• Title/Summary/Keyword: Fun Learning

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An Analysis of Learner Satisfaction and Effectiveness Regarding 'Center for Teaching and Learning Support' (교수학습지원센터에 대한 학습자 만족도 및 효과 분석)

  • Kim, Chang-Soo;Choi, Seok-Yoon;Kim, Jung-Hung
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.487-495
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    • 2011
  • In this study, we analyzed student satisfaction and effectiveness regarding the Center for Teaching and Learning Support where students are using educational information. Based on the analysis, the purpose of this study was to identify the requirements for the improvement to enhance the educational support by the Center for Teaching and Learning Support. As a result, it was shown that satisfaction and effectiveness as well as requirement for improvement were different depending on school level. Therefore, it is necessary for the Center to enhance the services appropriate for each school level rather than unified services. In other words, the improvement is required to enhance the fun and interesting aspects for elementary and middle school students, and the effort is required to enhance the quality aspect of information for high school students when educational information is provided.

초등수학에서의 Maths 300 교구 프로그램 활용방안

  • Ryu, Soo-Jin;Kim, Sung-Joon
    • East Asian mathematical journal
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    • v.25 no.3
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    • pp.321-341
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    • 2009
  • The purpose of this study was to examine the effect of the manipulative materials in the Australian Maths 300 program by applying it to Korean Elementary Mathematics Education - based on parts of 'Probability and Statistics', and 'Symbol and Expression'. In order to this purpose, we select appropriate Maths 300's manipulate materials that could be used to obtain learning objectives within class time for each part, four lessons with the materials were taught at to third, fourth, and fifth grade students of elementary School. The effect of the teaching was analyzed by videotape and student opinion. The results of this study are the following: First, the manipulative tools were almost entirely lacking for the 'Probability and Statistics' section without a 'number of cases' unit. The tools presented in the 'Symbol and Expression' section were helpful in the games that were used for checking preceding learning. Second, the results of using the Math 300 manipulative materials in class showed that the students were eager to be involved in the activities using those materials and to find their own solutions in problem-solving questions that were suited to them; these led to them making their own questions. In response to questioning about the use of the manipulative materials, the students stated that it was easy and fun for them to use the manipulative materials, to solve the problems for themselves, and that they would like to continue practicing the activities in the future. Finally, Studies on the presentation of a variety of manipulative materials including those in this study that can used in problem-solving learning and other learning fields, and the methodology for the use of manipulative materials can be enhanced through further studies.

A Case Study of a Play-oriented Block Coding Class (놀이 중심의 블록 코딩 수업 사례 연구)

  • Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.619-624
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    • 2023
  • As the importance of digital competency education is highlighted, this study is a case study on block coding classes for elementary school students during vacation for the purpose of bridging the information education gap among students. The purpose of this study is to design and operate a play-centered block coding class program and find out if it is effective in improving students' interest. As a result of completing the teaching plan through the second consultation and revision, running the class, and analyzing the change in learning interest of the students through the t-test, the play-oriented block coding class designed in this study was effective in improving students' interest. In addition, it was possible to discover interesting elements such as student-led learning process and immersion through realistic play activities, friendship, collaboration, and communication through group activities. This study is significant in suggesting a plan to increase learning interest for students who are new to coding.

An Understanding of Elementary School Students on the Acid-Base, Acid Rain and Soil Acidification (초등학생들의 산-염기, 산성비, 토양산성화에 대한 이해)

  • KIM, Sung-Kyu
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.6
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    • pp.1764-1782
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    • 2015
  • The purpose of this study is to investigate the understanding on the acid-base, acid rain and soil acidification of the elementary students. The participants in the current study were 280 6th graders from a elementary school in Gyeongnam Province. A questionnaire consists of four categories: understanding of (a) acid-base basic knowledge, (b) acid rain and (c) soil acidification. (d) In addition, students were asked to comment about the introduction of the acid rain experiment in the science textbook. The results are as follows; First, the results regarding acid-base basic knowledge. They know the classification, characteristics, and properties of acid-based solutions well but they don't know the acid-base neutralization, examples using properties and application in real life. Second, the results regarding acid rain, students know the definition and damage of acid rain but they don't know the causing substances, emission source and way of solution of acid rain for lack of knowledge. Third, the results regarding soil acidification was the well-known part for the students because they had continued learning about the soil from the lesson of acid rain. Also, we looked into the difference in gender and region about the understanding of acid-base, acid rain and soil acidification. According to the gender of the data about the understanding of acid-base, acid rain and soil acidification, the percentage of correct answers of female was higher than male's. Also we expected that urban students were higher than rural students on the understanding of acid-base, acid rain and soil acidification, but the understanding of urban students were similar to rural students. Fourth, we got positive answers and negative answers to the introduction of acid rain experiment. Most of the positive opinion were I want to know a lot acid rain experiment", followed by "It is possible to prevent the risk of the damage and It seems to having fun and new order. Most of the negative opinion were Acid rain experiment may be difficult and complicated followed by Just a theory in the book is enough, Acid rain experiment were boring and not fun, Acid rain experiment is dangerous, There are many to study in this order.

Prospects of Characteristics Factors on Serious Game through Application Case Study Analysis (응용분야 사례 분석을 통한 기능성 게임의 특성요인 전망)

  • Choi, Woo-Seok
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.409-416
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    • 2017
  • The game market has not only grown in size of the 10 trillion won but also the form and function of game use. Serious game combines the educational purpose and the fun of the game and develops it so that contents such as national defense. In this study, we analyze the cases of five application areas for the activation of serious games, and develop factors that the serious game should have, we want to see what the characteristics are and how important it is. The results of analysis show that it was analyzed that most serious games of application field were developed as 'experiential games' such as education, learning, experience, and simulation. This means that it is very effective to develop a serious game in consideration of the characteristics that a potential user should prefer a sensible game as well as a clear goal of a serious game in game development.

Educational examples of game development methodology and paper prototyping for effective digital game creation

  • Choi, Bu-ho
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.11
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    • pp.59-66
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    • 2021
  • This study is to verify the effectiveness of initial planning verification using paper prototyping while methodologies are being developed to verify the direction of game planning in a short time at low cost since it is having a hard time to verify the direction and fun of the game by taking a lot of capital and time in the initial planning process as the game development becomes larger. It conducted paper prototyping production for about 40 students who are learning game planning for a semester, and trained them on how to motivate using core mechanical diagrams, scrums, and basic psychological needs that can effectively materialize the ideas of their early game planning. Through this curriculum, board games were completed with eleven paper prototyping, and it was confirmed that students who participated in the class were meaningful in verifying fun and securing gameability through cross-play.

A Study on Gamification-based Effective Digital Marketing Plan Targeting at Generation MZ (MZ세대를 겨냥한 게이미피케이션 기반 효과적인 디지털 마케팅 방안 연구)

  • Nang, Yunseo;Kim, Kyujung
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.202-215
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    • 2022
  • The purpose of this study is to identify gamification techniques and characteristics of digital marketing based on the main information communication, learning, and play of the current consumer group, and to present effective gamification digital marketing plans for the MZ generation. The summary of the research process is as follows. First, the characteristics and definitions of MZ generation and gamification were described and the concept was clarified. Second, domestic and foreign gamification cases were compared and analyzed. Studies show that we should be wary of gamification digital marketing, which fails to reflect the characteristics of the fun-seeking MZ generation by failing to organically connect the mechanisms and structures of gamification, focusing only on visible elements, such as Point, Badge, and Leaderboard. In addition, customers who lose the fun of obtaining rewards and leave because they feel that the rewards (points, badges, leaderboards) they provide are worthless should be prevented.

Design Strategy for the Implementation of Cooperative Group Games in Motion Based Arcade Game System

  • Joh, Yun-Sook
    • International Journal of Contents
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    • v.7 no.4
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    • pp.10-18
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    • 2011
  • Cooperative Group Games (CGG) emphasize participation, challenges and fun by cooperation among group members rather than competition. CGGs have been proven to be an efficient education method that teaches the value of cultivating cooperation skills, discipline, and sense of public order for tackling problems together through various types of interactions. When integrated with computer game technology, the general classic CGG can be reborn with new educational and entertaining aspects. To combine the joy of physical movement of group games and the richness of computer game contents, a motion based arcade CGG has been developed in this study, based on the original ideas and structures of classic off-line CGGs. While implementing the classic game concepts in arcade environment, various design attributes have been considered and applied, which were supposed to promote cooperative game play. Overall, the process of the implementation and test results of our four CGGs suggest several design strategies for effective arcade CGGs.

LANGITSELATAN AS AN ASTRONOMY LEARNING BASE FOR CITIZEN PROJECTS IN INDONESIA

  • HANDINI, AJENG TRI;BASKORO, ALDINO;YAMANI, AVIVAH;MUMPUNI, EMANUEL SUNGGING
    • Publications of The Korean Astronomical Society
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    • v.30 no.2
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    • pp.719-720
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    • 2015
  • These days, advanced technologies provide an easy way for the public to obtain information about anything, including astronomy. Most people know astronomy for its sky events and scientific results. In Indonesia, the public has a high interest not only in astronomy information but also in participating in astronomy events, but it is limited to those who has access to a club nearby. Otherwise, for those who live in remote areas or simply don't have any access, they depend on information from newspapers, magazines, books or word of mouth. They usually think that astronomy is a difficult subject to learn, while in fact it is something doable and fun.

Emotional Inherent Design Development of Children's Furniture Design (감성디자인이 내재된 아동용가구 디자인 개발)

  • Chae, Jung-Joo;Kim, Myeong-Tae
    • Journal of the Korea Furniture Society
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    • v.23 no.4
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    • pp.333-341
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    • 2012
  • This study intended to be designed at the level of furniture users' eyes for the users in designing furniture. Children's furniture follows parents' point of view mostly because the parents purchase the pieces for their children. Most of the children's furniture tends to rule out their psychological phenomenon and behavioral development. Therefore, children's furniture must be designed for children to be able to learn through their cognitive development and creative learning experience from having fun naturally by using the pieces combining with the typical play in their everyday lives like coloring, puzzling, and acting with movement.

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