• Title/Summary/Keyword: learning by game

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Development of Computer-Aided Nutritional Education Program for the School Children (초등학생의 올바른 식습관 형성을 위한 영양교육 사이트 개발)

  • 허은실;이경혜
    • Journal of Nutrition and Health
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    • v.35 no.7
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    • pp.791-799
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    • 2002
  • The performance of educational program for preventive nutrition is more beneficial for children than for the adults based on the cost reduction and the effect of this education. Also children's education helps them to grow and to live as a healthy adult. The purpose of this study is to solve the nutritional problem in children by developing nutrition education program for children and correct their nutritional problems. The characteristics of this program (www.food79.net) are the customized program for grade level based on the level of learning ability, the various education method such as game, cooking practice, and quiz, animation, and the self educated method by managing children's meal management as the result. The contents of this site are constructed not only for children but also for parents, the teachers and the school dietitians to increasing educational effect. The children room consists of food tower, nutrition kingdom, calculation of obesity index, food information, nutrient exploration, cooking world, and evaluation of dietary life. In the room for dietitian and teachers include the contents of the easy gymnastics, nutrition counseling methods, the teaching plans for nutrition education, and the information interchange corner. The third room for parents is constructed of nutrition evaluation, food 114, correction of living habits, and free discussion. Through this site, we are expecting to contribute to national health promotion by correcting the food habits of children.

IoT Edge Architecture Model to Prevent Blockchain-Based Security Threats (블록체인 기반의 보안 위협을 예방할 수 있는 IoT 엣지 아키텍처 모델)

  • Yoon-Su Jeong
    • Journal of Internet of Things and Convergence
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    • v.10 no.2
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    • pp.77-84
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    • 2024
  • Over the past few years, IoT edges have begun to emerge based on new low-latency communication protocols such as 5G. However, IoT edges, despite their enormous advantages, pose new complementary threats, requiring new security solutions to address them. In this paper, we propose a cloud environment-based IoT edge architecture model that complements IoT systems. The proposed model acts on machine learning to prevent security threats in advance with network traffic data extracted from IoT edge devices. In addition, the proposed model ensures load and security in the access network (edge) by allocating some of the security data at the local node. The proposed model further reduces the load on the access network (edge) and secures the vulnerable part by allocating some functions of data processing and management to the local node among IoT edge environments. The proposed model virtualizes various IoT functions as a name service, and deploys hardware functions and sufficient computational resources to local nodes as needed.

Research on Optimal Deployment of Sonobuoy for Autonomous Aerial Vehicles Using Virtual Environment and DDPG Algorithm (가상환경과 DDPG 알고리즘을 이용한 자율 비행체의 소노부이 최적 배치 연구)

  • Kim, Jong-In;Han, Min-Seok
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.15 no.2
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    • pp.152-163
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    • 2022
  • In this paper, we present a method to enable an unmanned aerial vehicle to drop the sonobuoy, an essential element of anti-submarine warfare, in an optimal deployment. To this end, an environment simulating the distribution of sound detection performance was configured through the Unity game engine, and the environment directly configured using Unity ML-Agents and the reinforcement learning algorithm written in Python from the outside communicated with each other and learned. In particular, reinforcement learning is introduced to prevent the accumulation of wrong actions and affect learning, and to secure the maximum detection area for the sonobuoy while the vehicle flies to the target point in the shortest time. The optimal placement of the sonobuoy was achieved by applying the Deep Deterministic Policy Gradient (DDPG) algorithm. As a result of the learning, the agent flew through the sea area and passed only the points to achieve the optimal placement among the 70 target candidates. This means that an autonomous aerial vehicle that deploys a sonobuoy in the shortest time and maximum detection area, which is the requirement for optimal placement, has been implemented.

Effects of the Group Task-related Program Training on Motor Function and Depression for Patient with Stroke (과제 지향적 그룹 운동 프로그램이 뇌졸중 환자의 운동 기능과 우울증에 미치는 효과)

  • Chung, Jae-Hoon;Ko, Myung-Sook;Lee, Jung-Ah
    • Journal of the Korean Society of Physical Medicine
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    • v.5 no.1
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    • pp.25-34
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    • 2010
  • Purpose : The purpose of this study is to assess the effect for gait, balance, and depression for stroke patients by group task-related program training based motor learning theory. Methods : The subjects of this study were administrated to the 11 stroke patients (9 male, 2 female) by 5 weeks, 3 times per week, 15 times. The group task-related program training were performed gait, balance, treadmill, muscle strengthening, and game program. Each program took 7~10 minutes and total time took 60 minutes including moving time. The difference of program training were compared using the paired t-test. Results : The results of this study revealed that Fugl-Meyer motor assessment, Chedoke-McMaster Stroke assessment of lower extremity and Berg balance scale were significantly correlated. However, impairment item of Chedoke-McMaster Stroke assessment, spatio-temporal gait parameters, Timed up and go test, and depression item of Minnesota Multiphasic Personality Inventory were not significantly correlated. Conclusion : These results support that group task-related program could be a useful treatment to improve the balance skills and motor function of lower extremity for the chronic stroke patients.

Method and Case Study of Decision Tree for Content Design Education (콘텐츠 디자인교육을 위한 의사 결정 트리 활용 방법과 사례연구)

  • Kim, Sungkon
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.283-288
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    • 2019
  • In order to overcome the students' lack of information and experience, we developed a content planning tree that utilizes a decision tree. The content planning tree consists of a tree trunk creation step in which students select a theme and a story to develop, a parent branch generation step for selecting a category that can be developed based on the story, a child branch generation step for selecting the interesting "effect" method of producing the content effectively, a leaf generation step for selecting a multimedia expression 'element' to be visualized. The educational model was applied to game planning design and information visualization lectures, and provides examples of the categories, effects, and elements used in each lecture. The model was used for 145 team projects and the efficiency was confirmed by a step-by-step learning process.

Research on Airport Public Art Design Elements and Preferences Based on Big Data Sentiment Analysis (빅데이터 감성분석에 따른 공항 공공예술 디자인 요소 및 선호도 연구)

  • Zhang, Yun;Zou, ChangYun;Kim, CheeYong
    • Journal of Korea Multimedia Society
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    • v.25 no.10
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    • pp.1499-1511
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    • 2022
  • In the context of globalization, circulation between cities has become more frequent. The airport is no longer just a place for boarding, disembarking, and transportation, but a public place that serves as the communication function of the "aviation city". The intervention of public art in the airport space not only gives users a sense of space experience, but also becomes a unique carrier for city and country image shaping. The purpose of this paper is to study the emotional value brought by airport public art to users, and to investigate the correlation analysis of public art design elements and user preferences based on this premise. The research methods are machine learning method and SPSS 21.0. The user's emotional value is introduced in the big data evaluation, and the preference and inclination of airport users to various elements of public art are analyzed by questionnaire. Through the research conclusion, the preference and main contradiction of users in the airport for the four dimensions of public art design elements are obtained. Opinions and optimization methods to provide reference data and theoretical support for public art design.

An Analysis of the Characteristics of Effective Mathematics Instruction in the Elementary School (초등학교 우수 수업 동영상에 나타난 좋은 수학 수업의 특징 분석)

  • Pang, JeongSuk;Kwon, Misun;Kim, Jeongwon
    • Journal of Elementary Mathematics Education in Korea
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    • v.16 no.3
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    • pp.403-426
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    • 2012
  • This paper analyzed 20 teaching practices of elementary mathematics lessons which were recognized as effective instruction by the local educational offices throughout Korea, using an analytic framework with 4 main domains (i.e., curriculum and content, teaching and learning, classroom environment and atmosphere, and assessment) and a total of 44 sub-elements. The results of this study showed that the lessons focused on the key mathematics concepts according to the national mathematics curriculum and learning objectives, managed students in terms of shared rules within each classroom, and evaluated students' understanding of the concepts at the end of the lesson. However, the lessons did not foster students' calculation skills and only partly used either technology or game. Building on the related studies, this paper included implications of implementing high-quality mathematics instruction.

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An Analysis on the Use of Computer of Elementary Students (초등학생들의 컴퓨터 활용 실태 분석)

  • Kim, Young-Gi
    • Journal of The Korean Association of Information Education
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    • v.12 no.3
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    • pp.283-292
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    • 2008
  • Computer Science Education has to be dynamically changed due to a change of information technology. This study aims to present the direction of development for computer science education according to compare a report of KEDI; Korean Educational Development Institute, twenty years ago with our latest investigation. In this research, nowadays the personal computer diffused at most home. Home is the main environment for students to use computer. Students demand new computing curricula and teaching method. The global tendency of computer science education focuses on the improvement of problem solving ability. According to our investigation, most students hope to learn the new computing skills through game-based learning. We present the unplugged teaching methods and simulation-based learning using EPL(Educational Program Langage). Of course it's important to be applied to school now. And it can be achieved just by national efforts alone.

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The measures for nursing the foundational math skills of the lower grade elementary school children (초등학교 저학년 아동을 위한 기초적 수학 능력의 신장 방안)

  • 이순주
    • Education of Primary School Mathematics
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    • v.6 no.2
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    • pp.75-84
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    • 2002
  • After entering an elementary school, in fact, a number of children regard mathematics as one of very difficult subjects because of its abstractiveness. This is caused by the fact that their basic thinking power is not yet formed or they can not understand the special quality of mathematics. So this article emphasizes the need to build up the higher logical thought and a basic mathematical concept at the lower grade elementary school stage in which the loaming activity on mathematics begins in earnest, that is, at the stage before having an experience on the calculating activity using numbers. But at present the lower grade elementary school students in our country do not understand the special quality of mathematics composed of a various symbolic system and lay stress upon mathematics learning attached to the calculative activity. In order to make the right mathematical concept of the lower grade elementary school, the basic knowledge and ability as follows is sure to be formed. 1) the foundational logical manipulation activity and knowledge 2) the using ability of the sign and symbolic system At the stage on which mathematics learning activity begins, it is a very important task to make the right concept of the abstractive math and nurse the capability for finding mathematical relations covered under the sign system through the continuos loaming activity on . Through the basic logical manipulation activity and the game activity of sign for lower grade elementary school students mentioned in this article, they can not only foster the higher level logical thinking power and the foundational calculative ability but also bring up the interest on the activity of establishing a new problem solving strategy.

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Hakeem: An Arabic Application Aimed to Teaching Children First Aid using Augmented Reality

  • Al-ajlan, Monirah;Altukhays, Wujud;Alyousef, Deema;Almansour, Aljawharah;Alsukayt, Layan;Alajlan, Halah
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.368-374
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    • 2022
  • Children are by nature curious and enthusiastic about learning and love to explore and search for everything they see around them, but as a result of this exploration they may sometimes be exposed to dangerous situations ranging from falls to poisoning and suffocation. That is why when supporting a child's natural desire to explore the world and supporting his awareness of dangerous situations and good handling of them, helps him build a conscious scientific mind and enhance his curiosity in the natural world. It is not easy to imagine a difficult situation in which we or one of our family is in danger, unable to help ourselves or to help them in time, due to our complete ignorance of the rules of first aid. Hence the importance of learning first aid not only for the child but for the community and the world at large. "Hakeem" is an Arabic E-health educational application that aims to teach children from the age of six to eleven years first aid, in our belief that the seed of renaissance lies in the care and education of children, and the lack of Arabic content that aims to teach children first aid skills. The idea is to create a scenario in which the child is responsible for saving the person who will be in a dangerous situation using Augmented Reality (AR) technology, to increase engagement and interaction and provides a rich user experience, and according to the child's performance, he will get reward points. The game will have several levels: Beginner, Intermediate, and Hakeem, and based on the player's points he will get a title and move to the next level, and when he reaches the end, he will get the certificate.