• Title/Summary/Keyword: G-러닝 콘텐츠

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An Analysis on the Effects of Basic Computational Skills Using G-Learning Contents (기초셈하기 G-러닝 콘텐츠의 효과성 분석)

  • Park, Mangoo;Kim, Eunhye;Whang, Sungwhan;Lee, Donghee
    • Journal of Elementary Mathematics Education in Korea
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    • v.17 no.2
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    • pp.225-243
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    • 2013
  • This study was to analyze the effects of basic computational abilities using G-learning contents, which was developed for mathematically slow learners. The participant students were 146 mathematically slow learners in grade 3-6 in Seoul. The researchers analyzed the difference between pre and post test scores to check their effectiveness. Also, teachers and parents as well as students responded survey items to check dispositions and satisfactions towards the program. The research results showed that the application of the G-learning contents on basic computation areas was effective to develop students' basic computational skills. In addition, students also showed that they were satisfied studying basic computations with the G-learning contents. They had increased beliefs about and decreased difficulties in mathematics. Parents and teachers also had satisfactions in using the G-learning programs in spite of some negative effects such as errors in the contents, use of computers, and concentration on the game itself. For the improvement of G-learning contents, we need to keep studying on G-learning contents with wide range of areas and long term studies.

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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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    • 2012.05a
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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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The Study on motivation factors of G learning through contents analysis (콘텐츠 분석법에 의한 미국 초등학생 G러닝 몰입 요소 분석)

  • Wi, Jong Hyun;Wi, Yokyung
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.89-96
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    • 2015
  • The purpose of this paper is to analyze quantitative learning motivation on G learning. For the purpose the paper has analyzed the learning motivation factors through students' review on G learning which had been done at La Ballona Elementary School in Culver City, USA in 2010. On the basis of contents analysis method, it showed what factors of G learning influenced students and raised their academic motivation. Students used the positive, active words such as good, fun, learn, accomplish, easy, quest in terms of learning process, interest and achievement. They also showed future G learning intention describing terms such as love and miss. Team Quest has been especially developed for G learning class this time. Students had to help each other to solve the team quests which is different from traditional textbook. The system raised students' academic motivation.

The Case Study on the Tablet based STEAM G Learning Platform Development (태블릿 기반 G러닝 STEAM 플랫폼 개발 사례 분석)

  • Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.69-78
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    • 2014
  • The purpose of this paper is to analyze a developing process of 3D STEAM based G learning contents. STEAM means Science, Technology, Engineering, Art, Mathematics. It is focused on to raise students interest on science and technology through integrating the subjects together. Also it's purpose is to raise students understanding capabilities on technology convergence and problem solving. Therefore, this paper focused on the analysis of the development of 3D STEAM based G learning contents. Science topic, 'solar system and stars' was decided as a G learning based contents. Students showed higher immersion and motivation on the contents.

Types and Characterization of Online Game vs. G-learning Content (온라인게임과 G-러닝 콘텐츠 유형 및 특성 분석)

  • Bae, Jae-Hwan;Ok, Soo-Yol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.621-625
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    • 2010
  • Currently most of the educational content to learners to provide more learning opportunities despite the inevitable in terms of its content and format have not only due to the limitations and problems, this alternative to the creation of a new generation of educational content, research is required urgently. In this paper, G-learning content, online games and through the analysis of the type and characteristics is to overcome this problem.

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Effectiveness of G-Learning(Teaching and Learning Methodology utilizing Game) adopted in an English Class for 5th Grade Elementary School Students (초등학교 5학년 영어수업에 적용된 G러닝(게임을 활용한 교수학습 방법)의 학습 효과)

  • Won, Eun-Sok;Wi, Jong-Hyun
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.541-554
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    • 2012
  • This study suggests the effectiveness of G-learning English afterschool classes implemented to elementary school students at low achievement level in English. These days, the use of games in teaching and learning, known as G-learning, has gradually expanded, so it is necessary to consider how to adapt G-learning generally in English education. A G-learning afterschool English class was implemented to 23 low-level 5th grade students in an elementary school located in Daejon for 12 weeks. This study set two hypotheses aiming to determine the effectiveness in achievement and affectiveness of the participants. Pre and post achievement tests were conducted. Also, survey and FGI (focused group interview) were carried out twice with the participants. The study found that students' spelling awareness, vocabulary recognition and dialogue comprehension ability (hypothesis 1) were all improved with statistical significance. Moreover, after the class, participants' confidence and interest toward English study showed meaningful increases.

G-Learning Content Design and Implementation based on Individual Level (개인 수준을 고려한 G-러닝 콘텐츠 설계 및 구현)

  • Oh, Jeong-Hun;Ryu, In-Ho;Jeong, Hye-Jin;Kim, Hyoung-Jin
    • Proceedings of the KAIS Fall Conference
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    • 2012.05b
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    • pp.722-725
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    • 2012
  • 본 논문에서는 G-러닝 콘텐츠를 사용자 수준에 맞는 난이도 조절을 위해 학습자의 수준을 평가하여 반영하고자 한다. 이때, 학습자의 수준은 게임의 적응도까지 고려하여 설계함으로써 사용자의 적응 훈련도까지 고려한 난이도 조절을 설계한다. 그럼으로써 학습자의 난이도에 맞는 G-러닝이 진행될 수 있도록 한다.

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A Case Analysis of Entry in Global Education Market focused on Public Education : The Entry of G-Learning(Game Based Learning) into a Public School System in USA (공교육 중심의 해외 교육시장 진출 사례 분석: G러닝(게임 기반 교수학습 방법)의 미국 공교육 진출)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • International Commerce and Information Review
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    • v.15 no.2
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    • pp.109-128
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    • 2013
  • With the growth of contents business, the expansion of domestic culture contents into global market became active. However, while some field such as game, music and movie have made fine results, education contents has failed to make significant success in global market. Therefore, this study intends to look into a case of Contents Management Institute(CMI), which spread G-Learning into La Ballona Elementary School located in LA. In this case, CMI successfully dealt with diverse difficulties to conduct a G-Learning class in the school and helped to increase students' achievement. Based on analyzing this case, this study suggests three reasons behind the success. First, by separating platform and learning contents in development process, CMI could save the cost in contents development and handle problems swiftly. Second, it could be possible to use human resources efficiently by constucting a support organization. Third, by sharing information and doing persuasion CMI could lead to chain persuasion process among local decision makers.

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Study on Academic Presence and Achievement according to Types of e-learning Contents Development (이러닝 콘텐츠 개발 유형에 따른 실재감 및 학업 성취도 연구)

  • Na Yeong Kim;Dong Yub Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.211-217
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    • 2023
  • This study was conducted for the purpose of analyzing the differences in academic presence and achievement according to the types of e-learning contents development. Content development types were divided into HTML5-based contents, which is interactive contents, and Flash-based contents, which is video presenting type. One group at G high school located in B region learned with HTML5-based contents, and the other group learned with Flash-based contents, and then conducted a survey on the presence and an achievement evaluation. Presence was analyzed through a paired t-test, and the difference in academic achievement was measured through analysis of covariance. As a result of the study, it was found that HTML5-based contents had high levels of presence and academic achievement. Based on the results of the study, the development direction of e-learning contents to be developed in the future was discussed.

Effectiveness of G-Learning Math Class in Increase of Math Achievement of K-5 Students in USA (G러닝 수학 수업이 미국 초등학교 5학년 학생의 수학 성취도 향상에 미치는 영향)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.79-90
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    • 2012
  • This study suggests effects and procedure of G-Learning math class which had implemented toward a class of K-5 for 6 weeks in La Ballona elementary school located in Culver City, LA in USA. For designing G-Learning math class, developing the G-Learning contents, constructing teaching and learning model, publishing the teacher and student's book and conducting teacher training were carried out. As for the results, the achievement score of G-Learning class rose 12 points which marked higher improvement than the compare class. Also in G-Learning class, the score of 1/3 lower achievement group increased 22 points and 1/3 higher achievement group rose 9 points with statistical significance. Moreover, after G-Learning math class, interest and awareness to effectiveness toward G-Learning math was positively increased.