• Title/Summary/Keyword: 흥미 발달

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Development and Application of an Educational Game based on Virtues Education for Relieving Online Game Addiction of Elementary School Students (초등학생의 온라인 게임 중독 완화를 위한 덕 교육 기반 교육용 게임의 개발과 적용)

  • Han, Ji-Hye;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.589-603
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    • 2010
  • Game addiction is the one of side effects from current knowledge-based society, So it is very important to find students with game addiction and treat them as early as possible. In this paper, first of all, a measure scale is developed for diagnosing game addiction. The scale is made based on the literature reviews. Also, a game model is developed based on virtues education. The proposed model has the following characteristics. First, it can induce active participation of students. Second, it helps students find and decide a moral standard related to online game addiction for themselves. Third, students can learn a moral standard naturally through narratives related to various real-life situations. The followings are concluded after applying the proposed game to elementary school students with game addiction. First, game addiction is relieved for those students, specially for "high risk" and "potential" groups. Second, the proposed game can improve respect to others and individual responsibility.

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Design & Implementation of Visualization Simulator for Supporting to Learn on Concurrency Control based on 2PLP (2PLP 기반 병행제어 학습을 지원하는 시각화 시뮬레이터의 설계 및 구현)

  • Han, Sang-Hun;Jang, Hong-Jun;Jung, Soon-Young
    • The Journal of Korean Association of Computer Education
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    • v.11 no.4
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    • pp.71-83
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    • 2008
  • The recent advances of the information technology have motivated lots of research efforts to develop new computer-aided teaching and learning methodologies on various computer science topics, such as data structures, operating system, computer networks, and computer architecture. However, there have been only few studies to educate the database subject although it is one of the most important topics in the computer science. Specifically, among the various issues in the database subject, a learner often suffers to understand the mechanism of the concurrency control and recovery of database transaction in the database because it highly interacts with other functions in the database. Obviously, an intelligent visualization tool can help a learner to understand the process of the concurrency control and the recovery of database transaction. The purpose of this study is to develop an efficient visualization tool which can help users understand the two phase locking protocol (2PLP)-based concurrency control. Specifically, this visualization tool is designed to encourage a users' participation and raise their interest by visualizing the process of transactions and allowing users to specify and manipulate their own transactions.

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A Study on The selection criteria of Korean Traditional Nursery Rhyme for Children (유아를 위한 한국 전래동요의 선정 기준 탐색)

  • Cho, Jin Hee
    • Korean Journal of Childcare and Education
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    • v.8 no.5
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    • pp.253-274
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    • 2012
  • The purpose of this study is to make establishing criteria for Korea traditional nursery rhyme suitable for children and apply them effectively in early child education. The researchers of this study are firstly concerned with establishing criteria for Korean traditional nursery rhymes suitable for children. Secondly, they are concerned with establishing Korean traditional nursery rhymes suitable for children which are selected by following the established criteria. A Delphi survey was performed with early childhood educators and 30 related professionals to establish criteria for Korean traditional nursery rhymes suitable for children. The SPSS 12.0 program was used to calculate the standard deviation and average. Through this process the final seven criteria selected are: 'traditional play spaces and fun of play language is showed', 'lifestyles and emotions of children in the past is expressed', 'easy to understand story', 'the content is interesting', 'assisting in the development of children', 'easy to sing melody', and 'simple and repetitive in rhythm'. And 112 songs appropriate to the children were selected based on these criteria. The lyrics of the songs mainly expressed 'the joy of play.' it means songs need to combine with play to succeed to the next generation.

A Study on Proposal of Emotional expression for Online instant Messenger (온라인 인스턴트 메신저의 감정표현 방법 제안에 관한 연구)

  • Kim, Ju-Yong;Soh, Yeon-Jung
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.48-54
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    • 2007
  • 컴퓨터 네트워크의 발달로 인터넷이 실생활이 되면서, 온라인에서 인스턴트 메신저를 이용한 커뮤니케이션 방식이 확대되고 있다. 이러한 메신저에서는 이모티콘 및 플래시콘 혹은 윙크 등 과 같은 다양한 방식을 통해 감정을 표현할 수 있도록 제안하고 있다. 하지만, 아직까지 온라인의 감정표현은 흥미위주이며, 오프라인의 다양한 감정표현에 비해서 제한적이다 따라서 오프라인에서의 다양한 사용자 감정표현을 온라인에서 표현해 줄 수 있는 새로운 형태의 감성 커뮤니케이션 방법이 필요하다. 본 연구에서는 온라인 인스턴트 메신저의 사용행태 이해를 통해서 사용자들의 요구사항을 파악하고 이를 통해 제안할 수 있는 커뮤니케이션 방법을 모색하고자 한다. 실생활에서 사용자의 감정표현 방법을 바탕으로 온라인 메신저에 적용하여 새로운 감성 커뮤니케이션 방법을 제안하는 연구로, 감정어휘와 표현방법의 사용자 조사를 통해 감정표현 방법에 대한 컨셉을 제안하였다. 우선 메신저 사용 행태와 요구사항 도출을 위한 사용자 FGI를 진행하였다. 사용자 FGI로 얻어진 사용자들의 메신저 사용행태를 통해, 텍스트와 모션을 활용하는 '텍스트콘'을 컨셉 아이디어로 도출하였다. 아이디어에 적용하기 위해 모션을 감정으로 인해 파생되는 행동과 체감각 요소로 구분하였다. 구체적인 표현방법 및 적용 요소를 추출하기 위한 방법으로 온라인 설문조사를 실시하였으며 감정어휘와 표현방법(행동, 체감각)을 추출하였다. 추출된 내용은 '사용자 참여 관찰' 기법을 활용하여, 사용어휘와 행동을 정리하고 구제화하여 그 결과를 '텍스트콘'에 적용하였다. 본 연구는 사용자들이 메신저를 이용한 감정표현에 있어 텍스트를 선호하고 텍스트에 대한 요구사형에 있음을 확인하였으며, 감정표현 컨셉 아이디어 '텍스트콘'을 도출하였다. '사용자 참여 관찰' 기법을 활용하여 기존의 이모티콘으로 대표되는 그래픽 아이콘 중심의 사용자 감정표현 방법을 보조해줄 수 있는 방법으로 실생활에서 사용자가 표현하고 받아들이는 신체언와 행동을 적용하였다는 것에 그 의의가 있다. 또한, 감정에 의한 생리적 반응 요소를 외적인 반응과 내적인 반응으로 구분하여, '체감각'이라고 하는 내적반응을 중심표현방법으로 삼아, 기존과는 다른 시각으로 접근할 수 있었다.

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A Study on Education Application of Digital Concrete Poetry through the Web Interactivity (웹 인터랙티비티를 통한 디지털 구체시의 교육적 활용에 관한 연구)

  • Park, Min-Hee;Kim, Jung-A;Yim, Sung-Yul;Choung, Yu-Jean;Kim, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.97-102
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    • 2008
  • In this paper, we propose an educational content which can be applied to the web interactivity. Rapidly growing digital media has been applied to various fields and made people experience multiple media. The development of digital media also influenced education. As a result, the environment of computer-based education was produced based on CD-ROM titles, video, and the web. Active communication with students is impossible using traditional educational methods. However, the students' motive for learning can be enhanced through the digital media. In this paper, we apply concrete poetry which is simple, brief, and focused on visualization to the web environment. It has made people easily and interactively access the web to learn better through participation. We also applied concrete poetry to the web based educational games for self-motivated learning.

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Analysis of Demand for Creative Discretionary Activity in the Middle School (중학생을 위한 창의적 재량활동 프로그램 요구도)

  • 김명자;김정순
    • Journal of Korean Home Economics Education Association
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    • v.15 no.3
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    • pp.1-12
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    • 2003
  • The purpose of this study is to provide basic information for the development of Creative Discretionary Activity Program to Home Economics teachers. The need scales were developed based on the development characteristics of adolescence and data was collected from 521 middle school students in the seoul. The results are as fallows. 1. Among the seven areas self-understanding and career explorations showed the highest degree of demand. and the area of family relationship and friendship and maladjustment of adolescents followed, knowledge about sex and manner awareness took the lowest position. 2. Finding potential ability, understanding aptitude and personality. understanding IQ and EQ, solution of character showed the highest degree of demand. and solution of stress, interest identification. changing society and new career followed. 3. Demands for Creative Discretionary Activity showed significant difference according to socio-demographic variables such sex, family types and economic levels.

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Students' attitudes toward learning proofs and learning proofs with GSP (증명학습에 대한 학생들의 성향과 GSP를 활용한 증명학습)

  • Han, Hye-Suk;Shin, Hyun-Sung
    • Journal of the Korean School Mathematics Society
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    • v.11 no.2
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    • pp.299-314
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    • 2008
  • The purposes of this study were to investigate what attitudes students have toward learning proofs and what difficulties they have in learning proofs, and to examine how the use of dynamic geometry software, the Geometer's Sketchpad, helps students' proof learning. The study involved 117 9th graders in 2 high schools. According to questionnaire data, over 50 percent of the total respondents(116) indicated negative attitudes toward learning proofs, on the other hand, only 16 percent of the total respondents indicated positive attitudes toward the learning. Memorizing and remembering many kinds of theorems, definitions, and postulates to use in proving statements was the most difficult part in learning proofs, which the largest proportion of the total respondents indicated. The study found that the use of the Geometer's Sketchpad played positive roles in developing students' understanding of proofs and stimulating students' interests in learning proofs.

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Comparison of the Perceptions between Teachers and Parents on the Role and Operation of Early Childhood Education and Development Institute (유아교육진흥원 역할과 운영에 대한 교사와 학부모 견해 분석)

  • Lee, Hye-Jeung;Lee, In-Hoi;Lee, Ji-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.10
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    • pp.6743-6750
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    • 2015
  • The purpose of this study was to examine the perceptions between teachers and parents on the role and operation of Sejong Special Self-Governing City Early Childhood Education and Development Institute (ECED). The conclusions were as follows: First, more than 96% of the teachers and parents perceived that it was necessary to establish ECED, and the major role of the institute should be providing experience-based educational program. Second, the program of the institute should be organized based on interest induction of children and their creativity development, and cultural art experience-based education was the most desirable program for the weekend. Third, for the teacher support programs, professional development and empathy ability improvement were the key of the program, whereas the parents perceived that communication skills with their children and understanding of child development were essential. As a result, it was obvious that the needs of ECED establishment from teachers and parents were high, and the perceptions of both sides were not different.

The Character Recognition System of Mobile Camera Based Image (모바일 이미지 기반의 문자인식 시스템)

  • Park, Young-Hyun;Lee, Hyung-Jin;Baek, Joong-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.5
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    • pp.1677-1684
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    • 2010
  • Recently, due to the development of mobile phone and supply of smart phone, many contents have been developed. Especially, since the small-sized cameras are equiped in mobile devices, people are interested in the image based contents development, and it also becomes important part in their practical use. Among them, the character recognition system can be widely used in the applications such as blind people guidance systems, automatic robot navigation systems, automatic video retrieval and indexing systems, automatic text translation systems. Therefore, this paper proposes a system that is able to extract text area from the natural images captured by smart phone camera. The individual characters are recognized and result is output in voice. Text areas are extracted using Adaboost algorithm and individual characters are recognized using error back propagated neural network.

Impact of Sentimental and Contextual Factors on the Acceptance of Music Recommender Systems (음악추천시스템의 수용성에 개인감정과 상황이 미치는 영향)

  • Park, Kyong-Su;Moon, Nam-Mee
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.104-116
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    • 2011
  • A recommender system is a personalized decision support tool to suggest suitable products in proper manners for the benefits of both suppliers and consumers, with the assumption of full understating of consumers' needs and preferences. However, a substantial number of studies have focused on making recommender systems more accurate and efficient. Whereas, there have been a few studies on consumers' needs and preferences under their own contexts to accept recommender systems. To this end, this study attempted to find out the impact of personal sentiments and contexts on the willingness to accept music recommender systems based on the simplified "Technology Acceptance Model" and some verified variables from the precedent studies. For the study, we conducted an empirical study using surveys and High-Order Structural Equation Model (SEM). The outcomes of the research was affirmative to the research hypothesis that the personal sentiments and contexts positively affect the acceptance of the music recommender systems.