• Title/Summary/Keyword: Learning by Playing

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Learning Systems of Shin, Han-Seung's Taekkyeon (신한승택견의 학습체계)

  • Park, Yeong-Kil;An, Jeong-Deok
    • The Journal of the Korea Contents Association
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    • v.8 no.8
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    • pp.235-243
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    • 2008
  • This research show how Shin Han-Seong make up Taekkyeon to register to intangible cultural assets, and found next conclusion and meaning. First, skill organization of Song Duk-Ki Taekkeon that is only one modem Taekkeon's initiator have been transmitted for a piece of skills of playing figure which don't have regular system. But Taekkyeon which have regular system have been developed by Shin Han-Seong, finally Taekkyeon is approved to intangible cultural assets. Second, Shin Han-Seong modernized Taekkyeon by borrowing training system of Judo, Fencing, Hapgido, Taekwondo, Karate. But people criticize that Song Duk-Ki Taekkeon is not initiate with original thing. Third, Shin Han-Seong made the grade classification and practical technique screening, Bon-Dae Buigi Twelve part like Pomse of Taekwondo (there is no for traditional Taekkyeon). And he contributed to popularization and modernized learning system by pursuiting sportization. Through this research geared up Taekkyeon's original shape and generational outline about skill transition or composition. And it gave important data for understand about Taekkyeon controversy which scattered.

A Study on the Practice of Performance Assessment in the Elementary School Mathematics - Focussing on Self-assessment and Peer-observation - (초등학교 수학과 수행평가 실천에 관한 연구 - 자기평가.동료평가.관찰평가를 중심으로 -)

  • Kim Song-Ja;Choi Chang-Woo
    • Journal of Elementary Mathematics Education in Korea
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    • v.10 no.1
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    • pp.67-87
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    • 2006
  • This study is to recognize a problem in the practice of performance assessment in elementary school, and to find out some suggestive points for improvement of teaching·learning method in elementary mathematics through assessment by reducing time restriction according to assessment through the practice of self-assessment, peer-assessment and observation, and then by reflecting the results of assessment on teaching learning plan. For that, the questions of study set up are as follows ; 1. How should self-assessment and peer-assessment be applied to in elementary mathematics assessment? 2. How should the time for 'let's play an interesting game' be managed for assessment of elementary mathematics? 3. How should the results of assessment be reflected on the Process of teaching and learning of mathematics? To solve these problems, a researcher of this thesis performed self-assessment, peer-assessment on 40 students of second grade under her charge as a class teacher, and applied observation in the time management process for 'let's play an interesting game' for a semester. self-assessment was made by mathematics journal, self-assessment chart, peer-assessment was by the analysis of conversation record among students in the situations of assessment, and observation was by observation of activity when playing with the results data of play analyzed. the concrete methods of application as follows ; First, mathematics journal was applied $1{\sim}2$ times by each unit with reconstruction into the level of second grade on the basis of the preceding-study models. Second, peer-assessment was applied to the unit-assessment time and the play-activities time by the method of recording·analyzing the contents of conversation among students in the process of assessment. Third, mathematical attitude & dispositions of students making use of the self- assessment table were examined referring to the teaching learning plan. Fourth, the time management for 'let's play an interesting game' was made through the prior recognition of play method and the joyful play-activities by use of the play-plate. Assessment depended on analysis of play-activities results of students making use of an observation form. Fifth, the results of self-assessment, peer-assessment, and observation were analyzed, and then they were made use of as self-observation data, of teacher her/his self, or teaching·learning improvement data. Students' self-assessment datum (mathematics diary, self-assessment sheets, conversation contents in the process of assessment) and observation materials (check lists, Play-activity result materials, conversation contents in the process of play) obtained in the process of application was analyzed as follows ; 1. From the practice of self-assessment in form of mathematics journal, I could obtain not only datum showing how much students was understanding the learning aims by unit time and to any degree they reached but also information about their response to learning datum and favorable type of learning. 2. Assessment by self-assessment chart was useful in planning the mathematics teaching learning process because it helps ascertain mathematical attitude & dispositions of students. 3. Through the application of peer-assessment, students had the opportunity of communicating with other students looking back on his/her explaining process, and teachers could obtain basic materials for assessment of students. 4, In case of time management for 'let's play an interesting game', there was natural extension of play made through time-security by prior looking into the method of play-activity, and then, for a remained time, by making children play a new game. 5, I could easily record the activities of students by use of the observation. form, and make use of it as basic data for descriptive assessment. 6, Each kinds of data obtained from the results of assessment was helpful for securing self-observation materials in the process of teaching learning and for their betterment in mathematics subject. However, because they were in the second grade of elementary school and there was an individual difference, some students could not make use of mathematics diary or self-assessment form properly. In case of these students, assessment data would be obtained through interview or observation. And for effective operation of play, its purpose & method and matters that demand special attention when play-acting should be clearly guided. Also, when applying an effective play in addition to play activities in textbook, to lessons, interesting mathematics lessons could be guided.

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On Improving the Attention of Young Boys and Girls with Learning Disabilities through Well Organized Music Activities : A Case Study (구조화된 음악활동을 통한 학습장애 청소년의 주의집중력 향상에 관한 연구)

  • Lim, Myong Hee
    • Journal of Music and Human Behavior
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    • v.1 no.1
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    • pp.47-71
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    • 2004
  • Students with learning disability have difficulty with attention and academic achievement Music can be an effective tool to enhance level of participation. The purpose of this study is to examine how much can be structured to enhance the attention span and related academic skills needed to achieve educational goals. The study has implemented structured music therapy sessions for three middle school students with learning disability. They participated in 20 sessions which were 30 minutes in length for ten weeks. The implemented music therapy sessions were designed using songs, playing, and listening to music. In order to test their level of attention, Frankfurter Aufmerksamkeits-Inventar(FAIR) Attention Test is implemented and Conners' Comprehensive Teacher's Rating Scale(CTRS-10) are used on the week before and after music activities. Also videotaping is used so as to analyze how correctly they do their task and how the correctness is changed period by period and to evaluate how often for ten minutes they make an eye contact with their teacher. The conclusions of this study are as follows: Firstly, the organized music activities have a positive affection on improving the attention of three middle school students who have learning disabilities. Fair Attention Test shows that they can do their task with more accuracy than in the previous period. Secondly, three students of this study improved their attention and made an eye contact more often than before this study, which is revealed through the analysis of the pre and post test results evaluated by CTRS-10. The results of the study indicate that structured use of music in various level of activities can help students to enhance attention span and the related academic skills.

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Landscape Design for Theme Park Using Local Speciality-A Case of GyangCheon's Pickled Shrimps- (지역특산물을 이용한 테마파크 설계-광천새우젓을 사례로-)

  • Lee, Shi-Young
    • The Journal of Natural Sciences
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    • v.14 no.1
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    • pp.151-163
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    • 2004
  • The landscape design was presented to a design for the theme park in Honseong. The site is located in Janchuk-li Unha-meon Hongseong-gun, Chungcheongnam-do and an area of about $1,594,001m^2$. This landscape design set the several main criteria as follows: an identity of GayanCheon's Picked Shrimps theme park, a cultural and tourist place for people, efficiency of landuse, and an environment friendly design. This GyanCheon's Picked Shrimps theme park is a multiple place for enjoying, resting, learning, and playing. An identity of this park was expressed by introducing the ocean scenery into park area which was devided 5 sub-spaces: a Place of the ocean King, an Entrance space for a Theme park, a Clock tower plaza, a Shrimp village, and a Distribution complex. Each space has the Theme about "shrimp" and is carefully connected with each other in terms of spatial sequence. By introducing diverse gathering and symbolical spaces for many kinds of events, the site could function as a cultural and tourist place of the Hongsung-gun.

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A Study on a Stress Measurement Algorithm Based on ECG Analysis of NUI-applied Tangible Game Users (NUI가 적용된 체감형 게임의 사용자 심전도 분석에 의한 스트레스 측정 알고리즘 연구)

  • Lee, Hyun-Ju;Shin, Dong-Il;Shin, Dong-Kyoo
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.73-80
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    • 2013
  • NUI(Natural User Interface) allows users to directly interact with surrounding digital devices using their voices or body motions without additional input/output interface devices. Our study has been carried out on human users who play a tangible game with body motions in the NUI-applied smart space. ECG was measured for 60 seconds duration before and after playing the game to determine user stress levels, and the measured signals were analyzed through an improved Random Forest algorithm. In order to experiment by a supervised learning, users additionally input whether or not the user felt stress. Moreover, the improved algorithm showed 1.04% higher accuracy than existing algorithm.

The Effect of Medical Interview Course in Korean Medical School (한의학교육에서의 의학면담 교육 효과)

  • Kim, Na-Hyeong;Cha, Ho-Youl;Shin, Sang-Woo;Hong, Jin-Woo
    • The Journal of Korean Medicine
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    • v.33 no.1
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    • pp.121-135
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    • 2012
  • Objectives: This article describes the effectiveness of, and student satisfaction with, the medical interview course. Methods: In the years 2010 and 2011, forty-two students took the medical interview course at the School of Korean Medicine, Pusan National University. The evaluation of the course was conducted using student questionnaires. Results: The students believed that learning medical interview skills was very helpful, and there was an increase in the number of students who thought they could improve their skills by learning the medical interview course contents. Also, they have come to feel that 'building a relationship' is the most important skill in the medical interview process. We used experiential teaching methods such as doctor-patient role-playing, and the students rated that method better than others. In addition, the students responded that the appropriate time to take a medical interview course is in the middle of a clinical practice. They also thought that the current credit value of the course was appropriate. Moreover, the students wanted to add some specific contents about specialized communication skills for Korean medical treatment. Conclusions: The medical interview course received a favorable evaluation from the students who finished the course. Among the course contents, they were most concerned with building the doctor-patient relationship. Also, they preferred experiential teaching methods more than didactic methods. The current timing and credit value of the medical interview class was evaluated as appropriate, and the students felt that communication skills specific to Korean medical treatment need to be taught. Therefore, we conclude the medical interview course is important and is worth considering as an independent course.

An Edutainment Game Prototype for Sasang Constitutional Food Therapy

  • Yea, Sang-Jun;Zhao, Dapeng;Ryu, Il-Han;Yang, Changsop;Kim, Chul;Gweon, Gahgene
    • Journal of Society of Preventive Korean Medicine
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    • v.19 no.2
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    • pp.159-167
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    • 2015
  • Objective : Recently many kinds of food therapies have sprung up to prevent or manage disease and to promote health. Seeing Korean history, the Korean medical doctors have been applying food therapy based on the thought that the dietary sources were as important as the medicine. Therefore, in this study, we designed a mobile edutainment game prototype with the goal of providing education about healthy food knowledge for users who belongs to different constitutional types. Materials and Method : We adopted the Sasang Constitutional Medicine as the medical background knowledge for our edutainment game design. Based on the user study, we developed the process of edutainment system which is composed of 'My game', 'My constitution', and 'My food'. Among the whole process, we developed a prototype for the core module - the 'My game' part. This prototype used a jumping game for mobile devices that is composed of training, level 1 and level 2 stages. Results : From the target user evaluation, it was proved that 1) in terms of the learning effect of healthy diet, the edutainment game we developed has a significant advantage over the conventional learning media. 2) after playing the edutainment game, the good and bad food identification accuracy based on picture and text format were increased by 44% and 42% respectively, and 3) target users perceived enjoyment while using this prototype, as well as showed positive intention to use this game as edutainment tool in the future. Conclusion : We designed and developed mobile edutainment game prototype to educate healthy food knowledge based on Sasang Constitutional Medicine. Through user evaluation, we proved that our prototype enhanced healthy food knowledge and that user accepted the prototype as a beneficial edutainment tool.

Children's Play Facilities according to the Classification of Amusement Features (놀이속성 분류에 따른 적정 어린이 놀이시설물 연구)

  • Jeong, Kil-Taek;Shin, Min-Ji;Shin, Ji-Hoon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.1
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    • pp.29-37
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    • 2018
  • This study intends to derive play attribute words to describe the nature of play by analyzing the correlation between play facilities and play attribute words. To investigate play attributes at playing facilities and supplement areas of weakness can provide a balanced play environment. Play attributes words were compiled via a literature review and the importance of each play attributes word was surveyed by experts. The keywords explaining play derived from news articles and references are defined as play attributes words. These words were classified into six broad categories and twenty-six sub-categories. The importance of major play attribute words show: Communication (0.268%) > Imagination (0.201%) > Amusement (0.190%) > Development (0.167%) > Learning (0.108%) > Intelligence (0.067%). Experts have recognized the most important elements are communication and imagination. Each play attribute associated with an amusement facility was separately identified in the amusement facilities installed in 114 children's parks in Seoul. Of the play attribute words, the amusement facilities at Seoul's Children's Park reflected a high frequency in 'development'. Furthermore, the importance of major playing attribute words such as 'Communication' and 'Imagination' were not fully reflected in cognitive play facilities. Therefore, it was judged that there is a need to actively introduce these attributes. This study proposed future improvements by determining weaknesses of amusement facilities in children's parks and analyzing the features and functions of play so as to suggest future improvements.

The Link between CVC Investments and Firm Innovation: Focusing on the Moderating Role of ESG Risk (기업벤처캐피탈(CVC) 투자와 투자기업 혁신 성과 간의 관계: ESG 리스크의 조절 효과를 중심으로)

  • Son, Hanei
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.2
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    • pp.195-205
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    • 2022
  • This study aims to investigate the relationship between Corporate Venture Capital(CVC) investments and firm innovation, exploring the moderating effect of corporate ESG risk on this relationship. First, adopting the organizational learning theory, I theorize a process in which a firm's relationship with a venture through CVC investments acts as an external innovation source for learning and ultimately short-term innovation. Also, based on the discussion of the stakeholder theory, I argue that when a firm is evaluated as having high ESG risk externally, this may have a negative moderating effect that weakens the relationship between CVC investments and innovative performance. In order to verify these hypotheses, panel data analysis was performed using CVC investments data, patent application data, and ESG risk scores of US high-tech firms from 1993 to 2018. As a result of the analysis, as expected, it was found that the more the firm invests in ventures through CVC, the more the firm's innovative performance increases. In addition, the social aspect of ESG risk of a firm, related to the local community and employees, were found to weaken the association between CVC investments and innovative performance. This study expands the understanding of existing research on CVC investments as a vehicle for learning and innovation. Focusing on the importance of relationship with ventures rather than the size of CVC investments, I empirically examined that the formation of CVC relationships with ventures is directly related to the short-term innovation of investing firms. Additionally, this study contributes to the CVC literature by including stakeholders in the current discussion in addition to investing firms and portfolio ventures. Finally, this study investigated how ESG issues, which are attracting attention as playing an important role in firm activities, are related to CVC investments.

High School Students' Understanding of Astronomical Concepts Using the Role-playing and Discussion in Small Groups (소집단 역할놀이와 토의를 통한 고등학생들의 천문개념 이해)

  • Jung, Nam-Sik;Woo, Jong-Ok;Jeong, Jin-Woo
    • Journal of The Korean Association For Science Education
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    • v.16 no.1
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    • pp.61-76
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    • 1996
  • The purpose of this study was to apply the instructional strategies for conceptual change prescribed by Posner et al(1982) to the astronomic content domain taught in the elementary and middle school and to analyze the characteristics of students' knowledge revealed in the test before, during and after the instruction. Also, it was to investigate the intercorrelation of cognitive levels, spatial ability and science achievement. The major findings of this study are as follows: 1. Students had a great variety of misconceptions related to the motion of the moon before the instruction, that is, the phases, the names of phases and the cause of changing phases by the moon's orbit about the earth, the moon's appearance and location at the given time, the relative positions of earth, moon and sun during a lunar eclipse, the cause that a full moon is not at the line of node once a month. In the analysis of students' responses concerning the cause of changing phases of the moon and a lunar eclipse, the results indicate that the great majority of students had rote learning rather than meaningful learning in the middle school. 2. Students' reponses during the instruction concerning the changing phases of the moon and the predictive knowledge about the motions of the earth and the moon were analyzed. 1) According to the results of the test given before and after experiment, after discussion, achievement score of the whole of subjects and groups in both preformal and formal cognitive levels appeared to increase linearly. 2) There was no statistically significant differences of achievement scores before and after experiment, after discussion between preformal group and formal group in cognitive levels. 3. Distribution of achievement scores according to the whole of subjects and groups in preformal and formal cognitive levels shows that there was a statistically significant difference between pretest and posttest. 4. Types of conceptual changes concerning the cause of changing phases of the moon that occurred from pretest to posttest were classified as accommodation, incomplete accommodation, assimilation, no change and no model. Six of the seven students starting instruction with alternative frameworks didn't sustain those alternative models throughout instruction. Five of these six students accommodated completely and the last one partially. Seventy-nine percentage of students taking instruction with fragmental models assimilated correct propositions at the end of the instruction. These results suggest that conceptual change model prescribed by Posner et al(1982) has promised the meaningful learning to students taking with fragmental models, especially in cases where students with misconception enter instruction. 5. High correlation between achievement score of simple-recall items and that of written items in pretest and posttest indicates that the higher students got the score in simple-recall items the better they also performed in written items. However, there was no statistically significant differences among cognitive levels, spatial ability and science achievement in the whole of subjects and groups according to the cognitive levels.

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