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Developing a World Geography Gamification Lesson Plan with Digital Tools

  • Suji JO;Jiwon BYUN
    • Fourth Industrial Review
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    • v.4 no.1
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    • pp.11-18
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    • 2024
  • Purpose: The purpose of this study is to develop a geography class teaching and learning guide that enables learners to realistically explore the characteristics of the world's climate and geographical environment using digital tools. Research design, data and methodology: We review previous research on classes using goal-based scenario learning models, gamification, and digital tools, and explore tools that can be applied to world geography classes. Based on the exploration results, a goal-based scenario learning module is designed and a strategy for promoting educational gamification is established based on the ADDIE instructional design model. Results: The study comprises four sessions. Sessions 1-3 involve performance evaluations using a goal-based scenario learning module. Learners create game characters reflecting geographical characteristics, present results, and proceed with 3D modeling. In Session 4, a gamification class using Google Sites on the CoSpaces metaverse platform will be conducted. Conclusions: The study introduces a goal-based scenario learning model and a gamification class using digital tools to empower learners in exploring geographical diversity and its impact on lifestyles. Utilizing an accessible online platform, the study provides practical measures for integrating digital tools into geography education, addressing the current importance of digital technology in teaching.

Factors influencing the level of performance of patient safety nursing activities among hospital nurses

  • Hyun-Ju Beak;Gisoo Shin
    • Journal of Korean Biological Nursing Science
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    • v.26 no.2
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    • pp.154-162
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    • 2024
  • Purpose: This study investigated the performance of patient safety activities among hospital nurses and aimed to identify the factors influencing their performance of these activities. Methods: It employed a descriptive survey design, targeting 131 nurses currently working in hospitals. The data collection involved posting a guide to the study on an online social network for nurses (NURSECAPE) and recruiting nurses who understood the content and agreed to participate in the survey. The survey was conducted through a self-reporting method via a URL provided to research participants, and the data collection period was from August 11 to September 11, 2019. Results: The results revealed that 46.6% of the participants had experienced patient safety incidents, with falls being the most common. The factors influencing the performance of patient safety nursing activities among the participants were found to be the type of medical institution, community orientation, and environmental suitability in organizational health. These factors explained 38.5% of the variance. Conclusion: Based on these findings, it appears crucial to explore strategies for improving organizational health tailored to the characteristics of each hospital to facilitate better performance of patient safety activities among hospital nurses. Furthermore, subsequent studies are needed to objectively evaluate the adequacy of patient safety activity performance according to the size of the hospital.

Exploring Elementary Teachers' Difficulties on Teaching Science by Analyzing Questions in an Autonomous Online Teacher Community : Focusing on Physics Questions in Indischool (자생적 온라인 교사 공동체의 질문분석을 통한 초등교사의 과학 교수 관련 어려움 탐색 -인디스쿨의 물리 관련 질문 게시글을 중심으로-)

  • Kim, Yunhwa;Yoo, Junehee
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.73-88
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    • 2019
  • The purpose of this study is to explore elementary teachers' difficulties on teaching science by analyzing questions that have been posted for a long time in an autonomous online teacher community named Indischool. For this purpose, 409 question postings(the 2007 and 2009 revised curriculum, third to sixth grade) were analyzed using the framework for analyzing questions about elementary teachers' science teaching(modified from Alake-Tuenter et al., 2013). The study revealed that there were more science-SMK questions than science-PCK questions, and most of the questions were 'about lenses' and 'in 2014 and 2015, when the curriculum was changing from the 2007 to the 2009 revised curriculum'. The long-standing difficulties in science-SMK were 'an application of facts and concepts in lenses' and 'an unexpected experimental error in electricity'. In particular, there are the principle of transparent cup-shaped objects acting as lenses, the process of image formation by convex lenses, experimental errors of 'compass movement due to current flow change' and experimental errors 'serial connection of bulbs'. The long-standing difficulties in science-PCK were 'understanding and response to context' and 'understanding and response to aims mentioned in standard document' and these are not related to physical units but to others. In particular, there are request class materials, activity ideas at the end of the semester and understanding the national curriculum guidelines. These teachers' difficulties should be reflected in the science teaching support system like a teacher's guide compilation, teacher's training curriculum development, etc.

The secured mobile wallet system using by integrated ID (통합 아이디를 이용한 안전한 모바일 월렛 시스템)

  • Nam, Choon-Sung;Jeon, Min-Kyung;Shin, Dong-Ryeol
    • Journal of Internet Computing and Services
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    • v.16 no.1
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    • pp.9-20
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    • 2015
  • Nowadays, Smart Wallet technology trend that is able to save users' consuming costs and also retain users' redundant behaviors such as Single-tapping, One-way communication, Integrated ID, has been issued in recent Mobile Industrial Fields. As one of Smart Wallet functions, Integrated ID is proposed for users' convenience, handiness, and immediate responses. It is designed for the effective management of users' IDs which are easy to be forgot because of its unusual structures. To be detail, instead of user, Integrated ID system can certificate users identification from various online sites (where user resisted) authorization requests via one-clicking, not putting identification data in each sites. So, this technology would be helpful much to a certain user who has lots ID and its Password in multiple Online shopping companies by establishing integrated ID. However, although Integrated ID has lots advantages to be used, most Mobile Service Companies has hesitated to apply Integrated ID service in their shopping systems because this technology requires them sharing their users' data. They have worried that this service would be not helpful to gain their profits. Furthermore, Users who join in multiple shopping companies and use Integrated ID services also are difficult to decide which company they have to save their points in before payment because this system could not show any financial benefit analysis data to their users. As following facts, via this paper majorly we propose the advanced Integrated ID system which concern shopping point management. Basically, this system has a strong security payment service and secure network services like other mobile Shopping systems. Additionally, this system is able to service (or to support) shopping -point -saving guide for customers' financial benefits and conveniences.

An Exploratory Study on the Preparation for the High School Credit System of the Home Economics Education Community through the Analysis of Operation Case of High School Credit System Research School (고교학점제 연구학교 운영 사례 분석을 통한 가정과 교육공동체의 고교학점제 준비 방안에 대한 탐색적 연구)

  • Han, Ju
    • Journal of Korean Home Economics Education Association
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    • v.33 no.2
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    • pp.1-25
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    • 2021
  • The purpose of this paper is to explore ways to prepare for the high school credit system in the home economics educational community through the case of high school credit system research school operation. To this end, the operation process of H high school in Gangwon-do, which operated a high school credit system in 2019, was monitored for 5 months, and surveys and interviews were conducted with students, parents, and teachers to determine the operation of the curriculum. Suggestions based on the case of H high school's operation of the high school credit system for home economics educational community are as follows. Home economics teachers should make active efforts to provide attractive and meaningful home economics lessons to their students by improving instruction and assessment, and implementing a variety of elective courses within the subject of home economics, including collaborative online curricula. Home economics teacher communities and related associations should build a solid network that connects local home economics subject research groups, share information related to curriculum operation, and use it as a channel for disseminating class research results. Home economics teacher training institutions should innovate the curriculum to help prospective teachers develop the ability to guide multiple classes in line with the changing teacher training policy, and develop and provide high-quality online and offline programs for field teacher re-education.

Factors Influencing the Intention to Use Digital Technology in Education (학습에서 디지털기술 사용의도에 영향을 주는 요인에 대한 분석)

  • Jang, Moonkyoung
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.2
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    • pp.153-165
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    • 2022
  • The COVID-19 Pandemic incident forced all educational and learning activities to move online, so it is no longer an option to use information and communication technology for education and learning. Venture capital has made the largest investment ever in Edu-tech startups. This study investigates the factors influencing the intention to use digital technology in education, taking into account the Unified Theory of Acceptance and Use of Technology (UTAUT) along with digital literacy, which has become an essential ability in the digital age. As a result of the structural equation model analysis, we find that performance expectation, effort expectation, and social influence have a positive effect on the intention to use digital technology in education. Moreover, digital literacy has a positive effect on performance expectation, effort expectation, and social impact, but the direct effect on the intention to use digital technology on learning is not significant. Furthermore, to see the moderating effect of age, the results of multi-group analysis present that the differences between 10s and 60s, between 20s and 60s, between 30s and 60s on the path of social influence on the intention to use digital technology in education are significantly reduced. This study academically contributes to expanding the research on the factors affecting the intention to use digital technology in a specific situation of education by considering both digital literacy and Unified Theory of Acceptance and Use of Technology (UTAUT). In addition, it can be used as a practical guide to the factors to be considered for each age when making learning participants more actively use digital technology.

Analytical Evaluation Model of the Gameplay in MMO Game - Focused on GOMS Model - (MMO 게임의 게임플레이 분석적 평가 모형 - GOMS 모형을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Multimedia Society
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    • v.12 no.11
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    • pp.1652-1660
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    • 2009
  • The main objective of this research is to build a behavior prediction model of gameplay for MMO (Massively Multiplayer Online) game using the GOMS analysis method. GOMS analysis is an observational approach to HCI(Human Computer Interaction) to model and predict behaviors of a human operator in a highly interactive task. In this research, a pilot experiment was previously conducted with three skilled gamers. The gamers were provided with the goals and operators through the user's guide book, and they found methods and selection rules while being observed. Based on the results obtained from the pilot study, this research was expanded and the model was further tested with 30 subjects (game experts). The new outcomes revealed that the relevance of GOMS analysis for predicting selection rules is 96.25% according to the degree of abstraction and 77.35% based on the degree of complexity. This research will provide game designers with a new testing mechanism in the early development stages, in order to improve the quality of the game product.

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A Propensity of the Players' Preferences of the On-Line Game under Their Thinking Modes of The Cerebral Hemispheric Model (대뇌반구모형의 사고유형별 온라인 게임 선호요소에 관한 연구)

  • Kim, Dea-Yong;Chung, Seung-Ho;Choi, Eun-Suk
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.140-150
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    • 2009
  • Difference of individual character is defined Cerebral Hemispheric Model(CHM) to develop individual intellectual abilities in this paper. Component of preferred online-game is surveyed in accordance with individual character, and investigated for possible applications. An individual is classified with 2 modes of CHM that take charge of intellectual abilities; abilities is character, taste, personality decision-making and behavior patterns; that is closely related to creativity. Difference of game component could be investigated with correlation table of cerebral preference patterns (CPP) that was drawn up with survey. Individual brain preferences (IBP) became clear through preference of individual in the investigation, and suggested concept guide-line to develop other brain preferences. Thus, this study is able to realize from education game to a great variety of contents that base on the development of thinking-faculties as optimization of user preference, can be the basic data of self-development, to improve intellectual faculties as development of individual thinking preference.

A Study on Consumer Perception of Safety Anxiety on Overall Clothing Environment (전반적인 의생활 환경에 대한 소비자의 안전 불안감 인식에 관한 연구)

  • Park, Shinyoung;Lee, Yuri;Kim, Jooyoun;Go, Eunkyung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.2
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    • pp.209-223
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    • 2020
  • This study examined consumers' perceived anxiety regarding how safe the clothing and lifestyle products are as well as influencing factors. Data was collected using a self-ministered online survey of 1,126 adult consumers. The results of this study showed that consumer anxiety about chemicals and hygiene product safety had a greater impact on the anxiety perception of general safety than clothing and beauty products. It was confirmed that the reliability of information source (government agency, mass media, expert group, and internet community/blog) varies depending on the level of consumers' overall safety anxiety. The study also found the effect of consumers' subjective perception of health on safety anxiety about clothing and lifestyle products. Further, the moderating effect of age in the research model was confirmed. This result can be a useful guide to marketing communication for developing consumer safety-related policies to reduce consumer anxiety. The information will also help consumers make informed decisions that lead to safe and sustainable consumption.

A Study of Evaluation Model for RPG Combat Balance in Mobile (RPG 전투밸런스 평가모델 연구 : 모바일 게임 중심으로)

  • Jeon, Joon Hyun;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.49-58
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    • 2015
  • Due to the improving mobile environments, we can play RPG in not only computer online field but also mobile field. It is difference from hardware environment between them so that mobile RPG has been changed and modified to play in mobile environment except RPG's frame and basic element. This Study has investigated the model to evaluate the balance of battle that is based on the RPG. Although there is an assessment model studied with a focus on the MMORPG, It is difficult to apply to the entire balance in RPG especially mobile RPG. Former model has used only basic element because there were so many kinds of variables such as user's controls, other players and objects in game. The reason why that model just gave a guide line about battle balance. In this paper, the new assessment model to include the balance factors such as BUFF, NURF and PASSIVE could be possible for applying the balance of mobile RPG on recent trends. As a result, the new model can measure numerical calculations compared to the previous model.