• Title/Summary/Keyword: 퀘스트 기반학습

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Case Study and Development of Quest-Based Learning Using QR Code (QR코드를 활용한 퀘스트 기반학습 개발 및 적용사례 연구)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.79-88
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    • 2011
  • The purpose of this study is to confirm meaning for quest-based learning designed as one of learning methods with new media, which the contents were made of QR code based on smart-phone. For this purpose, this study conducted 8 times of class during one month with 32 elementary third graders. And analysis for the result of this study was carried out MANOVA focus on four sub-factor of motivation. The results showed positive effect for quest-based learning in attention and confidence factor on motivation. Quest-based learning of gaming version as a learning method using various media can use a learning method for facilitation of learner participation, supporting of learning by doing.

Proposal Realtime Reaction Generate Quest System Basement Reinforcement Learning Central System (강화학습 기반 실시간 반응형 퀘스트 생성 시스템 중앙 관리자 영향력 연구)

  • Kim-Tae Hun;Kim-Chang Jae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.05a
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    • pp.499-500
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    • 2023
  • 강화학습 기반의 다중 에이전트 시스템을 이용한 서버의 실시간 상황을 제공 받아서 상황에 알맞은 퀘스트를 생성해주는 시스템을 제안한다. 학습 가이드 역할을 하는 CTDE 의 중앙 관리자의 역할을 위한 에이전트를 분리하여 작동하게 함으로서 퀘스트의 지향점을 잡는 것이다.

A Case Study on Design of Theme-based Integrated Learning by Using QR Code (QR코드를 활용한 주제중심 통합학습 설계 사례연구)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.141-152
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    • 2013
  • This research aims at suggesting a case of designing theme-based integrated learning for usage smart media. New approach and direction for developing a gaming instructional design was suggested which can encourage learners to participate in. Quest-based learning, the learning environment design where learners conduct various learner-centered activities, plays an important role of reinforcing the motivation, promoting experiential and cooperative learning based on social interaction. The design using QR codes has been proved to be able to offer the learner-centered learning environment which includes social interaction strategy required for learners expanding their cognitive structure, motivation enhancing strategy encouraging their consistent participation in learning, complex problematic situation and scaffolding strategy emphasized by constructivism. And it is expected to contribute to promoting the design of theme-based integrated learning which is being demanded in the educational environment recently by combining systematic design process and strategies.

Development of Quest-Based Mobile STEAM Content for Scientific Experiments in Middle Schools (중학교 과학실험을 위한 퀘스트 기반 모바일 STEAM 콘텐츠 개발)

  • Lee, Hyunju;Kim, Yuri;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.88-98
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    • 2019
  • As the 2015 revised curriculum is being implemented from 2018, efforts are being made to cultivate scientific literacy among students in the field of science. Scientific experiments help students to develop their interest in Science and their scientific attitudes. Learning through experimentation rather than learning scientific facts increases learners' understanding, and can be remembered longer. Therefore, experiments in Science subject are very important. However, in middle schools, scientific experiments are not performed due to the lack of time, budget and experimental material. In this research, we analyze middle school science textbooks, conduct questionnaires for students of science pre-service teachers, select the most important science experiments, and develop a mobile App to simulate and experience scientific experiments with the App. The proposed App is developed in a game format using quest-based learning methods to gain learning enhancement. It is also made using Unity. In this paper, after developing the app, we propose the direction of STEAM contents development through analyzing the difference from existing apps and the feedback from users.

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.

Improved Transformer Model for Multimodal Fashion Recommendation Conversation System (멀티모달 패션 추천 대화 시스템을 위한 개선된 트랜스포머 모델)

  • Park, Yeong Joon;Jo, Byeong Cheol;Lee, Kyoung Uk;Kim, Kyung Sun
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.138-147
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    • 2022
  • Recently, chatbots have been applied in various fields and have shown good results, and many attempts to use chatbots in shopping mall product recommendation services are being conducted on e-commerce platforms. In this paper, for a conversation system that recommends a fashion that a user wants based on conversation between the user and the system and fashion image information, a transformer model that is currently performing well in various AI fields such as natural language processing, voice recognition, and image recognition. We propose a multimodal-based improved transformer model that is improved to increase the accuracy of recommendation by using dialogue (text) and fashion (image) information together for data preprocessing and data representation. We also propose a method to improve accuracy through data improvement by analyzing the data. The proposed system has a recommendation accuracy score of 0.6563 WKT (Weighted Kendall's tau), which significantly improved the existing system's 0.3372 WKT by 0.3191 WKT or more.

A Case Study on Running a Game-based Programming Class for Lower Grades (저학년을 위한 게임 기반 프로그래밍 수업 운영 사례 연구)

  • Do-hyeon Choi
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.151-157
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    • 2024
  • Most of the existing game-based education programmes for lower grades are simple block-coding studies, and there is a lack of examples of programming-intensive classes. In this study, we implemented a Minecraft-based Python coding fundamentals class for 3 classes at a local elementary school during a 2-week school holiday. The learning programme was reorganised from the standard learning programme on the official website, such as building quests through LAN-PARTY and self-scripting in-game, to improve class interest and motivation. In addition, we analysed the satisfaction and preferences of the class topics through a survey, and obtained meaningful results for future educational program development. This study is significant as a basic research for the design and development of game-based educational programmes for all age groups.

Design of Location Recognition and ID Identification for NFT Reports in Metaverse-based Field_study Trip (메타버스기반 체험학습 NFT보고서의 위치인식과 ID식별 설계)

  • Mingoo Kang
    • Smart Media Journal
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    • v.12 no.9
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    • pp.38-44
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    • 2023
  • In this paper, a blockchain-based platform of NFT(Non-Fungible Token) reports was proposed to ensure the reliable performance contents of field study trip. It is possible to identify and manage the personal multi biomeric authentication user ID of activity records for students in a mobile IP-based metaverse with the linkage of extended reality(XR). At this time, many quests and incentives of platform are provided to induce students to experience smart and fun field studying facilities by linking real trip experiences and virtual extended_reality studies in the metaverse interworking.

Cultural Heritage Experiential Learning Smart-Phone APP Using LBS (LBS를 활용한 문화유산 체험학습 스마트폰 APP)

  • Kim, Yong-Ho;Kim, Hyeong-Gyun
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.821-828
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    • 2013
  • This paper proposed CHELS-App that Smart-phone APP optimized cultural heritage experiential learning is configured can learning and sightseeing at the same time with experience the cultural heritage and enjoying the mission through quests to take advantage of the Smart-phone. CHELS-App is provide a guide maps by using the location-based service and cultural commentary(commentary, photos, quizzes, games, cartoon) with capability of event push about the Jongmyo Shrine as world heritage, and configured with capability of experience diary create and foot stamp through these experiences.

Research on Deep Learning Performance Improvement for Similar Image Classification (유사 이미지 분류를 위한 딥 러닝 성능 향상 기법 연구)

  • Lim, Dong-Jin;Kim, Taehong
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.1-9
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    • 2021
  • Deep learning in computer vision has made accelerated improvement over a short period but large-scale learning data and computing power are still essential that required time-consuming trial and error tasks are involved to derive an optimal network model. In this study, we propose a similar image classification performance improvement method based on CR (Confusion Rate) that considers only the characteristics of the data itself regardless of network optimization or data reinforcement. The proposed method is a technique that improves the performance of the deep learning model by calculating the CRs for images in a dataset with similar characteristics and reflecting it in the weight of the Loss Function. Also, the CR-based recognition method is advantageous for image identification with high similarity because it enables image recognition in consideration of similarity between classes. As a result of applying the proposed method to the Resnet18 model, it showed a performance improvement of 0.22% in HanDB and 3.38% in Animal-10N. The proposed method is expected to be the basis for artificial intelligence research using noisy labeled data accompanying large-scale learning data.