was as follows. First, the lead element for fast visual attention should be placed in the center when the educational game UI is configured. Second, burton that changes character's features and the information about them should be placed close to each other. Third, learning quiz caught visual attention faster when it was placed on the left side of UI. Fourth, when one UI was overlapped by another, parts that were not overlapped was fixated, too.

  • PDF

A Development of the Contents for the Reading Attitude Survey Questionnaire through the Analysis of Reading Attitude Models (독서태도 모형 분석을 통한 독서태도 조사 설문 내용 개발)

  • Byun, Woo-Yeoul
    • Journal of Korean Library and Information Science Society
    • /
    • v.43 no.4
    • /
    • pp.139-159
    • /
    • 2012
  • The purpose of this research is to increase understanding about 'an attitude' and to develop the contents of the reading attitude survey questionnaire through the analysis and comparison of reading attitude models. An attitude has an individual's perception and feeling about events, problems, people or things, and it also includes the state prepared for reaction. An attitude consists of emotion, cognition and behavior and it is formed by experience, learning or value judgment. Reading attitudes are composed of cognitive factors that represent beliefs or opinions about reading, emotional factors that represent evaluation and emotion about reading, and behavioral factors that represent intentions or behavior to reading. The analysis of the components of the reading attitude models shows the fact that the influencing factors of reading attitude formation are the reading experience, beliefs of reading results, beliefs about others' expectations and reading environments. Thus, the contents of reading attitude survey questionnaires should include such contents as reading experience, beliefs of reading results, beliefs about others' expectations, and reading environments.

A Case Study on the Practice of Health Domain in Physical Education Classes for Female Students during COVID-19 (코로나 시기의 여학생 건강영역 체육수업 실천에 관한 사례연구)

  • Han, Dong-Soo;Kim, Yun-Sang;Yi, Joo-Wook
    • Journal of Digital Convergence
    • /
    • v.19 no.2
    • /
    • pp.489-500
    • /
    • 2021
  • The purpose of this study is to explore the experience and meaning of health domain in physical education practice process for female students, which can be used online. This study would like to provide physical education teachers with implications to revitalize female students' physical education. The research method used case study. Data composition and analysis used group interviews, in-depth interviews and field data. The results of study was first, the changes in classes and school sports after COVID-19 were divided into self-portraits of reality and school sports in COVID-19. Second, the new challenge was categorized into the practice process of the new online class in physical education and the change of movement for oneself. The discussion suggested the need for sympathetic consideration and communication in Corona-19, a path from crisis to opportunity. Follow-up studies should continue to study about girls' various experience participated in physical education classes, collaboration of the teacher learning community that teaches girls' classes and utilizing method of platforms and ICT that can motivate girls' physical education classes.

A Case Study of Museum Gamification in Korea and abroad (국내외 박물관의 게이미피케이션 사례 연구)

  • Son, So-Hee;Min, Seo-Yun;Lee, Dong-Eun
    • Journal of Korea Game Society
    • /
    • v.18 no.2
    • /
    • pp.109-120
    • /
    • 2018
  • Gamification is an important technology for the museum experience in the future, but there is a lack in both its application and academic studies in Korea. Therefore this study targets the technical strategies of museum gamification by studying domestic and international cases. For this purpose, this study analyzes and compares the cases as personalization, and audience interaction of museum experience and sees how the structure of the digital program affects the museum experience in detail by applying MDA framework to the comparisons. For visitors' active interaction with the museums, gamification should be designed in a way to contribute to visual expression of self identity, utilization of the museum space, constructivist learning free from limit on space and time, and interaction with other people.

Qualitative Content Analysis of Forest Healing Experience in Forest Life

  • Kang, Hee Won;Lee, Geo Lyong
    • Journal of People, Plants, and Environment
    • /
    • v.24 no.3
    • /
    • pp.301-309
    • /
    • 2021
  • Background and objective: The purpose of this study is to analyze the case of healing experience for lifestyle and environmental diseases through life and activities in the forest from the perspecitive of critical realism, and how the causal power and mechanism of the healing experience relate to forest healing factors and programs. Methods: 93 video data of people who started living in the forest for disease treatment were analyzed using a qualitative content analysis method from the perspective of critical realism. Categories for analysis include general categories (age, duration, occupation, disease name), forest therapy categories (climate therapy, plant therapy, water therapy, diet therapy, kinesiotherapy, psychotherapy), and other categories (ecology, learning and management, life tools), etc., and the unit of analysis is the context unit. Results: 1) The diseases that motivated life in the forest were digestive system diseases, lung diseases, cardiovascular diseases, endocrine system diseases, and various lifestyle-related diseases and environmental diseases in similar proportions. This indicates that forest life does not have specificity to respond to specific diseases, but provides treatment and recovery for all lifestyle and environmental diseases. 2) Among the forest therapies, climate therapy and plant therapy are related to the climatic and residential environment in the forest where 'natural persons' live. And others such as water therapy, diet therapy, kinesiotherapy, psychotherapy indicate the change from the lifestyle that caused the disease to the lifestyle for treatment and recovery. Conclusion: Life and activities in the forest provide an environment for treatment and recovery in which the healing principles such as aromatherapy, nutritional and dietary therapy, kinesiotherapy, and emotional psychotherapy are integrated in the 'real world'.

Experience of Disaster Response Team in Jecheon Sports Center Fire

  • Ha, Jeongmin;Kim, Hyun-Jung;Kim, Jin-Hwa;Park, Dahye
    • Journal of The Korean Society of Integrative Medicine
    • /
    • v.10 no.1
    • /
    • pp.39-48
    • /
    • 2022
  • Purpose : This study aimed to determine the experiences of the disaster response team 9 participants who participated in the disaster after the fire incident occurred in Jecheon Sports Center and their meaning and essence. Methods : Nine disaster response teams were the subjects of the study, and Individual in-depth interviews were conducted. Data were collected online between January 6 and April 30, 2021, from the software ZoomTM. This study was conducted as a qualitative study by applying Giorgi's phenomenological experiential research method, which has an advantage in revealing the essential structure and meaning of experience. Results : Three major themes were derived from the study results: the stimulus through unfamiliar experiences, the grievances due to work environment and regional characteristics, and dullness resulting from hiding and enduring. The following 17 sub-themes were identified: learning through unfamiliar experiences, frustration due to unexpected circumstances, shock from unfamiliar experiences, doing my best in the present, confidence due to increased experience, disunified system, intervention of various interests, the atmosphere that puts responsibility on others, inactive help, unforgettable regional characteristics, working without time to settle, tolerating it in my own way, memories left in the unconsciousness, sudden suffering from memories that come to mind, movement in anxiety and tension, dullness, work with colleagues in the same situation. Conclusion : This study is meaningful in that it attempted to provide basic data in preparing a long-term strategy for effective policy direction and institutional protection based on the systematic mental health management of the disaster response team. Additionally, this study's results can be used as primary data for future research among Disaster Response Team.