• Title/Summary/Keyword: Cooperative playing type

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An Analysis of the Preference Type of Internet Personal Game Broadcasting in China - focused on Player-Unknown's Battlegrounds Streaming (중국의 1인 게임 방송의 선호 유형 분석 - 배틀그라운드 1인 게임 방송을 중심으로)

  • Seo, Ryung;Kihl, Taesuk
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.81-89
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    • 2018
  • The purpose of this study is to classify the types of internet personal game broadcasting in China and to examine viewers' preferences type of it. By targeting top 100 creators of Player-Unknown's Battleground streaming as a personal game broadcaster with over 100,000 followers, the game types were classified based on the purpose and characteristic of game broadcasting such as game play, entertainment, and audience participation. As a result, the type of internet personal game broadcasting in China was classified into progamer type, cooperative playing type, storytelling type, and reciprocal entertainment type. The progamer type was 38% and it was the highest proportion of Player-Unknown's Battlegrounds streaming. Next came storytelling type, cooperative playing type and reciprocal entertainment type with 25%, 19% and 18% respectively. In sum, progamer type and storytelling type which shows relatively low real - time communication with audiences accounted for a high percentage of 63%. This implies that the characteristics of the broadcast media focused on 'showing' have influenced the production and planning of personal game broad casting. The interactive characteristics of the platform of personal game broad casting can be expected to gradually change the conventional customs of broadcasting media.

The Perception of Teachers on the Instructional Method of Practical Arts Education (실과교과의 교수 .학습 방법에 대한 교사들의 인식)

  • 왕석순
    • Journal of Korean Home Economics Education Association
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    • v.15 no.1
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    • pp.15-32
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    • 2003
  • This study examined teacher perception of the instructional method. activities and material in terms of class quality enhancement. Also this study established instructional method. activities and material application Per 7th Practical Arts Education Course guidance domain. and type identification of the instructional method and activities unique to the Practical arts curriculum. Conclusions : 1. Teachers consider the instructional method and material beneficial. However in the item relevant to application of diverse instructional methods Per specific teaching objective and educational content in the actual classroom. the highest percentage responding. ‘relatively yes’ (39.7%) . balanced out with those answering. ‘no’(37.7%) 2. In linking the instructional method and material to secondary school home economics education, teachers experienced difficulty in teaching only the clothing education domain . 3. In each guidance domain, lecture method, problem-solving learning. cooperative learning. home project learning and functional learning were surveyed for instructional method suitability. Notably, home project learning was identified as a significant instructional method. This result begs in-dept analysis as home project learning may be utilized as a tool to compensate for the absence of practical educational objective condition fulfillment and to substitute for teachers unable to Provide such functional guidance in class. 4. In each guidance domain. role-playing. debate/discussion. case study research, practical exercise and activity reporting were rated as essential teaching ㆍ learning activities. 5. In each guidance domain.‘VCR’, ‘CD-ROM’ and ‘Web media’ were identified as suitable instructional materials .

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A Study on the Research Trends to Flipped Learning through Keyword Network Analysis (플립러닝 연구 동향에 대한 키워드 네트워크 분석 연구)

  • HEO, Gyun
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.3
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    • pp.872-880
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    • 2016
  • The purpose of this study is to find the research trends relating to flipped learning through keyword network analysis. For investigating this topic, final 100 papers (removed due to overlap in all 205 papers) were selected as subjects from the result of research databases such as RISS, DBPIA, and KISS. After keyword extraction, coding, and data cleaning, we made a 2-mode network with final 202 keywords. In order to find out the research trends, frequency analysis, social network structural property analysis based on co-keyword network modeling, and social network centrality analysis were used. Followings were the results of the research: (a) Achievement, writing, blended learning, teaching and learning model, learner centered education, cooperative leaning, and learning motivation, and self-regulated learning were found to be the most common keywords except flipped learning. (b) Density was .088, and geodesic distance was 3.150 based on keyword network type 2. (c) Teaching and learning model, blended learning, and satisfaction were centrally located and closed related to other keywords. Satisfaction, teaching and learning model blended learning, motivation, writing, communication, and achievement were playing an intermediary role among other keywords.

Development of a Network-based Collaborative Learning System for Education of Information Ethics (정보통신윤리교육을 위한 네트웍 기반 협력학습 시스템의 설계 및 구현)

  • Song, Tae-Ok;Chung, Sang-Wook;Kim, Tae-Young
    • The Journal of Korean Association of Computer Education
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    • v.4 no.1
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    • pp.43-52
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    • 2001
  • The aim of this paper is to develop a network-based collaborative learning system based on cooperative learning, computer simulation, role playing, and web-based instruction, which is called NetClass. It is an educational system of hybrid-type, and supports three learning modes as a distributed network, a stand-alone system, or a web browser. To accomplish the purpose of this paper, we have studied on the following topics. First, we selected appropriate learning contents among dilemmas on information ethics. Second, a Collaborative Dilemma-solving Learning Model (CDLM) was designed, and this model means systematic procedures that leaners can notice others' feeling and thinking and predict the results of his actions by introducing interactions among learners on computer networks. Third, Collaborative Learning System Model based on standard architecture of an educational system was proposed. Fourth, we developed many components such as network components, database components, and interface components.

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Spatial Chracteristics of the Inter-firm Networks in the Industrial Clusters in Seoul : Focus on Computer Industry (기업간 네트워크와 산업집적지의 성장특성 -한국 컴퓨터산업을 사례로-)

  • 김선배
    • Journal of the Korean Regional Science Association
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    • v.13 no.2
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    • pp.55-74
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    • 1997
  • This paper investigates the spatial characteristics of networks, which arise as a firm's strategy to enhance its competitiveness to cope with the changing economic environments characterized by technological changes and increasing competitiveness. The theoretical framework in this study proposes that networks emerge as a firm's strategies to promote its competitiveness through the vertical/horizontal disintegration of the production system. Futhermore, regional industries of networks. The study examines the types of cooperation and the spatial boundary of the computer industry networks in Korea. Questionnaire survey was conducted on 1, 128 computer companies which had more than 10 employees, with 126 questionnaires being used for analysis. In addition, newpaper articles were used to supplement the foregoing work on network characteristics. The review of these articles covers the period from Jan. 1994 to June 1996. Major findings of this study are as follows: The spatial range of cooperative networks varies according to the specific characters of cooperation(R & D, production, and seles). Intralocal networks are being developed in Kangnam and Youido area, the computer industry agglomeration clusres of Seoul. There are the regional differnces in the agents and contents of cooperation. In intra-national R & D and production networks, regional differnces in agglomeratins and non-agglomerations are not detercted. Most networks of this type are found between large firms and small firms. In contrast, foregn R & D and production networks, which are operated mostly by large firms, are found in Kangnam, Youido, and CBD. Intra-national and foreign productino networks are also focused in Kangnam, Youido, and CBD. Small firms are playing an active role in making this type of cooperation possible. In the perspective of localization-globalization, Korean computer industry can be analyzed in two respects: industrial and regional. The localization of small firms and the localization-globalization of large firms' networks are being developed in industrial contexts, while the localization-globalization of agglomerations and the localization of non-agglomerations networks are being developed in regional contexts. As networks for the localization-globalization of industry are growing in agglomerations, interfirm networks could be related to trends in the formation or intensification of industrial agglomerations. industrial agglomeration areas function as a facilitator of localization through subcontracts, intraregional network and interregional network. They also facilitate globalization via foregn networks. In non-agglomeratin areas, localization networks, which are connected with agglomeration areas via subcontracting, interregional R & D. or production cooperation.

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