• Title/Summary/Keyword: Learning by Playing

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Changes in Teachers' Beliefs of Science Teaching and Learning Through Inservice Program Experiences Focusing on Student-Centeredness (학생중심성에 초점을 맞춘 교사 연수프로그램을 통한 과학교사들의 과학수업과 학습에 대한 신념 변화 연구)

  • Shin, Myeong-Kyeong
    • Journal of the Korean earth science society
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    • v.25 no.2
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    • pp.53-62
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    • 2004
  • For teachers to develop new beliefs regarding science teaching and learning, they must undergo a process similar to what they are trying to provide their students. Seventy-one Korean secondary school teachers including 20 earth science teachers have participated in such process. In the four-week long summer workshop hosted by University of Iowa, science teachers were exposed to several activities and lectures wherein they experienced student-centered lessons by playing the roles of both teachers and learners. This study examined the influence of such experience on the teachers’ beliefs about science teaching and learning. Changes in teachers’ beliefs were found in seven question items on the subjects of goals of science learning, the roles of science teachers and students, and classroom practices after workshop participation; it was found that teachers’ beliefs of science learning and teaching shifted from teacher-centered to student-centered. Although this shift does not denote a complete shift from one extreme to the other, it is meaningful to note that teachers’ beliefs after attending the workshop were interpreted to be either anti- or contrary to teacher-centered. One of the possible factors for making such positive changes may have been teamwork or the teachers’ cooperative learning experience.

Development of an Automatic Tempo-Regulating Smartphone Application Using MIDI Playback Functions For Musical Instrument Practice (스마트폰 MIDI 재생 기능을 활용한 속도 증가 악기 연습 애플리케이션 개발)

  • Shim, In-Sup
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.143-150
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    • 2019
  • Playing musical instruments has long been a hobby enjoyed by many, whether amateur or professional. However, a lot of long and arduous practice is required if one wants to acquire the skills of musical artist and truly enjoy the pleasure of playing. This repetitive and tedious practice is often a hindrance to the process of learning a musical instrument, and numerous educators have put a lot of research and effort into making the process easier and more fun for students. In addition, various media practice tools are being developed to keep the students engaged and having fun. The core elements of this content primarily include controlling the speed of backing tracks in accordance with the skill level of students and providing a backing ensemble that enables them to enjoy the fun of playing. This paper studies and compares various MIDI playback techniques capable of controlling speed and pitch in smartphone applications. Modern applications of these techniques are seen in music educational contents, as well as entertainment contents. It also discusses the development and launching of Upbeat, a drum-loop metronome that automatically increases speed by applying different techniques to its respective smartphone operating systems, Android OS and iOS.

Development of the Program for Nature Experience Activity based on Flow-learning (플로러닝기반 자연체험활동 프로그램 개발)

  • Youn Ju Baek;Dong Yub Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.119-128
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    • 2023
  • This study was conducted to present an alternative instructional model through natural experience activities by developing a natural experience activity program that can learn and feel how to recognize and act on nature based on flow learning. In order to achieve the purpose of the study, a nature experience program, which consists of four stages of meeting nature, exploring nature, playing with nature and sharing emotions, was developed based on the main procedures of each stage of the ADDlE instructional design model. Through the research process, activities and precautions for each stage of the nature experience activity program were presented, and major educational implications were discussed based on the developed program. The nature experience program developed through the study can provide teachers with a basic direction for nature experience activities along with changing their perception of how to do nature experience activities, and infants are expected to become learners who freely feel, experience nature and make up their own knowledge through the nature experience program.

A Study on Machine Learning-Based Estimation of Roadkill Incidents and Exploration of Influencing Factors (기계학습 기반의 로드킬 발생 예측과 영향 요인 탐색에 대한 연구)

  • Sojin Heo;Jeeyoung Kim
    • Journal of Environmental Impact Assessment
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    • v.33 no.2
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    • pp.74-83
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    • 2024
  • This study aims to estimate roadkill occurrences and investigate influential factors in Chungcheongnam-do, contributing to the establishment of roadkill prevention measures. By comprehensively considering weather, road, and environmental information, machine learning was utilized to estimate roadkill incidents and analyze the importance of each variable, deriving primary influencing factors. The Gradient Boosting Machine (GBM) exhibited the best performance, achieving an accuracy of 92.0%, a recall of 84.6%, an F1-score of 89.2%, and an AUC of 0.907. The key factors affecting roadkill included average local atmospheric pressure (hPa), average ground temperature (℃), month, average dew point temperature (℃), presence of median barriers, and average wind speed (m/s). These findings are anticipated to contribute to roadkill prevention strategies and enhance traffic safety, playing a crucial role in maintaining a balance between ecosystems and road development.

Fashion activism for sustainability on social media (지속가능성을 위한 패션 액티비즘 - 소셜 미디어를 중심으로 -)

  • Chung, Soojin;Yim, Eunhyuk
    • The Research Journal of the Costume Culture
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    • v.28 no.6
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    • pp.815-829
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    • 2020
  • The aim of this study is to investigate fashion activism that supports sustainability by pursuing social transformation through social media. This is achieved by publicizing the environmental and labor problems of the fashion industry. For this study, a literary survey and netnography were conducted from January 2017 to November 2020. We classified and analyzed environmental and labor issues that could be considered fashion activism on social media. The results are as follows. First, movements for conscious consumption appeared as #haulternative, #fashionourfuture, #SecondHandSeptember, and #wornwear projects. These movements are concerned with buying used goods, re-dressing clothes owned by individuals, and transforming and wearing them with new methods. Second, activism for environmental protection includes #fashionOnclimate by Global Fashion Agenda and Sustainable Fashion Matterz' #Watermatterz. These movements are directly involved in learning about the seriousness of environmental destruction caused by the fashion industry and participating in environmental protection with critical awareness. Third, the #whomademyclothes and the Clean Clothes Campaign are activism for improving the working environment, and are playing a role in publicizing labor issues by informing the general public about inadequate working conditions linked to the fashion industry. Thus, fashion activism on social media examined in this study can contribute to visualizing chronic problems that hinder sustainable development within the fashion industry.

Ambient Intelligence in Distributed Modular Systems

  • Ngo Trung Dung;Lund Henrik Hautop
    • Proceedings of the IEEK Conference
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    • summer
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    • pp.421-426
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    • 2004
  • Analyzing adaptive possibilities of agents in multi-agents system, we have discovered new aspects of ambient intelligence in distributed modular systems using intelligent building blocks (I-BLOCKS) [1]. This paper describes early scientific researches related to technical design, applicable experiments and evaluation of adaptive processing and information interaction among I-BLOCKS allowing users to easily develop ambient intelligence applications. The processing technology presented in this paper is embedded inside each DUPLO1 brick by microprocessor as well as selected sensors and actuators in addition. Behaviors of an I-BLOCKS modular structure are defined by the internal processing functionality of each I-Blocks in such structure and communication capacities between I-BLOCKS. Users of the I-BLOCKS system can do 'programming by building' and thereby create specific functionalities of a modular structure of intelligent artefacts without the need to learn and use traditional programming language. From investigating different effects of modem artificial intelligence, I-BLOCKS we have developed might possibly contain potential possibilities for developing applications in ambient intelligence (AmI) environments. To illustrate these possibilities, the paper presents a range of different experimental scenarios in which I-BLOCKS have been used to set-up reconfigurable modular systems. The paper also reports briefly about earlier experiments of I-BLOCKS in different research fields, allowing users to construct AmI applications by a just defined concept of modular artefacts [3].

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A Study of a New Meaning of Currere from a Perspective of the Value of Play in Educational Activities (교육활동의 놀이적 가치 분석을 통한 교육과정의 새로운 의미 탐색)

  • Kim, Jae-Choon
    • Journal of Fisheries and Marine Sciences Education
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    • v.19 no.1
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    • pp.137-149
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    • 2007
  • This study attempts to explore the possibility of finding a new meaning of currere through an analysis of the value of play in educational activities. It does three different kinds of works for the purpose. First, it tried to clarify the value of play by analyzing the texts written by Kant, Gadamer, and Huizinga, who had approached a play from philosophical and esthetical perspectives. Second, it analyzed curricular theories established by such scholars as Tyler, Peters, and Dewey in order to clarify the meaning of educational values presupposed by those curricular theories. Third, it examined a possibility of finding a new meaning of currere by emphasizing the value of play in educational activities.Through the study, a researcher finds that the value of play lies in the fun the player experienced while playing and that educational value can be defined in the form of the value of play in an educational setting. If the value of play in education is paid enough attention, currere can carry a new meaning. Currere meant traditionally a course horses should follow, which represents a very conservative view of education whereas currere can now mean a trace in which students are learning for the sake of having a fun. Students are encouraged to study for the sake of having a fun.

Card Battle Game Agent Based on Reinforcement Learning with Play Level Control (플레이 수준 조절이 가능한 강화학습 기반 카드형 대전 게임 에이전트)

  • Yong Cheol Lee;Chill woo Lee
    • Smart Media Journal
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    • v.13 no.2
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    • pp.32-43
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    • 2024
  • Game agents which are behavioral agent for game playing are a crucial component of game satisfaction. However it takes a lot of time and effort to create game agents for various game levels, environments, and players. In addition, when the game environment changes such as adding contents or updating characters, new game agents need to be developed and the development difficulty gradually increases. And it is important to have a game agent that can be customized for different levels of players. This is because a game agent that can play games of various levels is more useful and can increase the satisfaction of more players than a high-level game agent. In this paper, we propose a method for learning and controlling the level of play of game agents that can be rapidly developed and fine-tuned for various game environments and changes. At this time, reinforcement learning applies a policy-based distributed reinforcement learning method IMPALA for flexible processing and fast learning of various behavioral structures. Once reinforcement learning is complete, we choose actions by sampling based on Softmax-Temperature method. From this result, we show that the game agent's play level decreases as the Temperature value increases. This shows that it is possible to easily control the play level.

기하 증명 읽기 이해 모델의 적용 효과

  • Hwang, Chul-Ju;Lee, Ji-Youn;Kim, Sun-Hee
    • East Asian mathematical journal
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    • v.25 no.3
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    • pp.299-320
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    • 2009
  • In mathematics, the education of the geometry proof has been playing an important role in promoting the ability for logical thinking by means of developing the deductive reasoning. However, despite of those importance mentioned above, considering the present condition for the education of the geometry proof in middle schools, it is still found that most of classes are led mainly by teachers, operating the cramming system of eduction, and students in those classes have many difficulties in learning the geometry proof course. Accordingly this thesis suggests the other method that is distinguished from previous proof educations. The thesis of Kai-Lin Yang and Fou-Lai Lin on 'A Model of Reading Comprehension of Geometry Proof (RCGP)', which was published in 2007, have various practical examples based on the model. After composing classes based on those examples and instructing the geometry proof, found out a problem. And then advance a new teaching model that amendment and supplementation However, it is considered to have limitation because subjects were minority and classes were operated by man-to-man method. Hopefully, the method of proof education will be more developed through performing more active researches on this in the nearest future.

Implementation of Adaptive Navigation for NPCs in Computer Games (컴퓨터 게임의 NPC를 위한 적응적 경로 이동의 구현)

  • Kim, Eunsol;Kim, Hyeyeon;Yu, Kyeonah
    • Journal of KIISE
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    • v.43 no.2
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    • pp.222-228
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    • 2016
  • Uniform navigation of NPCs in computer games is an important factor that can decrease the interest of game players. This problem is particularly noticeable in pathfinding when using a waypoint graph because the NPCs navigate using only predefined locations. In this paper we propose a method that enables adaptive navigations of NPCs by observing player movements. The proposed method involves modification of waypoints dynamically by observing the player's point designation and use of the modified waypoints for NPC's pathfinding. Also, we propose an algorithm to find the NPC-specific path by learning the landform preferences of players. We simulate the implemented algorithm in an RPG game made with Unity 4.0 and confirm that NPC navigations had more variety and improved according to player navigations.