• Title/Summary/Keyword: Children's English Education

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Effectiveness of e-Sports Online Training Program for Relieving Youth Game Over-flow: Focusing on 'Online LoL(League of Legends) Game School' (청소년 게임 과몰입 해소를 위한 e-스포츠 온라인 수련활동 프로그램 효과성 연구 : '온라인 롤(League of Legends: LoL) 게임학교'를 중심으로)

  • Choi, Junghye Fran;Bang, Seungho
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.133-142
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    • 2021
  • This study investigated the effectiveness of 'League of Legends (LoL) game school', an e-sports online training program for relieving youth game over-flow. The Seoul Metropolitan Office of Education's Student Education Institute ran the program. Through this study, it was found that various activities to learn an e-sports game professionally and to explore career paths regarding game had positive effects on students' affections and intrinsic motivation. This study may contribute to helping youth as generation Z understand a healthy game culture.

Converged Research on the Difference of Learning Style According to Sasang Constitution and Major and Brain Dominance (사상체질과 전공에 따른 학습스타일의 차이 및 뇌의 우세성에 관한 융합 연구)

  • Lee, Mi-kyung;Kim, Yun-Joo;Noh, Byoung Ho;Park, Young-MI
    • Journal of the Korea Convergence Society
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    • v.7 no.1
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    • pp.145-153
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    • 2016
  • The purpose of this study is to suggest a suitable learning style for 300 college students who are attending Duniversity in Jeonnam providence according to QSSC(Questionnaire of Sasang Contribution Classification), major and brain dominance after finding out the difference of learning style according to Sasang constitution and major and brain dominance according to major. First, Soyangin's learning style was found out extroversion -type, but soeumin's learning style was found out introvert type. There was difference on physical type on learning style according to major. Third, there were found difference for a few questionnaire of the dominance of brain. According to above findings, The results of study suggest that we need to develop a unique teaching method which based on learners constitution and major instead of uniform teaching method.

Research on Engineering & Technology Education for Elementary School Student by using F1 in Schools Program (F1 in Schools 프로그램을 이용한 초등학생 대상 공학 기술 교육에 관한 연구)

  • Park, So-Ra;Nam, Hyun-Wook
    • Journal of Engineering Education Research
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    • v.11 no.1
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    • pp.85-100
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    • 2008
  • The purpose of this study is development of 'F1 in Schools Program' for elementary school student and validation of the program. Fifteen students were originally chosen from the W elementary school in Cheongju, Chungcheogbuk-Do. The children were tested on their understanding of science and 'F1 in Schools Program'. After developing the 'F1 in Schools Program', it was used in the classroom to evaluate applicability and to examine the responses from students, parents and schools. The program consists of 60 classes and the time of each class is 40 minutes. This study was conducted for 10 days from January 22nd, 2007 to February 2nd, 2007. CAD(Computer Aided Design), CFD(Computation Fluid Dynamics), CAM(Computer Aided manufacturing) and CNC Machine were used in this study and proved to be good materials for students in that they increased the students' participation and imagination. However, the children's cognitive and creative abilities as well as manuals written in English hampered the process. Most students, parents, schools seemed to be satisfied with use of the program. However, the schools showed that there was not enough understanding of the program as a whole. The processes with which students build and inspect using the $CO_2$Model Car not only improves the processing of the model but also enhanced the students scientific understanding related to the car speed.

Why Gifted Students Participate in Private Education?: A Study on the Current Status and Key Factors of the Attendance in Private Education (영재들은 왜 사교육을 받을까?: 초등 영재의 사교육 실태 및 참여 결정요인 분석)

  • Han, Ki-Soon;Park, Yujin
    • Journal of Gifted/Talented Education
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    • v.23 no.4
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    • pp.505-521
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    • 2013
  • The purpose of the study is the find out current status and key factors of attendance in private education of gifted students. The results show that 95.9% of gifted students and 94.6% of general students are currently participating in private education. Most percentages of students took English and math programs at the private institutes. Average amount of time students spend for private education was 2~3 hours per day, and most percentage of parents spent 400,000~600,000 won per month for their children's private education. There were no significant differences between the gifted and the general students in the aspects of private education statuses. Regarding the key factors of attendance in private education, improvement of study related skills, school grade management, and influences of surroundings, such as parents and friends, were showed as significant variables in gifted students group. Interestingly, influences of surroundings showed negative effect. For general students and their parents, improvement of study related skills and school grade management factors were significant variables. And for the parents of gifted students, improvement of study related skills and entering higher level schools appeared as significant factors for the participation in private education. Implications of the study were discussed in depth.

A Convergence Strategy of Improving Korean Speaking Skills through Memorizing Whole Sentence and Pair Works (통 문장 암기와 짝 활동을 통한 한국어말하기 향상 융합전략)

  • Ryu, Ja-Mi;Oh, Seong-Rok
    • Journal of the Korea Convergence Society
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    • v.7 no.2
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    • pp.77-84
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    • 2016
  • This paper is aimed at finding whether foreign students' Korean speaking skills can be increased or not through memorizing whole Korean sentences and pair works. First, the advance studies on the effects of this teaching method were surveyed. Second, the activity of this study was mainly pair works with foreign students, so how to do this activity was described. This activity was intended to help each other with keeping study and correcting errors while drilling in class. Thanks to this convergence teaching approach the students' frequency of target language, the Korean language was dramatically increased, and their motivation and energy were brought from this activity. They have to do communications with each other because each pair was made of one Chinese and one Vietnamese. They have no choice but to use Korean in communication. Finally, the questionnaire and interviews also showed that almost all of the students were satisfied with this convergence teaching approach.

Developing educational videos to inform rightly about school foodservice from kindergarten to high school: a case study

  • Gyoungok Gang;Chaewon Park;Haejin Kang;Wan Soo Hong;Yoo Kyoung Park;Sook Hee Choi;Seung Hye Kim;Jieun Choi;Jihyun Park;Hyeja Chang
    • Korean Journal of Community Nutrition
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    • v.29 no.2
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    • pp.97-113
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    • 2024
  • Objectives: Since the enactment of the School Nutrition Act in 1981, school lunch programs in South Korea have grown quantitatively and qualitatively with a current student participation rate of 99.8%. Nonetheless, educational materials are needed to reduce misunderstanding and ignorance about school lunch programs. This study aimed to develop 3 educational videos that help students of various ages (kindergarteners/lower-grade elementary, upper-grade elementary, and secondary school, respectively), understand the school lunch program. Methods: A scenario was created, was made, and the opinions on the scenario from experts in foodservice sectors were collected. A survey was conducted to students and parents to determine topics they wanted to know about school foodservice. The final videos were produced using this information and the expert opinions. The data were analyzed using SPSS 27.0 for Mac (IBM Corp., Armonk, NY, USA); a P-value of < 0.05 was considered significant. Results: Three videos on school foodservice were developed for various age levels of students: kindergarten/lower-grade elementary, upper-grade elementary, and secondary school. Additionally, English subtitles were included for the multicultural student population. These videos, each lasting about 7 minutes, cover topics such as nutrition, hygiene, and the cultural significance of the school lunch program. The survey results showed that parents and students wanted to know the following topics about the school lunch program: "nutritionally balanced diet" (11.9%), "purchasing safe food ingredients" (10.9%), and "healthy eating habits" (9.9%). Conclusions: The developed videos will serve as valuable educational resources on school foodservice, foster a deeper understanding of the school lunch program in parents and students, and potentially address their inquiries regarding production processes, nutrition, hygiene, cultural heritage, and health.

Accelerometer-based Gesture Recognition for Robot Interface (로봇 인터페이스 활용을 위한 가속도 센서 기반 제스처 인식)

  • Jang, Min-Su;Cho, Yong-Suk;Kim, Jae-Hong;Sohn, Joo-Chan
    • Journal of Intelligence and Information Systems
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    • v.17 no.1
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    • pp.53-69
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    • 2011
  • Vision and voice-based technologies are commonly utilized for human-robot interaction. But it is widely recognized that the performance of vision and voice-based interaction systems is deteriorated by a large margin in the real-world situations due to environmental and user variances. Human users need to be very cooperative to get reasonable performance, which significantly limits the usability of the vision and voice-based human-robot interaction technologies. As a result, touch screens are still the major medium of human-robot interaction for the real-world applications. To empower the usability of robots for various services, alternative interaction technologies should be developed to complement the problems of vision and voice-based technologies. In this paper, we propose the use of accelerometer-based gesture interface as one of the alternative technologies, because accelerometers are effective in detecting the movements of human body, while their performance is not limited by environmental contexts such as lighting conditions or camera's field-of-view. Moreover, accelerometers are widely available nowadays in many mobile devices. We tackle the problem of classifying acceleration signal patterns of 26 English alphabets, which is one of the essential repertoires for the realization of education services based on robots. Recognizing 26 English handwriting patterns based on accelerometers is a very difficult task to take over because of its large scale of pattern classes and the complexity of each pattern. The most difficult problem that has been undertaken which is similar to our problem was recognizing acceleration signal patterns of 10 handwritten digits. Most previous studies dealt with pattern sets of 8~10 simple and easily distinguishable gestures that are useful for controlling home appliances, computer applications, robots etc. Good features are essential for the success of pattern recognition. To promote the discriminative power upon complex English alphabet patterns, we extracted 'motion trajectories' out of input acceleration signal and used them as the main feature. Investigative experiments showed that classifiers based on trajectory performed 3%~5% better than those with raw features e.g. acceleration signal itself or statistical figures. To minimize the distortion of trajectories, we applied a simple but effective set of smoothing filters and band-pass filters. It is well known that acceleration patterns for the same gesture is very different among different performers. To tackle the problem, online incremental learning is applied for our system to make it adaptive to the users' distinctive motion properties. Our system is based on instance-based learning (IBL) where each training sample is memorized as a reference pattern. Brute-force incremental learning in IBL continuously accumulates reference patterns, which is a problem because it not only slows down the classification but also downgrades the recall performance. Regarding the latter phenomenon, we observed a tendency that as the number of reference patterns grows, some reference patterns contribute more to the false positive classification. Thus, we devised an algorithm for optimizing the reference pattern set based on the positive and negative contribution of each reference pattern. The algorithm is performed periodically to remove reference patterns that have a very low positive contribution or a high negative contribution. Experiments were performed on 6500 gesture patterns collected from 50 adults of 30~50 years old. Each alphabet was performed 5 times per participant using $Nintendo{(R)}$ $Wii^{TM}$ remote. Acceleration signal was sampled in 100hz on 3 axes. Mean recall rate for all the alphabets was 95.48%. Some alphabets recorded very low recall rate and exhibited very high pairwise confusion rate. Major confusion pairs are D(88%) and P(74%), I(81%) and U(75%), N(88%) and W(100%). Though W was recalled perfectly, it contributed much to the false positive classification of N. By comparison with major previous results from VTT (96% for 8 control gestures), CMU (97% for 10 control gestures) and Samsung Electronics(97% for 10 digits and a control gesture), we could find that the performance of our system is superior regarding the number of pattern classes and the complexity of patterns. Using our gesture interaction system, we conducted 2 case studies of robot-based edutainment services. The services were implemented on various robot platforms and mobile devices including $iPhone^{TM}$. The participating children exhibited improved concentration and active reaction on the service with our gesture interface. To prove the effectiveness of our gesture interface, a test was taken by the children after experiencing an English teaching service. The test result showed that those who played with the gesture interface-based robot content marked 10% better score than those with conventional teaching. We conclude that the accelerometer-based gesture interface is a promising technology for flourishing real-world robot-based services and content by complementing the limits of today's conventional interfaces e.g. touch screen, vision and voice.