• 제목/요약/키워드: 재미이론

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A Study on Design of Learning Supporting System for C Language (C 언어 학습을 위한 학습 지원 시스템 설계 고찰)

  • Lee, Kyong-Ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 한국컴퓨터정보학회 2013년도 제48차 하계학술발표논문집 21권2호
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    • pp.283-286
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    • 2013
  • C 언어는 프로그램을 간결하게 구성하기 위하여 많은 연구를 한 언어로, 프로그램 구성 시 오류를 쉽게 발견하기 위한 기능은 부족하지만 다른 고급 언어가 가지고 있는 기술상의 제약이 적어 프로그래밍하기 쉬울 뿐 아니라 다른 프로그래밍 언어의 모태 언어로 평가되어 프로그래밍 언어를 배우려고 하는 사람들의 필수 언어로 여전히 많은 사람들이 공부하고 있다. 그러나 형식 언어가 가지고 있는 여러 가지 특징으로 배우는데 어려워한다. 따라서 본 논문에서는 C 언어를 배우려는 사람들에게 쉽고 재미있고, 정확히 배우도록 하기 위해 C 언어 교육을 위한 교수 학습 지원 시스템 설계를 위한 고찰을 수행하였다. C 언어 교수 학습 지원 시스템을 설계하는데는 학습전이이론과 블랜디드교육, 문제중심학습, 게임을 참고하여 설계하였으며, 다양한 멀티미디어가 사용되게 하였다.

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Actual G-Math Game Design for Directly Constructivism (직접적 구성주의에 의한 실체적 G-Math 게임 디자인)

  • Lee, Ji-Won;Chang, Hee-Dong;Park, Sung-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 한국콘텐츠학회 2012년도 춘계 종합학술대회 논문집
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    • pp.39-40
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    • 2012
  • G-러닝 게임은 게임의 집중력과 재미 요소를 기반으로 학습의 목적을 가진 콘텐츠로, 최근 아동 교육용 G-러닝 게임의 시장 규모가 증가하고 있다. 그러나 기존에 연구된 G-러닝 게임은 교육성과 게임성의 디자인 방향이 일치하지 않아 균형 있는 효과를 기대하기 어렵다. 본 논문에서는 초등학교 4학년을 대상의 분수 학습을 위한 G-러닝 게임의 게임디자인 방법을 논한다. 분수 개념은 4학년 교과 과정 중 학습 난이도가 높고 이해가 어려워 단순 교수법보다 구성주의 학습법이 적합하다. 게임과 교육의 융합을 위한 디자인의 일환으로 G-Math 게임을 개발하였다. G-Math 게임은 구성주의 학습방법을 기초하여 ETC(탐구, 협동, 대화, 이해)이론으로 디자인 하였다. 본 연구는 G러닝 게임의 교육성과 게임성을 융합함과 동시에 효과적인 학습 방법을 디자인함으로서 G-Math에 특화된 콘텐츠를 제공한다.

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Factors on the Intention to Purchase Charged Items in Mobile Social Network Game (모바일 소셜 네트워크 게임의 아이템 구매의도에 영향을 주는 요인)

  • Kim, Jae Min;Lee, Young Joo;Lee, Hye Won
    • The Journal of the Korea Contents Association
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    • 제14권1호
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    • pp.165-178
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    • 2014
  • Recently, the social network game (SNG) industry is expanding at a fast pace by the increase in the charged item sales. The objective of the present study is to explore factors influencing user intention to purchase charged items. Based on the literature review, flow has been introduced as an influential factor of the intention to purchase and individual influence, social relationship, and social influence as factors of flow. Enjoyment and self-competence are assumed to be measurement constructs for individual influence, social interaction and self-presentation for social relationship, social norm and perceived critical mass for social influence. Empirical analysis show that enjoyment and self-presentation has significant influence on users' flow while self-competence and social interaction has not. Also social norms and perceived critical mass directly influence intention to purchase items. Theoretical and practical implications are discussed by this results.

A Bio Edutainment Contents System based on Virtual Reality (가상현실 기반의 바이오 교육 콘텐츠)

  • Lee, Jun;Park, SungJun;Kim, HyungSeok;Kim, Jee-In
    • Proceedings of the Korea Contents Association Conference
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    • 한국콘텐츠학회 2009년도 춘계 종합학술대회 논문집
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    • pp.59-65
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    • 2009
  • An Edutainment Contents help the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Edutainment contents can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Edutainment that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on the system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users.

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Research on Effective Use of A Serious Bio-Game (기능성 Bio-Game의 활용 방안에 관한 연구)

  • Park, Sung-Jun;Lee, Jun;Kim, Jee-In
    • Journal of Korea Game Society
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    • 제9권1호
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    • pp.93-103
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    • 2009
  • A Serious Game helps the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Serious Game can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Serious Game that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on a such system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users. The proposed system was evaluated in performance comparison in result time of a new drug design process on AIDS virus with previous approach.

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An Inquiry on the Types of Subjectivity on Edutainment Features of Software Education in Elementary School (초등학교 소프트웨어 교육에서 에듀테인먼트 특성에 대한 주관성 유형 탐색)

  • Son, Byung-Kuk;Song, Sang-Ho
    • Journal of The Korean Association of Information Education
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    • 제22권2호
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    • pp.177-193
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    • 2018
  • The purpose of this paper is to explore the types of subjectivity on edutainment features of software education implemented in elementary school. Q-method is used to seek individual learners' subjectivity type. Three types of subjectivity are found: implementation type, intellectual-fun type, and relationship type. Implementation type learners show positive attitude toward making their thinking into realization, intellectual-fun type learners show positive attitude toward solving problems that require intellectual activities, and relationship type learners show positive toward other persons' attention and consideration. These results imply software education will be more enhanced with these three types considered for implementing software education in elementary schools. This study is expected to contribute to further following research and practices.

Determinants of perceptual switching costs for digital game: focused on the different effects of basic psychological needs satisfaction (게임 전환 비용의 결정 요인: 모바일 게임 사용자의 기본적 심리 욕구 충족 차이를 중심으로)

  • Kim, Young-Berm;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • 제11권1호
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    • pp.131-139
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    • 2020
  • Gamers switch their games to a new when get bored or encounter more attractive ones. Switching cost varies by gamers and depends on how they are satisfied with their current game. This study evaluates the satisfaction with current games as the miltiple basic psychological need in the self-determination theory and suggests 'needs-costs' causality research model that explain the variety of gamer's switching behavior. As the empirical test to domestic mobile gamers, the autonomy fulfillment to current game affect reversely with those of autonomy and relatedness. Those relationships between need satisfaction and perceptual switching cost vary according to their age and game genre preference. The results would be applied to understand gamers' switching behavior.

Path Model for Presence Factors Affecting Expectations and Concerns of Using Virtual Simulation in Special Education (가상 시뮬레이션의 특수교육 활용 기대감에 영향을 미치는 현존감 요인의 경로 분석)

  • Baek, Jongnam
    • Journal of Digital Convergence
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    • 제18권2호
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    • pp.475-482
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    • 2020
  • The purpose of this study is to analyze the paths of the presence that influences the use of the virtual simulation in the special education classrooms. The participants consisted of 76 students who majored in special education in J and K universities. Participants took a three lectures of 3-h. that addressed the theory and practice of virtual technology such as virtual reality(VR) and augmented reality(AR), and then completed the questionnaires on participants' presence level and expectation level of virtual simulation for special education. Study results were as followings: (1) Enjoyment and Communication have direct effects on positive expectation, while Immersion has a direct effect on negative concern; (2) Reality, Accessibility Performance, Communication, and Immersion have indirect effects mediated by Enjoyment on positive expectation; and (3) Communication and Reality have indirect effects mediated by Immersion on negative concern. Lastly, the implications and suggestions for future research were presented.

Spectator's Value Cognition and Expected-benefit Factors on Professional Baseball Sportstar (프로야구 스포츠스타에 대한 관람자의 가치인식과 추구혜택)

  • Lee, Jong-Young;Ko, Jung-Hee
    • 한국체육학회지인문사회과학편
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    • 제51권3호
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    • pp.79-88
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    • 2012
  • The purpose of this study was to find spectator's value cognition and expected-benefit factors on professional baseball sportstar. Purposeful Sampling method was used to select among fan club leaders and people who had watched baseball games over ten years 8 informants who watched more than 4 times in 6 baseball games in 2011 Lotte Card Professional Baseball League. Data collection relies on focus group interviews and in-depth interviews. Text analysis was attempted to adopt the A-R-C needs theory proposed by Thomson(2006) for spectator's value cognition and the metaphors for consuming by Holt(1995) for expected-benefit factors. The research summary is as follow: Spectator's value cognition on professional baseball sportstar were an object of entertainment-oriented value, a major figure for social relationship-oriented and an object of identical. Spectator's expected-benefit factors on professional baseball sports tar were confirmation of values and heroic orientation. Meanwhile, spectator who had entertainment-oriented value cognition on professional baseball sportstar expect heroic orientation, who recognize professional baseball sportstar a major figure for social relationship-oriented and an object of identical pursue confirmation of values.

A study on Hangul serious mobile game for Infant based on R. Caillois's theory (로제 카이와(R.Caillois)의 놀이 유형에 근거한 유아용 한글 기능성 모바일 게임 연구)

  • Lee, Sooyeon;Kim, Jaewoong
    • Cartoon and Animation Studies
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    • 통권35호
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    • pp.291-312
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    • 2014
  • This study is based on the theory of R.Caillois about element of play which is motivated to infant for studying Hangul. The ultimate goal of play has to be accompanied by pleasure. And learning means permanent changes from experiences for the individual's. Play and learning, these two elements are united to the genre of serious game since the GBL (game based learning) was lead. Most importantly, in order to achieve their own Hangul learning is the fun. Coupled with fun and learning has an important issue for flow because concentration is low in infants than adults. In this case study is to know about fun factor has been applied effectively to Hangul serious mobile game. 20 Infant Hangul mobile serious games of Google Android mobile game section were selected as a case study based on more than 10,000 downloads and user's review rate by April 22, 2014. After that is currently available on the market can play a variety of cases of infant learning Hangul from previous research of R.Caillois offers four categories of play. R.Caillois of Agon, Mimicry, Alea, Ilinx have unique characteristics in comparison with its functional characteristics Hangul four are present any role in Hangul serious mobile games. As a result of the cases selected and the rules of the game will include a maximum of two of the most common types of Agon. Each attribute of the play, rather than one single factor is applied to four kinds of game play performance when properties are distributed to experience together gave the best flow. As a result of this study will be a based research for infants Hangul serious mobile game reflects the properties of the elements of a fun game that you want to combine learning.