• 제목/요약/키워드: Instructional time

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Development and Application of Person-Centered Nursing Educational Program for Clinical Nurses (임상간호사를 위한 인간중심간호 교육프로그램 개발 및 적용)

  • Yoo, Eun-Young
    • Journal of Digital Convergence
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    • 제18권11호
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    • pp.365-375
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    • 2020
  • This study aims to develop and apply Person-Centered Nursing educational program for clinical nurses. This study followed the ADDIE instructional design model to develop the Person-Centered Nursing educational program for clinical nurses. To investigate the effect of application, a non-equivalent control group posttest-pretest design was used to evaluate the clinical nurse's self-awareness, interpersonal relationship competency, self-esteem, co-worker support, and nursing job satisfaction. The results of the study showed that the self-awareness, interpersonal relationship competency, co-worker support and nursing job satisfaction scores of the control and experimental groups were significantly different between the groups based on time of measurement. Person-Centered Nursing competency was identified as a crucial element in addition to the knowledge, skills, and attitude essential to a clinical nurses.

An Integrated Management System of the Educational Equipments and Contents of Secondary School (중등학교의 교육 기자재 및 콘텐츠 통합 관리 시스템)

  • Park, Sun Hwa;Park, Jae Heung;Seo, Yeong Geon
    • Journal of Digital Contents Society
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    • 제16권2호
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    • pp.197-205
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    • 2015
  • These days due to the introduction of the subject classroom system, the classrooms for the subject are arranged and various advanced educational equipment is provided in the classroom such as the actual object image processor, electronic blackboard, and educational photographer which are helpful to the class. With the increase of these equipments, the number of remote controller of individual educational equipment also increases, therefore it is complicate to manage the remote controllers and teachers need to learn the usage of them. So the system supports a remote control for managing the educational equipment by the one remote controller and the instructional supplement. The system consists of the hardware which is similar to popular remote controller and the software which is installed on the teacher's PC and supports controlling the educational equipments, recording the instruction, writing on the blackboard, and automatic power off of the equipment. By introducing the system the teacher could reduce the time consumed by the equipment's control and useless electric waste.

The Effect of Science Cartoon Reading on the Levels of Interest in Science, the Academic Achievements and the Scientific Attitudes of Elementary Students (과학만화 독서가 초등학생의 과학 흥미도, 학업성취도 및 과학적 태도에 미치는 영향)

  • Song, Ji-Jeong;Lee, Hyeong-Cheol;Yoo, Pyoung-Kil
    • Journal of Korean Elementary Science Education
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    • 제32권4호
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    • pp.581-592
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    • 2013
  • Various data and methods are necessary to help students understand the science subject, and have interest in it. Most students like cartoons, and more easily memorize their contents. The purpose of this study was to verify the effects of science cartoon reading on the academic achiements, the levels of interests in science and scientific attitudes of elementary students The study subjects were four classes of the 6th grade of G elementary school in U city. Two classes were experimental group and the others were comparison group. The students of the experimental classes were encouraged to read science cartoon related to class contents at the beginning and ending for 5 minutes respectively in instructional time. And those of the comparison classes received general science lesson. The results of this study were as follows. First, the experimental classes encouraged to read science cartoon marked higher average score than comparison classes in post-test and the difference was meaningful (p<.05). This meant science cartoon reading treatment had the effect of improvement of the levels of interest in science of student. Second, the experimental classes marked higher average score than comparison classes in post-test but didn't show meaningful difference. This meant science cartoon reading treatment didn't have the effect of improvement of academic achievement of students in our study. Third, the experimental classes marked higher average score than comparison classes in post-test and showed the meaningful difference(p<.05). This meant science cartoon reading treatment had the effect of improvement of scientific attitudes of students. From the results thus far, we could tell that science cartoon reading had positive effects on the levels of interest in science and scientific attitudes of students in our study.

The impact of the transient information effect on multimedia learning efficiency (멀티미디어 학습에서 일시적 정보효과가 학습효율성에 미치는 영향)

  • Si, JIhyun
    • The Journal of Korean Association of Computer Education
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    • 제19권2호
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    • pp.99-114
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    • 2016
  • The transient information effect occurs when long and complex transient information disappear before the learner has time to adequately process it or link it with new information. This study aimed to explore the impact of the transient information effect on multimedia learning efficiency within the cognitive load perspective and how segmentation and pacing of instructional materials interact with the transient information effect. The results revealed that the visualonly instruction(a diagram with long and complex texts) was more efficient than the audiovisual instruction(a diagram with long and complex spoken texts). The overall results suggested that using long and complex spoken texts with a diagram can have a negative impact on learning unless the transient information effect are reduced through segmentation and learner-paced instructions.

Enhancing the Creative Problem Solving Skill by Using the CPS Learning Model for Seventh Grade Students with Different Prior Knowledge Levels

  • Cojorn, Kanyarat;Koocharoenpisal, Numphon;Haemaprasith, Sunee;Siripankaew, Pramuan
    • Journal of The Korean Association For Science Education
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    • 제32권8호
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    • pp.1333-1344
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    • 2012
  • This study aimed to enhance creative problem solving skill by using the Creative Problem Solving (CPS) learning model which was developed based on creative problem solving approach and five essential features of inquiry. The key strategy of the CPS learning model is using real life problem situations to provide students opportunities to practice creative problem solving skill through 5 learning steps: engaging, problem exploring, solutions creating, plan executing, and concepts examining. The science content used for examining the CPS learning model was "matter and properties of matter" that consists of 3 learning units: Matter, Solution, and Acid-Base Solution. The process to assess the effectiveness of the learning model used the experimental design of the Pretest-Posttest Control-Group Design. Seventh grade-students in the experimental group learned by the CPS learning model. At the same time, students at the same grade level in the control group learned by conventional learning model. The learning models and students' prior knowledge levels were served as the independent variables. The creative problem solving skill was classified in to 4 aspects in: fluency, flexibility, originality, and reasoning. The results indicated that in all aspects, the students' mean scores of creative problem solving between students in experimental group and control group were significantly different at the .05 level. Also, the progression of students' creative problem solving skills was found highly progressed at the later instructional periods. When comparing the creative problem solving scores between groups of students with different levels of prior knowledge, the differences of their creative problem solving scores were founded at .05 level. The findings of this study confirmed that the CPS learning model is effective in enhancing the students' creative problem solving skill.

Suggestion from Trade 2.0 Paradigm of Global Business Education for Strategic Trade in Korea (무역2.0 교육 도입과 전략무역의 제안)

  • Park, Moon-Suh
    • International Commerce and Information Review
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    • 제10권2호
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    • pp.89-114
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    • 2008
  • It is said that global business education in Korea must be a kind of good investment on the future of Korea, because Korea's degree of dependence upon global trade is very high. But, despite great significance of trade in economic aspect, education system on global business in Korea still remains in old paradigm focused mainly on trade in goods. The purpose of this paper is to analyse key environment of trade in Korea relating to global business education system, and to suggest some trade-friendly measures to improve the global economic environment being worse. Methodology used in this study depends on descriptive analysis by literature study. As all the paradigm of global business has shifted from 20C's trade environment to that of 21C's and still more borderless trend has progressed, it is high time Korea to design the new education system of global business to conform with the trade mode of Korea, and to execute the mode of strategic trade which is new conception of trade strategy derived from Web 2.0 trend. Major findings of this study can be summarized as follows : It is suggested that Korea should convert basic composition of trade strategy to strategic trade irrespective of company size, nationality, public or private sector, etc., and launch new instructional model considering the trade 2.0 concepts. Also, Korea's trade policies which have been based on 'trade in goods' should be changed to the frame of strategic trade so that can include various trade process such as trade in services, trade in technology, cultural contents, global investment(TRIMs), TRIPS, etc.

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The Study on Relief of Elementary Students' Game Addiction through the Online Game Development Project Learning (온라인 게임 개발 프로젝트 학습을 통한 초등학생들의 게임 중독 개선 연구)

  • Baek, Sung-Hyun;Kim, Soo-Hwan;Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
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    • 제13권4호
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    • pp.471-478
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    • 2009
  • In this paper, we intend to relive game addiction by educating game programming for students that suffer from game addiction. We had analyzed popular games at the present day and extracted factors related to information education from game programming tool. In addition, we had designed the practical lesson plan based on the instructional design model. We had applied the game programming project to students for a year and the results were as follows. First, we verified the drop of addiction propensity by performing the examination of game addiction scale with before and after T-test. Second, according to the results of analysis based on grounded theory, it saved game time and relieved game addiction. In conclusion, this study shows that the game programming project relieved game addiction.

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A study of ways using calculator in elementary mathematics textbook (교과서에서 계산기의 활용 방안)

  • Ahn Byoung Kon;Kim Yong Tae
    • Journal of Elementary Mathematics Education in Korea
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    • 제2권1호
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    • pp.23-40
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    • 1998
  • Recent years have seen an increased demand for calculators as a learning and teaching tool. It is asserted calculators should be utilized as an instructional tool before computers considering their lower price, connivence of easy, and variety of function. Towards this end, it is essential that we persuade teachers and parents who worry that the use of calculators would result in a decrease in students' ability to calculate. Specifically, effort should be made to point out the advantage that calculators have. First of all, calculators could lessen the mental and time pressure attendant upon paper-and-pencil calculation. It have also been reported that calculators are effective in teaching the concept unalgorithmal content, learning of principle, and problem-solving skills, In light of these advantages, this study investigates the kinds of practice items that can be included in the textbooks to help students develop computing skills using calculators.

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Re-Interpretation on the Korean Middle Grades Mathematics Textbooks of the 1st Curriculum (제 1차 교육과정에 따른 중학교 수학교과서의 현대적 재조명)

  • Ban, Eun Seob;Lew, Hee Chan
    • School Mathematics
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    • 제16권1호
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    • pp.83-110
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    • 2014
  • This study analyzed the mathematics textbooks of middle grades in the first Korean curriculum, based on the modern trends of mathematics education curriculum, comparing with present Korean curriculum's other textbooks and the American textbook, MiC. The mathematics textbooks in the first Korean curriculum are based on various situations in our real life and introduce mathematical concepts throughout a set of mathematics problems. The textbooks present mathematical concepts with connected knowledge and include mathematical activities which make students use mathematical table, graph and formula at the same time. And students are actively required to discuss together during the mathematics problem solving process. As the results of this modern review on Korean 1st curriculum and middle grades mathematics textbooks, it would provide preliminary data and meaningful implications for the next curriculum and concomitant instructional materials.

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리눅스 기반의 인터넷 원격 교육 시스템 개발 -교재 설계 모듈을 중심으로-

  • 성평식;박춘원
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 한국산업정보학회 2000년도 추계공동학술대회논문집
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    • pp.635-645
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    • 2000
  • Within a context of rapid technological change and shifting market conditions, the education environment requires new paradigm of education delivery In accordance of such a technological progress, distance education system, which makes the loaming take place at anytime anywhere, overcoming barriers of time, or distance, is emerging as a mainstream of education delivery replacing the convectional one way delivery system from instructor to learners. This Paper aims to introduce the development principle and algorithm about Instructional System Design(ISD) module, a part of a total solution for distance education services. It was developed on Linux, a free Unix-type operating system. Linux supports so various network protocols, sharing the network resources in a smooth way, that it is able to integrate with other operating system very easily, especially with Windows NT or Windows 2000 servers. In terms of quality, it never falls behind the windows products which are commercially available only, It is a right operating system for the such a school environment that is usually limited in budgets. The development environment of the distance education solution to which ISD module belongs is composing of Apache server for web server, Java bean based on components for ISD module, PHP, server-side scripting language, for HTML documents and MySQL for DBMS.

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