• Title/Summary/Keyword: 재미요인

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An Analysis of Teachers' Instructional Case for Improving Computational Thinking (컴퓨팅 사고력 향상 방안에 대한 교사들의 수업 사례 분석)

  • Kim, Chang Suk;Chung, Jong-In;Kim, Eui-Jeong;Kang, Shin Cheon
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.251-252
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    • 2017
  • 본 논문에서는 컴퓨팅 사고력을 향상시키는 방안에 대한 교사들의 강의안에 대한 여러 가지 사례를 분석하였다. 연수에 참여한 정보 컴퓨터(특수 정보 컴퓨터 7명 포함) 교사 37명을 대상으로 실제 학교 현장에서 학생들을 대상으로 컴퓨팅 사고력을 향상시키는 여러 가지 방안을 제시한 후, 산출물을 분석하였다. 산출물 분석 결과 댄스 활동과 같은 학생들이 재미있어 하는 분야를 발굴하는 방법, 글쓰기와 같은 컴퓨터와 상관없는 일상생활의 사례를 활용하여 글쓰기 대회에 입상하는 사례, 수학여행 계획을 여러 학생이 함께 참여하여 완성하는 방법 등을 제시하였다. 본 논문에서는 여러 가지 사례들을 소개하고 사례들에서 컴퓨팅 사고력을 향상시키는 방안의 공통적인 요인을 도출하여 보고자 한다.

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Flocking Implementation for NPC AI (NPC 인공 지능을 위한 무리짓기 구현)

  • Yoo, Hyun-Ji;Lee, Myoun-Jae;Kim, Kyoung-Nam
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.12
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    • pp.5083-5088
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    • 2010
  • An implementation of NPC AI(artifical intelligence) is similar with real world's flocking can increase fun factor of game. To this end, we design fish flocking patten of analyzed real world, implement using Ogre engine in this paper. To determine the usefulness of implemented fish flocking, we compare fish flocking in real world with implemented fish flocking. Implemented behavioral patterns of fish flocking show similar behavioral patterns of fish flocking in real world.

A Study on the Core Fun Factors and Activation of ARG Game (ARG 게임의 핵심 재미 요소와 활성화에 관한 연구)

  • Chang, Hae-Jung;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.61-64
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    • 2021
  • 최근에 들어서 VR, AR 등 '현실'을 기반으로 하는 장르가 주목을 받고 있다. 그 중에서도 ARG 장르가 존재하는데, 우리가 살고 있는 현실 세계에서 가상의 이야기들을 마치 실존하는 것처럼 꾸며 놓고 관객 혹은 플레이어들이 스스로 단서를 찾아 스토리의 끝을 매듭짓는 것이 목표인 장르이다. ARG 장르는 그 자체가 게임이 될 수 있고, 메인 게임 장르의 세부적인 요인으로 작용할 수도 있는 매력적인 장르이다. 본 논문에서는 ARG 게임에 대한 세부적인 분석과 인식 조사를 진행하여, 그 결과를 바탕으로 해당 장르를 보편화 시킬 수 있는 방법을 제시한다.

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A Study on Realistic Interface Elements for Improving the Flow in Screen Golf (스크린골프의 몰입 향상을 위한 실감 인터페이스 요소 연구)

  • Doo, Kyungil
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.71-77
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    • 2021
  • Screen Golf provides a more realistic interface to users by implementing sophisticated sensors and 3D graphics so that they can play golf in an environment almost identical to the actual golf course, to provide a sense of reality that goes beyond simply enjoying golf indoors. In addition, users who experienced this interface environment showed a tendency to feel the fun of golf more and become more immersed in golf. Therefore, it is most important to provide an effective realistic interface in screen golf. In this study, the meaning of screen golf as a tangible sport and various interface elements embodied in screen golf were summarized. Also the factors that enable users to feel reality and fun of actual golf to make users more immersed in screen golf were identified. For this, interface elements based on sensory elements were arranged in terms of visual, auditory, and tactile sense, and improvement plans and directions for providing effective sensory interfaces for screen golf were suggested through user FGI, targeting regular customers of Golfzone and KakaoVX screen golf, and in-depth interviews with experts. As a result of the analysis, it was confirmed that the course information including the yardage and the play situation-directed graphic are elements that make immersion in the visual aspect. In terms of tactile aspect, the fact that users actually use golf equipment, as well as the sense of existence of a physical interface that embodies various course environments and course setting appeared to be an important factor. In particular, in the auditory aspect, it was confirmed that providing customized services for each user through AI caddy implemented to resemble a actual caddy is the most effective way to immerse users in screen golf with greater fun and realism.

A Comparative Study of Motivation Factors between the Gifted and Average Students based on Implicit Theory (과학영재의 동기에 대한 암묵적 이론 접근)

  • 김언주;육근철;김성수;윤여홍
    • Journal of Gifted/Talented Education
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    • v.11 no.3
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    • pp.99-129
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    • 2001
  • The purpose of the present study is to determine antecedents in the area of subject matters and to compare these factors between average student group and gifted student group, based on the implicit theory proposed by Sternberg(1993). The average group consisted of 350 primary school students (boy 172; girl 178) from a primary school and 380 middle school students (boy 221; girl 159) from a middle school in Taejeon Metropolitan City. The gifted group consisted of 181 primary school students (boy 130; girl 51) and 154 middle school students (boy 92; girl 62) from the Center for the Gifted Education of the Kong Ju National University. A questionnaire was developed by the authors. It consisted of 30 research questions related to reasons why they studied those subject matters hard. It took about 40 minutes to complete the questionnaire. Several exploratory factor analyses and confirmative analyses were conducted. The main results obtained were as follows: The subject matters all the students of the present study were English and Math. The main reasons why they studied those subject matters hard were interest, utility, competition, self-esteem, entrance examination, recognition, punishment avoidance, etc. A factor analysis revealed that, for the elementary school students, recognition and interest were factors for the average students, whereas knowledge acquisition was an unique factor for the gifted. Utility was common factor for both groups. A factor analysis revealed that, for the middle school students, knowledge acquisition was the main factor for the average students, whereas competition was the unique factor for the gifted. Recognition, interest, and utility were common factors for the both groups.

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A Study on the Visitor's Satisfaction Decisive Factors of the Local Festival : In Case of Simchung Festival in Goksung County (지역축제 방문객의 만족도 결정요인에 관한 연구 -곡성심청축제를 중심으로-)

  • Lee, Jeong-Rock;Ahn, Zong-Hyun
    • Journal of the Korean association of regional geographers
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    • v.10 no.3
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    • pp.642-653
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    • 2004
  • The purpose of this study is to measure the factor of determination on satisfaction level of the Goksung Simchung Festival. Goksung Simchung Festival has been held since 2000, and Goksung Simchung Festival 2004, which is the fifth, is holding soon. Simchung Festival has unique aspect that it is organised various experience programs and items which stress the importance of "environment" in Seomjin river and Simchung's "Hyo (filial piety)". A study is analysed through research that is consisted of satisfaction factors' items of 17 local festival visitor to study factors of determination of local festival visitor's satisfaction level. This research data is analysed statistical techniques, which are multivariate regression analysis, factor analysis, and reliability analysis, and extracted 4 factors, which are souvenir and food, content of the festival, convenient facilities, and publicity work. In conclusion, the festival is likely to attract more tourists and make them satisfied if better content of the festival is provided. Therefore, most of the tourists need to becoming cleared lo be satisfied due to its values of culture recognition through various contents of the festival. fun factors, and experience programs, So the manager and the director should have continual attention to satisfaction factors of local festival.

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The Effects of One Person Media Broadcasting Use Motivation and Social Viewing on Consumer Brand Attitudes, Brand Engagement, and Purchase Intention (1인 미디어 인터넷 방송 이용 동기와 사회적 시청이 브랜드 태도, 브랜드 관여 및 구매의도에 미치는 영향)

  • Namgung, Jin;Lee, Jin Kyun
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.30-46
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    • 2020
  • New media is rapidly changing with the recent development of the technology of transmitting, producing, editing, and sharing video information. This study investigates the effects of one person media broadcasting use motivation and social viewing on consumer attitudes toward brand, brand engagement, and purchase intention. It was fond that motives such as differentiation, social interaction with other viewers, mutual interaction with BJ, information-seeking, and new fun-seeking positively affected brand attitudes. Also, the same motives except fun-seeking positively affected brand engagement. Only mutual interaction with BJ and information-seeking were found to be positively related to purchase intention. Meanwhile, para-social relationships, social presence, and subjective norm positively influenced on brand attitudes and purchase intention each. Also, para-social relationships and social presence were positively related to brand engagement. Theoretical and practical implications, and suggestions for future studies are discussed in detail.

How do Elementary School Students Perceive Science Classroom? : Developing a Framework for Cultural Analysis of Science Classroom (초등학생들이 생각하는 과학수업의 특징: 과학수업 문화 분석틀 개발을 위한 기초 연구)

  • Park, Joonhyeong;Na, Jiyeon;Joung, Yong Jae;Song, Jinwoong
    • Journal of The Korean Association For Science Education
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    • v.35 no.3
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    • pp.499-508
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    • 2015
  • The purposes of this study are to investigate elementary students' perception of science classroom through an analysis of students' answer to an open-ended question and to suggest a framework for the analysis of science classroom culture, as the first step to develop an analysis tool for qualitative exploration of science classroom culture. We analyzed 571 responses and developed an analysis framework with six categories (i.e. major factors; power structure of a classroom community; focused domains of the science classroom; student concerns; atmosphere of science classroom; participation form). The details of the six categories can be summarized as follows: (1) major factors were revealed to be practical work, fun, teacher, community and others; (2) the power structure of classroom community was in the order of peer students, teacher, and individual student himself/herself; (3) the focused domains of the science classroom perceived by students were more about affective and behavioral domains than cognitive one; (4) major student concerns were teachers' teaching, having practical work, and the understanding of and the sharing of knowledge and opinions (5) science classroom atmosphere was noisy and pranky but fun and interesting; (6) the students participation forms were to be total participation or voluntary participation or cooperative practice. Through this study, not only suggesting the framework, but we could also get implications for the cultural aspects of science classroom based on the results of data analysis in this study.

Elementary School Students' Images of Science Class and Factors Influencing Their Formations (초등학생들의 과학 수업에 대한 이미지와 이미지 형성에 영향을 미치는 요인)

  • Kang, Hun-Sik;Lee, Ji-Young
    • Journal of The Korean Association For Science Education
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    • v.30 no.4
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    • pp.519-531
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    • 2010
  • In this study, we investigated the elementary school students' images of science class and the factors influencing their formations. 280 sixth graders were selected from nine elementary schools in Gyeonggi province and Gangwon province and the DASCT-C (Draw-A-Science-Class-Test Checklist) was administered. In addition, four students were individually interviewed in order to investigate their responses deeply. Analyses of the results revealed that the students' images of science class for four science subjects (physics, chemistry, biology, and earth science) were more 'student-centered' than 'teacher-centered' or 'neutral'. The students of the teacher with student-centered image of science class had also more student-centered images than those with teacher-centered images. Many students answered that the main factors affecting their images of science class were the experiences of impressed or funny science classes, the perceptions of wanted science classes, the active science learning experiences, the educational experiences outside the school curriculum, and the negative science learning experiences. Educational implications of these findings are discussed.

A Study on Platform Design Factors to Raise Public Awareness of the Horse Industry (말 산업의 대중인식 제고를 위한 플랫폼 설계요인에 관한 연구)

  • Kim, Mikyung;Park, Gumran
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.343-353
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    • 2022
  • This study examines which factors will act as important factors for the public in designing a platform in the future to raise public awareness of the horse industry, and through this, a study on platform design factors of the horse industry to present insights on optimal platform design. For this study, structured questionnaires were distributed to 300 domestic adults who were interested in the horse industry to collect data, and the research questions set by using the statistical processing program SPSS 22.0 Ver were verified. As a result of the study, the usefulness of information in the central route and the playfulness of the information source among the peripheral routes were the most influential factors for consumer attitudes, and the up-to-dateness of information in the central route on consumer behavioral intentions. It was found that the attractiveness of the information source among the surrounding routes was the most influential factor. In addition, it was found that the positive attitude of consumers toward the horse industry platform is a factor that has a positive effect on the purchase intention and positive word of mouth intention for the horse industry in the future. Based on these results, this researcher needs to design content that can unravel useful information related to the horse industry in an interesting way to raise public awareness of the horse industry, and to provide the latest trends related to the horse industry at all times to draw real demand It should be possible and suggested that a design configuration that can make the platform feel more attractive is needed.