• Title/Summary/Keyword: learning behavior

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A Comparative Analysis of Design Methods for Educational Games (교육용 게임디자인 방법들의 비교분석)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.25-35
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    • 2010
  • The generation who have had experienced computer games while growing up, are called game generation. The game generation has quite different styles of thinking and behavior from other generations. But present education methods for the game generation are not basically different from the education methods for other generations. Prensky argued that digital game-based learning is one of the few ways to meet the needs of the information age for the game generation. In this paper, we analyze the suitability of 4 design methods for educational games in comparison which were selected by the literatures survey. The suitability analysis was performed on the overall design method, the game design method, the education design method, the explicit of the design method, and the pros and cons. We suggest research topics on design methods for educational games which are needed to research in the future, based on the analyzed results.

Personalized Search Service in Semantic Web (시멘틱 웹 환경에서의 개인화 검색)

  • Kim, Je-Min;Park, Young-Tack
    • The KIPS Transactions:PartB
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    • v.13B no.5 s.108
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    • pp.533-540
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    • 2006
  • The semantic web environment promise semantic search of heterogeneous data from distributed web page. Semantic search would resuit in an overwhelming number of results for users is increased, therefore elevating the need for appropriate personalized ranking schemes. Culture Finder helps semantic web agents obtain personalized culture information. It extracts meta data for each web page(culture news, culture performance, culture exhibition), perform semantic search and compute result ranking point to base user profile. In order to work efficient, Culture Finder uses five major technique: Machine learning technique for generating user profile from user search behavior and meta data repository, an efficient semantic search system for semantic web agent, query analysis for representing query and query result, personalized ranking method to provide suitable search result to user, upper ontology for generating meta data. In this paper, we also present the structure used in the Culture Finder to support personalized search service.

Health Education Needs of Mothers who are Caring for Children with Disabilities (장애아동 양육을 위한 어머니의 건강관련 교육요구)

  • Han, Young-Ran;Lee, Myoung-Hee;Bang, Mi-Ran
    • Child Health Nursing Research
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    • v.12 no.1
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    • pp.44-56
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    • 2006
  • Purpose: The purpose of this study was to investigate the health education needs of mothers who are nurturing children with disabilities. Method: A descriptive study was done and the participants were 108 mothers of children with disabilities such being mentally challenged, developmentally delayed or having a disability involving brain damage. The questionnaire was a health education need assessment with 11 categories(58 items) developed by Han et al. The data were analyzed using SPSS program. Results: The mean score for health education needs of the mothers of children with disabilities was 3.83 (SD=0.58) out of a maximum 5. The health education need for acquisition of knowledge and information had the highest score (4.40±0.54) followed by health education needs for cognitive development and learning (4.31±0.64), interpersonal relationships (4.04±0.65) and behavior and emotion (4.04±0.79). There were significant differences between the children's sex (t=2.08, p=.04), birth order (t=2.17, p=.03), grade of disability (F=3.32, p=.02) and sex education suitable to the child's in age. Conclusion: The health education needs of mothers of children who are disabled were very high and varied. Therefore, it was important to develop comprehensive education programs which include this content and provide opportunities for mothers of children with disabilities to receive this education.

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Facial Point Classifier using Convolution Neural Network and Cascade Facial Point Detector (컨볼루셔널 신경망과 케스케이드 안면 특징점 검출기를 이용한 얼굴의 특징점 분류)

  • Yu, Je-Hun;Ko, Kwang-Eun;Sim, Kwee-Bo
    • Journal of Institute of Control, Robotics and Systems
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    • v.22 no.3
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    • pp.241-246
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    • 2016
  • Nowadays many people have an interest in facial expression and the behavior of people. These are human-robot interaction (HRI) researchers utilize digital image processing, pattern recognition and machine learning for their studies. Facial feature point detector algorithms are very important for face recognition, gaze tracking, expression, and emotion recognition. In this paper, a cascade facial feature point detector is used for finding facial feature points such as the eyes, nose and mouth. However, the detector has difficulty extracting the feature points from several images, because images have different conditions such as size, color, brightness, etc. Therefore, in this paper, we propose an algorithm using a modified cascade facial feature point detector using a convolutional neural network. The structure of the convolution neural network is based on LeNet-5 of Yann LeCun. For input data of the convolutional neural network, outputs from a cascade facial feature point detector that have color and gray images were used. The images were resized to $32{\times}32$. In addition, the gray images were made into the YUV format. The gray and color images are the basis for the convolution neural network. Then, we classified about 1,200 testing images that show subjects. This research found that the proposed method is more accurate than a cascade facial feature point detector, because the algorithm provides modified results from the cascade facial feature point detector.

A Preliminary Study of Serious Game Effect Model based on Construal-Level Theory (해석수준이론에 기반한 기능성 게임 효과 증대 방안 연구)

  • Lee, Hye-Rim;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.105-120
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    • 2014
  • Many of recent studies have suggested various positive outcomes of serious games. However, relatively little emphasis has been placed on the roles of user-centered factors from a psychological perspective. One of the main goals of serious games is the change of the user's perception and behavior towards a positive direction. To achieve this goal, psychological factors should be applied to the user's playing process in serious games. Inspired by construal-level theory(CLT), we propose a CLT applied model (CLT in process-outcome serious games model) considering psychological factors on the player's decision making. The model will be useful not only to game developers or designers but also to game researchers as a valuable tool in persuasion and learning for serious game users.

Selection of Korean Cuisine Restaurants of Foreigners Living in the Korea (국내거주 외국인의 정주화에 따른 한국 음식점 선택)

  • Lee, Sang-Mi
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.379-386
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    • 2011
  • The article is to investigate selection of Korean cuisine restaurants and levels of acculturation for foreigner living in Korea and to suggest some guidelines for drawing them and enlargement in consuming market. Out of 250 questionnaires, 220 questionnaires were used for data analysis. The findings are showed visiting for taking experience other culture and learning technology & training, not knowing well much about Korean culture, and eating experience Korean food on 30.5%, less than 2 years length in Korea. And the most difficult points are showed unclear communication, rude behavior, attitude, and language in living Korea. Second, the purpose of visiting restaurant is to spend good time with friends and to eat out special food, then foreigners usually have lunch & dinner Korean food, their own food on weekend. Third, 'service' and 'sanitation & cleanness' factors were ranked highly for foreigners living less than 2 years, but 'location' factor was ranked highly for residents living more than 4 years in the Korea. Last, foreigners living less than 2 years recognized highly on 'identification and Korea culture' in the Korea.

A study on stress in Children (소아(小兒) stress에 관한 문헌적(文獻的) 고찰(考察))

  • Kim, Ki-Bong;Kim, Jang-Hyun
    • The Journal of Pediatrics of Korean Medicine
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    • v.16 no.1
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    • pp.105-124
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    • 2002
  • With the progress of civilization, the disorders due to the stress, which derived from the social-structural complexity and diversity, are on an increasing trend in our times. Accordingly, the accurate diagnosis and appropriate treatment for them are required. Especially in the current years, children's disorders delivered by the emotional problems keep increasing. In this research, the researcher tried to figure out the cause of the children's stress and its treatment, studied the theories of the stress in the modem medicine and the sever emotions in oriental medicine, and came to the conclusion as follows: 1. The stress can be defined as the combination of the reaction to noxious stimuli and its defense mechanism of the body, In oriental medicine, it is considered as pathological notions which includes seven emotions as the internal factor, six evils as the external factor and other foods, expectoration, ecchymoma as the non-internal/external factors. 2. Children usually get stressed by various reasons in a growth process such as schooling, relationship with friends, the opposite sex of family, or change of surroundings, and these can cause the various disorders. 3. In the study of the children's stress symptoms, it is found that the silent reaction is uncommon. It usually appeared in both reactions: firs, physical reactions such as stomachache, vomiting, headache, neural frequent urination, bronchial asthma or excessive respiration and/or, second, behavioral reactions such as a decline of performance, alimentary disorder, e.g. anorexia nervosa or bulimia, sleep disorder, e.g. nightmare or panic in sleep, anthrophobia, refusal to a school attendance or hyperactiveness. Besides, the peculiar mental disorder such as paroxysm of anger, tic, autism, nocturnal enuresis, lack of attentiveness, impediment in linguistic development, learning difficulty, intellectual decline, etc. can be appeared, and the heavy stress during the babyhood can cause the regression of behavior or the immaturity of formation of character. 4. The appropriate treatments for the children's stress are Osteopathy, Manpulation, Aroma Therapy, Alexander Technique, Autonomic Never Control Treatment, Biofeedback, Chiropractic, Dance Therapy, Feldenkrasis Technique, Gravity Therapy, Homepathy, Aquatherapy, Hypnotherapy, Naturopathy and Meditation.

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The Analysis of Discussion Activities and Participants' Behavior in the e-BBS based on a Structural Analysis (구조적 분석에 의한 e-BBS 토의 활동 및 참여자의 행동 분석)

  • Moon, Gyo Sik
    • The Journal of Korean Association of Computer Education
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    • v.9 no.6
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    • pp.41-51
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    • 2006
  • Educators have recognized the usefulness of the e-BBS(electronic-Bulletin Board System) as an asynchronous communication medium for collaborative learning. However, theoretical outcomes to understand the structural analysis of thc e-BBS are not adequate enough. As a consequence, we are left with inadequate supportive tools to understand complex communication phenomena and to assist teachers to guide students to educational purposes. This can cause teachers to have a laissez-faire approach using BBS as a communication medium for education due to the lack of understanding the structural and overall situation. To address this issue, this paper presents a theoretical foundation to help understand the structure of discussion activities via the e-BBS and then presents a computational model, based on the structural analysis, for the behavioral analysis of participants. The formal representation of bi-directional discussion activities is realized by devising two graphs - the reply graph and the connection graph. Various measurements and statistics for the analysis are presented in the paper. To clarify the analysis, we classify the results produced through the analysis of discussion activities and participants' behaviors.

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Factors Affecting Students' Satisfaction Level in Computer Classes Offered as Extracurricular Activities in Commercial High Schools (컴퓨터 특기적성 교육의 만족도 영향요인 탐색 : 상업계 고등학교 학습자를 중심으로)

  • Kim, Mi-Ryang;Shin, Hyun-Deok
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.37-47
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    • 2005
  • Teaching ICT skills in extracurricular activity classes of commercial high school helps to bridge the digital divide of the students at the minimum cost, and gives them a chance of getting ICT-related licenses. The purpose of this study is to identify the determinants of satisfaction and planned behavior toward computer classes, offered as extracurricular activities in commercial high schools. A survey methodology was used to investigate a proposed model of influence, and regression analysis was used to analyze the results. The hypothesized model was largely supported by this analysis, and the overall results indicate that the intention to participate in the class is mostly influenced by the expected social effect, individual impact and playfulness from the class. In addition, it was found that the learning environment influences the level of playfulness and social effect, and that the contents quality has some impact on the level of the ease of study and playfulness. Useful suggestions for promoting computer classes as extracurricular activities in commercial high schools are also provided.

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Modular Robot for Promoting Creativity Development in Play and Education (창의력 증진을 위한 놀이 및 교육용 모듈러 로봇 개발)

  • Choi, Joon-Sik;Lee, Bo-Hee;Kim, Jin-Geol
    • Journal of IKEEE
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    • v.18 no.4
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    • pp.572-580
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    • 2014
  • This study deals with reconfigurable modular robot with respect to the compact and capability of representing the various actions for promoting creativity through education and play. Generally modular robot can be designed as a suitable robot that is transformed to various structure by reconstructing each cells, However, there are only few research on the education and play using those robots in the world and still nothing domestically. Unlike the existing modular robots only having a repeating motion, the proposed modular works by individual module such as sound is produced by sound module, wheel is driven by wheel module, LED module controls the visual expression, power is supplied by battery module, bluetooth module for communication, and dynamic motion realization is possible by using joint module. By manipulating the abilities endowed by individual modules, diversity of creative activities is possible and thus made an easy access for children. This study deals with the design of modular robotic by using the variety of different modules to endowed the learning and playing ability. And the study showed the utility of the operating behavior over the actual production and testing.