• Title/Summary/Keyword: 게임교육 분석

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A Study on Safe Electronic Commerce Activation Plan (안전한 전자상거래 활성화 방안에 관한 연구)

  • Park, Sun-Ae;Choi, Seong-Wook;Kim, Bong-Hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.741-744
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    • 2006
  • The e-commerce introduction at the Internet in base accept the renovation dimension from the organised side because of follow of the business in order to the big change. So when I considering the e-commerce introducing the problem easy to originate from the efficiency and expectation without radical preparation. Each commodities over the dimension of Internet information search it is using the various transaction of service as a matter of bank, securities, education, game that many business on the alternation of e-commerce and commerce tool the essentiality. Therefore the transactions at the Internet e-commerce under hold specific gravity and rule in the future with the propection increase the interest concern about the security skill. A study on this paper presentation through the planning method about the analysis on the objective which e-commerce follow the inflection of efficiency strategy and induction the plan on the penetration's revitalization about Internet e-commerce.

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A Phenomenological Study on Multicultural Adolescents' Family Reconstruction and Maladaptation (중도입국 다문화청소년의 가족재구성과 부적응에 대한 현상학적 연구)

  • Kim, Min-Kyeong
    • Journal of the Korea Convergence Society
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    • v.11 no.10
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    • pp.279-286
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    • 2020
  • The purpose of this study is multicultural adolescents' family reconstruction and maladaptation. Six multicultural adolescents living in Seoul, Gyeonggido, Chungchungdo, Jeolado were selected for the in-depth interview. Data were collected from August to December, 2019. This research is Giorgi's phenomenological method. The results provided 10 themes on the essential structure of experience and 4 theme clusters. The final 10 themes were unintentional choice: immigration, unfamiliar family relationship forming, unacceptable dissatisfaction and anger, absence of belonging and promising, missing homeland, keeping close relationship with old friends, difficulty of learning, following Korea culture, identity crisis and wandering, difficulty in adaptation : addiction to games and misdemeanour. Therefore, it is suggested to announce importance of family meaning and adaptation in Korea society.

Extracurricular Science and Math Activities and Achievement of Minority Students in an American Urban School : A special Report of THE SCIENCE AND MATH FOR EVERYONE PROJECT (미국교외학교 소수민족학생들의 과학과 수학 특별활동과 성취에 관한 연구 : "THE SCIENCE AND MATH FOR EVERYONE PROJECT"에 대한 특별 보고서)

  • Lee, Hee-Ja;Paik, Ha-Nnah S.
    • Korean Journal of Human Ecology
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    • v.9 no.1
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    • pp.1-12
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    • 2000
  • 이 프로젝트는 미국의 소수민족학생들의 과학과 수학의 수행능력과 흥미를 갖도록 혁신적인 교육전략을 개발하기 위한 준 실험설계연구이다. 연구대상은 중학교 7학년과 8학년 학생으로, 과학과 수학에 흥미가 있고 성적이 우수하며, 신체적으로나 기능적으로 장애가 있고, 소수민족이고, 경제적으로 빈곤한 계층이며 여학생을 우선조건으로 실험집단 52명, 비교집단 28명이 무선표집되었다. 연구대상 대부분(72명)이 흑인이고, 나머지(8명)는 히스파니아인이다. 연구내용은 1) 방과후 학술활동 2) 사회적 기술활동 3) 현장학습 4) 가족지원 프로그램을 실험집단에 실시한 후 실험집단과 비교집단의 학업성취도와 실험집단의 자아개념과 프로젝트 활동에 대한 평가를 분석한 것이며, 다음과 같은 연구결과를 얻었다. 1. 학업성취에 있어서 실험집단의 과학성적(CRT)이 통계적으로 비교집단보다 유의한 증가를 보였고, 프로젝트의 목표를 초과달성하였다. 비교집단도 자연적 성숙효과로 증가를 보였으나 유의도는 실험집단보다 낮았다. 2. 학생들의 프로젝트에 대한 평가는 긍정적이었다. 프로젝트 목적과 명확성, 현장학습의 적절성, 게임이나 학술활동보다 현장학습의 선호, 특히 자아존중감 활동이 많은 도움이 되었다고 보고하였다. 3. 실험집단의 자아개념은 프로젝트 기간동안 통계적으로 유의한 증가를 보였으나 학업 성취와의 상관관계는 유의하지 않았다. 이상의 연구결과를 토대로 이 프로젝트의 한국적 상황의 적용에 대한 시사점을 얻을 수 있었다.

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Visualization of 33 Avalokitesvara-Bodhisattva according to the Wishes (기원에 따른 33관음의 시각화)

  • Kim, Kyungdeok;Kim, Youngduk
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.240-247
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    • 2018
  • In this paper, we implement a digital content that visualizes 33 Avalokitesvara-Bodhisattva according to the wishes of the public. The 33 Avalokitesvara-Bodhisattva is described in the Avalokitesvara-Bodhisattva tale that is found in the ancient literature "Memorabilia of the Three Kingdoms" as Tangible Cultural Heritage. Also, it is easily found in a wall painting of traditional Buddhist temples. The 33 Avalokitesvara-Bodhisattva is the saint of mercy that transforms into 33 various forms according to the wishes of the public. The Avalokitesvara-Bodhisattva tales deal with differences in the types of wishes of the public, and the tales have been speeded like wildfire among the people. So, in this paper, we classify them into 4 groups by the wishes (healing, security, academic achievement, disaster relief) of the public, and then analyze its symbolism and activity of the 33 Avalokitesvara-Bodhisattva. Also, we implement a 2D digital content that represents visually it according to the wishes of the public. Applications of the implemented visual content are as follows; development of character, game, and digital storytelling associated with traditional culture, education service for Buddhist doctrines, etc.

Comparison of the Effects of Government Subsidies on Labor Productivity Improvement (정부 보조금의 노동생산성 향상 효과 비교)

  • Seo, Cheong-Seog
    • Journal of Labour Economics
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    • v.43 no.2
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    • pp.135-159
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    • 2020
  • This paper analyzes and compares the effects of various government subsidies to improve labor productivity. Laborers are differentiated in learning ability, and duopsonists in the labor market sequentially determine the quality levels and wages of employed laborers in a two-stage noncooperative game under perfect information. If a subsidy is given to the advanced firm in quality and productivity of labor, that firm will prefer to intensify wage competition due to strengthening its competitiveness in the labor market, and attempt to lower its quality in order to reduce the degree of differentiation in quality. At that time, the other firm wants to avoid competition because of its weakened competitiveness, and may have an incentive to lower the quality level to expand the differentiation. If the government subsidizes low-quality and low-productivity firm, it is motivated to increase its quality level to reduce differentiation due to the strengthening of competitiveness, and its competitor has an incentive to improve the quality to expand the differentiation. And there is no significant difference in whether payments are made to laborers or firms.

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Suggestions for Improvement of Youth Internet Regulation: Focusing on Youth Internet Regulation of the Major Country (청소년 인터넷규제 개선방향에 대한 제언: 주요국의 청소년 인터넷규제를 중심으로)

  • Song, Eun-Ji
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.690-698
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    • 2013
  • Advanced digital environment, ease of life would bring significant benefits, but rather indiscriminate access to information have occurred new social problems. Especially the youth and children using the Internet to increase in population resulting from harmful information on the Internet, concerns about the negative impact increases establish policies for the protection of youth and children emphasizes the importance of various activities international community. Despite major countries aim to self-regulation minimize the direct regulation through collaboration with the private sector cultivation and campaign, continuing education, Korea was analyzed that implement direct and coercive enforcement regulations such as 'internet game shut down' and insufficient social infrastructure to create activities. Therefore, in order to create a positive internet environment, self-regulation is essential with private experts and organizations based on cooperation and indirect regulation.

Communication Effects of Gamification App : Focused on (게이미피케이션 앱의 의사소통 효과: 앱 <모두의 이웃>을 중심으로)

  • Kang, Seungheon;Jeong, Ji-Yong;Park, Sung-Jin;Kim, Sang-Kyun
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1245-1251
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    • 2018
  • Communication skills are emphasized as one of the key competencies of the people who are living in the fourth industrial revolution era. However, it is widely believed that traditional education systems focused on individual learning do not provide sufficient communication opportunities. This paper proposes a method to activate communication using mobile app. In this study, app was developed and used by college students for two days, and then analyzed the communication-related effects through questionnaires. The results showed that both fun and communication were effective. Based on the experimental results, it is expected that the proposed app in this paper will contribute to activation of communication among people, increase of interest among members, and improvement of cooperative thinking ability.

A Study on the Characteristics of Children's Digital Experience Center using Interection (인터랙션을 활용한 어린이 디지털체험관의 특성에 관한 연구)

  • Lee, Tae-Eun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.437-444
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    • 2018
  • The purpose of this study is to comprehend the trend of digital experience centers' development direction and to find out the types of experiences, the characteristics of interaction and the attribute of contents by selecting 4 digital experience centers opened from 2008 to 2018. The types of digital experiences are operation, sensibility, reaction and induction based on precedent studies. The types of interaction are operation, touch and sensor. The attributes of contents are game, play and education. The result shows that the ratio of operation experiences is gradually higher. In the types of interaction, the trend is switching to operation and touch. The offer of experience activities by play type is getting higher. This study is intended to help create an empirical interaction of the content of the children's digital experience centers that will be deployed in the future.

Effects of Irrational Beliefs, Impulsivity, and Happiness on Problem Gambling: Focused on Korean and Australian College Students (비합리적 신념, 충동감, 행복감이 문제도박에 미치는 영향: 한국과 호주 대학생을 중심으로)

  • Choi, Junghyun
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.641-648
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    • 2021
  • This study examined the effects of irrational beliefs, impulsivity and happiness on problem gambling of Korean and Australian college students. Data were collected from 581 college students of Korea, and 100 college students of Cairns of Australia. As a result, The overall mean of the CPGI was significantly different between Koreans and Australians (t=-29.828**). As for classification of gamblers by sub-type of CPGI, the number of problem gamblers in Australians was 7.0% compared to 5.3% for Koreans, showing a significant difference. In Multiple regression analyses, irrational beliefs, happiness, and the frequency of gambling significantly predicted problem gambling of Koreans (R2 = 0.175 F = 23.441, p < .001). On the other hands, irrational beliefs and the frequency of gambling significantly predicted problem gambling of Australians(R2 = 0.368, F = 10.844, p < .001). Through this study, it was found that the factors affecting the problem gamblers of Korean and Australian are different. It is required to continue further education on gambling among young adults of Korea and Australia.

Analysis of Success Factors of OTT Original Contents Through BigData, Netflix's 'Squid Game Season 2' Proposal (빅데이터를 통한 OTT 오리지널 콘텐츠의 성공요인 분석, 넷플릭스의 '오징어게임 시즌2' 제언)

  • Ahn, Sunghun;Jung, JaeWoo;Oh, Sejong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.1
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    • pp.55-64
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    • 2022
  • This study analyzes the success factors of OTT original content through big data, and intends to suggest scenarios, casting, fun, and moving elements when producing the next work. In addition, I would like to offer suggestions for the success of 'Squid Game Season 2'. The success factor of 'Squid Game' through big data is first, it is a simple psychological experimental game. Second, it is a retro strategy. Third, modern visual beauty and color. Fourth, it is simple aesthetics. Fifth, it is the platform of OTT Netflix. Sixth, Netflix's video recommendation algorithm. Seventh, it induced Binge-Watch. Lastly, it can be said that the consensus was high as it was related to the time to think about 'death' and 'money' in a pandemic situation. The suggestions for 'Squid Game Season 2' are as follows. First, it is a fusion of famous traditional games of each country. Second, it is an AI-based planned MD product production and sales strategy. Third, it is casting based on artificial intelligence big data. Fourth, secondary copyright and copyright sales strategy. The limitations of this study were analyzed only through external data. Data inside the Netflix platform was not utilized. In this study, if AI big data is used not only in the OTT field but also in entertainment and film companies, it will be possible to discover better business models and generate stable profits.