• Title/Summary/Keyword: 학습자 재미

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An Analysis of Learner Satisfaction and Effectiveness Regarding 'Center for Teaching and Learning Support' (교수학습지원센터에 대한 학습자 만족도 및 효과 분석)

  • Kim, Chang-Soo;Choi, Seok-Yoon;Kim, Jung-Hung
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.487-495
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    • 2011
  • In this study, we analyzed student satisfaction and effectiveness regarding the Center for Teaching and Learning Support where students are using educational information. Based on the analysis, the purpose of this study was to identify the requirements for the improvement to enhance the educational support by the Center for Teaching and Learning Support. As a result, it was shown that satisfaction and effectiveness as well as requirement for improvement were different depending on school level. Therefore, it is necessary for the Center to enhance the services appropriate for each school level rather than unified services. In other words, the improvement is required to enhance the fun and interesting aspects for elementary and middle school students, and the effort is required to enhance the quality aspect of information for high school students when educational information is provided.

Game Elements Balancing using Deep Learning in Artificial Neural Network (딥러닝이 적용된 게임 밸런스에 관한 연구 게임 기획 방법론의 관점으로)

  • Jeon, Joonhyun
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.65-73
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    • 2018
  • Game balance settings are crucial to game design. Game balancing must take into account a large amount of numerical values, configuration data, and the relationship between elements. Once released and served, a game - even for a balanced game - often requires calibration according to the game player's preference. To achieve sustainability, game balance needs adjustment while allowing for small changes. In fact, from the producers' standpoint, game balance issue is a critical success factor in game production. Therefore, they often invest much time and capital in game design. However, if such a costly game cannot provide players with an appropriate level of difficulty, the game is more likely to fail. On the contrary, if the game successfully identifies the game players' propensity and performs self-balancing to provide appropriate difficulty levels, this will significantly reduce the likelihood of game failure, while at the same time increasing the lifecycle of the game. Accordingly, if a novel technology for game balancing is developed using artificial intelligence (AI) that offers personalized, intelligent, and customized service to individual game players, it would bring significant changes to the game production system.

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A Study on the Educational Plan of Business Chinese Speaking by Using the Method of Storytelling and Role-play - Focused on Chinese Drama - (스토리텔링과 롤 플레이 기법을 통한 비즈니스 중국어 말하기 교육방안 탐색 - 드라마를 중심으로 -)

  • Li, Xiaohui;Li, Zhangpei;Park, Changun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.5
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    • pp.273-280
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    • 2019
  • The main purpose of this study is to reveal the educational value of the Chinese drama and present a concrete and feasible Chinese speaking teaching-learning programme targeted at intermediate level Chinese learners through storytelling and role-play. There is some advice for Chinese speaking teaching-learning by using Chinese dramas. Firstly, applying various techniques actively such as storytelling and role play, not only could it help to correct Chinese speaking pronunciation, but it could also help students to make up and express their ideas as free as possible. Secondly, it's necessary to accord with the teaching objectives of Chinese speaking, students' actual level and requirements to select Chinese dramas as Chinese speaking teaching-learning materials. Thirdly, it's noteworthy that teachers should select Chinese dramas with various genres or theme according to social development to promote the fun of class and maximize the educational value of Chinese dramas as teaching-learning materials.

The Case study of using MTBL(Music Technology-Based Learning) in a Teaching Profession Course: A Case Study on the Instructional Methods and Educational Technology Class (교직과목 수업에서 음악 테크놀로지 기반 학습(Music Technology-Based Learning: MTBL) 활용 사례 연구: 교육방법 및 교육공학 수업사례)

  • Kim, Eunjin
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.497-510
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    • 2013
  • The researcher's objective is to analyze a case study from the teaching profession course entitled "Instructional Methods and Educational Technology: IMET," in which the instructional method 'Music Technology-Based Learning: MTBL' has been implemented. In addition to the analysis and the completion of the associated 16-week coursework, the researcher conducted an open-ended survey, and conducted and analyzed in-depth interviews, with participants in the case study. Using MTBL in IMET has elicited mostly favorable responses from participants such as "interesting" and "fun." They also mentioned "active learning participation." There were also negative responses to MTBL, citing "the lack of interconnection between MTBL and other teaching profession courses," "the difficulty of hybrid and convergence classes," and "the need for additional time and attention in an individual study." The analysis of this case study indicates that the use of MTBL in teaching profession courses somewhat enhances the understanding of the general concept of integrating technology into education, although some difficulties remain. The analysis of more case studies is required in order to establish more effective training courses, in which learning is not limited to the theoretical aspects of education. Using MTBL as an integrated part of the educational method would help to foster more creative and professional teachers.

A Study on the Improvement of Concentration through Serious Games (기능성 게임을 통한 집중력 향상에 관한 연구)

  • Cho, Seung-Ju;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.27-35
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    • 2011
  • Concentration is one of the most important factor in learning ability. It is important to improve concentration for learning ability. Most digital kids have been accustomed to addictive media like games since childhood, so traditional methods of teaching and learning has been difficult to give interests for them. Therefore introducing a new teaching methods was inevitable for students with low concentration. This is an experiment to prove the hypothesis that the concentration training by certain serious game would be helpful for improving students' concentration. Not only some serious games but also meditation by music was effective to improve concentration in the experiment. Average people is hard to immerge in meditation. but some serious games involve fun factors like curiosity, challenges, competitions and rewards. Games are not more negative to young people, will be helpful to society in various forms.

Design and Application of Problem Based Learning to Improve Awareness of Information Accessibility for Gifted Students in Computer Science (정보영재 학생의 정보접근성 인식 향상을 위한 PBL 기반 수업 설계 및 적용)

  • Kim, Hansung
    • Journal of The Korean Association of Information Education
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    • v.20 no.2
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    • pp.109-120
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    • 2016
  • The purpose of this paper is to develop and apply instructional model to improve awareness of information accessibility for gifted students in computer science. The model applied to class is designed based on Problem-Based Learning(PBL). The class was for 42 students(22 elementary school students, 20 middle school students), and the questions, cognition of the necessity for accessibility, behavior intent for accessibility were given before and after class. Additionally, interest, satisfaction and flow were given after the class. The results of this study are as follows. Firstly, it shows a difference on the changes of cognition on the necessity and behavior intent. As a gender difference, specifically, it shows a difference on the cognition of female students's necessity and behavior intent of male students. As a class level difference, specifically, it statistically shows a meaningful difference on cognitive of the necessity of elementary school students and behavior intent of middle school students. Secondly, after class, it shows a high level of interest, satisfaction. But it shows a general level of flow, so various strategies should be developed for covering the flow level.

A Case Study of Successful Strategy for Self-Directed Learning Center of Educational Service Franchise - Focusing on the Case of Learning Center of Daekyo Noonnoppi - (교육 서비스 프랜차이즈의 자기주도 학습관 사업화 사례연구 - 대교 눈높이 러닝센터 사례를 중심으로 -)

  • Yoo, Dong-Keun;Hong, Jong-Pil;Hwang, Jae-Kwang
    • The Korean Journal of Franchise Management
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    • v.5 no.1
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    • pp.49-64
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    • 2014
  • The purpose of this work is to analyze successful business strategy of Daekyo Noonnoppi. Daekyo Noonnoppi, a franchise company of educational service, activated education business by establishing new way of providing education opportunity: self-directed learning center. They introduced not only the concept of learning center but also sustainable business strategies, which leads to remarkable success in the education business field. Daekyo Noonnoppi deployed three managerial concepts for study achievement: goal management, study management, and environment management. This Franchise company has three advantages of its success: Goal, Study and environment management: First, the goal management helps students to develop self-directed attitudes by making(appropriate) atmosphere which is able to build study goal and plan. In addition, this company provides information to their students to searches ways of study through the test reflecting their tendency. Furthermore, this company offers a variety of events for motivating study. Second, study management is helpful for students to develop holistic fundamental knowledge through its textbooks of this company and provides solutions and time management for study through 1 on 1 study advice. Third, environment management is used to making atmosphere to develop self-directed learning way for its students and provides spaces for students equipped with multimedia systems and cyber learning infrastructures.

Development of Technology·Home Economics teaching-learning plans using ARCS strategies to improve character for middle school students: Focusing on the unit of 'Understanding families' (인성교육을 위해 기술·가정교과 '가족의 이해' 단원에 ARCS 동기유발 전략을 적용한 교수·학습 과정안 개발 및 평가)

  • Kang, Jimin;Yu, Nan Sook
    • Journal of Korean Home Economics Education Association
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    • v.30 no.1
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    • pp.29-42
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    • 2018
  • The purposes of this study were to develop and apply teaching-learning plans using ARCS strategies to improve character of middle school students and analyze whether a home economics class helps to give positive effects on youth character change. Nine-period classes were conducted for 110 male students in 4 classes of M middle school in Gwangju metropolitan city for 5 weeks from March 6 through April 7 in 2017. The effectiveness of classes were examined with learners' class assessment and pre- and post- character index test. The research steps and results in this study are as follows. First, the teaching-learning plans for 9 periods were developed for the character education class of the chapter 'Understanding families'. These teaching and learning course plans were designed to enhance learner's interests in learning using ARCS motivational strategy and improve character of middle school students in consideration of character elements. In the chapter 'Understanding families' of Technology Home Economics in middle school, the teaching-learning plans for 9 periods, 14 student activity sheets, and 2 powerpoint materials for teaching and learning were developed. Second, students who had the character education classes using ARCS motivational strategy showed significant differences in all character elements. Therefore, the character education class using ARCS shows positive effects to build up character of middle school students. Third, the character education classes using ARCS motivational strategy increased the class satisfaction of learners. The character education class teaching and learning course plans and learning materials in Technology Home Economics using ARCS motivational strategy will be used as a basic resource to build up students' character in the future.

A Study on Education Platform for Automobile Students Using AR System (AR 시스템 기반 자동차 교육 플랫폼 연구)

  • Luo, YIng;Jang, Wan-Sok;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.243-250
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    • 2019
  • With the popularization of online learning, mobile learning and blended learning model, augmented reality technology is increasingly widely applied in the field of education today. This article stresses the necessity of applying augmented reality to education by summarizing the current situation and advantages of augmented reality technology in education. Next, the author proposes a new education system-"AR+E education cloud platform system". Last, the author proposes several inspirations for the design of AR-based education software according to the observation and interview of the behaviors and preferences of the respondents.

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.