• Title/Summary/Keyword: 게임기반학습

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Programming Language Curriculum for Computational Thinking : Starting with Lightbot hour and Classic maze (컴퓨팅 사고력을 위한 프로그래밍 언어 교육과정 : 라이트봇 게임과 고전 미로 게임으로 시작하기)

  • Jun, Bungwoo;Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.987-994
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    • 2021
  • Computational Thinking is an analytical thinking ability that is necessary for everyone and everywhere. The existing Computational Thinking development education provided in Practical textbooks leads to block-based programming languages from unplugged activities. Many unplugged activities focus on practicing sequential order, which may lack the learning of abstractions or automation concepts. In block-based programming languages, concepts such as coordinate planes, which are not introduced in elementary school curriculum, appear, making students feel burdened by the block-based programming language itself. In this study, a curriculum was designed for elementary student's computational thinking through game-based programming language education. The results and their effectiveness were analyzed through the beaver challenge. As a result of analyzing the pre-test and post-test scores, it was confirmed that students' computational thinking skills improved.

RTE System based on CBT for Effective Office SW Education (효과적인 오피스 SW 교육을 위한 CBT 기반의 RTE(Real Training Environment)시스템)

  • Kim, Seongyeol;Hong, Byeongdu
    • Journal of Korea Multimedia Society
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    • v.16 no.3
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    • pp.375-387
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    • 2013
  • Advanced internet service and smart equipment have caused an environment supporting various online learning anytime and anywhere, which requires learning contents optimized on a new media. Among various on/off line education related to IT, most part if it is office SW. Many oh them cannot make a good education for effective training in practical because many instructors are tend to focus on teaching simple function and use examples of formality repeatedly. In this paper we propose a new office SW education system that make use of LET(Live EduTainer) based on RTE(Real Training Environment) which maximize the effect of learning and it is integrated with GBL(Game Based Learning) which gives rise to interesting in a knowledge as well as simple teaching so that learners are absorbed on it. We'll elaborate a method for teaching and learning required in this system, design and configuration of the system.

Development of School Promotional Application Using iPhone (Based) (아이폰 기반의 학교 홍보 어플리케이션 개발)

  • Park, Su-Hyun;Byeon, Hye-Ji;Moon, Kyung-Sil
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.519-520
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    • 2010
  • 최근 다양한 종류의 스마트폰이 출시되고 대중화되면서 그 사용자 수 또한 급속도로 증가하고 있다. 이러한 스마트 폰을 사용하는 가장 큰 이유 중 하나가 정보제공, 학습, 게임/엔터테인먼트, 증권, 금융, 재테크, 쇼핑 등의 다양한 서비스(어플리케이션)를 사용자가 목적에 따라 사용할 수 있기 때문이다. 본 논문에서는 애플 아이폰 기반의 학교 홍보 어플리케이션을 개발한다. 학교 홍보 어플리케이션은 서버와 클라이언트로 구성되며, 서버는 학사일정, 교원연락처, 트위터(Twitter), 유튜브(YouTube), 홈페이지(Homepage)등으로 구성되어 있다. 학교 홍보 어플리케이션은 누구나 학교에 관한 정보를 스마트폰을 통해서 재미있고, 편리하게 정보를 제공받을 수 있다.

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Development of VR-based realistic contents of driving practice according to traffic regulations (VR 기반 교통법규 변경에 따른 운전 연습 실감 콘텐츠 개발)

  • Min-Sun Kim;Han-Seo Kim;Sun-Kyung Moon;Hye-Rim Shin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.967-968
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    • 2023
  • 본 연구에서는 매년 달라지는 교통법규를 바탕으로 가상현실 기술과 IoT 기술을 활용하여 게임 개발 엔진인 Unity3D를 이용한 VR 기반 교통법규 변경에 따른 운전 연습 실감 콘텐츠를 개발하고자 한다. 본 연구에서 소개하는 콘텐츠는 우회전 신호등의 유무와 좌회전 감응 신호의 상황을 학습환경으로 제공한다. 즉, 본 연구는 실제 도로에서의 교통질서를 바로잡고, 효과적인 교통안전 교육을 마련함으로써 새로운 교통법규를 정확하게 준수하도록 도움을 제공하는데 의의를 가진다.

Analysis of Serious Game Elements of the Contents for Smart Device Based First-Aid Education (스마트 기기 기반 응급 처치 교육 콘텐츠의 기능성 게임 요소 분석 연구)

  • Suh, Dong-hee
    • Cartoon and Animation Studies
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    • s.47
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    • pp.273-294
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    • 2017
  • Korea has suffered numerous casualties due to a lot of accidents caused by safety insufficiency in recent years. Therefore, safety education is more important than ever before, and 'how to educate with what contents' is an important subject. Especially, experience education is effective rather than theoretical education because of the nature of safety education. However, it is not easy to design and develop these safety education programs. There is not much opportunity to access first-aid training, which is a part of safety education, unless it is compulsory to learn through public institutions. As a result, program utilization on safety education in Korea is still insufficient to what it should be. With that taken into account, this study proposed an effective serious game with fun and immersion for medical first-aid education. To do this, we analyzed five medical games through 20 cases of first-aid applications and elicited five factors that enhance the usability of serious games. With an analysis of five medical games, we selected one game to borrow the game rules, and applied the elicited five elements in the forms of level-up structure, iterative learning, compensation outcomes, competition system, and information transfer. The proposed medical education functional games should have 1) a character that plays a role of a patient, 2) a narrative flow that shows the situation, 3) the user should judge the situation and induce first aid. 4) compensation, levels, and simple repetition should be designed, and 5) information should be shared with the others in the given community. The results of this study is believed to contribute to enhance the medical emergency education in Korea.

Predicting Win-Loss of League of Legends Using Bidirectional LSTM Embedding (양방향 순환신경망 임베딩을 이용한 리그오브레전드 승패 예측)

  • Kim, Cheolgi;Lee, Soowon
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.2
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    • pp.61-68
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    • 2020
  • E-sports has grown steadily in recent years and has become a popular sport in the world. In this paper, we propose a win-loss prediction model of League of Legends at the start of the game. In League of Legends, the combination of a champion statistics of the team that is made through each player's selection affects the win-loss of the game. The proposed model is a deep learning model based on Bidirectional LSTM embedding which considers a combination of champion statistics for each team without any domain knowledge. Compared with other prediction models, the highest prediction accuracy of 58.07% was evaluated in the proposed model considering a combination of champion statistics for each team.

Board Game Design for Disaster Safety Education for Elementary School Students Based on Learning Motivation Theory (학습동기이론 기반의 초등학생 재난안전 교육을 위한 보드게임 설계)

  • Kim Mira;Jung Hyungwon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.1
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    • pp.59-74
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    • 2024
  • In order to improve safety consciousness due to the increase in disasters and safety accidents, safety education is necessary to prepare for disasters with interest in safety. This study is a board game design for disaster safety education for elementary school students based on Keller's learning motivation theory. By considering the school safety curriculum and the safety education contents of the School Safety Mutual Aid Association and the Ministry of Public Administration and Security, the content and goals of learning were derived and the order of learning was determined. When designing game content, the fun elements of the game were applied to Keller's learning motivation inducing factors such as attention concentration (A), relevance (R), confidence (C), satisfaction (S), and educational game design elements to induce the achievement of learning goals at the game planning stage. It is expected that the existing safety education focusing on lecture-style and audiovisual will be supplemented and used in the educational field.

A Case Study on Course Game Based Elements for Learning Object-Oriented Concepts (게임 요소 기반의 객체지향 개념 학습에 대한 수업 사례 연구)

  • Kim, YongCheon;Jang, YunJae;Yoon, IlKyu;Kim, JaMee;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.1-13
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    • 2014
  • Programming education helps learners solve real world problems by applying the principles of computer science. In particular, in the case of object-oriented programming centered around objects or problems that are observed in the real world, learners are able to make the most use of their programming skills in real life. Therefore, in this study, we sought ways to have learners grasp object-oriented concepts in a learner-friendly manner. To this end we conducted an experiment with six students as participants. As a result we could derive two main points. First, the learning tools which can be easily used by learners are required. Second, it is necessary to think thoroughly to learn concepts before implementation of the programming. This study has significance in the sense that it provides a learning method which helps a novice learner to learn the object-oriented programming that he or she feels difficulty to understand.

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Development of Language Learning Application Using Buforia (뷰포리아를 이용한 언어 학습 어플리케이션 개발)

  • Yoon, Dong-eon;Lee, Hyo-sang;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.131-133
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    • 2021
  • Recently, the average cost of education per child has increased compared to the annual birthrate, which has been decreasing, and the quality of education has also changed. In this paper, we aim to provide more efficient delivery for language learning using Unity's Buforia techniques. Using an application using a smartphone's camera based on Unity, it provides effective language development by inducing interest to learners through sound along with three-dimensional pictures. By providing such education, parents can gain satisfaction in providing high-quality education to their children. For children learning, smartphones have the effect of becoming educational elements, not just watching videos or playing games. Finally, by improving the quality of education, it gives satisfaction to parents and gives children who learn a language as well as the perception that smartphones serve as educational devices.

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Research of 3D graphic nursery contents for humanity education developed by mobile AR technology (모바일 기반 증강현실 기술을 활용한 창의인성교육 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.337-339
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents for humanity and creativity education which is developed by mobile AR technology. AR technology has currentlypeople's attention because of the potential of future core contents. We allpied AR technology for kid's education of language, humanity and creativity. Well known nursery tales reconstructed by ICT technology give absorbing interest to kids, lead the curiosity of leading edge technology and friendly accept it as a part of daily life.

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