• Title/Summary/Keyword: video-record learning method

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Effectiveness of Video-Record Method on Fundamental Nursing Skill Education - Focused on Enama - (기본간호 실습교육에 있어서 비디오녹화학습의 효과 -배변술을 중심으로-)

  • Kang Kyu-Sook
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.3 no.2
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    • pp.273-283
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    • 1996
  • Effectiveness of the video-record learning method in teaching bowel elimination nursing skill was investigated using an experimental research methodology. Data was collected from 63 female students attending Fundamental Nursing class from a nursing college in Seoul. The subjects were randomly assigned to two groups, one is the experimental group of 29 and the other the control group of 34. The independent variable was video-record learning method and the dependent variable were the degree of knowledge achivement, nursing skill achivement, competence on practicing elimination skill, and satisfaction about the learning method. The hypotheses of the study were as following. 1) There will be significant difference between the experimental group and the control group in dependent variables. 2) There will be significant positive correlations between nursing skill achievement and other three dependent variables-interest in nursing, adaptation in nursing, and preference of nursing job. Data was analyzed using descriptive statistics, chi-square test, t-test, and Pearson's correlation coefficient with SPSS $PC^+$ program. Findings of the study are : 1) There was no significant difference between the experimental group and the control group in knowledge achievement using P<.05. 2) There was significant difference between the experimental group and the control group in nursing skill achievement using P<.05. 3) There was no significant difference between the experimental group and the control group in competence on practicing elimination skill using P<.05. 4) There was no significant difference between the experimental group and the control group in satisfaction about learning method using P<.05. 5) There was positive correlation between nursing skill achievement and the other variables but no significant difference was shown. 6) This study suggests that video-record learning method is an effective learning method for achiving basic nursing skills but is not effective in other areas such as knowledge achivement, competence in performing nursing practice, and satis-faction about the learning method. Further study with more developed research design and statistical analysis should be done to investigate the effectivenes of video-record learning method in learning basic nursing skill more accurately.

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Effectiveness of Video-Record Method on Fundamental Nursing Skill Education - Focused on Intramuscular Injection Practice - (기본간호학 실습교육에서 비디오 녹화학습의 효과연구 - 근육주사 실습교육을 중심으로 -)

  • Yeun Eun-Ja
    • The Journal of Korean Academic Society of Nursing Education
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    • v.5 no.1
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    • pp.86-96
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    • 1999
  • Effectiveness of the videotaped-record learning method in teaching intramuscular injection skill was investigated using an experimental research methodology. Data was collected from 57 female students attending Fundamental nursing class from two depts. of nursing in Chung-ju and Seoul. The subjects were assigned to two groups, the experimental group of 30 and the control group of 27. The independent variable was videotaped-record learning method and the dependent variable were the degree of knowledge achivement, nursing skill achivement, competence on practicing intramuscular injection skill and satisfaction about the learning method. Data was analyzed using descriptive statistics, chi-square test, t-test and Pearson's correlation coefficient with SPSS-PC program. The results were summarized as follows ; 1. There was statistically significant difference between the experimental group and control group in knowledge achievement about intramuscular injections (t=4.721, P=.000). 2. There was statistically significant difference between the experimental group and control group in nursing skill achievement(t=3.542, P=.001). 3. There was no statistically significant difference between the experimental group and control group in competence on practicing intramuscular injection skill (t=.627, P=.533). 4. There was statistically significant difference between the experimental group and control group in satisfaction about learning method(t=4.708, P=.000). 5. There was significant correlation between nursing skill achievement and knowledge achievement(r=.233, p<.05). In conclusion, this study suggests that videotaped-record learning method is an effective learning method for achieving intramuscular injection skill as a basic nursing skills. Therefore, further study with more developed research design and other fundamental nursing skill practice will be needed to investigate the effectiveness of videotaped-recored learning method.

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Reporting the Activities of Professional Development System for Enhancing Elementary Mathematical Teaching Professionalism (초등 수학 수업 전문성 신장을 위한 대학과 초등학교의 학습공동체 사례 연구)

  • Park, Young-Hee
    • Communications of Mathematical Education
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    • v.25 no.1
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    • pp.47-61
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    • 2011
  • The purpose of this study is to suggest a professional development system for elementary teachers who wish enhance mathematical teaching. The learning community on elementary mathematical teaching was composed of fourth grade teachers in a elementary school and an expert from education university. The activities was processed as establishing of objectives and contents of the learning community, discussing and seeing good lesson video, planning the lesson in collaboration with members, practicing the lesson, and reflecting on activities. To analyze these activities, record materials of meetings, lesson videos, member's writing were used. The results reported that the learning community lead teachers to search the method of professional development and showed itself as the effective media to enhance elementary mathematical teaching professionalism.

A motion classification and retrieval system in baseball sports video using Convolutional Neural Network model

  • Park, Jun-Young;Kim, Jae-Seung;Woo, Yong-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.8
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    • pp.31-37
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    • 2021
  • In this paper, we propose a method to effectively search by automatically classifying scenes in which specific images such as pitching or swing appear in baseball game images using a CNN(Convolution Neural Network) model. In addition, we propose a video scene search system that links the classification results of specific motions and game records. In order to test the efficiency of the proposed system, an experiment was conducted to classify the Korean professional baseball game videos from 2018 to 2019 by specific scenes. In an experiment to classify pitching scenes in baseball game images, the accuracy was about 90% for each game. And in the video scene search experiment linking the game record by extracting the scoreboard included in the game video, the accuracy was about 80% for each game. It is expected that the results of this study can be used effectively to establish strategies for improving performance by systematically analyzing past game images in Korean professional baseball games.

Exploring the Online Learning Experience of College Students Majoring Physical Education in the COVID-19 Pandemic (코로나-19 팬데믹으로 인한 체육계열 대학생의 원격수업 학습경험 탐색)

  • Lee, Man-Gi;Cho, Eunbyul;Lim, Hyosung
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.421-430
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    • 2021
  • The study was conducted to examine the educational experiences and perceptions of college students in the field of physical education as they were taken remote classes in university due to the effects of the social collective infection caused by COVID-19. To achieve the purpose of the study, an online survey was conducted on 278 university students who major in physical education, and the survey questions include the status of remote classes, remote class recognition (preference, and satisfaction level). As for the analysis method, frequency analysis, response sample t-verification, ANOVA, and word-cradle were performed using SPSS 22.0 and R programs, and all significance levels were set at .05. The results from the above research process are as follows. First, in the types of remote classes in the sports category due to COVID-19, video types were used the most in both theoretical and practical classes, and the following was shown as assignment types. The third type was the voice record lecture type for theoretical classes, and the practical class was the video lecture scene. Second, in the remote class preference for the students, both theory and practical classes, video format were the most prefered, followed by video lecture scene and voice lecture type. Third, the analysis of the differences in satisfaction between theoretical and practical classes of the students showed that there was no difference in satisfaction according to the type of class.

A Study of Gameplay based on Affordance (행동유도성 기반의 게임플레이에 관한 연구)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.170-171
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects 'World of Warcraft' as MMORPG(Massively Multiplayer Online Role Playing Game). Five expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that learning, utilization, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

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