• Title/Summary/Keyword: Game for education

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A Study on the Rest Methods of Patients & Nursing Activities inducing them to Rest (환자의 안정방법과 안정을 유도하는 간호활동에 관한 연구)

  • 최명애;전금자
    • Journal of Korean Academy of Nursing
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    • v.8 no.2
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    • pp.15-23
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    • 1978
  • This study was conducted to see the present situation of rest in a military hospital. 120 medical patients but acute af critical cases were interviewed by the investigators during the period of August 20 to September 10, 1978. The questionnaire was consisted of questions regarding the general characteristics of tile respondents, rest methods and nursing activities inducing them to rest. 1, Of the rest methods, tying down on the bed comfortably placed first at 29.1 percent, followed by sleeping at 20,1 percent, reading at 16.8 percent, taking a moderate exercise, being free from their concerns of diseases & surrounding matters at 11.7 percent, respectively, playing the game of Badook or Chess at 6.7 percent , others at 3.9 percent in that order. 2. They mainly utilized the Lying down method for comfort & rest, but there were some differences depending on their educational backgrounds. 3. Some differences were observed in the methods of rest by the religions. 4. The differences between diseases af rest methods except bed rest af sleeping were observed. 5. Of the nursing activities inducing them to rest, counseling stood first at 43.3 percent, followed by teaching at 28.4 percent, relief of pain af discomfort at 20 percent, active attitudes of nurses to help them at 8.3 percent in that order. 6. There was no significant difference between the level of education or religions and nursing activities inducing them to rest. 7. Nursing activities which induced comfort & rest by diseases were mainly counseling & teaching.

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The Characteristics of Internet Auction User Groups by the Levels of Addictive Tendencies among High School Students (고등학교 인터넷경매 중독성향수준별 집단 특성)

  • Jeon, Seon-Hye;Lee, Hee-Sook
    • Journal of the Korean Home Economics Association
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    • v.48 no.5
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    • pp.1-15
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    • 2010
  • The purpose of this study was to find the characteristics of internet auction user groups by the levels of addictive tendencies among high school students. The questionnaire was conducted from December 16 to 23, 2008, and 288 high school students who were living in Cheongju area were selected. The main results were as follows. First, 13.4% of respondents were visiting internet site almost every day, and about 20% of them stayed more than 2 hours for visiting the internet auction site. Second, the price of purchasing goods through internet auction site(shopping mall) was less than 50,000 won. Third, the level of addictive tendencies of respondents was under average(2.08 out of 5 point scale), and about 10% of them evaluated by themselves as an internet auction. Fourth, relatively higher addictive tendencies group showed the characteristics such as lower self-esteem, higher depression, and higher feeling of isolation, internet related(general internet use, internet shopping, and internet game) addictive tendencies, and more often visiting and staying longer in internet auction sites and other internet sites.

A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media (실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구)

  • Lee, Hyun-Cheol;Park, Ki-Chang;Kim, Eun-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

A Study on Discrete Mathematics Subjects Focused on the Network Problem for the Mathematically Gifted Students in the Elementary School (초등 영재교육에 적용 가능한 이산수학 주제의 내용 구성에 관한 소고 -네트워크 문제를 중심으로-)

  • Choi, Keun-Bae
    • School Mathematics
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    • v.7 no.4
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    • pp.353-373
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    • 2005
  • The purpose of this paper is to analysis the basic network problem which can be applied to the mathematically gifted students in elementary school. Mainly, we discuss didactic transpositions of the double counting principle, the game of sprouts, Eulerian graph problem, and the minimum connector problem. Here the double counting principle is related to the handshaking lemma; in any graph, the sum of all the vertex-degree is equal to the number of edges. The selection of these subjects are based on the viewpoint; to familiar to graph theory, to raise algorithmic thinking, to apply to the real-world problem. The theoretical background of didactic transpositions of these subjects are based on the Polya's mathematical heuristics and Lakatos's philosophy of mathematics; quasi-empirical, proofs and refutations as a logic of mathematical discovery.

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A proposed framework for UX evaluation of artificial intelligence services (인공지능 서비스 UX 평가를 위한 프레임워크)

  • Hur, Su-Jin;Youn, Joosang;Kim, Sung-Hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.274-276
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    • 2021
  • As artificial intelligence develops rapidly, we can experience it in our everyday life such as with medical, education, and game applications. Traditional SW services were programmed explicitly by the intention of the programmer, and we have conducted evaluation on it. However, due to the uncertianty of AI services, risk follows to the products. Therefore, UX evaluations need to be different from traditional UX evaluations. Therefore, in this paper we suggest a AI-UX framework that consideres the task delegability, UX evaluations metrics, and individual differences.

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Analysis on the Characteristics of the IT Science tilted Students Toward Computer Learning (정보과학영재의 학습 특성 분석)

  • Kim, Eui-Jeong;Seo, Seong-Won;Baek, Soon-Heum
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.491-495
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    • 2008
  • The purpose of this study is to analyze the characteristics of IT gifted middle school students. The researcher analyzed the observational assessments of 16 gifted noddle school students through 19 education programs conducted from During the latest 3 years at the Science Gifted Children Education Center. The researcher hypothesized that IT gifted children would be outstanding in computer skills and information processing abilities. But they were not much different from gifted children in the other areas. Therefore there are two suggestions resulted from the study. First, it might not be meaningful to sub-categorize the subjects because of their developmental stages. The tenth grade students observed in this study were in their formal operational period by Piaget. Therefore, it would be desirable to teach them integrated areas rather than separated areas. Second, gifted children could be excellent in most areas. Due to their curiosity, task tenacity, and intellectual abilities, they could show excellence in any areas. Therefore, it is important to elaborate the educational programs so that the gifted children can develop their abilities in each areas.

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Study on Development of Digital Ocean Information Contents for Climate Change and Environmental Education : Focusing on the 3D Simulator Experiencing Sea Level Rise (기후변화 환경교육을 위한 디지털 해양정보 콘텐츠 개발 방안 연구 - 해수면 상승 체험 3D 시뮬레이터를 중심으로 -)

  • Jin-Hwa Doo;Hong-Joo Yoon;Cheol-Young Lee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.953-964
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    • 2023
  • Climate change is undeniably the most urgent challenge that humanity faces today. Despite this, the level of public awareness and understanding of climate change remains insufficient, indicating a need for more proactive education and the development of supportive content. In particular, it is crucial to intensify climate change education during elementary and secondary schooling when values and ethical consciousness begin to form. However, there is a significant lack of age-appropriate, experiential educational content. To address this, our study has developed an innovative 3D simulator, enabling learners to indirectly experience the effects of climate change, specifically sea-level rise. This simulator considers not only sea-level rise caused by climate change but also storm surges, which is a design based on the analysis of long-term wave observation big data. To make the simulator accessible and engaging for students, we utilized the 'Unity' game engine. We further propose using this simulator as a part of a comprehensive educational program on climate change.

A Study on the Middle and High School Students′Clothing Gift Purchasing Behavior according to the Consumption Orientation (중.고등학생들의 소비성향에 따른 의류선물구매행동)

  • 이지인;김용숙
    • Journal of Korean Home Economics Education Association
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    • v.13 no.1
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    • pp.13-24
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    • 2001
  • The purpose was to identify the middle and high school students'clothing gift purchasing behavior according to the consumption orientation. Self-administered questionnaires were distributed to 585 middle and high school students who had an experience of purchasing a clothing gift more than one time during recent one year in Chonbuk province from Mar. 6 to Mar. 15 2000. Frequency. percentage. mean. standard deviation. factor analysis. $\varkappa$$_2$-test. t-test. one way ANOVA were used for data analysis. Duncan's Multiple Range test was followed. The results of this study were as follows ; 1. The student's consumption orientation factors were consisted of plan, practicality. and pleasure. and they were divided into the practicality pursuit. the convenience pursuit. and the feeling pursuit. 2. The practicality pursuit considered practical aspects more. but considered external aspects of gifts less. gift purchasing frequencies was less. and selected cheaper gifts. The convenience pursuit considered practical aspects less. purchased gift more frequently. and selected ore expensive ones. The feeling pursuit considered practical aspects and external aspects of gift important. 3. Girls considered the external aspects of clothing gift more important than boys. and patronized the specialty store or discount outlet. The students in high schools or with more pocket money considered more criteria when selecting gifts. and selected more expensive ones. 4. Middle and high school students game and took gifts 1-3 times a year. and the common price rage was 10,000-30,000 won. Girls with more pocket money and in older ages selected more expensive gifts. On birthday or parents day. they used to select clothing as a gift more frequently. and the rank order of the favorite items were socks or stockings. handkerchiefs. and upper outer wears. They patronized specially store or opposite sexes.

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The Biomechanical Properties of the Shock Absorption Phase during Drop Landing According to Landing Types (드롭랜딩 시 착지형태에 따른 충격흡수구간의 운동역학적 특성)

  • Park, Gu-Tae;Yoo, Kyoung-Seok
    • Korean Journal of Applied Biomechanics
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    • v.25 no.1
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    • pp.29-37
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    • 2015
  • Objective : The purpose of this study was to investigate the biomechanical properties of shock absorption strategy and postural stability during the drop landing for each types. Methods : The motions were captured with Vicon Motion Capture System, with the fourteen infra-red cameras (100Hz) and synchronized with GRF(ground reaction force) data(1000Hz). Ten male soccer players performed a drop landing with single-leg and bi-legs on the 30cm height box. Dependent variables were the CoM trajectory and the Joint Moment. Statistical computations were performed using the paired t-test and ANOVA with Turkey HSD as post-hoc. Results : The dominant leg was confirmed to show a significant difference between the left leg and right leg as the inverted pendulum model during Drop Landing(Phase 1 & Phase 2). One-leg drop landing type had the higher CoM displacement, the peak of joint moment with the shock absorption than Bi-leg landing type. As a lower extremity joint kinetics analysis, the knee joint showed a function of shock absorption in the anterior-posterior, and the hip joint showed a function of the stability and shock absorption in the medial-lateral directions. Conclusion : These findings indicate that the instant equilibrium of posture balance(phase 1) was assessed by the passive phase as Class 1 leverage on the effect of the stability of shock absorption(phase 2) assessed by the active phase on the effect of Class 2 leverage. Application : This study shows that the cause of musculo-skeletal injuries estimated to be focused on the passive phase of landing and this findings could help the prevention of lower damage from loads involving landing related to the game of sports.

Adolescents' Use of Harmful Environment and Correlates of Risk Health Behaviors (청소년의 학교주변 유해환경 이용과 건강위험형태 분석)

  • 이호진;이명선
    • Korean Journal of Health Education and Promotion
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    • v.18 no.2
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    • pp.129-140
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    • 2001
  • Harmful environment around school area have been increased with socio-economic development in Korea. Those entertainment facilities have caused a negative effect on the learning environment in many schools. As a result of increased entertainment harmful facilities in school area, the numbers of deviant behaviors such as drinking, smoking, substance abuse and sexual activity among junior high school students have been significantly increased. Given this situation, the aim of this study was to describe the distribution of the facilities; to access applied(experience) of the facilities according to students demographic variables; and to identify the relationship between use of the facilities and students risk health behaviors such as smoking, drinking, substance abuse and sexual activity. The field theory was used to study the relationship between the use of the facilities and risk health behaviors among students. A self-administered questionnaire survey was conducted in Korea. 2,114 junior and senior high school students(middle and high school students) were recruited by the method of proportional stratified random sampling from June to July 2000. Results indicated that: 1) The rates of using game centers, PC rooms, Song rooms and comic rooms were 78.3%, 75.6%, 71.6%, and 34.3% respectively. 2) High school students visited the entertainment facilities significantly more than middle school students(p〈0.001). 3) The rates of using facilities near schools were significantly associated with parents job(p〈0.05). 4) The rates of drinking, smoking, drug abuse, and sexual activity were 21.6%, 11.9%, 4.3% and 1.6% respectively. 5) Risk health behaviors such as smoking(p〈0.001) and drinking(p〈0.001), amount of smoking and drinking(p〈0.001) and sexual activity(p〈0.05) were associated with the experience of using the facilities. Those who had drinking experience were more likely to go the facilities than those without drinking experience. Also, those who were smoker had higher probability of going using the facilities than non-smokers.

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