• Title/Summary/Keyword: a Theory of Fun

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Analysis of the Effectiveness of Conversion of Three-dimensional Puzzles into Immersive Media based on Play Theory for Children's Experience

  • Tae-Eun Lee
    • Journal of information and communication convergence engineering
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    • v.21 no.2
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    • pp.145-151
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    • 2023
  • This study aimed to determine whether there is a significant difference in play properties in the case of media conversion through the combination of analog three-dimensional puzzles and immersive media in children's experience. Based on Roger Caillois' play theory and the contents of previous research, an experience was conducted on an experimental group and control group, and a questionnaire was prepared. The results of the correlation and paired t-test analysis showed that the play properties were higher and more evenly distributed in the media conversion immersive experience. This implies that an increase in children's fun during the immersive experience further increases their immersion, suggesting that the use of immersive media may have a positive effect on children who achieve holistic development through play and experience. We hope that this study will help recognize the difference in effectiveness through conversion into immersive media and will be referenced in various media studies that consider double-play properties.

Motivation of Emoticon Usage in Online Messenger Service: Focusing on Regulatory Focus (온라인 메신저 서비스에서의 이모티콘 사용 동기: 조절초점 성향을 중심으로)

  • Seo, Bong-Goon;Park, Do-Hyung
    • Knowledge Management Research
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    • v.21 no.2
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    • pp.101-118
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    • 2020
  • The usage of emoticons used in the online environment continues to increase, and also the market for emoticons is growing rapidly. Emoticons go beyond simply conveying the meaning of a message and play various roles such as smooth communication, pursuit of fun, and intimacy. In this study, we first identify the factors that motivate users to use emoticons in an online messenger service, and then determine whether the derived factors have a significant effect on emoticon usage. Furthermore, based on Regulatory Focus Theory, we will distinguish between the group of promotion focus and the group of prevention focus to see how the influence of motives on emoticon usage differs.

A Study on the Tempo Direction of Narrative Webtoons -Focusing on - (서사 웹툰에서 템포 연출의 재미 요소에 대한 연구 -<묘진전>을 중심으로-)

  • Kim, Seong-jae
    • Cartoon and Animation Studies
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    • s.47
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    • pp.193-215
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    • 2017
  • This study has researched that tempo is an element influencing the fun of narrative webtoon. In spite of many elements that could create fun in narrative webtoon, the theory this study pays attention to is the accumulation and solution of tension. Lee Hyun-bee said in his book that the accumulation and solution of tension would be the element creating fun. Tensions of a story create the immersion by bringing readers into the story. However, if such tensions are maintained throughout the whole story, readers get insensitive to tensions, so that the accumulation and solution of tension should be used in turn to maintain the immersion. One of the directions creating the accumulation and solution of tension in narrative webtoon is the direction of tempo. When creating a narrative webtoon with the full-length structure, it is not easy to describe the whole incident from beginning to the end of it in order of time. Therefore, it is inevitable to have differences between story time and narrative time, and the difference of this time is called 'tempo'. This tempo creates fun when readers are immersed in the work, by adjusting breaths of the story in the direction of narrative webtoon. Such a role of tempo direction is based on the relation between the occurrence of tempo direction and information of the story. The information actually leading the story creates the accumulation and relief of tension which is the essential element of fun formation while tempo also maximizes the effects of accumulation and relief of tension. Tempo direction in narrative webtoons uses panels and gaps between them. The scene direction using panels and gaps between them considers tempo and dynamics because of the temporality of panels and gaps between them. This paper analyzes the use of tempo direction for narrative webtoon through the analysis on the 1st episode of . The significance of this study is to reveal that tempo direction is one of the factors creating fun in narrative webtoons, and also to suggest the theoretical grounds for researches on direction creating fun in the future.

A Grounded Theory Approach on Correctional Officers' Adaptation Process of Job Stress (교정공무원의 직무 스트레스 적응과정에 대한 근거이론적 접근)

  • Jung, Hyun-Ok;Kim, Hee Sook
    • Research in Community and Public Health Nursing
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    • v.32 no.1
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    • pp.73-85
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    • 2021
  • Purpose: The purpose of this qualitative study is to explore the adaptation process of correctional officers' job stress. Methods: Participants collected were fourteen officers who had experienced the adaptation process of job stress. Data were collected through individual in-depth interviews until the point of theoretical saturation from May to August, 2017. Transcribed interview contents were analyzed using Corbin and Strauss' grounded theory method. Results: A total of 98 concepts, 27 subcategories, and 10 categories were identified through the open coding. As a result of axial coding based on the paradigm model, the job stress adaptation process centering phenomenon of correctional officers was revealed as 'repeat-mark hardening', and the core category was extracted as 'endurance in hardening' consisting of a three-step process: enduring, understanding prisoner management procedures, and rebuilding. The rebuilding was considered as the key phase to escape the repeat-mark hardening and the participants utilized various strategies such as finding fun elsewhere, restoring confidence, accepting values of the prison officer in this phase. Conclusion: The results of this study suggest that the adaptation process of correctional officers' job stress can be a process that endurance the hardening. Therefore, it is necessary to develop systematic practical education and vocational motivation programs.

An Understanding of Elementary School Students on the Acid-Base, Acid Rain and Soil Acidification (초등학생들의 산-염기, 산성비, 토양산성화에 대한 이해)

  • KIM, Sung-Kyu
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.6
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    • pp.1764-1782
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    • 2015
  • The purpose of this study is to investigate the understanding on the acid-base, acid rain and soil acidification of the elementary students. The participants in the current study were 280 6th graders from a elementary school in Gyeongnam Province. A questionnaire consists of four categories: understanding of (a) acid-base basic knowledge, (b) acid rain and (c) soil acidification. (d) In addition, students were asked to comment about the introduction of the acid rain experiment in the science textbook. The results are as follows; First, the results regarding acid-base basic knowledge. They know the classification, characteristics, and properties of acid-based solutions well but they don't know the acid-base neutralization, examples using properties and application in real life. Second, the results regarding acid rain, students know the definition and damage of acid rain but they don't know the causing substances, emission source and way of solution of acid rain for lack of knowledge. Third, the results regarding soil acidification was the well-known part for the students because they had continued learning about the soil from the lesson of acid rain. Also, we looked into the difference in gender and region about the understanding of acid-base, acid rain and soil acidification. According to the gender of the data about the understanding of acid-base, acid rain and soil acidification, the percentage of correct answers of female was higher than male's. Also we expected that urban students were higher than rural students on the understanding of acid-base, acid rain and soil acidification, but the understanding of urban students were similar to rural students. Fourth, we got positive answers and negative answers to the introduction of acid rain experiment. Most of the positive opinion were I want to know a lot acid rain experiment", followed by "It is possible to prevent the risk of the damage and It seems to having fun and new order. Most of the negative opinion were Acid rain experiment may be difficult and complicated followed by Just a theory in the book is enough, Acid rain experiment were boring and not fun, Acid rain experiment is dangerous, There are many to study in this order.

Exercise Adherence Model of Middle-Aged based on Theory of Self-determination

  • Lee, Miok
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.10
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    • pp.143-149
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    • 2018
  • The purpose of this study was to construct and validate a middle - aged exercise adherence model. The model was designed based on self - determination theory. Participants were 215 middle-aged men and women aged 40-60 who had been exercising for more than six months. Data was collected from four big cities of Seoul, Busan, Gwangju and Daejeon in Korea, using a questionnaire consisting of basic psychological needs, intrinsic motivation, social support, and exercise adherence. Data were analyzed with SPSS 19.0 and AMOS 20.0. Social support and exercise adherence of the questionnaire were partially revised and verified by confirmatory factor analysis. The results of the study were as follows. The model's fit indices: GFI = .938, AGFI) = .915, NFI = .912, CFI = .941, and RMSEA = 0.041. The model satisfied the model fit of the structural model equation. This study model based on self - determination theory was confirmed that basic psychological needs, intrinsic motivation, and social support were important factors for the middle - aged's exercise adherence. Basic psychological need and intrinsic motivation had a direct influence on the adherence of exercise, and social support indirectly influenced the exercise adherence through intrinsic motivation. Both basic psychological needs and social support directly affected internal motivation. The most influential factor in the middle - aged's exercise adherence was intrinsic motivation. In conclusion, it was found that intrinsic motivation such as interest and fun is important for the middle - aged to continue the exercise. Also, the basic psychological needs were important for middle aged's exercise adherence. The results of this study will provide basic data for restoring or maintaining health by continuing exercise. Strategies that enhance intrinsic motivation are needed when a chronic ill person needs to continue long-term exercising.

Board Game Design for Disaster Safety Education for Elementary School Students Based on Learning Motivation Theory (학습동기이론 기반의 초등학생 재난안전 교육을 위한 보드게임 설계)

  • Kim Mira;Jung Hyungwon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.1
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    • pp.59-74
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    • 2024
  • In order to improve safety consciousness due to the increase in disasters and safety accidents, safety education is necessary to prepare for disasters with interest in safety. This study is a board game design for disaster safety education for elementary school students based on Keller's learning motivation theory. By considering the school safety curriculum and the safety education contents of the School Safety Mutual Aid Association and the Ministry of Public Administration and Security, the content and goals of learning were derived and the order of learning was determined. When designing game content, the fun elements of the game were applied to Keller's learning motivation inducing factors such as attention concentration (A), relevance (R), confidence (C), satisfaction (S), and educational game design elements to induce the achievement of learning goals at the game planning stage. It is expected that the existing safety education focusing on lecture-style and audiovisual will be supplemented and used in the educational field.

A Study on the Creation Method of Cultural Content - TRIZ Training using Folklore Edutainment - (문화콘텐츠 창작방법 연구 - 민담 에듀테인먼트를 활용한 트리즈교육 -)

  • Lee, Myoungja
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.91-98
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    • 2020
  • In this paper, the creation method of edutainment content among cultural content types was studied. Edutainment aimed to enhance the creative thinking power through the "TRIZ theory" as an element of fun and education for learners at the same time. In this study, the modified OSTM-TRIZ theory was used not only in the technical field but also in the general sector. I proposed a model in which creative thinking can be enhanced to solve problems by analyzing contradictions encountered in the process of presenting problems. Nonlinear digital storytelling in animated folktales can elicit sufficient curiosity from learners, and problem presentation, problem resolution and contradiction analysis using OTSM-TRIZ work as an educational system to develop learners' creativity.

Development of the Educational Program for Korean Traditional Food Culture for the Elementary Students (초등학교 고학년을 대상으로 한 한국 전통음식문화 교육 프로그램 개발)

  • Yang, Il-Seon;Jeong, Hye-Gyeong;Jang, Mun-Jeong;Cha, Jin-A;Lee, So-Jeong;Jeong, Ra-Na;Park, So-Hyeon;Cha, Seong-Mi
    • Journal of the Korean Dietetic Association
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    • v.12 no.2
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    • pp.127-145
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    • 2006
  • The purpose of this study is to develop an educational program for Korean traditional food culture, which is consisted of diverse activity factors and educational contents of the elementary students, and to transfer Korean traditional food culture to the next generation effectively. We have developed the program on the basis of FIB(Fun Integrated Behavior) approach derived from the activity-based education theory. This program is consisted of 32 subjects related with Korean traditional food culture, which is planned to perform in special activity classes for 2 semesters. An instruction guidebook for teachers and a workbook for students have been also developed. The traditional food culture educational program which is developed in this study could be used as a practical educational tool in 'dietary life and culture class' or 'special activity class' which is recently being introduced as the nutrition education curriculum in the elementary school. Furthermore, we expect this program to be able to contribute to transferring Korean traditional food culture to the next generation and reinforcing the elementary schoolers' diet behavior through inspiring them with a realization of the superiority of Korean traditional food culture.

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Educational examples of game development methodology and paper prototyping for effective digital game creation

  • Choi, Bu-ho
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.11
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    • pp.59-66
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    • 2021
  • This study is to verify the effectiveness of initial planning verification using paper prototyping while methodologies are being developed to verify the direction of game planning in a short time at low cost since it is having a hard time to verify the direction and fun of the game by taking a lot of capital and time in the initial planning process as the game development becomes larger. It conducted paper prototyping production for about 40 students who are learning game planning for a semester, and trained them on how to motivate using core mechanical diagrams, scrums, and basic psychological needs that can effectively materialize the ideas of their early game planning. Through this curriculum, board games were completed with eleven paper prototyping, and it was confirmed that students who participated in the class were meaningful in verifying fun and securing gameability through cross-play.