• Title/Summary/Keyword: learning by game

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A Study on Brand Image Analysis of Gaming Business Corporation using KoBERT and Twitter Data

  • Kim, Hyunji
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.75-86
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    • 2021
  • Brand image refers to how customers, stakeholders and the market see and recognize the brand. A positive brand image leads to continuous purchases, but a negative brand image is directly linked to consumers' buying behavior, such as stopping purchases, so from the corporate perspective, it needs to be quickly and accurately identified. Currently, methods of investigating brand images include surveys and SNS surveys, which have limited number of samples and are time-consuming and costly. Therefore, in this study, we are going to conduct an emotional analysis of text data on social media by utilizing the machine learning based KoBERT model, and then suggest how to use it for game corporate brand image analysis and verify its performance. The result has proved some degree of usability showing the same ranking within five brands when compared with the BRI Korea's brand reputation ranking.

Real-time Ball Detection and Tracking with P-N Learning in Soccer Game (P-N 러닝을 이용한 실시간 축구공 검출 및 추적)

  • Huang, Shuai-Jie;Li, Gen;Lee, Yill-Byung
    • Annual Conference of KIPS
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    • 2011.04a
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    • pp.447-450
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    • 2011
  • This paper shows the application of P-N Learning [4] method in the soccer ball detection and improvement for increasing the speed of processing. In the P-N learning, the learning process is guided by positive (P) and negative (N) constraints which restrict the labeling of the unlabeled data, identify examples that have been classified in contradiction with structural constraints and augment the training set with the corrected samples in an iterative process. But for the long-view in the soccer game, P-N learning will produce so many ferns that more time is spent than other methods. We propose that color histogram of each frame is constructed to delete the unnecessary details in order to decreasing the number of feature points. We use the mask to eliminate the gallery region and Line Hough Transform to remove the line and adjust the P-N learning's parameters to optimize accurate and speed.

Design and Implementation of Education Contents for Prevention of Child Sexual Violence (아동 성폭력 예방을 위한 교육 콘텐츠의 설계 및 구현)

  • Kim, Hee-joo;Shin, Hye-won;Lee, yoon-ji;Won, Hye-mi;Park, Su e;Park, Jung Kyu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.179-181
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    • 2017
  • In this paper, we propose the contents of the visual content of the child's own boundaries and implement the contents based on active learning using touch method. The images consist of four modules, each of which consists of content developments, learning concepts, and learning content. The notion of sexual violence is also aimed at fostering awareness that sexual violence is also an extension of the child's safety. Moreover, the learning content of a learning game improves learning outcomes by receiving a 'compliment' if the game succeeds and receives a 'reward' on the game.

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Application of Serious Games for Effective Construction Safety Training (건설안전교육 효율성 향상을 위한 기능성게임 적용에 대한 연구)

  • Son, JeongWook;Shin, Seung-Woo;Yi, June-Seong
    • Korean Journal of Construction Engineering and Management
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    • v.15 no.1
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    • pp.20-27
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    • 2014
  • Construction safety training has mostly relied on one-way transference of instructors' knowledge to trainees through traditional media such as textbooks and lecture slides. However, safety knowledge could be more effectively acquired in experiential situations. The authors proposed a serious game to provide a comprehensive safety training environment. Trainees who assume the roles of safety inspectors in the game explore a virtual construction site to identify potential hazards and learn from the contents of feedback created by the game as a result of trainees' input. The paper reports details of the game design and development process. The test results indicated that trainees were motivated to refresh their safety knowledge, increased their learning interests, and enjoyed the learning process. In addition, trainees showed positive attitudes towards using the game scoring as a way of evaluating their safety knowledge. The test results encouraged the continuous development of the game.

Developing a Subset Sum Problem based Puzzle Game for Learning Mathematical Programming (수리계획법 학습을 위한 부분집합총합문제 기반 퍼즐 게임 개발)

  • Kim, Jun-Woo;Im, Kwang-Hyuk
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.680-689
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    • 2013
  • In recent, much attention has been paid to the educational serious games that provide both fun and learning effects. However, most educational games have been targeted at the infants and children, and it is still hard to use such games in higher education. On the contrary, this paper aims to develop an educational game for teaching mathematical programming to the undergraduates. It is well known that most puzzle games can be transformed into associated optimization problem and vice versa, and this paper proposes a simple educational game based on the subset sum problem. This game enables the users to play the puzzle and construct their own mathematical programming model for solving it. Moreover, the users are provided with appropriate instructions for modeling and their models are evaluated by using the data automatically generated. It is expected that the educational game in this paper will be helpful for teaching basic programming models to the students in industrial engineering or management science.

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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The Educatees' Perception Change of Learning Motivation and Fairness on Feedback using App (앱기반 피드백에 대한 피교육자의 학습동기 및 공정성 인식 변화)

  • Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.79-86
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    • 2015
  • Effective feedback plays a key role in education environments to motivate the students and to maintain their flow. However, there usually lacks in providing effective feedbacks in education environments due to an excessive number of students and insufficient class times. The purpose of this paper is to analyze the educatees' response on game like feedback using App. In this paper, Class123 App developed and published by BravePops was used. During one semester, Class123 App had been used in engineering class and the educatees' responses on game like feedbacks using Class123 App are analyzed. Statistical analysis results show that the feedbacks using Class123 App made positive effects to motivate the students. Especially, the positive feedbacks were more effective than the negative feedbacks.

Development of Block Coding Educational Game Reflecting School Curriculum (학교 교육 과정을 반영한 블록 코딩 교육용 게임 개발)

  • Jin-Seo Yang;Bo-Mi Kang;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.229-234
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    • 2024
  • This study aims to develop an educational game that combines block coding and metacognitive education to help students learn coding effectively, given the increasing importance of coding education in the Fourth Industrial Revolution era. By utilizing the advantages of block coding, the study aims to facilitate natural coding learning and apply metacognitive elements to improve the learning process and student competence. Future plans include incorporating feedback from middle school student interviews to expand and supplement the study's findings. The game developed in this study is expected to be used as an actual coding education tool and as an auxiliary educational material for textbooks both inside and outside the school.

Game Bot Detection Approach Based on Behavior Analysis and Consideration of Various Play Styles

  • Chung, Yeounoh;Park, Chang-Yong;Kim, Noo-Ri;Cho, Hana;Yoon, Taebok;Lee, Hunjoo;Lee, Jee-Hyong
    • ETRI Journal
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    • v.35 no.6
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    • pp.1058-1067
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    • 2013
  • An approach for game bot detection in massively multiplayer online role-playing games (MMORPGs) based on the analysis of game playing behavior is proposed. Since MMORPGs are large-scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game bots based on play behaviors. To cope with this problem, the proposed approach observes game playing behaviors of users and groups them by their behavioral similarities. Then, it develops a local bot detection model for each player group. Since the locally optimized models can more accurately detect game bots within each player group, the combination of those models brings about overall improvement. Behavioral features are selected and developed to accurately detect game bots with the low resolution data, considering common aspects of MMORPG playing. Through the experiment with the real data from a game currently in service, it is shown that the proposed local model approach yields more accurate results.

The development of Metadata Prototype for Educational Game (교육용 게임을 위한 메타데이터 프로토타입 개발)

  • Yoon, Sean-Jeang;Yoon, Tae-Soo
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.3-13
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    • 2008
  • We think that it is important to develop the metadata for educational game. Because they are applicable to game contents, separate learning sources and studying components in the game-based LCMS. But markets of eduainment and educational games are newborn field, so systematic development of metadata is not advanced yet. Therefore in this paper, we first established the design process of educational game metadata, and then according to the rule, we suggested this as a prototype. And we defined the extracted data as metadata for educational game through inspection of an expert group. If these metadata prototype are operated by adopting through standardization stage of public institutes, we can provide the convenience of searching, managing and recycling these metadata to learner, instructor and the developing institute. And we can also expect the prevention of overlapping investment.

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