• 제목/요약/키워드: Game for education

검색결과 816건 처리시간 0.033초

크레용 피직스를 힘과 운동에 적용한 융합교육 설계 및 평가 (Designing and Evaluating Convergence Education by Applying Crayon Physics to Strength and Motion)

  • 김미연;전미연;김의정
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2013년도 춘계학술대회
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    • pp.417-420
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    • 2013
  • 게임을 통한 교수학습은 학습자의 부담을 덜 뿐만 아니라 학습에 대한 재미를 주면서 학업성취를 도모할 수 있다. 또한 과학기술에 대한 흥미와 이해를 높이고 융합적 사고와 문제해결 능력 향상을 위해 탐구 체험 활동 중심의 STEAM 교육이 강조 되고 있다. 본 연구에서는 크레용 피직스를 활용한 STEAM 프로그램을 개발 하였다. 중학교 1학년 과학 [힘과 운동]을 중심으로 적용하였으며, 모둠별 학습자의 활동 위주로 총 4단계 8차시의 분량으로 구성 되었다. 각 단계를 통해 학습자는 힘과 운동의 원리를 이해하며, '게임을 통해 과학원리 찾기'단계에서는 모둠별 학습자의 협동을 통해 직접 게임을 해결해보고 게임 해결을 위해 적용될 수 있는 힘과 운동의 원리를 찾는다. 또한 새로운 게임을 직접 설계 제작해봄으로써 학습자의 융합적 사고력을 향상시킬 수 있다. 본 연구에서 개발한 프로그램은 학습자의 창의성 증진과 과학 교과에 대한 흥미, 과학에 대한 긍정적 변화를 가져올 것으로 기대한다.

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죄수딜렘마(PD) 게임상황을 활용한 환경교육의 가능성 (An Alternative Approach for Environmental Education to overcome free rider egoism based on the Perspectives of Prisoner's Dilemma Situation)

  • 김태경
    • 한국환경교육학회지:환경교육
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    • 제13권2호
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    • pp.38-50
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    • 2000
  • We are evidently Home Economicus, egoistic rational utility maximiger, and all the capitalism economic situation make us adapt to such life, and recognize that it is rational to act like that. This can be demonstrated in Prisoner′s Dilemma(PD) which always select the non-cooperative choice for free rider in rational selection process of public goods. This paper notice the "what is problem\ulcorner"The problem is not in free rider itself but in free rider egoism. The practical behavior of free rider egoism can be explained by way of Prisoner′s Dilemma. In PD situation, the prisoner makes a rational choice, non-cooperative alternative, but he doesn′arrive at preto-optimality. It is dilemma. Why can′t he arrive \ulcorner Because he is isolated from other prisoner. So we call it prisoner′s dilemma. The PD situation can be compared with our real economic life, which, we think, have kept by rational choice of the public goods. We actually have made our life as an individual one although we organized communities of capitalism. Of course, we know each others as members of same society, but each individual being can′t secure the belief, which has composed basis of community. So, it is very similar and common between PD situation and our real economic life in the production of public goods. We conclude that this non-cooperative process of PD situation can be utilized as instrument of EE. So this non-cooperative process can show us the effectiveness of EE as follows. \circled1 Game situation life PD can be used as good instrument for explaining the rational selection dilemma(error) to Homo-Economicus, the rational agent, with the optimal and rational language. \circled2 We can show that the selection result is dilemma, not arrive pareto - optimality. \circled3 The dilemma can be resolved with accomplishing the good communal life based on the belief, not on the isolation.

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지역 창업 활성화를 위한 테크숍 구축 방안과 기대효과 (Tech shop building plan and its effect to encourage local start-up)

  • 이완복;유석호
    • 한국융합학회논문지
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    • 제10권1호
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    • pp.133-139
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    • 2019
  • 3D 프린터와 여러 작업 도구를 이용하여 빠르게 시제품을 제작할 수 있는 환경을 제공하는 테크숍은 융합디자인교육을 실현할 수 있는 공간이며, 4차 산업혁명 시대에 창의적인 아이디어를 배출해 낼 수 있는 터전이 될 것이 분명하다. 본 연구는 콘텐츠 관련 대학 및 기관이 많이 포진되어 있는 충청권 지역에서 지역 창업 활성화를 위한 테크숍 구축 방안을 제안하고 그 가능성을 타진해 보는 것을 목표로 한다. 이를 위해 테크숍의 구축 필요성을 검토해보고, 이에 부합하는 구축 방안을 제안하고 테크숍 운영에 필요한 구성 요소들에 대해 분석하였다. 제안하는 테크숍 구축이 이루어지고 효율적인 운영이 더해진다면, 좋은 아이디어를 기반으로 하는 시제품들이 빠르게 제작되어지고 상품화될 수 있기 때문에 지역 창업 활성화에 큰 도움이 될 것으로 기대된다.

미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구 (Visual Media Education in Visual Arts Education)

  • 박지숙
    • 조형예술학연구
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    • 제7권
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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숫자 1, 9, 9, 6을 이용하여 1에서 100까지 만들기 과제 적용 결과 분석 (Result Analysis on Making Activities 1 to 100 with digits 1, 9, 9, 6)

  • 김상룡
    • 한국수학교육학회지시리즈C:초등수학교육
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    • 제13권2호
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    • pp.55-66
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    • 2010
  • 초등학교 6학년을 대상으로 6회 총 120분 동안 숫자 1, 9, 9, 6을 활용해서 1에서 100까지 수를 만들게하는 활동을 한 결과를 제시하고 분석하였다. 이 퍼즐과제 활동 결과 분석을 통해 학습자의 수학적 사고의 실행과 형성과정 및 수학적 성향의 변화과정을 알 수 있었다. 특히, 이 과제에서 아이들은 협동의 이점을 알게 되었고 수학적 의사소통의 중요성도 경험하는 계기가 되었다. 무엇보다도 지수, 제곱근, 가우스 함수의 아이디어가 먼저 제시되고, 후속학습이 일어났다. 학습자가 계산기 사용과 수식표현간의 관계와 계산기로 지수와 제곱근의 의미를 구성하는 데에 계산기가 활용될 수 있음을 보여주었다.

한.중.일 중학생의 생활양식 비교 및 생활양식이 주관적 건강에 미치는 영향 (The Factors Influencing Perceived Health: A Comparison of Life Styles in Korean, Chinese and Japanese Adolescents)

  • 최은희;남은우;이규식;진기남
    • 한국학교ㆍ지역보건교육학회지
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    • 제11권2호
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    • pp.1-12
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    • 2010
  • Objectives: This study examined the life style differences of middle school students among in Korea, China and Japan and analyzed the factors influencing on the perceived health. Methods: The data of 1,390 students aged between 14 years and 16 from three countries collected between in November, 2008 and January, 2009 and analyzed the data using $x^2$-test, ANOVA-test and logistic regression analysis in SPSS Win 12.0. Results: Korean students spent more time on study and mobile phone use than Japanese, and more time on TV computer game than Chinese students. In addition, Korean students had a higher percentage in skipping breakfast and in not exercising than the other two countries. Overall, students who went to bed before midnight, having breakfast or doing exercise had better perceived health. Conclusions: The policies on health education should be conducted at a national level in order to improve their unhealthy life styles of Korean middle school students.

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효율적인 경로 선택을 위한 Q-Learning 정책 및 보상 설계 (Q-Learning Policy and Reward Design for Efficient Path Selection)

  • 용성중;박효경;유연휘;문일영
    • 한국항행학회논문지
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    • 제26권2호
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    • pp.72-77
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    • 2022
  • 강화학습의 기법 중 Q-Learning은 주어진 상태에서 행동을 수행하면서 미래의 효율적인 기댓값을 예측하는 Q 함수를 학습하면서 최적의 정책을 학습하는 것이다. Q-Learning은 강화학습의 기본적인 알고리즘으로 많이 활용하고 있다. 본 논문에서는 Q-Learning을 바탕으로 정책과 보상을 설계하여 효율적인 경로를 선택하고 학습하는 효용성에 대하여 연구하였다. 또한 Frozen Lake 게임의 8x8 그리드 환경에 동일한 학습 횟수를 적용하여 기존 알고리즘 및 처벌 보상 정책과 제시한 처벌강화 정책의 결과를 비교하였다. 해당 비교를 통해 본 논문에서 제시한 Q-Learning의 처벌강화 정책이 통상적인 알고리즘의 적용보다 학습 속도를 상당히 높일 수 있는 것으로 분석되었다.

EcoBlog: 생태학적 가상 커뮤니티 구현을 위한 4 차원 공간 프레임워크 (EcoBlog: 4d Spatial Framework for Ecological Virtual Community)

  • 임줌폰;배누리;최진원;전정윤
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 1부
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    • pp.937-944
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    • 2006
  • Although people's anxiety about the environmental problem has been getting higher, they are not provided good quality of knowledge about the environment. Based on this situation, Ecoblog can be a new type of online community to educate the public in ecological knowledge. Especially, Ecoblog can be utilized as a method of "preventive education", and it will contribute to reduce great amounts of environmental budget to restore contaminated environment to previous condition. Ecoblog also utilizes the concept of blog which user can create and append their site with chosen themes. A weblog or a blog is a non-commercial webpage regularly updated through the use of a blogging software which allows the user to "publish" kinds of amalgamations of text and graphics to the page as posts. The technology offered in Ecoblog is utilizing the concept of 4D place and game metaphor in order to provide users the sense of participation, interaction and immersion among them and the growing community. Thus, it requires applying the CAAD technology by implementing semantically well-defined building data model as a core database to create a 4D virtual community. This research focuses on defining a 4d spatial framework suitable for developing an online ecological community. Through our study, the state-of-the-art of online community has been studied at the first step. Second, the scenario of using EcoBlog described with content, visualization and navigation are defined based on the critical features derived at the first step. Finally, a 4d spatial framework composed of semantic building data model, content and rule database is constructed to propose factors that are necessary to establish an ecological virtual community. In conclusion, our framework could enhance the comprehension and interaction between users and virtual buildings in the ecological community by integrating the concept of game design, 4D CAD and semantic data model. Such framework can be applied to any online community for an educational purpose.

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국내외 박물관의 게이미피케이션 사례 연구 (A Case Study of Museum Gamification in Korea and abroad)

  • 손소희;민서윤;이동은
    • 한국게임학회 논문지
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    • 제18권2호
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    • pp.109-120
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    • 2018
  • 게이미피케이션 기술은 차세대 박물관 경험을 위한 중요한 기술 중 하나임에도 불구하고 국내 박물관 교육과 해설 활동에 활발하게 적용되고 있지 않으며 학문적 연구의 실증적 고찰 또한 부족한 실정이다. 따라서 본 연구는 박물관 게이미피케이션 국내외 대표적 사례를 연구하여 박물관 게이미피케이션 기술 전략을 도출하는 것을 목적으로 한다. 이를 위해 본 논문에서는 해당 사례의 관람 방식, 관람경험의 개인화, 프로그램과 관람객 간의 상호작용 정도를 비교 분석하고 이를 MDA 프레임워크에 적용함으로써 디지털 기술 기반 프로그램의 특정 구조가 박물관 경험에 미치는 영향을 구체적으로 살펴보았다. 이와 같은 연구를 통해 관람객이 주체가 되어 박물관과의 상호작용을 주도하는 과정에서 게이미피케이션은 첫째, 시각적 자기 표현, 둘째, 박물관 공간 활용, 셋째, 시공간에 구애받지 않는 주도적 학습, 넷째, 타인과의 상호작용에 기여하는 방식으로 디자인되어야 그 제 기능을 다할 수 있음을 확인할 수 있었다.

창의성 신장을 위한 놀이 개발 -알고리즘 요소를 중심으로- (Development of Games for the Advance of the Creativity -Based on Algorithm Elements-)

  • 김정아;김종훈
    • 한국콘텐츠학회논문지
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    • 제9권7호
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    • pp.390-401
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    • 2009
  • 컴퓨터는 단순 활용을 위한 도구이기보다는 복잡한 계산을 해 줄 수 있는 도구이기 때문에 다양한 방법으로 정보를 처리하고 문제를 해결하는 도구로 교육되어져야 한다. 알고리즘 요소를 중심으로 구성한 학습을 통해 학생들의 논리적 사고력과 문제해결력을 키울 수 있다. 창의적 문제 해결 능력을 컴퓨터 교육을 통해 이루려면 기존 컴퓨터 교육에서 창의성과 문제해결력의 요소가 첨가되어야 할 것이다. 또한, 학생들의 수준과 흥미를 고려하기 위해 어려운 컴퓨터에 관한 개념이나 원리를 다양한 교수학습 방법을 개발하고 활용하여 학생들이 쉽게 접근할 수 있는 노력이 필요하다. 이를 위해, 알고리즘 요소를 학생들이 이해하기 쉽도록 학생들이 좋아하는 게임 형식으로 개발하여 학생들이 직접 활동을 통해 자연스럽게 원리를 이해할 수 있도록 해야 한다. 이를 위해 창의적인 사고력과 문제해결력을 증진시킬 수 있는 알고리즘 요소를 중심으로 한 '창의성 신장을 위한 놀이 개발'을 연구하게 되었다.