• Title/Summary/Keyword: play and learn

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Effects of the Attachment Promotion Therapy Program for the Children with Autistic Spectrum Disorder (자폐장애 아동을 위한 애착증진치료 프로그램의 효과)

  • Im Sook-Bin;Ju Se-Jin;Hong Kang-E M.
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.17 no.2
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    • pp.91-97
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    • 2006
  • The effects of the Attachment Promotion Therapy (APT) program for the autistic children were reviewed by 8 papers. The program was consisted with play activity centered mother-child interaction, educational activity for parents, lecture, video-feedback, and support. APT program was effective to improve the attachment behaviors and attachment security. And the mother's behaviors to her child became more child-centered, positively responsive, expressive supportively. Ninety six point seven percent of the mothers were satisfied with the APT program. They described that it was helpful to understand their children's developmental limitation and strength, to learn how to play with their children, to make supportive social network among the mothers, to minimize familial conflicts, and to make them much more comfortable with their children. They thought the APT Program was to be a steppingstone of the further educational program. APT program is an effective early intervention to promote social development and decrease autistic problems.

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Keyboard Solo System based on Hand Recognition (손 인식을 통한 건반 연주 시스템)

  • Lee, Eun-kyung;Ha, Jung-hee;Seo, Eun-sung;Park, So-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.171-172
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    • 2009
  • Nowadays the music market is getting bigger while students are losing their creativity because of the cramming education even in the music class. Based on the growing music market, we made a project for students to play the musical instruments more easily. The suggested program is different from any other system because, with this program, we can play the musical instruments if only we have a keyboard made of paper and Webcam, which made us save money. When an user put his finger on the paper keyboard, Webcam makes a sound recognizing the position of the finger on the keyboard. We can choose one instrument out of four; Piano, drum, base and guitar. With this system, we can get an opportunity to learn many sounds of musical instruments and make our own melody.

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Arduino-based Educational Electronic Piano (아두이노 기반 교육용 전자 피아노)

  • Kim, Hye-jun;Park, Jun-yeong;Shin, Yeong-jae;Heo, Gyeong-yong;Choi, Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.413-415
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    • 2021
  • Piano is one of the most beloved instruments in the world and is used a lot for children to learn music because it is simple to play. As a result, various products for children, such as toy pianos, were released. However, there is a lack of piano skills for music education, such as how to play the piano or read the score. To solve this problem, in this paper, we propose a game-style educational piano using Arduino. It is expected to capture fun and education at a low price by scoring points by displaying the score on the LCD screen and pressing the keyboard according to the timing of playing the note.

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Action Realization of Modular Robot Using Memory and Playback of Motion (동작기억 및 재생 기능을 이용한 모듈라 로봇의 다양한 동작 구현)

  • Ahn, Ki-Sam;Kim, Ji-Hwan;Lee, Bo-Hee
    • Journal of Convergence for Information Technology
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    • v.7 no.6
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    • pp.181-186
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    • 2017
  • In recent years, robots have been actively used for children's creativity learning and play, but most robots have a stereotyped form and have a high dependency on the program, making it difficult to learn creativity and play. In order to compensate for these drawbacks, We have created a robot that can easily and reliably combine each other. The robot can memorize the desired operation and execute the memorized operation by using one button. Also, in case multiple modules are combined, pressing the button once on any module makes it possible to easily adjust the operation of all the combined modules. In order to verify the actual operation, two, three, and five modules are combined to demonstrate the usefulness of the proposed structure and algorithm by implementing a gobbling motion and a walking robot. It is required to study intelligent modular robots that can control over the Internet by supplementing the wireless connection method.

Development of the PLAY teaching and learning model based on Accelerated Creative Learning (효율적인 정보통신기술교육을 위한 가속학습이론기반의 수업모형개발)

  • Lee, Seung-Eun;Joo, Kil-Hong
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.29-35
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    • 2011
  • With the society rapidly changing, children are being asked respond quickly to these changes. Therefore, how children learn and think comes before what to teach, and we need to come up with ways to nurture their ability to proactively control their lives and studies. We attempt to use the technique of Accelerated learning, which focuses on the student's own ability toacquire and use information, to enhance the efficiency of information technology education. We designed the PLAY model based on accelerated learning and Multiple Intelligence Theory, and conducted ten experimental sessions on two groups of 70 second grade elementary school students.

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Design and Implementation of Reinforcement Learning Agent Using PPO Algorithim for Match 3 Gameplay (매치 3 게임 플레이를 위한 PPO 알고리즘을 이용한 강화학습 에이전트의 설계 및 구현)

  • Park, Dae-Geun;Lee, Wan-Bok
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.1-6
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    • 2021
  • Most of the match-3 puzzle games supports automatic play using the MCTS algorithm. However, implementing reinforcement learning agents is not an easy job because it requires both the knowledge of machine learning and the way of complex interactions within the development environment. This study proposes a method in which we can easily design reinforcement learning agents and implement game play agents by applying PPO(Proximal Policy Optimization) algorithms. And we could identify the performance was increased about 44% than the conventional method. The tools we used are the Unity 3D game engine and Unity ML SDK. The experimental result shows that agents became to learn game rules and make better strategic decisions as experiments go on. On average, the puzzle gameplay agents implemented in this study played puzzle games better than normal people. It is expected that the designed agent could be used to speed up the game level design process.

Development of 'Paldokangsan4', a Walking Game for the Elerly Using 'Kinect2' ('키넥트2'를 이용한 노인용 걷기게임 '팔도강산4'의 개발)

  • Kim, KyungSik;Lee, SeungSeob;Kim, TaeHyung
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.149-158
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    • 2016
  • This research is about development and usability test of 'Paldokangsan4' which is a serious game for the elderly to improve their physical and mental health. This game is the next version of last 'Paldokangsan3' developed in 2013. Its motion capture interface 'Kinect' has been stopped for production that we have to develop the next version with 'Kinect2'. We added a personal ID system to accumulate palyers' game histories, and let the player know the the current score comparing to the personal average score every time. Also we added real mart background to the traditional old market background of the game as well as a tutorial level to learn how to play the game personally. In 2016 Play Expo, we have installed and demonstrated it and gathered opinions of 40 volunteers in questionnaire. The result of their analysis showed that we could find the possibility of beneficial effects for the elderly following the last version.

Entrepreneurship Education in the United States:Strengths and Opportunities for Growth

  • Pena, Vanessa;Riggieri, Alison
    • STI Policy Review
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    • v.1 no.4
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    • pp.1-20
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    • 2010
  • This paper explores the role of entrepreneurship education in a modern economy and how the government, academic, and nonprofit sectors in the United States have responded to this growing field. There are several sectors that play important roles in the entrepreneurship education landscape in the United States. Over the past decade, there has been increasing participation of Federal and state governments. This recent trend suggests the field may be increasing in maturity and legitimacy, showing promise for expanding the reach of entrepreneurship education programs. Programs sponsored by nonprofit organizations and private foundations complement government initiatives and display an effective means of leveraging knowledge and resources across the relevant sectors. Thus, new initiatives, whether initiated by government or academia, should learn from the successes of this sector as well as be carefully considered within the context of existent programs and services. Nonetheless, the potentially dynamic environment of the entrepreneurship education field in the United States offers a specific opportunity to leverage the experience in mentorship activities at the post-secondary education to address a possible gap in these activities at the secondary education level.

Strategy for Strengthening Community-Based Public Health Policy (지역사회기반 공중보건정책 강화방안)

  • Kim, Dong-Hyun
    • Health Policy and Management
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    • v.26 no.4
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    • pp.265-270
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    • 2016
  • Public health system for more prevention-oriented health promotion rather than hospital-based curative service, focusing population rather than individual, and comprehensive health management in the local community strongly needs to be constructed to solve major issues on efficiencies and equity problems which Korean healthcare system is facing nowadays. Public health promotes and protects the health of people and the communities where they live, learn, work, and play. Medical care tries to cure those who have diseases, but public health tries not to become ill and not to be injured. Debates on how we build or rebuild public health system, which is contrasted with medical care system, are needed in Korea, focusing how needs for healthy community and right to health are fulfilled. Public health specialists for practising population health at local community level should be systematically recruited, the function of public health centers should be strengthened, and new government organization should be established for place-based health management.

Making and Using an Ecological Learning-Place in Primary Schools in Daegu (대구 지역 초등학교의 생태학습장 조성과 활용)

  • Choi, Byung-Doo;Cheong, Cheol
    • Hwankyungkyoyuk
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    • v.21 no.2
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    • pp.89-102
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    • 2008
  • Because of the rapid industrialization and urbanization, urban dwellers are lack of opportunity to contact with nature, and hence alienated from it. In particular, primary school children who are very sensible to nature need more opportunities to learn nature by direct interactions with it. For this purpose, a movement for making and using ecological learning-place in play-ground within primary school. It has been found as a result of research on ecological learning-places in 7 primary schools in Daegu that such places, equipped with several ecological facilities, provide both pupils and local dwellers around schools with a place for ecological learning and for rest. But some of them have been left without care and hence can not be properly used, because of inappropriate site, insufficient facilities, and deficient programme for practical use. In conclusion, the paper reconfirms importance of ecological learning-place within grounds of primary school in terms of its educational, social and ecological effects, and suggests briefly some measures to encourage its construction and practical use.

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