• Title/Summary/Keyword: interactive education

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Effects of Interactive Pictorial Education on Community Dwelling Older Adult's Self Efficacy and Knowledge for Safe Medication

  • Park, Myong-Hwa
    • Journal of Korean Academy of Nursing
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    • v.41 no.6
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    • pp.795-804
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    • 2011
  • Purpose: The purpose of this study was to examine the effects of interactive pictorial education on community dwelling older Korean adults' self-efficacy and knowledge for safe medication. Methods: A quasi-experimental, three-group pre- and post-intervention design was used in this study. The interactive pictorial education was designed to suit the learning patterns and psychomotor skills of older adults. The education content, dealing with safe medication, was delivered over three sessions. A total of 136 older adults from local senior centers were assigned to one of the three groups: a) interactive pictorial education plus information booklet (experimental); b) education only with information booklet (conventional); or c) no intervention (control). Results: Participants receiving interactive pictorial education had significantly higher self-efficacy (F=24.32, p<.001) and knowledge (F=24.26, p<.001) scores than the information booklet or control group at post intervention. Post-hoc analyses indicated that both the interactive pictorial and the information booklet groups had significantly higher self-efficacy and knowledge scores than the control group at the post-test point (p<.05). Furthermore, the interactive pictorial group had higher self-efficacy and knowledge scores than the information booklet group at the post-test point (p<.05). Conclusion: These results suggest that the interactive pictorial education is an innovative approach that provides a means for older adults to learn appropriate medication use to improve their own health. It empowers older adults with different literacy levels to enhance their self-efficacy and knowledge for the safe use of medication.

Interactive Technology Education at Pusan National University

  • Park, Sang-Joo;Yoon, Joong-Sun
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1195-1200
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    • 2004
  • We introduce an introductory engineering education course for engineering majors and non-engineering majors. This course does not require any previous knowledge and experience on engineering. It requires strong curiosities and imaginations on current and future society we live in, where technology is inseparable ingredient. Course encourages attendees to explore fundamental issues of engineering: what is proper technology and what are proper ways of exercising engineering, issues dealt in soft engineering. Since course topics cover many aspects of technology, traditional learning methods fail to be successful and efficient. Various efficient learning methods have been proposed and implemented. We utilize various interactive tangible media, which include simulated thought experiments and physical media experiences. About 20 episodes in short film format are produced based on scenario written according to related issues selected. Physical media like interactive robots are introduced for attendees' stimulated experiences. We summarize our exciting experiments on interactive teaching experiences at Pusan National University which include on/off-line interactions, assignments, projects, and evaluations.

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Financial Education for Children Using the Internet: An Analysis on Interactive Financial Education Web Sites (인터넷을 이용한 어린이 금융교육: 쌍방향 금융교육 웹사이트 현황 분석)

  • Choi Nam Sook;Baek Eunyoung
    • Journal of Family Resource Management and Policy Review
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    • v.8 no.1
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    • pp.47-60
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    • 2004
  • Recognizing a tremendous increase in the Internet users and popularity of E-learning through the Internet, this study attempted to analyze interactive financial education web sites for children. Using meta search engines and major search engines, interactive financial education web sites identified based on the three criteria and analyzed in terms of the appropriateness for specific age groups, the coverage of contents related to the basic knowledge for financial literacy, and the interactive activities. The results showed that financial education web sites for children were needed to be improved in terms of both quantity and quality. The study also provides a guideline how to search for an appropriate financial education web sites for children when parents want teach about money to their children.

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Study on Application of Interactive Contents for Effective Smart Education (효과적인 스마트 교육을 위한 인터랙티브 콘텐츠 적용에 관한 연구)

  • Son, Joon Ho;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.3
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    • pp.207-221
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    • 2014
  • Education environment of modern society is rapidly changing along the usage of various device and development of contents. Learners of diverse age groups and genders are exposed in smart education environment. Thus in order to investigate effective smart education contents production, this study classified interactive types that affect learning satisfaction into CAI (Computer Assisted Instruction) based , NCS (Network Communication System) based , and NTS (New Technology System) based . Then we investigated how each interactive types affect immersion, utility, self-efficacy, practicality, and stimulation. The effects were measured according to the learner's gender and age. As the result, interactive types do affect smart education, where male had higher learning satisfaction for CAI based, game type, and wiki type while female had higher satisfaction for relationship establishment type and experience type. Also, for age group, the 10s preferred NTS based, 20~30s NCS based, and 40s and over CAI based interactive type. Thus, if satisfaction levels according to gender and age are considered when producing smart education contents, it may be possible to create educative contents that meet the dispositions of the learners.

Providing a Direction to Interactive Design Education According to the Changes in IT Environment -Focusing on College Education- (IT 환경 변화에 따른 인터랙티브 디자인 교육의 방향성 -대학교육을 중심으로-)

  • Hong, Eun Jung
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.265-276
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    • 2014
  • This study observes innovation demand in design education according to IT environment in change, and explores reasonable directivity of design education according to fluctuations in media and technologies by presenting academic possibility of interactive design field and its education paradigms for universities. In order to achieve highly added values through interactive design complying with social demand, accompanying researches and academic frames are to be prepared, in particular with independent academic domain frame in universities, this study presents an educational directivity by recognizing important establishments of related curriculum that must be proceeded. This study has made a contribution in addressing the necessity of establishment of individual academic domain for interactive design and also setting up the domain of interactive design. It has been concluded that technological understanding beyond conventional design education, management of complex issues in consideration, and methodology of differentiated education in corresponding to the situation needed as well as typical educations of conventional technologies should be provided for satisfying innovation demand in the domain of interactive design.

A Study on Practical Use of Processing Program for Interactive Technology Education: Focusing on Library Usage and Practice Examples (인터랙티브 기술 교육을 위한 프로세싱 프로그램 활용 방안 연구: 라이브러리 사용빈도 및 실습예제 중심으로)

  • Lee, Jae Min;Lee, Byung Hoon
    • Journal of Korea Multimedia Society
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    • v.22 no.6
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    • pp.738-747
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    • 2019
  • Both within the country and internationally, discussions about core technologies that will be prominent in future society have been initiated, and software education for the rapidly changing industrial framework has been essential and implemented in earnest. Also, there is an increasing interest in interactive technology and software education where people and people, people and computers, and computers and objects communicate with each other in today's day-to-day life, connected through the digital world. Therefore, it is necessary to investigate the user's field of interest and the best technical education method for teaching how to operate the production tool for implementing the interactive technology. In this study, we utilize the Processing program which is widely used as interactive technology software training and creativity tool to improve the understanding of the interactive technology related to the 4th industrial revolution. This study aims to determine and propose the best method of using a Processing library that can be applied to each major field.

Analysis Teacher Efficacy and Satisfaction of SW Interactive Training Program for Elementary School Teachers (초등 교원 SW 쌍방향 연수 프로그램의 교수 효능감 및 만족도 분석)

  • Lee, Jaeho;Lee, Seunghoon;Shin, Taeseob
    • Journal of Creative Information Culture
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    • v.7 no.3
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    • pp.145-155
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    • 2021
  • In this study, a SW interactive education training program for elementary school teachers was developed in order to cultivate the SW competency of teachers who apply SW education to schools, and the effect was analyzed by applying it to the school training site. For the development of the training program, the training development direction was set based on the current SW teacher training program, and an interactive training program was opened so that training could be conducted in a non-face-to-face situation in the COVID-19 situation. The developed training program was applied to 104 elementary school teachers in Gyeonggi-do. In order to analyze the effectiveness of the interactive training program, a survey on professor efficacy and satisfaction was conducted, and positive results were confirmed in terms of professor efficacy and program satisfaction. As it is expected that various SW/AI education training for teachers will be conducted as interactive training in the future, it is judged that it is necessary to conduct an analysis study on the effect of SW/AI training training.

Modern Innovative Research in the Field of Education

  • Ganna Taran;Dmytro Chornomordenko;Nataliia Bondarenko;Danylo Bohatyrov;Mykola Spiridonov;Vasyl Matviiv
    • International Journal of Computer Science & Network Security
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    • v.23 no.12
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    • pp.145-150
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    • 2023
  • The main purpose of the study is to identify the key aspects of modern innovative research in the field of education. In the modern informatized world, education is becoming a decisive factor in social development and an important component in the development of the human personality, increasing respect for human rights and freedoms. Today it is quite obvious that without the necessary education a person will not be able to provide himself with proper living conditions and realize himself as a person. The high level of education of the population is an important factor that positively influences the creation of favorable conditions for the full realization of the rights and freedoms of man and citizen. Today, active and interactive teaching methods are widely used. The use of interactive teaching methods ensures complete immersion of students in the learning process and is the main source of learning. The radical difference between traditional and interactive learning is that the student not only replenishes and strengthens his knowledge, but also complements and constructs new ones. The methodology includes a number of theoretical methods. As a result of the study, current trends and prerequisites of modern innovative research in the field of education were investigated.

Development and Application of a Nutrition Education Game for Preschoolers

  • Oh, Yu-Jin;Kim, Dong-Sik
    • Journal of Community Nutrition
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    • v.8 no.4
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    • pp.165-170
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    • 2006
  • This study was conducted to develop and apply a computer-based multimedia nutrition education program for preschoolers based on the Dick and Carey model of instructional design. The Dick and Carey model included 4 phases: analysis, design, development, and evaluation. The program's instructional goals, objectives, assessment instruments, content, examples, and practice questions with feedback were written in the design phase. To be familiar with the 5 food groups, 'Nutrition exploration' were programmed using Hyperstudio. 'Nutrition exploration' was designed as a five-session, interactive multimedia game, with each session taking about 5 minutes to complete. Nineteen preschoolers, aged 6, volunteered to participate formative evaluation. The effectiveness of the program was examined using a pre-post test design. Participants were recruited by personal contact at the individual preschool education center. The application was carried out during 4 weeks. The results showed that intervention participants significantly increased knowledge between pre-test and post-test. The results support using IMM (interactive multimedia) to disseminate nutrition education to the target population. This research provides the basis for continuing development of computer-based nutrition education materials.