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        검색결과 4

        1.
        2020.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Purpose: Simulation-based education combined with mastery learning is more effective than simulation-based education alone. This study aimed to evaluate its effectiveness with regard to both technical and non-technical skills of simulation-based mastery learning (SBML) in blood transfusion training among undergraduate nursing students. Method: A nonequivalent control group pretest-posttest design was used. Fifty-one second-year students at a college of nursing in W city, South Korea, who had not started clinical practice were selected by convenience sampling and allocated to either the experimental or control group using the zigzag method. SBML program was consisted of a diagnostic test, repeated learning and formative assessments for non-passers. All outcome variables were measured before and after completion of the program. Results: The experimental group showed significantly increased performance scores of blood transfusion as compared to the control group (z=29.50, p<.001), with better outcomes in number of students achieving minimum passing score (χ2 =20.07, p<.001), self-confidence (F=17.68, p<.001), and communication skills (z=166.00, p=.003). Conclusion: This program was effective for undergraduate students to better improvement in performance, self-confidence, and communication skills, which can ensure greater safety in the transfusion. The results suggest that SBML ensures skill acquisition for clinical practice through improved performances in both technical and non-technical skills.
        4,800원
        2.
        2017.10 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study was to develop the NCS-based cooking practice education method by using the full learning model and to confirm its effect. The study design was a pre-post test of the non-equality control group. The subjects of this study included 28 students in the experimental group and 27 students in the control group. The experimental group participated in the NCS-based cooking practice training using the complete learning model, and the control group received only cooking practice training based on the full learning model. The data were collected during the second semester of 2016 and analyzed by SPSS WIN 23.0. The results of this study were as follows: First, homogeneity test showed that pre - homogeneity such as general characteristics, cooking ability, and knowledge of cooking theory were achieved (p>0.05). Second, the experimental group recognized that its cooking ability was high. With respect to the ability to cook food, the ability to cook, and the ability to prepare food ingredients (p<0.01), personal hygiene management, cooking hygiene management, and cooking safety management abilities were not significant. The mean value the experimental group was high. Third, the final theoretical knowledge score was not significant. The average score in the experimental group (69 points) was 5 points higher than that in the control group (64 points). This was about two times higher than the score of 37 points in the first stage preliminary survey. Finally, the final performance score was significant (p<0.05), and the score in the experimental group (89 points) was 5 points higher than that in the control group (84 points). Therefore, the NCS-based cooking education method is confirmed to be an effective method, especially for improvement of the practical ability, improvement of theoretical knowledge, and achievement of perfect learning standards.
        4,000원
        3.
        2017.06 구독 인증기관 무료, 개인회원 유료
        As the fourth industry revolution is starting, most of the fields including education are rapidly being changed. In parituclar, research on IT or SW fusion in each field is being performed. This paper discusses novel approaches to improve previous education services through IT fusion. First, I propose a way to converge IT into global education, which focuses on students of the college of education who are interested in becoming teachers. Due to internationalization demands in the field of education, the necessity of global education is increasing rapidly. However, a general consensus of the definition and model for global education is not clear yet and the actual performance falls short of our expectations owing to high cost, low effectiveness, and lack of persistence in the process of global education. To overcome the limits of global education and develop an efficient education system, this research suggests an IT-fusion-based education system for training global teachers. Second, it is difficult for an instructor to grasp instantly how much learners understand learning content in class in a typical education environment. In case of a class, which consists of possibly dozens of students at various levels ; trying to understand degree and learning achievement of the learners in a broad spectrum, depending on the learning contents. Therefore, it is almost impossible for an instructor to let all of the learners reach a specific learning objective. In this paper, I propose an approach that enables the arbitrary rate of learners, who reach a learning goal, to be set by an instructor. I describe an instruction support system combined with an instant response system, dynamic formative evaluation scheme, and confidence level. I expect that this approach can make an instructor set the ratio of learners, who reach the learning objective, as the instructor wants, and brings about effective instruction. Third, this study proposes a new learning model for improving problem solving and programming skills. To solve a real world problem using IT, problem solving and programming skills are important. In this study, I describe a learning model that can help to improve problem solving and programming skills, based on computational thinking. The feature of the learning model proposed is to offer learners challenges and spur interest by presenting the questions into learning games of an intercompetition type after developing the questions that improve problem solving and programming skills. Another feature is to present the questions about algorithms and programming in various forms and generate them dynamically. Especially, by providing an inter-competition game type, due to increase of competition between learners, learners will feel relatively less difficulty in problem solving and programming, and enable them to naturally improve problem solving abilities and programming skills through the competition.
        4,000원