• Title/Summary/Keyword: computer teaching

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Effects of Documentary Education on Study Crafting and Nursing Recognition in Nursing Students (다큐멘터리를 활용한 교육이 간호대학생의 학업크래프팅과 간호직 인식에 미치는 효과)

  • Park, Jung Ha
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.8
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    • pp.264-270
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    • 2019
  • The purpose of this study is to examine the change of study crafting and nursing recognition after applying a documentary form of education to nursing students, and also to confirm the nursing students' satisfaction with the documentary style of education. The subjects of the study were 84 nursing students in their first year in the B area. The data collection period ran from March 11, 2019 to April 15, 2019. The collected data was analyzed using frequencies, percentages, means, standard deviations and paired t-test by employing the SPSS WIN 24.0 computer program. The program consisted of four parts and was operated for 3 hours and 30 minutes, and three domestic documentaries were applied. The study crafting of nursing students increased after the education but there was no statistical significance for this. The nursing recognition was significant (t=-4.49, p<.001) In detail, traditional image, social image and nursing prospect were significant (t=-2.13, p=.036; t=-5.09, p<.001; t=-4.17, p=<.001). Satisfaction with the use of documentaries averaged 4.54 points, as detailed items, the satisfaction with the learning method was 4.54, the satisfaction with the contents of the education was 4.62 points, the benefit was 4.56, the interest was 4.44 and the interest induction was 4.55 points. This study showed that documentaries could be used as a teaching and learning method because the documentaries had a positive effect on nursing students' recognition of nursing and satisfaction of education.

The Effects of Childcare Teaching Teacher Efficacy and Psychological Burnout on The Practice of Childcare Respecting Rights for Infants (보육교사의 교사효능감과 심리적 소진이 영유아 권리존중보육 실행에 미치는 영향)

  • Ko, Young Yun;Shin, Hyun Jung
    • Korean Journal of Child Education & Care
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    • v.18 no.4
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    • pp.27-38
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    • 2018
  • Objective: The purpose of this study is to investigate the effects of childcare teachers' teacher efficacy, psychological burnout and the practice of respecting rights for infants. Methods: For this study, questionnaires were distributed to 398 childcare teachers in the cities of I and S. The collected data were analyzed by descriptive statistic, multiple regression and Cronbach's ${\alpha}$ for reliability by SPSS-WIN computer program. Results: The results yielded some interesting results. First, childcare teachers were shown to have higher respecting rights for infants but just average teacher efficacy rates. Secondly, the study showed a positive correlation between the practice of respecting rights for infants and childcare teachers' teacher efficacy. However, there was a negative correlation between the practice of respecting rights for infants and psychological burnout. There was also a negative correlation between the practice of respecting rights for infants and childcare teachers' teacher efficacy. Third, the higher the childcare teachers' teacher efficacy of childcare teachers, the more positive influences existed in the practice of respecting rights for infants. It also showed that the lower the degree of psychological burnout, there was a negative impact on the practice of respecting rights for infants. Conclusion/Implications: The results of this study suggest that a support plan is needed to boost childcare teachers' teacher efficacy, and to lower the psychological burnout of childcare teachers with regards to the practice of respecting rights for infants.

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

Development and Validation of Artificial Intelligence Education on the Environmental Education Based on Unplugged (언플러그드 기반 환경교육 주제 인공지능교육 프로그램 개발 및 타당성 검증)

  • Song, Jeongbeom
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.847-857
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    • 2021
  • Recently, domestic schools are increasingly interested in environmental education related to COVID-19 and the severe climate crisis, as well as artificial intelligence education related to the 4th industrial revolution that is rapidly approaching us. In particular, AI education is highly likely to be applied to 5th to 6th graders of elementary school, so measures related to connection with 1st to 4th graders are needed. There are many students who are not proficient in computers in the lower grades of elementary school, so there may be many restrictions in using the currently used teaching aids. Therefore, this study tried to develop an artificial intelligence education program for the lower grades of elementary school to secure the linkage of artificial intelligence education. The theme of the program was developed based on the topic of environmental education, which has recently increased in interest. As for the educational method, considering the developmental stage of the lower grades of elementary school, the STEAM education method was used, which was fused with various subjects and unplugged using play and games without a computer. of the program. For validity verification, Lawshe (1975)'s content validity ratio (CVR) calculation formula was used. The verification results were analyzed to be suitable for the purpose of development of all programs. In the future, it is necessary to measure the degree of effectiveness by applying the program proposed in this study to the lower grades of elementary school.

A Study on Analysis and Development of Education Program in Information Security Major (대학의 정보보호 관련학과 교육과정분석과 모델개발에 관한 연구)

  • 양정모;이옥연;이형우;하재철;유승재;이민섭
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.13 no.3
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    • pp.17-26
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    • 2003
  • Recently, as the internet is widespread rapidly among the public, people can use a variety of useful information services through the internet. Accordingly, the protection of information supplied by computer networks 5 has become a matter of primary concern on the whole world. To accede to the realistic demands, it has been worked out some countermeasures to cultivate the experts in information security by the government and many educational facilities. Already the government authority has carried out the each kinds of concerning projects under the framed a policy, Five-Year Development Plan for Information Security Technology. Also, many domestic universities perceives such an international trend, and so they frame their plans to train for the experts in this field, including to found a department with respect to the information security. They are ready to execute their tangible works, such as establishment of educational goal, development of teaching materials, planning curriculum, construction of laboratories and ensuring instructors. Moreover, such universities lead to their students who want to be information security experts to get the fundamental knowledge to lay the foundation for acquiring the information security technology in their bachelor course. In this note, we survey and analyze the curricula of newly-established or member-extended departments with respect to information security fields of some leading universities in the inside and outside of the country, and in conclusion, we propose the effective model of curriculum and educational goal to train the students for the information security experts.

Educational Effects of a Virtual IV Simulator and a Mannequin Arm Model Combined Training in Teaching Intravenous Cannulation for Nursing Students (간호대학생을 위한 정맥주사용 가상학습 시뮬레이터와 마네킨 팔 모형을 병합한 정맥주사 실습교육의 효과)

  • Kim, Yun-Ji;Kim, Jin Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.12
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    • pp.131-141
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    • 2020
  • The purpose of this study is to compare the effects on nursing students' knowledge, performance confidence, and skills from combined virtual IV simulator and mannequin arm IV cannulation training against training with a mannequin arm only. A non-equivalent control group pretest-posttest experimental study was carried out. Ninety-three sophomore nursing students who were just beginning their fundamental skills training were recruited. Participants were divided into two groups (46 for the combined group and 47 for the mannequin-only group). Data were collected from March 18-29. For the experimental group, both virtual IV simulator and mannequin-arm training were provided for 30 minutes (15 minutes each). For the control group, training for 30 minutes with a mannequin arm only was provided. After intervention, there was no statistically significant difference in the knowledge score between the two groups (F=2.52, p=.116). However, there was a significant improvement in performance confidence (t=2.14, p=.035) and nursing skills (t=5.34, p<.001) in the experimental group, compared with the control. Overall, this study provides empirical evidence that the combination of virtual IV simulator and mannequin arm training may further enhance nursing students' performance confidence and nursing skills.

A Case Study on the Effect of the Artificial Intelligence Storytelling(AI+ST) Learning Method (인공지능 스토리텔링(AI+ST) 학습 효과에 관한 사례연구)

  • Yeo, Hyeon Deok;Kang, Hye-Kyung
    • Journal of The Korean Association of Information Education
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    • v.24 no.5
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    • pp.495-509
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    • 2020
  • This study is a theoretical research to explore ways to effectively learn AI in the age of intelligent information driven by artificial intelligence (hereinafter referred to as AI). The emphasis is on presenting a teaching method to make AI education accessible not only to students majoring in mathematics, statistics, or computer science, but also to other majors such as humanities and social sciences and the general public. Given the need for 'Explainable AI(XAI: eXplainable AI)' and 'the importance of storytelling for a sensible and intelligent machine(AI)' by Patrick Winston at the MIT AI Institute [33], we can find the significance of research on AI storytelling learning model. To this end, we discuss the possibility through a pilot study targeting general students of an university in Daegu. First, we introduce the AI storytelling(AI+ST) learning method[30], and review the educational goals, the system of contents, the learning methodology and the use of new AI tools in the method. Then, the results of the learners are compared and analyzed, focusing on research questions: 1) Can the AI+ST learning method complement algorithm-driven or developer-centered learning methods? 2) Whether the AI+ST learning method is effective for students and thus help them to develop their AI comprehension, interest and application skills.

A Case Study on Utilizing Open-Source Software SDL in C Programming Language Learning (C 프로그래밍 언어 학습에 공개 소스 소프트웨어 SDL 활용 사례 연구)

  • Kim, Sung Deuk
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.1-10
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    • 2022
  • Learning C programming language in electronics education is an important basic education course for understanding computer programming and acquiring the ability to use microprocessors in embedded systems. In order to focus on understanding basic grammar and algorithms, it is a common teaching method to write programs based on C standard library functions in the console window and learn theory and practice in parallel. However, if a student wants to start a project activity or go to a deeper stage after acquiring some basic knowledge of the C language, using only the C standard library function in the console window limits what a student can express or control with the C program. For the purpose of making it easier for a student to use graphics or multimedia resources and increase educational value, this paper studies a case of applying Simple DirectMedia Layer (SDL), an open source software, into the C programming language learning process. The SDL-based programming course applied after completing the basic programming curriculum performed in the console window is introduced, and the educational value is evaluated through a survey. As a result, more than 56% of the respondents expressed positive opinions in terms of improved application ability, stimulating interest, and overall usefulness, and less than 4% of them had negative opinions.

A Study on the Improvement of Computing Thinking Education through the Analysis of the Perception of SW Education Learners (SW 교육 학습자의 인식 분석을 통한 컴퓨팅 사고력 교육 개선 방안에 관한 연구)

  • ChwaCheol Shin;YoungTae Kim
    • Journal of Industrial Convergence
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    • v.21 no.3
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    • pp.195-202
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    • 2023
  • This study analyzes the results of a survey based on classes conducted in the field to understand the educational needs of learners, and reflects the elements necessary for SW education. In this study, various experimental elements according to learning motivation and learning achievement were constructed and designed through previous studies. As a survey applied to this study, experimental elements in three categories: Faculty Competences(FC), Learner Competences(LC), and Educational Conditions(EC) were analyzed by primary area and secondary major, respectively. As a result of analyzing CT-based SW education by area, the development of educational materials, understanding of lectures, and teaching methods showed high satisfaction, while communication with students, difficulty of lectures, and the number of students were relatively low. The results of the analysis by major were found to be more difficult and less interesting in the humanities than in the engineering field. In this study, Based on these statistical results proposes the need for non-major SW education to improve into an interesting curriculum for effective liberal arts education in the future in terms of enhancing learners' problem-solving skills.

Development and Application of Convergence Education about Support Vector Machine for Elementary Learners (초등 학습자를 위한 서포트 벡터 머신 융합 교육 프로그램의 개발과 적용)

  • Yuri Hwang;Namje Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.95-103
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    • 2023
  • This paper proposes an artificial intelligence convergence education program for teaching the main concept and principle of Support Vector Machines(SVM) at elementary schools. The developed program, based on Jeju's natural environment theme, explains the decision boundary and margin of SVM by vertical and parallel from 4th grade mathematics curriculum. As a result of applying the developed program to 3rd and 5th graders, most students intuitively inferred the location of the decision boundary. The overall performance accuracy and rate of reasonable inference of 5th graders were higher. However, in the self-evaluation of understanding, the average value was higher in the 3rd grade, contrary to the actual understanding. This was due to the fact that junior learners had a greater tendency to feel satisfaction and achievement. On the other hand, senior learners presented more meaningful post-class questions based on their motivation for further exploration. We would like to find effective ways for artificial intelligence convergence education for elementary school students.