• Title/Summary/Keyword: 난이도 조절

Search Result 130, Processing Time 0.025 seconds

Development of MMIS Medel Using Edutainment Strategy on Mobile Learning Environments (에듀테인먼트 전략을 활용한 모바일 학습 환경에서의 MMIS 모형 설계)

  • Na, Hye-Jung;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
    • /
    • 2008.01a
    • /
    • pp.181-186
    • /
    • 2008
  • 휴대폰이나 PDA와 같은 모바일 기기의 확산과 더불어 모바일 통신 환경을 기반으로 하는 모바일 교육 학습 모델이 교육의 질향상 및 교육 효과의 극대화를 꾀할 것으로 기대되는 실정이다. 또한 모바일 환경에서 학습자가 지속적이고 자기 주도적으로 학습을 하기 위해서 자기조절학전략이 필요하며, 이를 위해 모바일 학습환경에 적합한 MMIS(Motivation Metacognitive practice Interaction. Self-reflection: 자기 주도학습전략)모형을 설계하도록 하였다. 특히 학습자의 지속적인 흥미와 동기부여를 위해 에튜테인먼트(edutainment)전략을 활용하여 모바일 게임에 익숙한 학습자의 특성에 맞는 모형으로 설계하였다. 본 논문에서 설계한 MMIS 모형의 특징은 다음과 같다. 첫째, 학습자가 스스로 학습 전략을 계획하고 통제할 수 있도록 게임의 난이도를 스스로 결정할 수 있다. 둘째, 학습자가 게임활동을 스스로 계획하고, 게임 결과를 모니터링 할 수 있다. 셋째, 사전에 게임에 필요한 학습 내용을 제공받음으로써 게임에서 좋은 결과를 얻기 위한 노력을 할 수 있도록 하였다. 넷째, 게임을 할 때 해결하기 어려운 과제의 경우에는 교사나 게임에서 제공되는 힌트를 통해 스스로 필요한 도움을 찾아낼 수 있다.

  • PDF

Implementation gomoku game with the Java GUI (자바 GUI를 활용한 오목 게임 구현)

  • Kim, Jun-Seob;Shin, Dong-Jun;Hong, Min
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2016.04a
    • /
    • pp.518-519
    • /
    • 2016
  • 본 논문은 오목의 규칙을 알고리즘으로 구현해 자바 GUI를 통해 2명의 사용자가 대전을 할 수 있도록 오목 게임을 구현한 결과에 대해 서술한다. 오목은 여러 규칙을 가지고 있으며, 본 논문은 이러한 규칙을 알고리즘으로 옮기는 과정에 대하여 서술하고 있다. 삼삼 규칙과 오목의 승리조건을 알고리즘으로 변형하여 게임에 적용하였다. 게임의 흥미를 높이기 위해 2명의 플레이어가 대전할 수 있도록 구현하였다. 추후 이를 바탕으로 AI의 구현 및 난이도 조절을 통해 게임적 흥미를 더 높일 수 있을 것으로 기대한다.

Level Design of Puzzle Game Using A Genetic Algorithm (유전자 알고리즘을 이용한 퍼즐게임의 레벨디자인)

  • Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2014.07a
    • /
    • pp.317-318
    • /
    • 2014
  • 유전자 알고리즘은 문제 크기가 커짐에 따라 해집합이 폭발적으로 늘어나 최적해를 찾기 힘든 최적화 문제에 주로 적용되는 알고리즘으로, 최근에는 게임에서의 경로찾기, 인공지능 및 레벨디자인 문제에 많이 적용되고 있다. 본 논문에서는 퍼즐게임에서의 레벨디자인 문제의 해법으로 유전자 알고리즘의 적용 방법을 제안한다. 본 논문에서 적용한 퍼즐게임은 주어진 그림에 도형 조각을 가능한 빠른 시간 내에 맞추는 게임으로, 스테이지가 진행됨에 따라 높은 난이도의 퍼즐이 나타나도록 하는 것이 중요하다. 제안된 알고리즘을 통해 퍼즐게임의 유의미한 레벨 조절이 가능함을 확인할 수 있었다.

  • PDF

A Study on the Game Usage Persistence according to the Difficulty of Casual Game in Mobile Environment (모바일 환경에서 캐주얼 게임의 난이도에 따른 게임 이용 지속성에 관한 연구)

  • Goo, Tae-Won;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2018.01a
    • /
    • pp.233-236
    • /
    • 2018
  • 최근 급속도로 성장하는 모바일 시장은 게임 산업에서 가장 대표적인 게임 플랫폼으로 국내외에서 상당히 많은 수익과 성장을 이루고 있다. 매년 새로운 게임이 출시되서 유저들이 많이 플레이하지만 정작 몇 주 만에 유저들이 많이 빠져나오면서 실패한 게임들이 매년 나온다는 것이다. 본 논문에서는 실패하는 게임 개발을 줄이고 모바일게임 장르중에 대표적인 캐주얼 게임을 대상으로 남이도 조절을 통해서 유저들이 몰입하는 게임을 개발할 수 있는 내용을 제안하고자 한다.

  • PDF

Analysis of Selection Items Test for Selecting Scientifically Gifted Students in Chemistry Class (과학영재 선발을 위한 선발문항 분석: 서울대학교 과학영재센터 중학교 심화과정의 화학영역 중심)

  • Choi, Chui-Im;Jung, Min-Soo;Hong, Hun-Gi;Chae, Hee K;Jeong, Dae-Hong
    • Journal of the Korean Chemical Society
    • /
    • v.52 no.3
    • /
    • pp.295-302
    • /
    • 2008
  • In this study, the test that were used in entrance examination for chemistry class in a Science-Gifted Education Center for middle school students were analyzed by using criteria for identification and measurement of scientific giftedness and a classical test theory. The result of analysis exhibited that most of problems measured more than two elements of scientific giftedness and required applications of scientific knowledge of middle school level to solve problems. In the analysis of sub-elements of scientific giftedness, originality, fluency in creativity and finding problems/formulating hypothesis, planning inquiry, interpreting data in science process skills were dominant while drawing conclusion and generalization processes were lacking. In correlation analysis between total score and each type of problems, total score was most influenced by the problems measuring science inquiry linked with scientific knowledge. Item difficulty is moderately high and item discrimination is moderate.

Active Spinning Training System using Complex Physiological Signals (복합 생체신호를 이용한 능동형 스피닝 트레이닝 시스템)

  • Kim, Cheol-Min;Kang, Gyeong-Heon;Kim, Eun-Seok
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.7
    • /
    • pp.591-600
    • /
    • 2015
  • Recently high interest in health and fitness has led to vibrant researches for the active fitness system to learn and enjoy the exercise program for oneself. In this paper, we design and implement the active spinning training system which enables user to have self-learning and experience of customized spinning training program by the biometric and movement information acquired from user's physiological signals. The proposed system provides the appropriate difficulty of spinning program which reflects the concordance rate of spinning dance gestures and the amount of exercising by analyzing the physical status of participant from his brain and pulse waves and recognizing the skeletal movement in real time. For the higher exercise effect, the system offers a virtual personal trainer to show the correct poses and controls the level of difficulty depending on the concordance rate of participant's motions. The experiment with various participants through the proposed system shows that it is able to help users in getting the available exercise effect in comparatively short time.

Making Levels More Challenging with a Cooperative Strategy of Ghosts in Pac-Man (고스트들의 협력전술에 의한 팩맨게임 난이도 제고)

  • Choi, Taeyeong;Na, Hyeon-Suk
    • Journal of Korea Game Society
    • /
    • v.15 no.5
    • /
    • pp.89-98
    • /
    • 2015
  • The artificial intelligence (AI) of Non-Player Companions (NPC), especially opponents, is a key element to adjust the level of games in game design. Smart opponents can make games more challenging as well as allow players for diverse experiences, even in the same game environment. Since game users interact with more than one opponent in most of today's games, collaboration control of opponent characters becomes more important than ever before. In this paper, we introduce a cooperative strategy based on the A* algorithm for enemies' AI in the Pac-Man game. A survey from 17 human testers shows that the levels with our collaborative opponents are more difficult but interesting than those with either the original Pac-Man's personalities or the non-cooperative greedy opponents.

Development of Korean Consonant Perception Test (자음지각검사 (KCPT)의 개발)

  • Kim, Jin-Sook;Shin, Eun-Yeong;Shin, Hyun-Wook;Lee, Ki-Do
    • The Journal of the Acoustical Society of Korea
    • /
    • v.30 no.5
    • /
    • pp.295-302
    • /
    • 2011
  • The purpose of this study was to develop Korean Consonant Perception Test (KCPT), that is a phonemic level including elementary data to evaluate speech and consonant perception ability of the normal and the hearing impaired qualitatively and quantitatively. KCPT was completed with meaningful monosyllabic words out of possible all Korean monosyllabic words, considering articulation characteristics, the degree of difficulty, and the frequency of the phonemic appearance, after assembling a tentative initial and final consonants testing items using four multiple-choice method which were applied to the seven final consonant regulation and controlled with the familiarity of the target words. Conclusively, the final three hundred items were developed including two- and one-hundred items for initial and final testing items, respectively, with the evaluation of the 20 normal hearing adults. Through this process, the final KCPT was composed upon the colloquial frequency following identification of no speakers' variances statistically and elimination of the highly difficult items. The 30 hearing impaired were tested with KCPT and found that the half lists, A and B, were not different statistically and the initial and final testing items were appropriate for evaluating initial and final consonants, respectively.

The Effects of Physical Self-concept on Self-efficacy among University Students in Sports : Focusing on Hierarchical Regression Analysis. (스포츠에 참여 중인 대학생들의 신체적 자기개념이 자기효능감에 미치는 영향: 위계적 회귀분석을 중심으로)

  • Park, Young-Chan;Ko, Wi-Sug
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.18 no.5
    • /
    • pp.318-329
    • /
    • 2017
  • This study examined the physical self-concept and self-efficacy of undergraduates. Using the convenience sampling method of non-provability sampling, a total of 377 undergraduates from North Kyongsang Province G city were selected. Of the 377 completed questionnairescollected, a total of 354 surveys with structural equation modeling were analyzed using theSPSS 22.0 statistics program. The self-esteem, endurance, health, and flexibility factors have positive effects on improvingthe self-control efficacy factor of self-efficacy in the order of physical self-concept factors. On the other hand,the higher university students perceive that among the physical self-concepts, the physical activity factor had more negative effects on the self-regulated efficacy. The self-esteem, health, and muscle strength have positive effects on improvingthe confidence factor of self-efficacy in the order of physical self-concept factors. The more perceptive endurance than the appearance, sports competence, body fat, health, self-esteem, flexibility, muscle strength of physical self-concept, and the more influence on self-efficacy. Overall, the higher the perception of physical activity factors among the physical self-concept factors, the more negative effects on the task difficult preference.

A Pilot Investigation for usage Problems, Improvement Needs and Current Status of Upper Extremity Rehabilitation Equipment using SNS (SNS를 이용한 상지 재활도구 보유현황과 사용 문제점 및 개선을 위한 예비연구)

  • Moon, Jong-Hoon;Na, Chang-Ho;Park, Kyoung-Young;Heo, Sung-Jin;Lee, Chang-Hyung
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.13 no.2
    • /
    • pp.463-472
    • /
    • 2018
  • The aim of this pilot survey was to investigate the presence status, usage problems, and improvement needs of the upper extremity rehabilitation equipment(: UERE) in the department of occupational therapy(: OT) of hospital setting in Korea. The authors received a questionnaires of clinicians working in a department of OT hospital setting through a social network service. Responses of 72 were analyzed in the first questionnaire, and 47 were analyzed in the second questionnaire. In the first questionnaire, the presence status of 16 UERE was confirmed to be 29.2~97.2%, and the usage experience of 9 UERE in the second questionnaire was 36.2~97.9%. In the second questionnaire, UERE's usage problems were reported discomfort in 15(31.9%) of 47 therapists, and improvement needs were 23(49%). The usage problems of the 9 UERE questioned by open-ended questionnaire were uninteresting, easily damaged, level unadjustable, direction unadjustable, and inconvenient installation. The improvement needs were classified into digitization, durability, level adjustable, adjustable function, convenience. The present pilot survey identified the presence status and usage experience of UERE in the department of OT and could be used as a basis for the development of closed-ended questionnaire on usage problems and improvement needs of UERE.