• Title/Summary/Keyword: 게임기반학습

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Player Adaptive GMM-based Dynamic Game Level Design (플레이어 적응형 GMM 기반 동적 게임 레벨 디자인)

  • Lee, Sang-Kyung;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.6 no.1
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    • pp.3-10
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    • 2006
  • In computer games, the level design and balance of characters are the key features for developing interesting games. Level designers make decision to change the parameters and opponent behaviors in order to avoid the player getting extremely frustrated with the improper level. Generally, opponent behavior is defined by static script, this causes the games to have static difficulty level and static environment. Therefore, it is difficult to keep track of the user playing interest, because a player can easily adapt to changeless repetition. In this paper, we propose a dynamic scripting method that able to maintain the level designers' intention where user enjoys the game by adjusting the opponent behavior while playing the game. The player's countermeasure pattern for dynamic level design is modeled using a Gaussian Mixture Model (GMM). The proposed method is applied to a shooting game, and the experimental results maintain the degree of interest intended by the level designer.

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The Effect of Multi-faceted Learning by Application Game-based Student Response System in Nursing Education : Focusing on Kahoot! (간호교육에서 게임기반 학생응답시스템을 적용한 다각적인 학습효과 : Kahoot!을 중심으로)

  • Kim, Yu-Jeong
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.255-265
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    • 2021
  • The purpose of this study was to examine the effects of Kahoot!(Game-based Student Response System) on nursing education. This study used an one group Pretest-posttest design. Participants were 179 nursing students from one D university located in Gwangju, Korea. The Kahoot!(Game-based Student Response System) was provided for 6 times. Data were collected between August 26 and October 25, 2019. The collected data was analyzed by descriptive statistics, paired t-test, pearson's correlation coefficient and stepwise multiple regression using IBM SPSS 21.0 program. The results showed that learning engagement(t=-6.257, p=.000) was significantly higher than levels before Kahoot!(Game-based Student Response System), critical thinking disposition(t=-2.163, p=.032) was significantly higher than levels before Kahoot!(Game-based Student Response System), problem solving ability(t=-3.032, p=.003) was significantly higher than levels before Kahoot!(Game-based Student Response System). Significant relationships were found among learning engagement(r=.375, p=.000), critical thinking disposition(r=.286, p=.000), problem solving ability(r=.291, p=.000) and learning satisfaction. The results of stepwise multiple regression indicates that learning engagement(β=.307, p=.000), problem solving ability(β=.158, p=.041) predicts 15.2% in learning satisfaction(F=16.905, p=.000). In conclusion, Kahoot!(Game-based Student Response System) is effective in improving learning engagement and problem solving ability to nursing education.

A Markov Game based QoS Control Scheme for the Next Generation Internet of Things (미래 사물인터넷을 위한 마르코프 게임 기반의 QoS 제어 기법)

  • Kim, Sungwook
    • Journal of KIISE
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    • v.42 no.11
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    • pp.1423-1429
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    • 2015
  • The Internet of Things (IoT) is a new concept associated with the future Internet, and it has recently become a popular concept to build a dynamic, global network infrastructure. However, the deployment of IoT creates difficulties in satisfying different Quality of Service (QoS) requirements and achieving rapid service composition and deployment. In this paper, we propose a new QoS control scheme for IoT systems. The Markov game model is applied in our proposed scheme to effectively allocate IoT resources while maximizing system performance. The results of our study are validated by running a simulation to prove that the proposed scheme can promptly evaluate current IoT situations and select the best action. Thus, our scheme approximates the optimum system performance.

Development and Validation of Yut-nori Program using Educational Programming Language (EPL) based on Computational Thinking (컴퓨팅 사고력 기반 교육용 프로그래밍 언어(EPL) 활용 윷놀이 프로그램 개발 및 타당성 검증)

  • JeongBeom, Song
    • Journal of Industrial Convergence
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    • v.21 no.2
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    • pp.103-109
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    • 2023
  • In Korea, software education is implemented from elementary school. As a representative software education tool for elementary schools, various chess games reconstructed based on the rules of Western chess games are being used. On the other hand, Yutnori, one of our traditional games, also includes elements of software education, so research on this is needed. Therefore, in this study, a Yutnori program based on computational thinking using an educational programming language, Entry, and a turtle robot was developed and its validity verified. As a result of the validity verification, the CVR value was higher than 0.7 in the degree of agreement with the subject achievement standard (3 questions), the appropriateness of learning materials (4 questions), and the possibility of class application (3 questions). Therefore, it could be judged that the learning program developed in this study has a high level of agreement with the subject achievement standards, appropriate learning materials, and high possibility of being applied to classes. In order to generalize this content in the future, the effectiveness will need to be verified, and experimental research will be needed to understand this.

Design and Implementation of Speech-Training System for Voice Disorders (발성장애아동을 위한 발성훈련시스템 설계 및 구현)

  • 정은순;김봉완;양옥렬;이용주
    • Journal of Internet Computing and Services
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    • v.2 no.1
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    • pp.97-106
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    • 2001
  • In this paper, we design and implement complement based speech training system for voice disorder. The system consists of three level of training: precedent training, training for speech apprehension and training for speech enhancement. To analyze speech of voice disorder, we extracted speech features as loudness, amplitude, pitch using digital signal processing technique. Extracted features are converted to graphic interface for visual feedback of speech by the system.

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Development of English word learning contents using touch sensor based on S4A (S4A 기반의 터치센서를 이용한 영어단어 학습용 콘텐츠 개발)

  • Wi, Ji-Yeon;Lee, Jun-Hyeong;Lee, Hyeong-Ok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.317-320
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    • 2017
  • S4A (Scratch For Arduino) is a program that controls to Arduino with scratch. In this paper, We developed a simple game form for learning contents and using touch sensor that composed of scratch language based on S4A. We used background music and scores to motivate and interest that beginning to learn English for students.

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Design and implementation of Robot Soccer Agent Based on Reinforcement Learning (강화 학습에 기초한 로봇 축구 에이전트의 설계 및 구현)

  • Kim, In-Cheol
    • The KIPS Transactions:PartB
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    • v.9B no.2
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    • pp.139-146
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    • 2002
  • The robot soccer simulation game is a dynamic multi-agent environment. In this paper we suggest a new reinforcement learning approach to each agent's dynamic positioning in such dynamic environment. Reinforcement learning is the machine learning in which an agent learns from indirect, delayed reward an optimal policy to choose sequences of actions that produce the greatest cumulative reward. Therefore the reinforcement learning is different from supervised learning in the sense that there is no presentation of input-output pairs as training examples. Furthermore, model-free reinforcement learning algorithms like Q-learning do not require defining or learning any models of the surrounding environment. Nevertheless these algorithms can learn the optimal policy if the agent can visit every state-action pair infinitely. However, the biggest problem of monolithic reinforcement learning is that its straightforward applications do not successfully scale up to more complex environments due to the intractable large space of states. In order to address this problem, we suggest Adaptive Mediation-based Modular Q-Learning (AMMQL) as an improvement of the existing Modular Q-Learning (MQL). While simple modular Q-learning combines the results from each learning module in a fixed way, AMMQL combines them in a more flexible way by assigning different weight to each module according to its contribution to rewards. Therefore in addition to resolving the problem of large state space effectively, AMMQL can show higher adaptability to environmental changes than pure MQL. In this paper we use the AMMQL algorithn as a learning method for dynamic positioning of the robot soccer agent, and implement a robot soccer agent system called Cogitoniks.

An Application and Analysis of the AND/OR Tree-Type Teaching-Learning Model to Enhance the Thinking Ability of Information-Gifted (정보영재의 사고력 신장을 위한 AND/OR 트리형 교수-학습 모형의 적용 방안 및 분석)

  • Jung, Deok-Gil;Kim, Byung-Joe;Lho, Young-Uhg
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.479-482
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    • 2008
  • 사고력 신장 교육은 정보영재를 위한 교육과정 및 내용 중에서 매우 중요한 목표이다. 이 논문에서는 정보영재 교육에서 중요성이 증대되는 사고력 신장 교육에 적합한 교수-학습 프로그램을 제시하여 적용하고 분석하는 방안을 마련한다. 사고력 신장 교육을 구성하는 영역별 교육 내용에 포함되는 여러 가지의 문제들에 공통적으로 적용할 수 있는 모형으로서 AND/OR 트리에 기반을 둔 교수-학습 모형을 제시한다. 이 논문에서 제시된 AND/OR 트리형 교수-학습 모형을 정보영재의 현장 교육에 도입하기 위하여 tic-tac-toe 게임 문제를 예로 들어 적용 방안을 제시하며, 그 적용 결과를 분석하여 교육 프로그램 개발의 타당성을 검증한다. AND/OR 트리형 교수-학습 모형에서는 AND 트리와 OR 트리가 결합된 형태의 트리 구성과 그에 따른 트리 탐색을 주요 학습 내용으로 하는 고도의 사고력을 필요로 하는 학습 단계를 필요로 한다.

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The Study on motivation factors of G learning through contents analysis (콘텐츠 분석법에 의한 미국 초등학생 G러닝 몰입 요소 분석)

  • Wi, Jong Hyun;Wi, Yokyung
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.89-96
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    • 2015
  • The purpose of this paper is to analyze quantitative learning motivation on G learning. For the purpose the paper has analyzed the learning motivation factors through students' review on G learning which had been done at La Ballona Elementary School in Culver City, USA in 2010. On the basis of contents analysis method, it showed what factors of G learning influenced students and raised their academic motivation. Students used the positive, active words such as good, fun, learn, accomplish, easy, quest in terms of learning process, interest and achievement. They also showed future G learning intention describing terms such as love and miss. Team Quest has been especially developed for G learning class this time. Students had to help each other to solve the team quests which is different from traditional textbook. The system raised students' academic motivation.

A Study on Implementation of Library Utilization Education System Based on SDG(Single Display Groupware) (SDG(Single Display Groupware) 기반 도서관 이용 교육 시스템 구현에 관한 연구)

  • Kim, Myung-Gwan;Noh, Jae-Hyoung;Yoo, Gwi-Hyeon
    • Journal of the Korean Society for Library and Information Science
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    • v.41 no.4
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    • pp.217-227
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    • 2007
  • This study describes a system which makes children use a cooperation study for the education of a library use and applies SDG technology to this cooperation study SDG means a system which is able to do a cooperation work as a multi-inputting device in a computer display. Through the use library utilization education system based on SDG, learners study simultaneously and collaborately. On this thesis. We embodied the understanding of the decimal classification of Korea and the arrangement of a bookshelf and the study of the location tracking as a game style based on an existed study that a cooperation study used SDG is more superior that an individual study used a single device. Librarians through this system will be able to easily and interestingly instruct children for the use of a library.