• 제목/요약/키워드: Life Competency

검색결과 285건 처리시간 0.026초

시간동인 활동기준원가계산 기반 재가 방문간호센터 원가관리프로그램 개발 및 적용 (Development and Application of Cost Management Program for Visiting Nursing Centers Using Time-Driven Activity-Based Costing)

  • 김주행;임지영
    • 대한간호학회지
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    • 제49권5호
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    • pp.586-600
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    • 2019
  • Purpose: This study aimed to develop a web-based cost management program for visiting nursing centers (CMP-VNC), using time-driven activity-based costing (TD-ABC), and to analyze effects of the program. Methods: The CMP-VNC was developed using the combined prototyping approach and system developing life cycle method following four stages: need analysis with comprehensive literature reviews and focus group interviews, design and development of program algorithm, evaluation of the developed program validity using experts and users group, and application and effects analysis. The non-equivalent control group pretest-posttest design was used to analyze the effects of the program. The program demonstration was conducted for four weeks with 60 visiting nurses in 35 visiting centers. Results: The web-based program was developed. It has five interfaces with basic and special functions using TD-ABC, namely, input, visiting nursing activity, visiting nursing activity cost, cost efficiency, and cost calculation report. The experimental group showed significantly higher cost perception and cost confidence than control group. Conclusion: We found that the CMP-VNC can be an effective tool to increase visiting nurses' competency of costing and enhance efficiencies of visiting nursing centers.

The effectiveness of gamification on nursing practice for undergraduate students: A systematic review

  • Hyun Kyoung, Kim
    • International Journal of Advanced Culture Technology
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    • 제10권4호
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    • pp.110-116
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    • 2022
  • The purpose of this study was to examine the effectiveness of gamification in nursing practice for undergraduate students, as well as to explore the use of gamification in nursing education. This study is a systematic review of RCTs evaluating the effectiveness of gamification in nursing practice for undergraduate students. A total of 7 articles were identified in a search of PubMed, Cochrane Library, and Embase, and the additional databases were CINAHL (in English) and RISS (in Korean) between September 28, 2022 to October 5, 2022. Themes related to the environment and personal behaviors between 2002 and 2021 were extracted. The intervention themes were blood transfusion, postoperative pediatric nursing, postoperative hemorrhage and brain trauma nursing, basic and advanced life support, disaster nursing, and neonatal resuscitation. The primary outcomes were knowledge in five studies, satisfaction in one study, and competency in one study. The secondary outcomes were satisfaction in three studies, confidence in two studies, performance in two studies, skills in two studies, and self-efficacy, motivation, professional attitude, cognition, gameful experience, and affective response in one study each. Therefore, gamification interventions can be utilized in nursing practice education instead of traditional teaching methods such as lectures and face-to-face clinical practice.

인공지능 리터러시 신장을 위한 인공지능 사고 기반 교육 프로그램 개발 및 효과 (Development and Effectiveness of an AI Thinking-based Education Program for Enhancing AI Literacy)

  • 이주영;원용호;신윤희
    • 공학교육연구
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    • 제26권3호
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    • pp.12-19
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    • 2023
  • The purpose of this study is to develop the Artificial Intelligence thinking-based education program for improving AI literacy and verify its effectiveness for beginner. This program consists of 17 sessions, was designed according to the "ABCDE" model and is a project-based program. This program was conducted on 51 first-year middle school students and 36 respondents excluding missing values were analyzed in R language. The effect of this program on ethics, understanding, social competency, execution plan, data literacy, and problem solving of AI literacy is statistically significant and has very large practical significance. According to the result of this study, this program provided learners experiencing Artificial Intelligence education for the first time with Artificial Intelligence concepts and principles, collection and analysis of information, and problem-solving processes through application in real life, and served as an opportunity to enhance AI literacy. In addition, education program to enhance AI literacy should be designed based on AI thinking.

러프집합과 정보이론을 이용한 대학생역량강화 진단 (Diagnosis by Rough Set and Information Theory in Reinforcing the Competencies of the Collegiate)

  • 박인규
    • 디지털융복합연구
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    • 제12권8호
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    • pp.257-264
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    • 2014
  • 본 논문은 대학생을 대상으로 학생들의 학업 및 취업경쟁력 강화에 필요한 핵심 역량의 도출과 진단에 관한 연구이다. 이러한 데이터의 처리에는 매우 많은 변수로 인한 차원의 증가로 인하여 계산상의 어려움이 수반되어지고 변수의 중복성과 중요도에 있어서 다양한 통계적 관계가 존재한다. 따라서 범주형 데이터의 분류에서 발생하는 애매함이나 불확실성을 처리하기 위하여 러프집합과 정보 엔트로피를 기반으로 불확실성의 척도를 정의하여 학생들의 유사행동을 분석하고, 기존의 통계적인 방법과의 비교우위를 위하여 속성간의 변별력을 비교하였다. 도출된 공통 핵심역량과 전공핵심역량을 이용하여 학생들이 가지고 있는 역량의 정성적인 보유수준과 부족한 역량을 파악할 수 있기 때문에, 대학생활지도와 취업진로지도의 보조자료로 활용이 가능할 뿐만 아니라 대학 적응을 높이고 취업 활성화에 부합될 수 있다고 사료된다.

영국, 미국, 일본의 노인공동생활주택 특성 분석에 관한 연구 - 플랭클린(Franklin)의 사회구성주의적 관점을 중심으로 - (Analysis on the Context of Senior Congregate Housing in the U.K,, U.S.A., and Japan - with Perspective of Franklin's Social Constructionism -)

  • 유병선;홍형옥
    • 가정과삶의질연구
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    • 제23권5호
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    • pp.27-38
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    • 2005
  • There have been many requests for development of senior housing in Korea. Therefore it was very important to review how senior houses are established and managed in other countries. In this point, this research compared the actual conditions of the homes for the elderly in the U.K, U.S.A and Japan. Through the process, this research aimed to find the implications for Korea. The research was conducted by the literature review on senior congregate housing with Franklin's(1998) social constructionism perspective. This kind of research might be utilized as a theoretical framework for performance of any systems of housing for the aged. In this study, the researchers suggested the implications of senior congregate housing as follows. Firstly, in terms of structural context, government in the U.K, U.S.A., and Japan were positively concerned with solving the housing problems for senior citizens despite some differences. Secondly, from an institutional context, institutions related with provision, construction, and management of senior congregate housing were systematically consolidated and they all adapted the housing and welfare policy. Thirdly, in organizational context, there was an organization in charge of provision and management that exclusively oversaw the housing for the elderly in both the public and private sectors. Fourthly, in operational context, standards regarding space were clearly set both for individual units and common spaces as well as for facilities and services for the residents. Finally in terms of intersubjective context, the competency of housing manager and ways to involve the families which were important for residents' independent life were under study.

ICT교육이 4차산업 시대에 실버세대들의 적응에 미치는 영향 연구 (The Effects of ICT Education on Aging Adaptation in the 4th Industrial Age)

  • 이해인;정종인;김창석;강신천;김의정
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2018년도 춘계학술대회
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    • pp.314-318
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    • 2018
  • 이 연구는 고령화 시대에 실버 인구가 급증하는 4차산업 시대에 따라 새롭게 생기는 지식과 정보활용 능력을 ICT 교육 효과로 인해 실버세대들의 IOT 생활 적응에 미치는 영향에 따른 초점을 두고 분석하여 바림직한 교육 방향을 모색 하는데 목적을 둔다. 문헌연구 및 설문조사로 실제 실버 정보화교육 대상자로 분석한 결과 대체로 정보화 교육은 실버 세대들의 전 삶의 질 향상 및 실제 IOT 기반의 웹 모바일 사용에도 긍정적 효과를 미치고 있음을 확인할 수 있었다. 그러나 정보화 교육의 기간에 따라 역량에 차이를 두고 있었으며, 전 직업 및 학력 등 다양한 기준에 따른 세분화와 이에 따른 4차 산업시대에 맞춤형 교육의 제공 및 실 삶의 질, 후 취업의 ICT 교육의 바람직한 방향에도 개괄적인 논의 및 과정 제시를 병행 한다.

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보건소의 기능 및 조직의 재편성 방안 (Policy Measures for Improving Function and Structure of Health Centers)

  • 김진순
    • 농촌의학ㆍ지역보건
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    • 제19권2호
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    • pp.159-173
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    • 1994
  • Since the establishment of health centers in the 1960s, the centers have been played an important role in providing basic health care for the people. Although the health centers made a great effect to prevent diseases and promote the health status of the people for the last three decades, the function of health centers should be strengthened to meet the health care need of individual, family and community. Over the last ten years, there have been great changes and developments in health related environments, such as population size and age, rapid urbanization, up-grading of the educational level, increase of income, health care demand for promotive health care measures and practical measures for chronic diseases and also practicing healthy life. According to the great changes in health related environments, the health centers should be reformed. The following policy options are recommended as a summary; First, the function of health centers should be converted from providing basic health services into promotive and preventive health care services, to meet changing needs of people. Second, the health center personnel should be reinforced for their competency to provide a qualitative services to people and also the operation of health center should be reactivated. Third, a close linkage of health centers with the private sector is an essential requirement for the operation of the health care delivery system within a health district in order to improve the health status of people. Fourth, type of manpower mix, scope of organization and health care program should be varied, based on the health care needs of people, geographical characteristics and size of population etc. Fifth, a comprehensive health care delivery system should be developed, for maintaining healthy life style of people and also the health and welfare services should be integrated in order n ensure an effective service.

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Problem-Based Learning을 활용한 가족자원경영학 수업모형 개발 및 실시: "여가문화와 생활관리" 수업사례를 중심으로 (Model Development and Implementation of Class Design for Family and Resource Management Using Problem-Based Learning: Focusing on Case Study of "Leisure Culture and Life Management" Class)

  • 김경아;박미석
    • Human Ecology Research
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    • 제52권6호
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    • pp.669-682
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    • 2014
  • The purpose of this study is to present a practical class design model that applies the problem-based learning (PBL) method to the subject of home economics. To begin with, a specific class model example was developed by conducting thorough document research and expert consulting. Two modules, named "Click! Global Leisure Environment" and "Happy Leisure Product Launching" were presented as the PBL questions. The case study focused upon in this research is an elective course called "Leisure Culture and Life Management". The 21 students enrolled in this course were considered in this study. Two teaching methods, namely a face-to-face teaching method and a web-based system "Snowboard" teaching method, were used to run the class. The research results are as follows: first, theoretical research and program development and demonstration were practiced with five different age groups: childhood, adolescence, university student, middle age, and senescence. Then, selfevaluation, peer evaluation, and group evaluation were conducted to motivate the students. Finally, a class evaluation was conducted by questioning the lecturer, who ranked well, scoring higher than or equal to 4.0 points out of 5.0 on all the questions. Through the PBL method, students showed an improved study attitude with more proactive participation in the class, they strengthened their communication skills and created a synergy with their team members. This study has significant meaning because it is the first research to apply the PBL method to home economics. Therefore, we expect other curricula to apply PBL and fully utilize this teaching method as well in the future.

'확률과 통계' 교과서에 제시된 맥락 기반 과제의 학습기회 분석 (Analysis on Opportunity-to-learn context-based tasks provided by 'Probability and Statistics' textbooks)

  • 최희선
    • 한국학교수학회논문집
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    • 제22권3호
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    • pp.241-256
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    • 2019
  • 본 연구는 '확률과 통계' 교과서에 제시된 과제의 맥락 유형과 과제를 수행할 때 요구되는 인지적 역량이 학생들에게 어떠한 학습기회를 제공하는지 살펴보았다. 이를 위해 2015 개정 수학과 교육과정에 따른 '확률과 통계' 검정교과서 전체 9권을 분석한 결과, 맥락 기반 과제(CF유형, RE유형)는 각 교과서마다 전체 과제 개수의 67.5%부터 78.0%로 나타났지만 실생활에 연관된 본질적인 과제(RE유형) 비율은 0.4%부터 2.0%로 나타나 교과서에 제시된 대부분의 맥락 기반 과제는 실생활 소재를 위장한 과제임을 알 수 있었다. 그리고 맥락 기반 과제의 인지적 역량은 각 교과서마다 재생산(Rp)범주에 속하는 과제 비율은 29.6%부터 50.0%로 다양하게 나타났고, 연결(Co)범주 과제 비율은 33.8%부터 54.3%, 반성(Rf)범주 과제 비율은 8.8%부터 20.0%로 나타나 과제수행 시 학생들이 반성적 인지 과정을 경험할 수 있는 학습기회는 다소 충분하지 않음을 알 수 있었다.

핵심 역량 육성의 관점에서 비교한 한국과 일본의 수학과 교육과정 (A Comparison of the Mathematics Curriculum of Korea and Japan in Viewpoint of Promotion of Key Competencies)

  • 조윤동;윤용식
    • 대한수학교육학회지:수학교육학연구
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    • 제24권1호
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    • pp.45-65
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    • 2014
  • 오늘날 개인의 삶뿐만 아니라 사회의 발전을 위해서는 모든 개인들이 그 사회에서 인간답고 성공적인 삶을 누릴 수 있도록 그에 필요한 역량을 갖출 필요가 있다. 이 역량은 현재 사회와 미래 사회를 분석하는 데서 찾을 수 있을 것이다. 이 글에서는 이러한 인식을 바탕으로 앞으로 우리나라 수학과 교육과정에서 어떤 핵심 역량을 제시하고 그것을 어떻게 구현할 것인지를 탐색하고자 했다. 먼저 핵심 역량을 다룬 여러 연구로부터 일반적으로 요구되는 핵심 역량을 알아보았다. 다음으로 한국과 일본의 수학과 교육과정이 개정되어 시행된 배경과 과정을 살펴보고 핵심 역량을 교육과정의 중심에 놓은 까닭을 살펴보았다. 마지막으로 두 나라의 수학과 교육과정에서 제시된 핵심 역량이 무엇이고, 그것을 어떻게 구현하고자 했는지를 비교하고 나서 우리나라 교육과정에 시사하는 바를 제안하였다.

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