• Title/Summary/Keyword: Information Education Course

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Hospital Nurses' Pre-diabetes Knowledge, Performance and Expectation of Patient Education (병원간호사의 당뇨병고위험군 지식, 교육수행과 기대)

  • Kim, Min Jung;Song, Misoon
    • Perspectives in Nursing Science
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    • v.12 no.1
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    • pp.33-41
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    • 2015
  • Purpose: This study attempted to describe hospital nurses' pre-diabetes knowledge, performance and expectation of patient. Methods: The total of 204 hospital nurses were administered the questionnaires. The questionnaire comprises general background information (including sex, age, religion, education and career), ten researcher-generated questions regarding knowledge about pre-diabetes, performance of patient education (including how many people encounter in workplace, how often teaching, how many minutes required to teach and course contents) and expectation (including need improvement of teaching, barrier to education and desirable course contents and teaching methods) Results: The average score of hospital nurses' pre-diabetes knowledge was as low as 0.82 (82% correctness). On comparison of the knowledge levels among ten pre-diabetes knowledge dimensions, the highest score was 0.95 for necessary of medical check-up. The lowest score was 0.57 for complication can rarely happen. Significant correlations were observed for education, career and knowledge regarding pre-diabetes. Moreover, 49.5% of the nurses did not instruct patients about pre-diabetes, 24.5% taught prevention skills to a third of the pre-diabetes patients they encountered, and 61.2% nurses disseminated information under 5 minutes. Improvement was necessary for 78 nurses (75.8%). Conclusion: Pre-diabetes awareness among nurses is necessary.

A Study of STEAM Education for Elementary Science Subject with Robots (교육용 로봇을 활용한 초등학교 과학교과의 STEAM교육 수업 방안)

  • Hong, Ki-Cheon;Shim, Jae-Kuk
    • Journal of The Korean Association of Information Education
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    • v.17 no.1
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    • pp.83-91
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    • 2013
  • The Ministry of Education issues STEAM education as a part of convergence. Most important is "How to achieve goals of STEAM education". The goal of this paper searches possibilities that robot is a good tool for STEAM education. The main topic is photosynthesis unit as circumstantiation and "Deep sea exploration robot", is creative activity, in elementary science subject. Students complete 13 basic course about robot, then accomplish subject-oriented 10 robot application course about above topic. Basic course contains math and science elements that students learn in regular curriculum. Application course is organized following steps, photosynthesis with oxygen sensors, brainstorming, idea derivation, robot design, robot construction, demo and presentation and so on. These courses have elements of STEAM. Finally teacher has face-to-face meeting with parents and students. Most have positive aspects about this process in terms of creativity, study attitude, and school life. Specially low-ranking students win a prize in robot competition. So they can gain confidence and accomplishment. This paper don't show statistic chart, but we surely knew that robot education for STEAM education seriously affect creativity huminity and job search.

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A Study on the Content Construction of "Reading Education" Course in LIS (독서교육 교과목의 내용 구성에 관한 연구 - 문헌정보학과에서 제공되는 독서교육 과목을 중심으로 -)

  • Lee, Myeong-Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.18 no.1
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    • pp.23-44
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    • 2007
  • The purpose of this study was to analyze the contents of "Reading Education" course in LIS in terms of objects, teaching methods and problems. 19 similar courses to "Reading Education" provided by LIS in the US and 32 similar courses to "Reading Education" provided by LIS in Korea were investigated and analyzed. Most courses provided by the US graduate schools emphasized specific teaching techniques. However. most courses provided by Korean departments stressed general objects and goals. The suggested syllabus of 'Reading Education' course, composed of 13 weeks, was constructed focusing on 3 parts, various reading materials, teaching methods and bibliotherapy.

A Study on the Operation of Assistive Teacher for Technical Support for Activation Software Education Class (소프트웨어교육 수업 공개 활성화를 위한 기술지원 보조교사 운영에 관한 연구)

  • Song, JeongBeom
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.2
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    • pp.133-138
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    • 2019
  • In this study, we analyzed the current status and limitations of software education in A education universities. In order to solve these problems, technical support assistant teachers were employed and operated. During the course of the course, we conducted interviews with the instructor and the technical support teacher. The satisfaction of the teacher in the training school was high and I wanted to be supported continuously. It also called for the capacity building of assistant teachers and the establishment of a pool of staff. On the other hand, the assistant teachers suggested that the role assignment of team teaching should be clarified and a guide of activities should be presented. The technical assistance assistant teacher input system discussed in this study may be different from the practice system of each university, and generalization may be limited. Therefore, it is expected that the effective implementation method will be shared and the software education will be activated.

Computer Ethics in Computer Education (컴퓨터 윤리에 관한 연구)

  • Joo, Young-Ju;Lee, Kwang-Hi
    • Journal of The Korean Association of Information Education
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    • v.1 no.2
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    • pp.84-100
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    • 1997
  • All technology has both intended and unintended effects, we have said, and information technology is no exception. Information technology offers a number of challenges: those of computer education, computer literacy, the ethical and societal impacts of computing and communication systems. Current computer education focuses primarily on the history, parts and usage of a computer, and programming, it does not fully include the moral standards or ethics that help guide behavior and conduct for citizens of Information society. The purpose of this study is to review of the theoretical issues and societal impacts of computers, communication systems and computer ethics; then, to nalyse current curriculum and content of school computer education in Korea: finally, to develop a possible course in computer ethics containing a goal statement and aspects of computer literacy. Contents in computer ethics covers issues of nettiquette, privacy, health, copyright-related software and network piracy, computer crime and viruses. Six suggestions are made for the computer ethics of Information Age in the conclusion.

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Undergraduate Mathematics Enhanced With Graphing Technology

  • Rosihan M. Ali;Kee, Kor-Liew
    • Research in Mathematical Education
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    • v.8 no.1
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    • pp.39-58
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    • 2004
  • The School of Mathematical Sciences at University Sains Malaysia has offered a laboratory course on the integration of hand-held technology into the teaching and learning of mathematics since the beginning of the 2001/2002 academic year. This inquiry-based course highlights the explorations and application of mathematics in a data rich modeling environment. In addition, the course addresses several issues related to the effective integration of such technology into the mathematics curriculum. This paper discusses the appropriate use of graphing technology to present mathematical concepts and to support student's understanding in a student-centered learning environment, shares knowledge on the new mathematics that was made possible by hand-held technology, and summarizes student reactions to this innovative learning mode.

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A Case Study of Puzzle Solving Applied to Programming Practice

  • Kang, Dae-Ki
    • Journal of Engineering Education Research
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    • v.13 no.2
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    • pp.3-6
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    • 2010
  • In this paper, we report a case study of applying puzzle solving as a programming practice. There are many students, who have attended computer programming language courses, have had difficulties in accomplishing the course assignments. It is because just following and citing the programming language course materials is not sufficient for constructing computer programs. Many professional developers have stated that computer programming for small problems is an art of puzzle solving, where developing enterprise-size computer programming projects involves architectural insights which are already dealt in software engineering literatures. Following those backgrounds, we have explored the applicability of puzzle solving in a C++ object oriented programming course and have reported the results. The experimental results show that puzzle solving is effective to the students who are interested in computer programming and have at least beginner-level knowledge and expertise, but it turned out that puzzle solving assignments still does not draw much attention of the students who are not seriously interested in computer programming.

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Educational Effects of a H-STEAM Group Play Course in College Liberal Arts Curriculum

  • Lim, Byungro;Choi, Yunhi;Bae, Jaehyeong;Lee, SeungGwan;Baek, Soohee
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.6
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    • pp.29-37
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    • 2016
  • In this paper, we evaluated educational effects of H-STEAM group play contents(a course) and tried to suggest a convergent model for college liberal art curriculum. We opened a mixed course(math, art, engineering, and humanities) with team teaching for this purpose. For the test, we collected data from survey, K-W-L sheet, and reflection paper from 23 students who enrolled in this course. Students should do a team project during the course, propose a new group game, and write K-W-L sheet at the end of each session and reflection paper at the final stage. As a result, it is said that H-STEAM group contents had an effect on students' satisfaction and achievement. During the course, students made academic efforts and were able to construct convergent knowledge from the four fields. From this study, we are sure that H-STEAM contents can play a substitute role for the traditional liberal arts program and innovate the curriculum for the knowledge convergence society.

Analysis of learner needs for advanced dental hygiene major courses (치위생과 전공심화과정을 위한 학습자 요구분석 및 결과활용 사례)

  • Jung, Young-Ran;Choi, Hye-Sook
    • Journal of Korean society of Dental Hygiene
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    • v.9 no.1
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    • pp.193-205
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    • 2009
  • The purpose of this study was to examine the needs of learners in an advanced major course in a bid to strike a balance between theory and practice. And it's also meant to suggest an actual case of that effort in an advanced course. As a result of analyzing the collected data, the largest number of the learners who signed up for the advanced course chose that course to earn a bachelor's degree, and the second greatest group did that to bolster their expertise. The name of the college that offered that course (41.4%) had the most impact on their choice of it, followed by accessibility(28.6%). The most common thing they practiced in the oral health education course as one of major courses was forming a lesson plan, followed by teaching at schools and kindergartens, trial student teaching, producing PPT, making OHP materials, making a bulletin board and producing leaflets. During clinical activities for oral health education, the largest group considered it necessary to learn about more theories on educational psychology(54%), followed by the production of teaching media(29.9%) and teaching methods(25.3%). Likewise, the greatest group found it more necessary to practice educational psychology(42.5%), followed by the utilization of media(37.9%) and teaching methods(28.7%). An one-on-one interview was implemented before and after their classes to obtain more detailed information on their needs, and what their needs were in relation to the given curriculum was eventually confirmed, which made it possible to offer better education in response to their needs.

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Data modeling and algorithms design for implementing Competency-based Learning Outcomes Assessment System (역량기반 학습성과 평가 시스템 구현을 위한 데이터 모델링 및 알고리즘 설계)

  • Chung, Hyun-Sook;Kim, Jung-Min
    • Journal of Convergence for Information Technology
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    • v.11 no.11
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    • pp.335-344
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    • 2021
  • The purpose of this paper is the development of course data models and learning achievement computation algorithms for enabling the course-embedded assessment(CEA), which is essential of competency-based education in higher education. The previous works related CEA have weakness in the development of the systematic solution for CEA computation. In this paper, we propose data models and algorithms to implement competency-based assessment system. Our data models are composed of a layered architecture of learning outcomes, learning modules and activities, and an associative matrix of learning outcomes and activities. The proposed methods can be applied to the development of the course-embedded assessment system as core modules. We evaluated the effectiveness of our proposed models through applying the models to a practical course, Java Programing. From the result of the experiments we found that our models can be used in the assessment system as a core module.