The computer game industry has been developed gradually because of development of graphics and communication industry, Games have an important role to peoples in various ages in their leisure life. Game has been changed into various forms with its development. With this movement, it is not only for simple amusement, but starts trying to use them for educational object. It is called Serious Game that intends to particular object and effect. Serious game has the important meaning to get some new useful things through its enjoyment which is the essence of games. Many people in various field have tried many categories of contents. Especially, education stands out among the other fields. Fields related with education have been studied extensively. This paper would suggest mathematics education game based on Augmented Reality. It is a board game for infants and young students. Augmented Reality is used to extend user's experience and multiplicity of the game. We also offer users a tool that helps them to create their own board for their active game participation.
The purpose of this study is to analyze the current status and condition of children's playgrounds in K which parents recognize as in Gyeonggi-do and provide basic data for the qualitative environment for daily outdoor play of young Children. To do so, a survey of 269 parents living in Gyeonggi-do was conducted and reconstructed based on the advanced research related to outdoor play. Also it was evaluated and revised after consultation with 3 children education specialists. The repossessed questionaries were frequency-analyzed with SPSS 20.0 program. The result of the analysis on outdoor playgrounds is in the following. First of all, it was analyzed that parents required 1 or 2 hours for their children to play outdoors in a type of "forest playgrounds." Moreover, they said that it was really important for the children to feel "interesting and funny" during the outdoor play, and they recognized that the play would be helpful for the children's socialization. However, they felt that a risk factor of the outdoor play was "a vehicle risk in streets." Secondly, the study suggested that there were outdoor playgrounds around parents' houses, and a type of the outdoor play was "a playground installed in the apartment complex." Furthermore, most of the parents weren't satisfied with the outdoor play because the apartment neglected the management of the playgrounds, and there were no playing facilities that were good enough to derive children's curiosity and adventurous spirit. The result also showed that most of the children played outdoors with "their mothers," and they participated in indoor activities, especially playing a game or watching TV rather than outdoor activities after attending a children educational institute. Lastly, when it comes to areas of outdoor play to be improved, it was necessary to "expand playgrounds that children can use for each season," build "safe playgrounds" for a type of the outdoor play," provide "playing spaces" for a spatial type, and "control vehicles around the playgrounds and deal with dangerous things" to prevent safety accidents. The result can expand the understanding of outdoor play for Young Children and offer discussions about the relevant organizations and studies.
This study examines the characteristics in melodramas by comparing three major television broadcasting companies(MBC, SBS, and KBS) since 2000. The findings of the study are as follows: "Romance" melodrama is more common in MBC and SBS, than in KBS, where "family" melodrama is more common. The most cause of conflict shown in MBC is "love between the rich and the poor" that in SBS is "conflict between love and success", and that in KBS is the conflict similar to that between "Ondal the fool and Princess Pyeong-gang". The most common love relationship shown in SBS and KBS is the "single love triangle" and that in MBC is "double love triangle". In the shows of all three TV broadcasting companies, male protagonists most frequently belongs to "jaebeol" (the rich) and female protagonists are "company workers". The most common personality trait of male protagonists' in MBC shows is and "optimism", in SBS shows, it is "supercilious behavior", in KBS, it is "simple-hearted". However, the personality of female protagonists in the shows of all three broadcasting companies can be described as, bright and cheerful. In MBC and SBS, male protagonists were frequently portrayed as capable, and in KBS, as self-conceited. in KBS are the most frequent. Female protagonists in the shows of all three broadcasting companies were most frequently portrayed as hardworking.
Character conveys rich storytelling and various design elements. Domestic characters are changing and developing in various forms through SNS and offline sources, which are being developed in the aspect of contents industry. The purpose of this study is to find out and discuss the factors that character users are using Korean characters as storytelling and color factor. In terms of storytelling, they prefer adventure, fantasy, absurd and humorous stories. In terms of color, it seems that they prefer a character with simple and simple color/ warm color and warm / cute color composition. On the other hand, characters with a simple story, which is the main subject of early childhood education, fashion, or toys in the aspect of storytelling, are not preferred. In terms of color, it was shown that 4 or more colors were combined without a main color. These main colorless characters gave complex feelings that are not preferred. In terms of storytelling, it is necessary to develop and develop the contents of OSMU(One-source Multi use) through story development with adventure and fantasy structure. In terms of color, it is necessary to configure the user with a simple and simple color which is preferred by the users. Also, the assembly robot toy character needs to increase the satisfaction of the character through simple color composition. As a result of this study, the factors that satisfy the users in terms of storytelling and color are derived. These results will contribute to the development of theoretical aspects, storytelling aspects, and character design industry aspects. Despite the significance of the above paper, it was inevitable to limit the research on the analysis of the storytelling of specific characters, the research through the color analysis framework, the accurate data analysis on the color analysis, and the simple comparative analysis of one.
The purpose of this study is to analyze research trends in international development and cooperation on education and to suggest directions for the Korean teachers and teacher education to achieve 'Sustainable Development Goals (SDGs).' The examination of 8 databases resulted in the identification of 2,945 studies, and 6 of these references met the inclusion criteria for systemic review. Major findings revealed that pre- and in-service teachers recognized the necessity of international development education but had a low degree of teacher efficacy. The teachers who participated in ODA education programs have experienced difficulties due to insufficient understanding of local sites and role performance. Then, a couple of studies of mathematics and early childhood education compared the Korean national curriculum and education system with developing countries'. Lastly, it is important to have a sustainable system which promotes all teachers, including retired ones, in global development and cooperation on education. For the successful achievement of SDGs, Korean teachers should develop their expertise, a deep understanding of partner countries, and stable quality education for the underprivileged.
For introduction of local autonomy system, local government enabled efficient supply of public service by local resident's request. Specially, local governments is doing effort of that organize various policy and a lot of budgets for social welfare promotion, but is interested relatively little in efficient use of social welfare finance and operation. According to these problem, this study measured efficiency of social welfare facility in local governments. The purpose of this analysis is to measure the efficiency of community welfare in local governments by data envelopment analysis(DEA), using data from 16 local governments in Korea. Input variance is GDP per capita in local, rate of welfare budget, rate of financial independence and local public official per 10,000 capita. Output variance is social welfare facility per 100,000 capita and park area per 1,000 capita, The results of the study are summarized as follows : First, There was differential in efficiency about social welfare facilities operation in local governments. 7 local governments(Busan, etc.) was an in efficiency. Second, some local governments(Incheon, etc.) must increase scale of input variance, and some local governments(Busan, etc.) must improve efficiency of input variance.
In this paper, I had tried to analyze the relationship between the time assigned for computer usage and weakening eyesight. First of all, students classified by gender, school year, eyesight, and wearing glasses along demographic characters took part in a poll, and The questionnaire included questions about computer time, factors of weakening eyesight, and purpose of computer use. The finding in this analysis composed of a cross-tabulations between annual eyesight change and the factors to change their eyesight is that 63.6 % of 165 students participated in this survey weakened their eyesight within a year. To show a correlation between computer usage duration and worsening eyesight in this paper, regression analysis indicated weakened vision by computer usage duration per day and week instead of a year. In addition, according to the analysis between computer usage duration and weakened vision for the people who wear glasses or not trough Independent-Samples T test, weakened vision was shown in computer usage duration per day and week, but not shown in the duration by the year. Therefore, weakening vision was also worse for the people who didn't wear glasses than the others. This study indicated 24..5% of teenagers had poor eyesight by using their computer. According to the frequency analysis on purposes of computer usage, the biggest purpose accounting for 36.4% of the total was the computer usage as a game consol, and the computer as a learning tool was the next biggest purpose at 32.1%. This paper showed the correlation between computer usage time and a factor of weakened eyesight through an analysis of the factor. Therefore, schoolchildren's parents should be more interested in their computer usage.
The purpose of this study is to analyze the characteristics and stigma of children and adolescents, and the message types for them in NPO's fundraising advertisement videos in Korea. The subjects are 152 children and adolescents in 147 videos from seven major non-profit organizations. The analysis tools were constructed based on prior studies, and it was carried out after preliminary study. The results are as follows. First, the characteristics of children and adolescents indicated that the ratio of children and infants, main-role, poverty situation, one-parent family, and ward-role appeared the most. Second, 'general' was the highest in the stigma format, and 'hazard' and 'mark' was high in the challenge format. Third, the stigma message was the highest in message type. Finally, as of 2014, the ratio of stigma message and value-exclusion message increased, and the ratio of challenge message and mixed message decreased. The research suggests that a paradigm shift in the format of NPO's typical fundraising advertisement videos is necessary, as the videos may not protect the human rights of children and adolescents and may have negative effects such as stigma.
The purpose of this study is to explore how college students aware of the 4th industrial revolution and prepare to adjust it. The subjects of the study were 317 college students in Busan city and analyzed by gender, major and grades. Results are as follows. First, students who are male, higher grade and major in engineering area showed greater recognition compared to students who are female, lower grade and studying other areas for the new era. Also for big changes of the era most students agreed with convenience of life but decrease of job opportunities. Second, most students showed nothing special work yet but students in engineering area make an effort to foster their competence. Third, most students had lower, below average level of competence that are required in the new era. Fourth, the difficulties students encounter are lack of educational opportunities and financial problem. Male students responded lack of time and laboratory work and female students are lack of concerns. The study suggests that colleges should provide various method such as regular and irregular and extra curriculum to enhance students creativity and competence for the new era.
The purpose of this study is to analyze the 2019 Revised Nuri Curriculum and the 2015 Revised Curriculum for the comparative analysis of disaster safety education contents in the national level curriculum. The main results of this study are as follows: First, the content of disaster safety education for preschoolers in the 2019 Revised Nuri Curriculum was clarified as 'Knowing how to react in case of accident, fire, disaster, abuse, kidnap etc.' in 'Living safety' category of physical exercise and health sections. Second, in the 2015 Revised Curriculum, disaster safety education contents for elementary school students were found to have the difference between school year in same elementary school curriculum. For first and second graders, 'Disaster safety' was cleary presented in one of major categories of 'Living safety', which was newly created at the creative activity in the Revised 2015 Curriculum. On the other hand, for third to sixth graders, safety education is dispersed in the related subjects such as physical education, science, practical courses or in the creativity activity. Third, the safety contents in the Revised 2015 Curriculum for middle school and high school were also found to be dispersed in social studies, physical education, science, technology-home economics and creativity activity. The results of this study showed that the contents of disaster safety education in the national curriculum did not have continuity and systemicity from kindergarten to high school. Therefore, efforts should be made to ensure continuity and systemicity of disaster safety education contents when the national curriculum is revised in the future.
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