Purpose: The purpose of this study was to analyze the current status of studies related to the learning methods of biological nursing subjects in Korea. Methods: Five databases (KoreaMed, KMbase, NDSL, KISS, KiSTi) and grey literature were searched prior to February 2018. A total 12 studies met the inclusion criteria including 11 articles and 1 proceeding. Results: We included five experimental studies, five non-experimental studies, and two mixed method studies. First, most of the studies that applied a learning method focused on the subject of human anatomy and physiology; team-based learning was the method that was utilized the most. Second, the necessity of well-designed research was confirmed because the quality of included studies was low. Third, the research variables identified were mainly concentrated on the affective domain, and included satisfaction, motivation, self-efficacy, self-directed learning, confidence, attitude. We confirmed the need to develop a learning program that can also improve the cognitive and psychomotor domain variables in future research. Conclusion: The results of this study suggest that further research should be conducted with consideration the domain of research variables evenly. In addition, future studies should apply various learning methods and included randomized controlled trials.
Service learning usually has two aspects. One aspect is associated with applying class learning to related fields. The other aspect is associated with challenging and dynamic volunteering experiences. This study examined experiences of 70 social work students who took service learning courses at a university. After the courses, these students were asked regarding (1) evaluation and satisfaction of overall service learning experiences, (2) evaluation of service learning contents and the following activities, (3) the process of volunteering activities, and (4) the differences between service learning courses and other regular courses. Results were as follows: students generally regarded service learning experiences as positive; students reported understanding of social work practice and learning of professional skills; however, the service learning courses seemed to be very demanding in time and adjusting personal schedules; teamwork among students seemed to be good, especially in cooperation and emotional support; however, some students reported struggling experiences in allocating roles among team members; finally, the relationship between students and social workers at the agencies and the coordination of community resources seemed to be weak. In order for service learning courses to be more effective, this study presented some suggestions in the conclusion.
Both environments and landscape can be checked in development of waterfront, Nevertheless this conditions does not control at the programming phase as much as necessary in absorption speed of development. Therefore this paper aims to analyze for the environmental space and sustainable landscape. In case of Anmock Harvor, our team carried out interview method by satisfaction level and attractiveness to take requirements of users. This research is to provide that fishing village-national harbor and swimming beach based on the waterfront scale, consists of pedestrian mall, promenade circulation, various water friendly park and beautiful pier. This study proposes two strategies for better life by waterfront space: first, renewal guideline is necessary to masterplan: second, systematic comprehensive plan can be established regal procedures(District Unit Plan & Agreement of Landscape) by participation of regional resident. This survey of waterfront spatial data is expected to use for environmental improvement of fishing village, harbor and swimming beach.
This research represents the catalytic converter for application in the motorcycle. Present research model type is a monolithic catalytic converter and this type has been widely used for satisfaction on and the regulations of pollutant emissions in automobiles. The experiment range is found for light-off temperature time of the catalyst converter. And we has to experiment for effective area of catalytic monolith. The experimental result indicated an increase effective area in the catalytic monolith. Specialty, it was found from the result that the more positive effect from result of thermal image camera in the megaphone model. The rate of effective area for base model was about 8.97% and megaphone model was 41.52%, 34.60%, 33.43%, 25.43% and 17.82% on the diffuser angle $4^{\circ}$ to $8^{\circ}$. Comparing with base type, megaphone type has more suitable for application to motorcycle.
In many existing studies, the analyses on the application and effect of the project-based learning model (PBL), a student-centered teaching and learning strategy, have been emphasized and carried out in various majors and courses. This case study analyzes the effects of applying a project-based learning model to the engineering accounting course for engineering students in 2021 in the context of the COVID-19 pandemic, compared with the offline course in 2019 and the simple online course in 2020. Project team consisting of 2-3 students carried out online collaborative learning activities for solving open-ended problems through the 5-step PBL procedure including presenting the final result. Except for this online PBL application in 2021, textbooks, lecture contents, assignments, and tests were implemented the same for each semester for three years. Through lecture evaluation and survey by students, the online PBL application semester showed higher effects in inducing student-centered learning, lecture satisfaction, and student competency improvement compared to the non-applying semesters, further, it was evaluated that the online PBL application to the course and evaluation method were more appropriate than other semesters. It is expected that the online PBL method and operation procedure applied in this study can be utilized as a best practice for the design and operation of various online courses for student-centered collaborative learning activities and educational effects.
Education emphasizes problem-solving skills based on convergent thinking power in an era of rising uncertainty and rapid progress. This paper proactively designed e-Learning team teaching convergence liberal arts courses for prospective teachers by these social needs. It analyzed the empirical effects on the operation of the subjects to foster future talent who can converge and apply knowledge in various fields. The curriculum consisted of professors of mathematics, practical Arts, computer, and education, and was operated to convey convergent knowledge of information technology and humanities, and consisted of 15 liberal arts courses at J University. Besides, textbooks and teaching materials were also developed by the faculty. As a result of the primary research, prospective teachers who took the course generally showed high satisfaction with the class, especially for the faculty. The students' overall convergent thinking ability has increased to a statistically significant level (p<.01), and the students' major has been found to be irrelevant. On the other hand, it can be seen that communication, content convergence, and caring factors, excluding creativity factor, have all risen to a significant level.
Journal of Information Science Theory and Practice
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제11권2호
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pp.1-11
/
2023
Libraries are still conservative in their approach or practice of providing various services for the unspecified majority of visitors attending these institutions. It is very apparent that libraries are not actively trying to increase the interest and participation of users by applying the various angles or elements associated with gamification. By its very nature, gamification is the application of game-playing elements such as point scoring, peer competition, team work, score tables, and such used to motivate participants and make them more engaged with the subject matter. In areas such as education, marketing, and exercise, the implementation of gamification techniques is actively taking place in order to maximum participation by taking advantage of uncertainties or the competitive nature that many people have with the setting of goals. In this study, four libraries that have applied gamification are analyzed to understand how and to what degree gamification has been applied. Broken down into four different elements, this includes: Point, Reward, Leaderboards & Competition, Self-expression & Achievement. By focusing on the results of this analysis, gamification measures that can be applied to other libraries are specifically proposed. The overall results of this study will provide useful guidance and potential plans for libraries seeking to increase the number of users by using gamification to increase user participation and/or satisfaction with additional library services.
International Journal of Advanced Culture Technology
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제11권4호
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pp.340-345
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2023
In recent years, the rapid development of VR technology has secured its significant position in the gaming industry. This paper selects the PC and VR versions of Resident Evil 4 as the research objects, aiming to compare the similarities and differences between these two platforms. Through this comparative study, it is evident that the PC version of the game offers most players an excellent gaming control experience through precise and flexible operations. On the other hand, the VR version not only achieves immersive gameplay through virtual reality technology but also delivers more impressive visual effects to players. However, in comparison to the traditional PC version, the VR version incurs higher development costs, necessitating the production team to invest more resources to optimize the gaming experience and strike a better balance between immersion and playability. In conclusion, this study provides a valuable reference for game developers, assisting them in meeting the diverse needs of player groups and enhancing game playability and user satisfaction.
The change in people's dietary life has led to an increase in an intake of processed foods and food chemicals, raising awareness about taste education for preschoolers whose dietary habits start to grow. This study aims to evaluate the effectiveness and satisfaction of parents and childcare personnel after developing a taste education program and demonstrating it in class. A part of the curriculum developed by Piusais and Pierre was referred for the program. After educating 524 preschoolers in child care facilities in Seoul, a satisfaction survey was conducted on the program. The data in this study were analyzed using SPSS 14.0. Statistical analysis was conducted based on the frequency after collecting the data. Mean ${\pm}$ SD used to determine satisfaction with taste education, with preferences marked on a five-point scale and the alpha was set at 0.05. The program includes five teachers' guides with subjects of sweetness, saltiness, sourness, bitterness and harmony of flavor, and ten kinds of teaching tools. For the change in parents' recognition of the need for taste education based on five-point scale, the average of $4.06{\pm}0.62$ before the program has significantly increased to $4.32{\pm}0.52$ (P < 0.01). Regarding the change in the preferences for sweetness, saltiness, sourness, and bitterness, the average has increased to $3.83{\pm}0.61$, $3.62{\pm}0.66$, $3.64{\pm}0.66$, and $3.56{\pm}0.75$ respectively. In an evaluation of instructors in child care facilities, the average scores for education method, education effect, education contents and nutritionists, and teaching tools were at $4.15{\pm}0.63$, $3.91{\pm}0.50$, $4.18{\pm}0.50$, and $3.80{\pm}0.56$ respectively. In addition, the need for a continuous taste education scored $4.42{\pm}0.67$. This program has created a positive change in preschoolers' dietary life, therefore the continuation and propagation of the taste education program should be considered.
This study is fulfilled from September 1st to December 31st in 1999 and the object of investigation are all 289 students belong to 5 universities managing amateur Ssirum team in Kyungnam, Kyungpook. Pusan and Seoul(158 people) and 6 high schools(131 people). And these results were derived from percentage and cross analysis of Person Chi-square test ann interview and 47 questioned paper based on this purpose of study. 1. There were no significant differences between high school students and university students in the comprehension of physical therapy and injury occurrence by technique. 2. According to the relation between satisfaction of life as a player and injured part, the injury of soft tissue ranked high among satisfied and unsatisfied people. and the satisfaction or unsatisfaction of practicing place also derived same result. 3. $46.8\%$ of Ssirum players got the injury of soft tissue during practice. the articular injury and bone injury in regular sequence. But there were no relations between the time of injury and the sort of injury. 4. There were no statistical differences ortho sort of injury by technique.(p=0.399). 5. According to the part of injury by using techniques, the injury of soft tissue ranked high$(50.0\%)$, articular injury ranked high$(42.6\%)$ in the leg technique, bone injury ranked high in the leg technique, and nerve injury ranked high in hand technique. 6. The injury of soft tissue ranked high during the practice$(46.8\%)$, practice on the purpose of a match$(50.0\%)$ and match$(41.7\%)$ but there were no relations between the time of injury and son of injury. 7. The part of injury by technique ranked high in the soft tissue$(50.0\%)$, articular injury by leg technique$(42.6\%)$, bone injury in leg and waist technique and nerve injury in hand technique high. 8. The time of injury ranked high during the practice$(65.7\%)$, and $66.1\%$ of injury occurred in the afternoon. 9. During the practice, the cold weather ie related on the rate of injury because $67\%$ of injury occurred in winter, but there are no statistical significance. 10. There were no relations between the satisfaction of place far practice and time of injury. 11. The particular part of injury occurred very much during the match between defense and offense. 12. In the relation between the degree of understanding of physical therapy and the experience of physical therapy, the people who know physical therapy had much experiences of physical therapy(p=.000) And independent of the physical therapy experiences, the effectiveness of physical therapy therapy to players was $48.8\%$, no idea was 42.65 and no effectiveness was $8.7\%$(p=.000). 13. $59.6\%$ of the people admitting the physical therapy effectiveness answered they would follow the order of the doctor and $56.6\%$ of the people not admitting the physical therapy effectiveness answered no.
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