• Title/Summary/Keyword: Game for education

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The Transfer Effect of Media Image Meaning presented Graduate Reflex (졸업영상에 나타난 영상의미 전달 효과)

  • Lee Sung-Bok;Jeon Byeong-Ho
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.30-37
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    • 2006
  • The application of reflex media in education has been widely used in the aspects of teaching & learning method, humanitarian education and the culture of school lives. It has been resulted from the generality of the applicable scope within conveying the information, propagation velocity, and the efficiency of the amount of conveyable information through the reflex. To utilize this kind of efficiency of reflex media in producing new graduation culture, I intend to show students the graduate reflex including their 3years' school lives and try to find out its effect from them. And then with this result I have studied the changes of the students' behavior in the graduation ceremony. As a result It is shown that the intent of graduation reflex which aims to look back into their past and keep in mind it has been reflected to students. In addition it is prove ascertain their friendship and love for their school have been lifted while watching the reflex with transferring the media image message.

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A pedagogical discussion based on the historical analysis of the the development of the prime concept (소수(prime) 개념 발전의 역사 분석에 따른 교수학적 논의)

  • Kang, Jeong Gi
    • Communications of Mathematical Education
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    • v.33 no.3
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    • pp.255-273
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    • 2019
  • In order to help students to understand the essence of prime concepts, this study looked at the history of prime concept development and analyzed how to introduce the concept of textbooks. In ancient Greece, primes were multiplicative atoms. At that time, the unit was not a number, but the development of decimal representations led to the integration of the unit into the number, which raised the issue of primality of 1. Based on the uniqueness of factorization into prime factor, 1 was excluded from the prime, and after that, the concept of prime of the atomic context and the irreducible concept of the divisor context are established. The history of the development of prime concepts clearly reveals that the fact that prime is the multiplicative atom is the essence of the concept. As a result of analyzing the textbooks, the textbook has problems of not introducing the concept essence by introducing the concept of prime into a shaped perspectives or using game, and the problem that the transition to analytic concept definition is radical after the introduction of the concept. Based on the results of the analysis, we have provided several pedagogical implications for helping to focus on a conceptual aspect of prime number.

Implementation of an Algorithm that Generates Minimal Spanning Ladders and Exploration on its relevance with Computational Thinking (최소생성사다리를 생성하는 알고리즘 구현 및 컴퓨팅 사고력과의 관련성 탐구)

  • Jun, Youngcook
    • The Journal of Korean Association of Computer Education
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    • v.21 no.6
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    • pp.39-47
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    • 2018
  • This paper dealt with investigating the number of minimal spanning ladders originated from ladder game and their properties as well as the related computational thinking aspects. The author modified the filtering techniques to enhance Mathematica project where a new type of graph was generated based on the algorithm using a generator of firstly found minimal spanning graph by repeatedly applying independent ladder operator to a subsequence of ladder sequence. The newly produced YC graphs had recursive and hierarchical graph structures and showed the properties of edge-symmetric. As the computational complexity increased the author divided the whole search space into the each floor of the newly generated minimal spanning graphs for the (5, 10) YC graph and the higher (6, 15) YC graph. It turned out that the computational thinking capabilities such as data visualization, abstraction, and parallel computing with Mathematica contributed to enumerating the new YC graphs in order to investigate their structures and properties.

An Analysis of the Impact of Digital Content Usage on Smart TV Usage (디지털 콘텐츠 이용이 스마트TV 이용에 미치는 영향 연구)

  • Lee, Seonmi
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.319-326
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    • 2022
  • As digital content services, especially OTT(over-the-top) video services, diffuse rapidly, so do smartTVs. Based on the indirect network effect theory and the complementarity theory, this study explores the relationship between digital content services and smartTV. Using the Media panel dataset, this study analyzes how the usage of digital content service (OTT usage, OTT usage volume, the usage of various OTT service types, and online game/music/education/news service) affects smartTV usage. This study shows that OTT usage and its usage volume is positively associated with smartTV usage, and that the usage of various OTT service types is positively associated with smartTV usage compared with non-OTT users. As for online content services, the usage of online education service is positively associated with smartTV usage while the usage of online news service is associated negatively. These results support the indirect network effect theory and the complementarity theory.

Analysis on Key-factors in Worsening of Eyesight for Schoolchildren as a Consequence of Computer Usage Time (컴퓨터 사용 시간에 따른 초등학생의 시력저하 요인 분석)

  • Joo, Heon-Sik
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.477-486
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    • 2011
  • In this paper, I had tried to analyze the relationship between the time assigned for computer usage and weakening eyesight. First of all, students classified by gender, school year, eyesight, and wearing glasses along demographic characters took part in a poll, and The questionnaire included questions about computer time, factors of weakening eyesight, and purpose of computer use. The finding in this analysis composed of a cross-tabulations between annual eyesight change and the factors to change their eyesight is that 63.6 % of 165 students participated in this survey weakened their eyesight within a year. To show a correlation between computer usage duration and worsening eyesight in this paper, regression analysis indicated weakened vision by computer usage duration per day and week instead of a year. In addition, according to the analysis between computer usage duration and weakened vision for the people who wear glasses or not trough Independent-Samples T test, weakened vision was shown in computer usage duration per day and week, but not shown in the duration by the year. Therefore, weakening vision was also worse for the people who didn't wear glasses than the others. This study indicated 24..5% of teenagers had poor eyesight by using their computer. According to the frequency analysis on purposes of computer usage, the biggest purpose accounting for 36.4% of the total was the computer usage as a game consol, and the computer as a learning tool was the next biggest purpose at 32.1%. This paper showed the correlation between computer usage time and a factor of weakened eyesight through an analysis of the factor. Therefore, schoolchildren's parents should be more interested in their computer usage.

Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.11-20
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    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

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The Relationship between the Personality of Elementary School Students and the Safety Accidents in the School (초등학생의 성격특성과 학교안전사고)

  • Kim, Chang-Hee;Park, Young-Soo
    • The Journal of Korean Society for School & Community Health Education
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    • v.4
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    • pp.1-20
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    • 2003
  • This study was not intended to analyze out the realities of the safety accidents in school. The purpose of this study was to find out the personality of elementary school students in 6th grade and analyze the relationship between the personality of elementary school students and the safety accidents in the school. We made a visit 12 elementary school personally in the B city of Gyeonggi Province and gave out 552 questionaries in order to accomplish the purpose of this study. And we analyzed the 501 answer data except the unfittable data 51 sheets-in case of no answer or untruthfulness. The inspection of the personality used the Eysenck Personality Questionnaire(EPQ) and the questionnaires of the safety accidents in the school were reorganized of the questionnaires which were used in Chun-Ok, Joen(1997) and One-Yong, Kim(1999)'s study to correspond with our purpose of study. Answer sheets were gone through the t and x2 test by using the program of SPPS. First, elementary school students are in the formative period in the life of a man. So many students's personality was in the middle group rather than in high and low group. In regard of the distintion between the boy students and the girl students, the boy students had higher score in Psychoticism(P) but the girl students had higher score in Neutroticism(N). And Lie(L) was showing a little more score in the girl students. Second, there was significant difference in the investigation of safety accidents in school according to sex distinction. 1) Comparing the boy students and the girl students, the rate of accidents was higher in boy rather than girl. And there was significant difference. 2) Comparing the grade of the school, the rate of accidents was higher in upper grade than lower grade both girls and boys. 3) In the kind of accidents, the traumatic Injuries were very popular and the next were contusions. There was significant difference in the traumatic injury and nosebleed. 4) The results of injured parts showed that the injuries of foot, leg, hand, arm hold a large majority. And there was a significant difference in head, face, foot, leg and etc. 5) Most accidents broke out during the break time and then accidents happened after school were the next. The flowings were lunch time and class time. There was a significant difference in accidents happened during the class, break time and lunch time. 6) Comparing the subjects, the most accidents broke out in the class of physics. 7) Among the cause of accidents, one's own carelessness was showing the highest rate. There was a significant distintion in the fight and game. 8) The safety accidents took place most in playground, and there was a significant difference. 9) Being slight wound was showing almost in the degrees of damage. And there was a significant difference. Third, the boy students were not showing the significant difference in relation to the personality, the frequency of accidents and the degrees of damage. But the girl students were showing the significant difference in relation to the Extraversion-Introversion(E) and the frequency of accidents. And there were a significant difference between E and N. Also they were showing the intense damages.

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An Analysis of the Writing Types Elementary School Students Presented in Mathematics Journal (초등학생의 수학 일기 쓰기 유형 분석)

  • Choi-Koh, Sang Sook;Park, Man Goo;Kim, Jeong Hyeon
    • Communications of Mathematical Education
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    • v.37 no.1
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    • pp.85-104
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    • 2023
  • The purpose of this study is to analyze the types of mathematics journals of elementary school students and to understand how they change in mathematics journals as the grade goes up, and to obtain implications in mathematics education. To this end, 170 of the 222 parish mathematics data submitted to the "Math Journal Contest" were analyzed with the consent of both minors and their parents. As for the framework for analyzing math journal types, 12 types were derived through independent analysis between three researchers. The research results showed that first, the type of math journal written by elementary school students is a variety of journals, such as observation, problem making, concept organization, and review. In addition, as a learning area, it was found that math journal showed a noticeable increase in experimental observation, problem making, and concept journal as the grades progressed, while a small number of idea journal and explanatory journals appeared. However, game (winning) strategy building and types declined. It can be seen that this is evolving from a type that requires activity-oriented or simple descriptions to a type that actively applies mathematical concepts. As such, there are 12-type of math journals, but it is necessary to actively use the teaching materials in writing that can be freely expressed in the school setting.

A Development of Chatbot Q&A System to Answer Questions in Webpage - Focused on arts education matching services - (온라인 시스템 장애를 원활히 해결하기 위한 챗봇 Q&A시스템 개발 - 예술 교육 서비스를 중심으로 -)

  • Kim, Jae Min;Lee, Hye Moon;Kim, Myoung Young;Lee, Won Hyung;Yi, Dae Youmg
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.157-166
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    • 2018
  • Communication between customers and service providers is an important issue at sites where various businesses and transactions take place. In particular, the ability to solve problems quickly and accurately when a problem arises and when an inquiry is received is directly linked to trust in the site. In this paper, we propose a method of handling complaints and inquiries of site users by using chatbot technology on talent market platform site. First, we implemented chatbot that can communicate with the inquirers in real time, so that users can use the site usage and word search functions. For various errors and problems of the site which can not be defined by a few words or sentences, I have specified an error code and database it. Users of the site were able to contact chatbot with the error code that was output when an error occurred and get the corresponding response in real time. The chatbot implemented in this study provided a satisfactory experience because that was able to provide quick and accurate answers to users who experienced errors or inquiries when using the site. This will have a positive impact on the credibility and favorability of the site over the long term, and will help reduce manpower and time costs for error inquiries.

An Approach to Realistic Contents of T-ball for VR Sports Room Classes (가상현실 스포츠실 수업을 위한 티볼 실감 콘텐츠 접근)

  • Eun, Kwang-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.47-58
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    • 2022
  • This research presented development contents for application of realistic content approach study that can experience T-ball sports used in regular physical education classes at indoor space with screen. The scope of application can be used for ball sports training in virtual reality sports room of elementary and junior high schools. The approach process presents an appropriate approach system for sustainable training education which is to improve T-ball sports training to target users through consultation-based collaboration with sports experts and T-ball leaders, focusing on basic training content of T-ball textbooks. In other words, the training mode was designed to induce immersion in T-ball sports classes and provide natural basic training for students at elementary schools rather than simply experience-based realistic content. The developed training content provided basic attack training according to weekly differentiated curriculum, and the approach process of training mode by difficulty level was presented to allow the user to improve the training by the degree of difficulty. In addition, the match mode approach process that reflects the game rules of T-ball sports was presented. This study can be presented as a reference production case that can be used to improve basic training and physical exercise of ball sports for industries related to development of realistic content.