• Title/Summary/Keyword: 운동학습

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A Verification of the Effectiveness of Spatial Augmented Reality-based CCA for the Improvement of Traditional Sports Climbing Lessons (전통적인 스포츠 클라이밍 수업 개선을 위한 공간증강현실 기반 CCA 적용 효과 검증)

  • Heo, Myeong-Hyeon;Lee, Eun-Young;Kim, Dongho
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.90-99
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    • 2017
  • Sports climbing requires repeated movements within a limited space, which may cause climbers to lose their constant interest in it. Furthermore, it is important that coaches should give lessons focusing on demonstrations to make sure that learners can understand the movements on their own, However, in traditional sports climbing lessons, they give instructions on almost every movement of learners' hands and feet. Hence, there have been constant calls for replacing these existing sports climbing lessons and presenting new methods to ensure that learners can observe their coaches' demonstrations in real time and emulate them. An introduction of the image training using spatial augmented reality techniques to solve these problems may have a positive effect on the improvement of learners' motor skills and attitudes toward lessons. This study aims to verify the effectiveness of the Climbing Character Animation (CCA) as a learning tool for sports climbing. To achieve this research objective, it applied it to actual sports climbing to verify its utility. As a result, it was shown that the lessons using spatial augmented reality-based CCA had a higher effectiveness than traditional sports climbing lessons in the degree of interest inducement, emersion and learning effects.

A development and evaluation of practical problem-based Home Economics lesson plans applying to multiple intelligence teaching.learning strategy - Focused on the unit 'Nutrition & Meals' of middle school Home Economics subject matter - (다중지능 교수.학습 방법을 적용한 실천적 문제 중심 가정과 교수.학습 과정안의 개발과 평가 - 중학교 가정과 '청소년의 영양과 식사' 단원을 중심으로 -)

  • Choi, Seong-Youn;Chae, Jung-Hyun
    • Journal of Korean Home Economics Education Association
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    • v.23 no.1
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    • pp.87-111
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    • 2011
  • The purpose of this study was to develop and evaluate practical problem-based Home Economics lesson plans applying to the multiple intelligence teaching learning strategy, focused on the unit 'Nutrition & Meals' of middle school Home Economics subject matter. To achieve this purpose, the lesson plans were developed and evaluated from the 72 middle school students in Chongju after implementing the instruction. The data from the questionnaire were analyzed by SPSS/WIN 12.0 and content analysis. The results were as follows: First, the objectives of practical problem-based 'Nutrition & Meals' Instruction using multiple intelligence teaching strategy were to understand the importance of nutrition and health in an adolescent period and to develop good eating habits. The Practical Problem was 'What should I do for good eating habits?' and the learning contents were healthy life, the kinds and functions of nutriments, food pyramid and a food guide. The learning activities were progressed by various types of teaching and learning methods including 8 types of multiple intelligence teaching strategy. The lesson plans were developed according to the process of practical problem solving model. 6 periods of lesson plans and worksheets were developed. Second, the practical problem-based instruction using multiple intelligence teaching-learning strategy were evaluated to increase students' positive learning attitudes, motivation, and good eating habits.

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The Educational Games' UI Study from the Point of View of UX by Eye-tracking (UX관점에서 Eye-tracking을 이용한 교육용 게임 UI연구)

  • Shin, Won-Sub;Shin, Donghoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.211-224
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    • 2013
  • The purpose of this study was to find the effective way of composition in terms of UX(user experience) when configuring UI(user interface) of educational game by utilizing ET(eye-tracking). Experimental material was a game related to the middle school 'force and motion'. SMI (SensoMotoric Instruments)' iView X TM RED was used in order to collect eye movement data. The results of this study was as follows. First, the lead element for fast visual attention should be placed in the center when the educational game UI is configured. Second, burton that changes character's features and the information about them should be placed close to each other. Third, learning quiz caught visual attention faster when it was placed on the left side of UI. Fourth, when one UI was overlapped by another, parts that were not overlapped was fixated, too.

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The Effect of Cognitive Movement Therapy on Emotional Rehabilitation for Children with Affective and Behavioral Disorder Using Emotional Expression and Facial Image Analysis (감정표현 표정의 영상분석에 의한 인지동작치료가 정서·행동장애아 감성재활에 미치는 영향)

  • Byun, In-Kyung;Lee, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.327-345
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    • 2016
  • The purpose of this study was to carry out cognitive movement therapy program for children with affective and behavioral disorder based on neuro science, psychology, motor learning, muscle physiology, biomechanics, human motion analysis, movement control and to quantify characteristic of expression and gestures according to change of facial expression by emotional change. We could observe problematic expression of children with affective disorder, and could estimate the efficiency of application of movement therapy program by the face expression change of children with affective disorder. And it could be expected to accumulate data for early detection and therapy process of development disorder applying converged measurement and analytic method for human development by quantification of emotion and behavior therapy analysis, kinematic analysis. Therefore, the result of this study could be extendedly applied to the disabled, the elderly and the sick as well as children.

Performance Analysis of Exercise Gesture-Recognition Using Convolutional Block Attention Module (합성 블록 어텐션 모듈을 이용한 운동 동작 인식 성능 분석)

  • Kyeong, Chanuk;Jung, Wooyong;Seon, Joonho;Sun, Young-Ghyu;Kim, Jin-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.6
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    • pp.155-161
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    • 2021
  • Gesture recognition analytics through a camera in real time have been widely studied in recent years. Since a small number of features from human joints are extracted, low accuracy of classifying models is get in conventional gesture recognition studies. In this paper, CBAM (Convolutional Block Attention Module) with high accuracy for classifying images is proposed as a classification model and algorithm calculating the angle of joints depending on actions is presented to solve the issues. Employing five exercise gestures images from the fitness posture images provided by AI Hub, the images are applied to the classification model. Important 8-joint angles information for classifying the exercise gestures is extracted from the images by using MediaPipe, a graph-based framework provided by Google. Setting the features as input of the classification model, the classification model is learned. From the simulation results, it is confirmed that the exercise gestures are classified with high accuracy in the proposed model.

Performance of Exercise Posture Correction System Based on Deep Learning (딥러닝 기반 운동 자세 교정 시스템의 성능)

  • Hwang, Byungsun;Kim, Jeongho;Lee, Ye-Ram;Kyeong, Chanuk;Seon, Joonho;Sun, Young-Ghyu;Kim, Jin-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.177-183
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    • 2022
  • Recently, interesting of home training is getting bigger due to COVID-19. Accordingly, research on applying HAR(human activity recognition) technology to home training has been conducted. However, existing paper of HAR proposed static activity instead of dynamic activity. In this paper, the deep learning model where dynamic exercise posture can be analyzed and the accuracy of the user's exercise posture can be shown is proposed. Fitness images of AI-hub are analyzed by blaze pose. The experiment is compared with three types of deep learning model: RNN(recurrent neural network), LSTM(long short-term memory), CNN(convolution neural network). In simulation results, it was shown that the f1-score of RNN, LSTM and CNN is 0.49, 0.87 and 0.98, respectively. It was confirmed that CNN is more suitable for human activity recognition than other models from simulation results. More exercise postures can be analyzed using a variety learning data.

Enhancing Preservice Teachers' Science Self-Efficacy Beliefs and Pedagogical Content Knowledge (PCK) through Scientific Investigations (미국 초등교사교육 과정 과학교육방법론 수업(Science Methods Course)의 과학적 탐구 활동을 통한 예비교사들의 과학교수학습에 대한 자기 효능감 및 PCK 이해의 향상)

  • Choi, Sanghee;Lee, Young Hee
    • Journal of Korean Elementary Science Education
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    • v.34 no.4
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    • pp.406-418
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    • 2015
  • This study was designed to enhance preservice teachers' self-efficacy beliefs and pedagogical content knowledge (PCK) through scientific investigations based on current science education reforms. To do so, a science methods course was revised to include modeling effective scientific inquiry practices as well as designing and teaching scientific investigations in the K-5 practicum classrooms (Revised Science Methods Course). This study assessed the following research questions: (1) What level of PCK do preservice teachers have before and after the completion of RSMC; (2) To what extent do participants change their self-efficacy in science teaching after completing RSMC; and (3) Is there any correlation between participants' changes in self-efficacy and the level of PCK. Participants were 76 preservice teachers enrolled in a science methods course offered at a medium-sized university in the midwestern United States. This study employed the STEBI-B survey and the PCK rubric. There result of the study indicated that there was significant increase in Personal Science Teaching Efficacy (PSTE) of the participant preservice teachers after the completion of the course. Based on the PCK rubric analysis, there was a significant increase in mean scores of the post-RSMC lesson compared to those of the pre-RSMC lesson. The correlational analysis of participants showed a positive correlation between changes in self-efficacy and the level of PCK. Thus, it may be concluded that the reform-based science methods course had a positive impact on participants' self-efficacy in science teaching through correcting misconceptions, developing higher level of PCK, and modeling scientific investigation in their practicum schools.

Observational Motor Skill Learning in Individuals with Intellectual Disabilities (지적장애인의 관찰적 운동기술 학습)

  • Kim, Sung-Woon;Kim, Yu-Jin;Kim, Jin-Gu
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.293-297
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    • 2018
  • The purpose of this study was to determine the influence of video modeling observational learning intervention on the learning and performance of a bowling skill in adolescents with intellectual disabilities. Thirty special middle school students whose ages ranged from 14 to 16 years were recruited from Daegu, Korea. Intellectual disabilities of the participants were assessed by Korean version of the Wechsler intelligence scale for adolescent and a social maturity scale. During the experiment, participants repeatedly watched the one-minute action observation film for three minutes before beginning each frame and played 60 frames. Statistical comparisons were performed using a 2 (groups) ${\times}$ 6 (trials) ANOVA, with repeated measures on the last factor of the acquisition stage (p<0.05). Factors of the retention stage scores were analyzed by one-way ANOVA. The sources of any significant main effects were tested using a Tukey's HSD (honest significant difference) approach. SPSS 21.0 was used for statistical analyses. The performance scores of the action observation group were significantly higher than those of the control group. The findings showed that observational learning in the form video modeling has the potential to enhance acquisition and learning of a bowling sport skill in intellectual disability individuals; however, these findings are limited to adolescents with moderate intellectual disabilities.

A STUDY ON THE VARIABLES OF CHILDHOOD ANTISOCIAL BEHAVIOR (반사회적행동(Antisocial Behavior) 아동의 특성에 관한 연구)

  • Kim, Tae-Ryeon;Lee, Kyung-Sook
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.3 no.1
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    • pp.14-25
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    • 1992
  • The present study was purposed to find out variables of childhood antisocial behavior. The variables consisted of social cognition competence(Peer perception. acquaintance perception, frustration situation perception). academic competence(Visual integration function. written expression function, grammar closure function). The subject in this study were 32 nine year old-fourteen year old antisocial behavior boys and 32 third grade in elementary school-second grade in middle school normal boys and girls. The results of this study were obtained as follows. 1) In peer perception antisocial behavior children perceived peer as more supportive than normals. In acquaintance perception. there was no difference between groups. 2) In frustration situation perception, normal children used intropunitive attack still more than antisocial behavior children and antisocial behavior children perceived frustration situation more sensitive than normals and they were less active in problem solving aspects than normals. 3) In Academic competence, antisocial behavior children have deficits in visual motor integration function, written expression function. grammar closure function.

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Effects of Science Lessons with Educational Game Content on the Science-related Attitudes of Elementary Students: Focusing on Games for Learning the Domains of Motion and Energy (교육용 게임 콘텐츠를 활용한 과학 학습이 초등학생들의 과학 관련 태도에 미치는 영향 - 운동과 에너지 영역을 학습할 수 있는 게임을 중심으로 -)

  • Kim, Hyunguk
    • Journal of Korean Elementary Science Education
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    • v.42 no.4
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    • pp.481-496
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    • 2023
  • This study aimed to evaluate the effects of utilizing educational game content for science learning on science-related attitudes. The content was applied to 24 students in an after-school science club at an elementary school in Gyeongsangbuk-do Province followed by a pre and posttest analysis using the Attitude About the Relevance of Science Test and the Creative Personality Test. This study used Tino's Journey, which was developed by the Korea Creative Content Agency and is currently distributed for free through the Ministry of Education to develop nine lessons that include scientific scenarios and concepts presented in the game. The results demonstrated that science lessons utilizing educational game content significantly influenced the science-related attitudes of the students. Among the subdomains, enjoyment of science lessons increased the most followed by the attitude toward scientific inquiry, social meaning of science, and hobby of science. However, the commonness of scientists, acceptance of scientific attitudes, and career in science did not reveal significant differences. This study classified the students into two groups (i.e., high and low, n=12 each) using the Creative Personality Test in advance. This study performed covariate analysis with the score for pre-science-related attitude as the covariate. Result revealed that the scores for science-related attitude significantly differed between the high and low groups. Specifically, the increase in the scores of the low group was larger than that of the high group. Lastly, the study presented implications for the utilization of educational game content in science learning.