• Title/Summary/Keyword: Science experience

Search Result 6,207, Processing Time 0.032 seconds

Effects of COVID-19 Knowledge Level and Infection Control Fatigue and Stress on Infection Control Performance (코로나-19 지식수준과 감염관리 피로도 및 스트레스가 감염관리 수행도에 미치는 영향)

  • Kim, Da-Som;Bae, Seok-Hwan
    • Journal of radiological science and technology
    • /
    • v.45 no.3
    • /
    • pp.263-272
    • /
    • 2022
  • This study investigated small and medium-sized hospital workers' knowledge of COVID-19, the infection-control-related fatigue and stress levels, and the factors that impacted their performance during the COVID-19 pandemic. Using a cross-sectional design, data were collected from 137 hospital workers from four small and medium-sized hospitals in S and C cities. Data were analyzed using descriptive statistics, a t-test, analysis of variance(ANOVA), Pearson's correlation coefficient, and multiple linear regression analysis. Small and medium-sized hospital workers' knowledge of COVID-19 revealed a correct answer rate of 66%. An average of 3.00 points out of 4 for infection control performance and 3.32 and 3.17 points out of 5 for infection-control-related fatigue and stress, respectively, were found. The level of knowledge regarding COVID-19 significantly differed by age and marriage (p<0.05), while infection control performance significantly differed by age, marriage, and infection control education experience (p<0.05). Infection-control-related fatigue and stress differed depending on the COVID-19 control education experience, economic and social prejudice, and fear of discrimination. There were positive correlations between knowledge and infection control performance, and infection control performance and infection-control-related fatigue and stress (p<0.001). This study showed that the factors that affected small and medium-sized hospital workers' performance included knowledge of "environmental management," "difficulties due to new role requirements," "presence or absence of infection education experience," "job type," and "age." These results suggest that practical and detailed education programs should be systematically developed and implemented for effective infection control.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
    • /
    • v.18 no.2
    • /
    • pp.147-187
    • /
    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

  • PDF

The Effect of Mentoring Participation on Science Teachers' General Teaching and Science Teaching Efficacies (멘토링 참여 경험이 과학교사의 일반교수효능감과 과학교수효능감에 미치는 영향)

  • Kang, Kyunghee
    • Journal of The Korean Association For Science Education
    • /
    • v.37 no.6
    • /
    • pp.951-960
    • /
    • 2017
  • The purpose of this study is to examine the effects of mentoring in enhancing the professionalism of low-experience science teachers on their general teaching and science teaching efficacies. The mentoring for low-experience science teachers was conducted on 24 science teachers with less than three years of experience over a nine-month period between April and December, 2016. The questionnaires developed by advanced researches were modified and used to test the teachers' general teaching and science teaching efficacies. As the result of a pre-test, the mean science teaching efficacy score was 3.02 points. In particular, the mean science teaching self-efficacy score was 2.86 points and the mean science teaching outcome expectancy score was higher at 3.17 points. In the domain of science teaching outcome expectancy, the mean for female teachers was higher than that of male teachers, and the mean for middle school teachers was higher than that of high school teachers in every domain. However, this result is not statistically significant. The results of a post-test showed that the mean science teaching efficacy score of mentee teachers increased to 3.08 points over the pre-test. In particular, the mean science teaching self-efficacy score was 3.11 points and the mean science teaching outcome expectancy score was 3.04 points in the post-test. This presents that the mentoring training conducted was effective in improving the science teaching efficacy of mentee teachers.

A Study on the Development of Standard Curriculum for Physical Therapy in Korea (한국 물리치료 과정의 표준교과 개발에 대한 연구)

  • Kim, Kyung;Cho, Yong-Ho;Cho, Jung-Sun;Yu, Jae-Eung;Park, Rae-Joon;Kwon, Young-Hyun;Park, Eun-Se
    • The Journal of Korean Physical Therapy
    • /
    • v.18 no.6
    • /
    • pp.23-32
    • /
    • 2006
  • Purpose: The purpose of this study is to suggest new strategies available for the physical therapy curriculum development. Method: The curriculum of 4 Universities in 4 countries; America, Australia, Canada and Korea was compared to suggest new curriculum. Results: Overall, curriculum in Korea emphasized skill and technique areas and didn't showed many subjects to take foundation of subject for understanding principles. The experience in clinic is not enough to satisfy international recommendation. Conclusion: We suggest that a new curriculum should be based on the three part which are foundation, essential and selection subject, and extended clinical experience to essentially need to be physical therapy in the world-standard.

  • PDF

SonicStream: A Network Coding Based Live P2P Media Streaming System With Rich User Experiences

  • Chen, Xiaogang;Ren, Ning;Zhang, Xiaochen;Wang, Xin;Zhao, Jin
    • Journal of Communications and Networks
    • /
    • v.10 no.4
    • /
    • pp.430-436
    • /
    • 2008
  • Recent studies have convinced that network coding can improve the performance of live media streaming in terms of startup delay, resilience to peer dynamics, as well as reduced bandwidth cost on dedicated streaming servers. However, there still exist some strategy drawbacks and neglected problems which need to be further researched. In addition to the commonly used evaluation parameters of the network and user experiences mentioned above, we focus on additional key factors, playback lag and switch lag, which have not been fully explored in previous work. In this paper, we present SonicStream, a novel and fully implemented live peer to peer (P2P) media streaming system with consideration of rich user experiences, including startup delay, playback continuity, playback lag, switch lag, etc. In pursuit of a further enhanced user experience, we revise traditional peer selection/data scheduling methods. Through a series of experimental evaluations and a cautious comparison with the latest similar work $R^2$, the superior performance of SonicStream has been preliminarily verified.

Spatial Decision Support System for Residential Solar Energy Adoption

  • Ahmed O. Alzahrani;Hind Bitar;Abdulrahman Alzahrani;Khalaf O. Alsalem
    • International Journal of Computer Science & Network Security
    • /
    • v.23 no.6
    • /
    • pp.49-58
    • /
    • 2023
  • Renewable energy is not a new terminology. One of the fastest growing renewable energies is solar energy. The implementation of solar energy provides several advantages including the reduction of some of the environmental risks of fossil fuel consumption. This research elaborated the importance of the adaption of solar energy by developing a spatial decision support system (SDSS), while the Residential Solar Energy Adoption (RSEA) is an instantiation artifact in the form of an SDSS. As a GIS web-based application, RSEA allows stakeholders (e.g., utility companies, policymakers, service providers homeowners, and researchers) to navigate through locations on a map interactively. The maps highlight locations with high and low solar energy adoption potential that enables decision-makers (e.g., policymakers, solar firms, utility companies, and nonprofit organizations) to make decisions. A combined qualitative and quantitative methodological approach was used to evaluate the application's usability and user experience, and results affirmed the ability of the factors of utility, usefulness, and a positive user experience of the residential solar energy adoption of spatial decision support system (RSEA-SDSS). RSEA-SDSS in improving the decision-making process for potential various stakeholders, in utility, solar installations, policy making, and non-profit renewable energy domains.

Technology Commercialization and Business Promotion in Science Park : Case Study of Taedok Science Town

  • Oh, Deog-seong;Kang, Byung-su
    • Journal of the Korean Regional Science Association
    • /
    • v.13 no.2
    • /
    • pp.119-141
    • /
    • 1997
  • This study aims to identify the role of science park for technology commercialization and business promotion. After theoretical review about science park and technology commercialization, the instruments for stimulating entrepreneurship and business in science park are described. The experience of Taedok Science Town is examined in terms of main sectors of activities, universities as base for technology transfer and the potential for technology commercialization. In conclusion, the complex model is suggested as the development strategy for business incubation in accordance with the stages of development and active technology commercialization.

  • PDF

Lived Experience of patients with Terminal Cancer : Parses Human Becoming Methodology (말기 암환자의 체험에 관한 현상학적 연구)

  • 이옥자
    • Journal of Korean Academy of Nursing
    • /
    • v.25 no.3
    • /
    • pp.510-537
    • /
    • 1995
  • Human health is an integral part of experience in the process of Human Becoming. Through continual interaction with the environment human beings freely choose experience and develop as responsible beings. The process of the health experience of patient with terminal cancer is a unique. he objective of this study is to understand the lived experience of patients with terminal cancer in order to provide basic information for nursing care in the clinical setting and to develop a theoretical background for clinical practice. This study is to de-scribe and define the lived experience of patients with terminal cancer in order to provide a foundation for nursing research and education. Data collection has been done between December 1993 and November 1994. The subjects included five persons -four females and one male : one who was in her sixties, one in his fifties, two in their forties, and one who was in her thirties. The researcher has met with these patients 35 times, but at eight times the patient was in a stuporous condition and not able to participate, so these were not included in the data analysis. Parse's "Human Becoming Methodology", an existential phenomenological research methodology is used for this study. Data has been collected using he dialogical engagement process of "I and You", the participant researcher and the participant subject. Dialogical engagement was discontinued when the data was theoretically saturated. Data was analyzed using the extraction - synthesis and heuristic interpretation. The criteria of Guba and Lincoln(1985). and Sandelo wski(1986) : credibility, auditability, fitness and objectivity were used to test the validity and reliability of the data. The following is a description of the structure of the lived experience of patients with terminal cancer as defined by this study : 1. Structure : 1) Suffering through the reminiscence of past experience 2) The appearance of complex emotions related to life and connectedness 3) The increasing importance of significant people and of the Absolute Being 4) The increasing realization of the importance of health and belief 5) Desire for a return to health and a peaceful life or for acceptance of dying and a comfortable death In summary the structure of the lived experience of these patients can be said to be : suffering comes through reminiscence of past experience, and there are complex emotions related to life and connectedness. Significant people and the Absolute Being become increasingly important along with a realization of the importance of health and faith. And finally there is a desire for either a return to health and a peaceful life or for the acceptance of dying and a comfortable death. 2. Heuristic Interpretation : Using Parse's Human Becoming Methodology, the structure of the lived experience of patients with terminal cancer identified in this research is interpreted as. The lived experience of patients with terminal cancer involves the solving of past conflicts, and the experience of the healing and valuing of sorrow and pain. Through the relation of life and health, and the complex emotions that arise, the lived experience of revealing - concealing is of paradoxical emotions. The increasing importance of significant others and of the Absolute Being shows Connecting and Separating an on- going process of nearness and farness. Revision of thoughts about health and faith is interpreted as transforming and desire for restoration to health and a peaceful life or acceptance of dying and a cowfortable death, as powering. In summary, it is possible to see, in the lived experience of patients with terminal cancer, the relationship of the five concepts of Parse's theory : valuing, revealing -concealing, connecting-separating, transforming, and powering. From Parse's theory, the results of this study show that meaning is related to valuing, rhythmicity to revealing-concealing and connect-ing-separating, and cotranscendence to transforming and powering.

  • PDF

The Effects of Elementary School Students' Breeding Companion Animals on Interest, Curiosity, and Self-Concept in Science (초등학생의 반려동물 사육경험이 과학에 대한 흥미, 과학호기심, 과학자아개념에 미치는 영향)

  • Kim, Jiwon;Kang, Jihoon;Yoo, Pyoungkil
    • Journal of Korean Elementary Science Education
    • /
    • v.40 no.2
    • /
    • pp.267-281
    • /
    • 2021
  • The purpose of this study was to investigate the effect of breeding experiences of companion animals on elementary school students' interest in science, science curiosity, and science self-concept in relation to companion animals that are rapidly increasing in modern society. To achieve the purpose of this study, level of four hundred and seventy-four 6th grade at elementary school students' interest in science, science curiosity, and science self-concept according to breeding experiences of companion animals were compared and analyzed through ANOVA and independent sample t-test. As a result of the analysis, students who have experience in raising companion animals have higher interest in science, science curiosity, and science self-concept than students who have no experience in raising companion animals. It is believed that students participate in breeding activities of companion animals with interest and curiosity, and that self-concept has increased due to the process of acquiring knowledge necessary to raise companion animals and successful breeding experiences. The results of this study are meaningful in that they discussed the implications of breeding experiences of companion animals for science education, using companion animals that have not been studied much in the field of science education so far.

A Comparative Study on the Behavior Status of Oral Health between Dental Hygiene and Non-dental Hygiene Students (치위생 전공자와 일반 학생의 구강건강관리 실태에 관한 비교 연구)

  • Park, Il-Soon;Lee, Kyeong-Hee;Youn, Hye-Jeong
    • Journal of dental hygiene science
    • /
    • v.8 no.3
    • /
    • pp.175-182
    • /
    • 2008
  • The purpose of this study was to compare and analyze the behavior status of oral health between dental hygiene and non-dental hygiene students. The subjects in this study were students from two different colleges that were respectively located in Seoul and Gwangju. In order to examine the necessity of oral-health education, the self-recorded questionnaires had been widely distributed and surveyed from June 2006 to May 2007. The following results were obtained on the basis of comparative analysis through the collected materials. 1. As a result of surveying the actual condition of managing oral health, regarding the frequency of tooth brush, the dental hygiene students were the largest in 3 times. And, the non-dental hygiene students were indicated to be the largest in two times(p < 0.01). 2. As for the experience of scaling, the dental hygiene students were the most in having experience(50.9%), and the non-dental hygiene students were the most in having no experience(56.8%)(p < 0.001). 3. As a result of examining about the experience of oral-health education, the dental hygiene students were many in a case of having experience. And, the non-dental hygiene students were many in a case of having no experience(p < 0.001). The findings of the study showed that in terms of the state of oral health care, the dental hygiene students who received a lot of oral health education excelled the other students who didn't.

  • PDF