• Title/Summary/Keyword: 에듀테인먼트 평가

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A Study on Requirements and Core elements Function Game (기능성 게임이 가져야 할 필수 요소에 관한 연구)

  • Bae, Jae-Hwan
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.5
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    • pp.28-36
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    • 2006
  • Recently, not only Korea online game industries have developed, but also looming larges are the side effects of the games. So, It takes lots of effort to make a variety of game contents in order to prevent negative criteria(assessment) of some games. Therefore, this subject checks a normal function game and further suggests ideas about core elements of the function games.

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Framework for Designing Explanatory Style of Interactive Agents (상호작용형 에이전트의 설명 양식을 디자인하기 위한 프레임워크 개발)

  • Oh, Se-Jin;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.5
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    • pp.63-73
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    • 2008
  • Recent years have seen an explosion of interest in interactive agents motivating human learners to engage in edutainment systems which are designed to be entertaining and educational at the same time. Especially, work on socio-emotional processes has focus on understanding of human's social behavior in training and entertainment a applications. In contrast with work on social emotion, where research groups have developed detailed models of emotional processes, models of personality have emphasized shallow surface behavior. Here, we build on computational appraisal models of emotion to better characterize dispositional differences in how people come to understand social situations. Known as explanatory style, this dispositional factor plays a key role in social interactions and certain socio-emotional disorders, such as depression. Building on appraisal and attribution theories, we model key conceptual variables underlying the explanatory style, and enable agents to exhibit different explanatory tendencies with respect to their personalities. Furthermore, we developed an interactive AR agent based on our framework and applied it into an interactive teaming system that allows participants to explore individual differences in the explanation of social events, with the goal of encouraging the development of perspective laking and emotion-regulatory skills.

A Study on the Optimization of Edutainment Website design For Juvenile Users (에듀테인먼트 기반의 어린이 웹사이트 디자인에 관한 연구)

  • 손은미;임은정;이현주
    • Archives of design research
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    • v.15 no.1
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    • pp.143-152
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    • 2002
  • As the Internet has been a daily instrument of our lives, the numbers of Internet users are increasing rapidly. Especially, we have to pay special attention to about rapid increasing of juvenile users. In the 1990's, Kids are growing up literally surrounded by new technologies and mu1timedia experiences. For these kids, most of the techno1ologies that we adults find surprising or even incredible are a part of their everyday landscape, a fact of life. Currently, only few of research and discussion has gone into understanding this field. And most of these web sites, set importance on furnishing information only. So educational characters of web are not manifested fully as well as children soon get board with learning with Internet so that feel difficulties in searching and accepting information. At this point, we must try to develop educational sites Not only to show information but also to offer a rich and entertaining time for kids while providing playful teaming and increased technological fluency. Fer this purpose, Web site should be all about combining play with learning. Site navigation should be easy and the pages load quickly. The page download time is also being considerable, which could send kids withy mouse-fingers looking for entertainment elsewhere. Everything about the site must have a familiar feel, uses adequate colors to be satisfied with the juveniles. Multimedia can help the communications in the websites. To maximize the educational effect, technological research and continues invest are need, in addition to usability test.

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Design and Implementation of a Mobile Contents for Learning English Vocabulary (영어 어휘 학습을 위한 모바일 콘텐츠의 설계 및 구현)

  • Lee Jae-Seok;Bae Ihn-Han
    • Journal of Internet Computing and Services
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    • v.5 no.4
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    • pp.43-51
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    • 2004
  • The convergence of mobile communications and handheld computers offers the opportunity to develop technology that will assist individuals and groups to learn anytime, anywhere. In this thesis, we suggest a learning model for educational mobile contents, and implement a mobile contents for English vocabulary learning. The mobile contents consist of two parts: vocabulary learning and vocabulary evaluation. The vocabulary learning provides the mobile learner not only the display of English vocabulary but also the pronunciation of native speaker. The degree of learning achievement is evaluated by the quiz program of game style. Accordingly, the proposed prototype system for English vocabulary learning is designed and implemented, as an exemplar of personal mobile systems for edutainment mobile learning.

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An Analysis of Storytelling Factors and Mathematics Contents of 'Eddy, the Clever Fox' on TV Animation (TV 애니메이션'똑똑박사 에디'의 스토리텔링 요소와 수학내용 분석)

  • Kim, Ji-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.2
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    • pp.807-814
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    • 2014
  • The purpose of this study is to analyze storytelling factors and mathematics contents of 'Eddy, the clever fox' on TV animation. The scenario and animation were analyzed according as criterion based on relevant materials. The results are as follows: First, Characters are 11 animals, Eddy is a problem solver. An ordinary story happens in the snow-covered woodland village. There is no story plot. And the story consists dialogue, song and narration. Second, mathematics contents in the animation appear in order number sense, geometry, measurement, data analysis and probability, pattern. So 'Eddy, the clever fox' is valuable as edutainment.

Authoring Tool for Augmented Reality based Product Design (증강현실 기반 제품 디자인을 위한 저작도구)

  • Ha, Tae-Jin;Billinghurst, Mark;Woo, Woon-Tack
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.23-29
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    • 2007
  • We are suggesting an authoring tool can be used for prototyping in the augmented reality based product design environment. This tool is for authors without an engineering background to use. Our authoring tool can adjust the properties of visual, sound, and haptic feedback at the same time for more practical prototyping. Also the proposed modulated architecture can be applied flexibly to changes of platforms or hardware. Also user interfaces can be dynamically updated by changing just description files. finally, the suggested authoring methods exploit the advantages of both graphical and tangible user interfaces. Authors can intuitively make adjustments to many parameters using the TUI, and then they can do the same thing precisely using the GVI. The proposed authoring methods can be used for exhibition and entertainment contents using multi-sensory feedback in AR environment. As a future work, qualitative and quantitative usability test will be conducted.

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How to use Business Simulation Game for Business Education: Based on the Development Process and Business Education Method (경영 교육을 위한 경영 모의 게임의 활용 방안: 개발 과정 및 교육 방법을 중심으로)

  • Kim, Sang-Soo
    • Information Systems Review
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    • v.7 no.1
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    • pp.41-63
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    • 2005
  • Due to the fast development of information technology, a variety of edutainment software has been used in the field of business education. One of them is Business Simulation Game that the business game domain and the information technology is definitely associated. A lot of business simulation game have been developed and used for many courses of colleges and corporate training in USA and EU. However, education program based on business simulation game has not been activated in Korea. This paper introduce a business simulation game developed by joint effort of business professors and a software firm for last three years and suggest the method of business education using this business simulation game. First of all, the development process, architecture and procedure of business simulation game are summarized. From a perspective of business education, the effect and advantage of business simulation game, sample syllabus, course outlines, users, missions and evaluation method are also addressed.

Development of Puzzle-type Mobile Game Contents for Computer Education (컴퓨터 학습을 위한 퍼즐형 모바일 게임 콘텐츠 개발)

  • Park, Min-Kyung;Han, Keun-Woo;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.87-95
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    • 2005
  • A large part of the wireless Internet contents which the young people access through their mobile phones is mobile games. However, mobile games currently available in the market are mostly simple entertainment packages, and there are hardly any educational game contents. This research divided the middle school computer education curriculum into five parts-common PC knowledge, operating systems, word processor, Internet, and multimedia-and designed and implemented a crossword puzzles mobile game. The mobile game designed in this research was given an emphasis to allow access of school lesson contents anywhere and anytime through actual mobile telecommunication networks, so that the students may experience less barrier to more fun and entertaining educational contents. The developed educational mobile game was applied on 2nd year middle school students. The mobile game had positive educational effects.

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The Effects of Characteristics of Information Gifted Students on the Selection of Science Gifted Students (정보영재의 특성이 영재학생 선발에 미치는 영향 분석)

  • Kim, Kapsu;Min, Meekyung
    • Journal of The Korean Association of Information Education
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    • v.22 no.3
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    • pp.367-374
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    • 2018
  • In order to cultivate the human resources needed in the 4th industrial revolution era, it is necessary to select the gifted students and educate them systematically. Although excellent gifted students are important in a specific field, more convergent talents in the fields of mathematics, science, and information are required. The purpose of this study is to investigate how evaluation factors reflecting the characteristics of information gifted students affect the selection of science gifted students of a university gifted education center. In the characteristics of information gifted students, the cognitive factors such as Rule creation ability, Reasoning ability, Efficiency ability, Generalization ability, Structuring ability and Abstraction ability were highly correlated in selecting the science gifted students. Correlations in the applicants group of students for science gifted education center are higher than those in the first passers group and higher than those in the final successful candidates group. This means that the factors that shows the characteristics of the information gifted have a great influence on the selection of the science gifted.

Pronunciation Training Digital Service for the Deaf Children (청각장애아동의 조음훈련을 위한 디지털 콘텐츠 서비스 연구)

  • Lee, Ye-Jin;Lee, Jae-Eun;Kim, Chae-Yun;Lee, Yoon-Ji;Park, Su-E
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.4
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    • pp.407-415
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    • 2019
  • Hearing - impaired children who have difficulty hearing and hearing go through pronunciation training. The purpose of this study is to provide the pronunciation training system based on digital contents that can be used for repeated hearing training while maintaining interest in hearing - impaired children. For this purpose, we conducted an interview survey for users and experts. Based on the results, we developed a digital content based pronunciation training system. Finally, to verify the effect of the digital service implemented, the user test was conducted for the hearing - impaired children. As a result of the interview, repeated training and interest factors were found to be essential factors affecting pronunciation training. In implementing digital services, we have used fairy tales and a variety of interactive elements to derive children's interests and designed a user flow that can train multiple words and sentences for effective repetition training. As a result of the test, this digital content was evaluated positively.