• Title/Summary/Keyword: convergence thinking

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Effects of Class Design using Automatic Recording System on Program Outcomes of Pediatric Nursing (강의자동녹화시스템을 사용한 수업설계가 아동간호학 학습성과에 미치는 영향)

  • Ahn, Sung-Yun
    • Journal of Industrial Convergence
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    • v.17 no.1
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    • pp.17-24
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    • 2019
  • The purpose of this study is to confirm the effects of the contents of the recording lectures through the automatic recording system of the nursing students on the program outcomes of the pediatric nursing. The study was designed using a nonequivalent control group pretest-posttest design. the subject of this study consisted of 104 nursing students(the experimental group of 52 and the control group of 52). Data were analyzed by ${\chi}^2$ test and independent t-test using SPSS 22.0. The effect of the first program outcome(PO1. We can integrate nursing skills based on various the liberal arts and the major knowledge into practice) of the experimental group was not confirmed, but the fifth program outcome(PO5. We can apply critical thinking based nursing processes and implement clinical inferences) was significantly higher than that of the control group. It is significant that this study presented the data to develop the class design method to improve the program outcomes of the nursing student at the present time which is operating the program outcomes based curriculum for nurse with core competency.

Creative Engineering Design Teaching-Learning Model using TRIZ Contradiction Analysis (TRIZ 모순분석을 활용한 창의공학설계 교수학습 모델)

  • Cho, Do-Eun;Kim, Si-Jung
    • Journal of Convergence for Information Technology
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    • v.9 no.5
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    • pp.130-136
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    • 2019
  • Recently, the importance of creativity and problem-solving skills are being emphasized in engineering education. In particular, research is actively being conducted on learning models considering practicality or applicability in practice and education among many creative problem-solving methods. The objective of the present study is to develop a teaching and learning model and verify its effects in order to promote creative thinking and problem-solving skills using the TRIZ Contradiction Analysis. This study led the participants to obtain basic knowledge of creative engineering design through the creative engineering design course for freshmen at an engineering college, and come up with ideas and solutions using the TRIZ Contradiction Analysis. A survey was conducted and analyzed to verify the effectiveness of education using the proposed teaching and learning model, and as a result, the effectiveness of education has been proven by an average of 89 positive responses. Follow-up research is needed on improved application models so that the proposed learning model can be applied to various subjects.

The Differences of Executive Function according to Type of Early English Learning Experience of 5-years old (조기영어학습 경험의 유형에 따른 만 5세 유아의 실행기능의 차이)

  • Kim, Rae-Eun
    • Journal of Convergence for Information Technology
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    • v.9 no.10
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    • pp.133-143
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    • 2019
  • The purpose of this paper was to analyze the differences in executive function according to type of early English learning experience. The subjects were 75 5-years-old who had immersive early English learning in language school, and daycare center. The measurement tools were stroop, DCCST, memorize numbers, pattern fluency, and maze. We conducted covariance analysis with total intelligence as the covariates. In the results, there were significant differences in attention control and cognitive flexibility, but weren't significant differences in information processing and goal setting according to type of early English learning experience. This study suggests that experience of immersive early English learning positively affected attention control and cognitive flexibility, and didn't affect information processing and goal setting.

Spudsville: Designing a Minecraft Game for learning teaching English as a Second Language (스퍼드빌: 제2언어로서의 영어학습을 위한 마인크래프트 게임 설계)

  • Baek, Youngkyun;Kim, Jeongkyoum;Sam, Eisenberg
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.143-157
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    • 2022
  • The aim of this study is to design Spudsville, an immersive game environment in Minecraft that can effectively help learners acquire the English language. To create a successful learning experience using Minecraft, the researchers adopted the Agile Model and the Design Thinking approach. The researchers first conducted an analysis through an extensive literature review in order to assess the learners' needs. Afterwards, they designed and developed a Minecraft world based on the data collected during the analysis phase. The researchers learned that implementing constructivist and behaviorist approaches has benefits, even though applying a cognitivist-learning model to Spudsville could have provided the researchers with more insight on how learner processes information. Making these adjustments could improve Spudsville's effectiveness and could potentially help the ways in which gamified learning aids with language acquisition.

A Study on the Implementation of gamification in Mobile Payment Services (모바일 페이먼트 서비스의 게임화 구현에 관한 연구)

  • Chen, Tzu-Ying;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.213-226
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    • 2022
  • The importance of gamification is garnering increased attention in the corporate world. Gamification refers to using game mechanics and thinking patterns in non-game domains to promote user engagement. By reviewing the definition of gamification and related literary research, we aim to understand how to put theory into practice and determine the organization of gamification's main features. Next, in order to understand the current implementation methods of mobile payment gamification marketing. We analyze popular mobile payment apps as case studies. To examine the effectiveness of game mechanics on mobile payment marketing to determine whether there is a positive impact on brand loyalty and stickiness. The results are used to identify shortcomings in gamified mobile payment systems. Finally, we propose a gamification framework model for mobile payments and offer recommendations for underutilized game mechanics based on previous cases. Future research can reference our model for deeper studies on the effectiveness and impact of gamified mobile payments.

A study on the emotional changes of learners according to the emotions provided by virtual characters (가상 캐릭터가 제공하는 감정에 따른 학습자의 감정적 반응에 관한 연구)

  • Choi, Dong-Yeon
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.155-164
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    • 2022
  • Considerable interest has been directed toward utilizing virtual environment-based simulations for teacher education which provide authentic experience of classroom environment and repetitive training. Emotional Interaction should be considered for more advanced simulation learning performance. Since emotion is important factors in creative thinking, inspiration, concentration, and learning motivation, identifying learners' emotional interactions and applying these results to teaching simulation is essential activities. In this context, this study aims to identify the objective data for the empathetic response through the movement of the learner's EEG (Electroencephalogram) and eye-tracking, and to provide clues for designing emotional teaching simulation. The results of this study indicated that intended empathetic response was provided and in terms of valence (positive and negative) states and situational interest played an important role in determining areas of interest. The results of this study are expected to provide guidelines for the design of emotional interactions in simulations for teacher education as follow; (a) the development of avatars capable of expressing sophisticated emotions and (b) the development of scenarios suitable for situations that cause emotional reactions.

A Study on Policy Support for Emergency Relief Grant for COVID-19 through Causal Loop Analyses (인과지도 분석을 통한 코로나-19의 소상공인 정책지원 연구)

  • Suh, Kyung-Do;Choi, Jung il;Choi, Pan-Am;Jung, Jaerim
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.531-539
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    • 2022
  • The government enforced policies such as social distancing and limiting business hours to prevent the spread of COVID-19. However, the impact of the long-term COVID-19 pandemic is causing more serious difficulties for small business owners. The government intended to relieve the business management pressure for small business owners by drawing up the COVID-19 emergency disaster relief funds. The funds provided temporary support for the small business owners, but the prolonged pandemic worsened the business management difficulties. Therefore, this study will apply fixes that fail and shifting the burden archetypes from the system archetype of system thinking for the exploratory deduction of policy measures as the policy leverage to effectively enhance the recovery of small business owners. In response to the situation, emergency financial aid for small business owners and support that can enhance the self-sustaining powers are required to heighten the recovery of small business owners.

The Effect of Consultant Competency on CEO Values and the Organization's Collective Value Orientation (컨설턴트 역량이 CEO 가치관과 조직의 집단가치 지향성에 미치는 영향)

  • MyungDo Song;JungRyol Kim;YenYoo You
    • Journal of Industrial Convergence
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    • v.21 no.3
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    • pp.17-27
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    • 2023
  • This paper investigated and studied the influence of consultant's competence on CEO's values. There are many studies about relation between consultant's competence and company's accomplishment, but there are lack of research about how consultant's competence effected CEO's Value. The data source used in this study is a questionnaire survey involving 177 CEOs of SME who have experience in consulting. Based on this collected data, we conducted factor analysis, reliability and validity analysis, and hypotheses were verified through correlation analysis and regression analysis. This study shows that consultant's competence affected CEO's values in some ways, and also contributes to both academic and practical implications about corporate management that related sustainable growth between consultant and client.

A Case Study on Artificial Intelligence Education for Non-Computer Programming Students in Universities (대학에서 비전공자 대상 인공지능 교육의 사례 연구)

  • Lee, Youngseok
    • Journal of Convergence for Information Technology
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    • v.12 no.2
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    • pp.157-162
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    • 2022
  • In a society full of knowledge and information, digital literacy and artificial intelligence (AI) education that can utilize AI technology is needed to solve numerous everyday problems based on computational thinking. In this study, data-centered AI education was conducted while teaching computer programming to non-computer programming students at universities, and the correlation between major factors related to academic performance was analyzed in addition to student satisfaction surveys. The results indicated that there was a strong correlation between grades and problem-solving ability-based tasks, and learning satisfaction. Multiple regression analysis also showed a significant effect on grades (F=225.859, p<0.001), and student satisfaction was high. The non-computer programming students were also able to understand the importance of data and the concept of AI models, focusing on specific examples of project types, and confirmed that they could use AI smoothly in their fields of interest. If further cases of AI education are explored and students' AI education is activated, it will be possible to suggest its direction that can collaborate with experts through interest in AI technology.

Development of Convergence Educational Program Using AI Platform: Focusing on Environmental Education for Grades 5-6 (인공지능 플랫폼을 활용한 융합수업안 개발 : 5-6학년 환경교육을 중심으로)

  • Choi, Heyoungyun;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.213-221
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    • 2021
  • With the advent of the 4th industrial revolution, the need for artificial intelligence education has increased. The online learning environment caused by COVID-19 made it possible to use variety of artificial intelligence platforms. In this study, an aritificial intelligence class plan was developed and proposed to achieve the goal of artificial intelligence education using an AI platform. The AI platform used is AI for Oceans, With the theme of creating a program for the environment, designed a 6-hour project class using Novel Engineering-based on STEAM model. Students experience AI for Oceans enough time and learn supervised learning by experience. Based on understanding of supervised learning, students design their own programs for the environment using Entry's AI blocks. In this study, for AI convergence education, this lesson was developed and presented with the goal of acquiring the creative problem solving ability and integrated thinking ability by using the principles of artificial intelligence to solve problems.

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