The purpose of this study is to design, develope, and deploy of online game content in middle school mathematics. This study analyzed related literature review, case studies, and educational game web sites for seeking better applicable design strategies. After serious discussion with experts based the design ideas, this study established its own educational game design model and it was applied to develop algebraic function lesson for middle school students. The developed content also was deployed in real classroom setting to see how students received the game contents and how. well they processed the design procedures and activities. We found that educational online game content, especially when applied to mathematics subject, can be effective in students interests and their motivations. We also observed that there were a few managerial errors such as need for detailed guidance for game, cumulative game results for later feedback, and so on. This study concluded that educational game contents should be able to widely spread out to get students' learning interests and strong motivation as well. We suggest that related research should be done toward to other subject than mathmatics and various students age groups.
The meaning and role of science culture based on such values as rational thinking, creativity, critical validation has been growing in the process of discussing various social problems. In order to diffuse science culture, it is important to sustain citizen's activeness by providing contents which can induce interest on the base of two-way communication between public and experts and to support citizen activities performed voluntarily. To that end, various people such as scientist, government policymaker, communicator, those in charge of culture and art, exhibition curator should make up collaboration system and such requirement as motivation, leadership, agreement between the participants, communication, trust relationship is also to be met properly in order to proceed collaboration efficiently. This study reviews how these factors are coming true in governmental project for science culture and develops proposal for improvement on the base of opinions collected through expert meetings, interviews, workshop and data research. In addition, it explains that government must strengthen scientific cultural project personnel and lay infra such as communications hub, regional center, platform and improve the business selection method to promote competition and collaboration among project participants with reformation of reward and regulatory systems. It is performed to suggest comprehensive ways to increase efficiency of project for science culture out of not the deficit model which regard public as passive acceptant but context model or PES(public engagement in science) that take public who focus his attention and participate actively into account.
The Korean wave contents such as Korean TV dramas and K-pop are sweeping over foreign countries. This Korean wave has improved positive national brand image and also brought up interest across Korean culture. Due to expansion of Korean wave, some Korean education contents started to be made by using Korean wave contents. These kinds of Korean educational online contents induce interest in studying Korean by using Korean wave contents. Furthermore, people can indirectly experience Korean culture. so we need to come up with more effective application plan. However, contents which has produced currently still have insufficient part. Based on that, current state of Korean education online contents by using Korean wave contents will analyze into especially a series of 'Pit-A-Pat Korean' from Nuri-Sejong school need to be proposed a review of the limitations and improvement conclusion in this paper. The K-drama produced by effectively utilizing the planning and the Korean educational content. This will reveal to the culture and traditions of Korea, as well as a simple information transfer. So we expect to be a valuable activity that is responsible for a stem to improve the country's image as one item K-culture itself.
As virtual realty has become an issue of providing immersive services, in the area of virtual realty, it has been actively investigated to develop user interfaces for immersive interaction. In this paper, we propose a gesture recognition based immersive user interface by using an IR LED embedded helmet and data gloves in order to reflect the user's movements to the virtual reality environments effectively. The system recognizes the user's head movements by using the IR LED embedded helmet and IR signal transmitter, and the hand gestures with the data gathered from data gloves. In case of hand gestures recognition, it is difficult to recognize accurately with the general recognition model because there are various hand gestures since human hands consist of many articulations and users have different hand sizes and hand movements. In this paper, we applied the Mixture-of-Experts based gesture recognition for various hand gestures of multiple users accurately. The movement of the user's head is used to change the perspection in the virtual environment matching to the movement in the real world, and the gesture of the user's hand can be used as inputs in the virtual environment. A head mounted display (HMD) can be used with the proposed system to make the user absorbed in the virtual environment. In order to evaluate the usefulness of the proposed interface, we developed an interface for the virtual orchestra environment. The experiment verified that the user can use the system easily and intuituvely with being entertained.
Seo, Hae-Ae;Yoon, Ki-Soon;Sohn, Jong-Kyung;Chung, Hwa-Sook;Song, Bang-Ho;Yang, Hong-Jun;Park, Sung-Ho;Kwon, Duck-Kee
Journal of The Korean Association For Science Education
/
v.19
no.2
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pp.293-304
/
1999
A Calculator-Based Laboratory (CBL) system was introduced to science teachers and their perceptions to its classroom application was assessed. A CBL survey instrument was responded by 54 middle and high school science teachers who undertook a three-hour workshop of science experiments with CBL system. There were significant differences in teachers perceptions to CBL system among gender, school level, school location, teacher's degree, and years of teaching in terms of learning CBL system, applicability of CBL system for science classrooms, and effects on science achievement. Male teachers showed significantly (p<.05) higher agreement to learning of CBL system and applicability for science classrooms than female teachers. Compared to middle school teachers, high school teachers showed significantly (p<.05) high interests in CBL applicability for science classrooms and perceptions that there will be an increase of science achievement. Teachers with 4-8 years of teaching experience also showed significantly (p<.05) higher interest toward learning CBL system and its applicability. It was concluded that science teachers perceived CBL system as a promising science teaching method in Korean middle and high schools. However, a science teacher inservice training program for CBL system should be developed in consideration of gender, school level, school location, and years of teaching.
The purpose of this study was to make a case study of a fourth- grade child diagnosed as ADHD. The subject in this study, who was the supplier of information, was especially inattentive and. impulsive. The focus of this study was placed on improving his attention, and it's also meant to lighten his impulsiveness. An attention improvement training program was devised by applying play and games that would spark the interest of the ADHD child who was inattentive and felt easily boring. The program was conducted in 15 sessions, and his self-report of attention and impulsiveness and task performance were checked to find out the effect of the program before, after and six weeks after it was implemented. Besides, additional data were gathered by keeping observational and counseling journals and interviewing people around them, and the collected data were analyzed to get a profound understanding of the child. The finding of the study were as follows: First, according to the pretest, posttest and retention test scores on attention and additional data, the attention improvement training that utilized play and game served to boost the attention of the information provider, and that had a lasting effect on that as well. Second, as a result of analyzing the pretest, posttest and retention test scores on impulsiveness and additional data, the attention improvement training that utilized play and games contributed to easing the impulsiveness of the information provider, and that had a continuing effect on that as well. Third, in addition to attention and impulsiveness, there were favorable changes in his peer relationship and confidence when all the collected data were analyzed.
Journal of the Economic Geographical Society of Korea
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v.13
no.3
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pp.354-380
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2010
Cities are the most important type of tourist destination across the world, and yet urban areas have neglected in most academic studies of tourism. Urban destinations serve as gateways for tourist entry to the country, as centers of accommodation and a base for excursion to rural areas as well as destinations in their own right. Increasingly cities rely on image promotion to attract tourists to cities. A city's image is the sum of beliefs, ideas, and impressions that a people have of a city. Image has always been of great interest and concern to city marketers. The image improvement is very important especially in urban tourism development because tourism overwhelmingly depends on image. The cost and effectiveness of the image improvement strategy depends on the city's current image and real attributes. Some cities are blessed with positive images. They don't require changing the image so much as amplifying it and delivering it to more target groups. Many cities are stuck with a negative image. They need to remove it and make a positive out of a negative to correct it. Image reversals, however, are difficult to accomplish. Some cities are not well known because they are small, lack attractions, or don't advertise. They need to identify, develop, and disseminate a strong positive image for the city.
This study examines the subjective perception of software developers on happiness at work through the Q-sort methodology. Analysis of 63 respondents revealed four types happiness at work with highly differentiated characteristics: 'stability of work oriented', 'defiant self-driven, technology-oriented', 'realistic professionalism oriented', and 'genuinely technology and task-immersion oriented'. The 'defiant self-driven, technology-oriented' and 'genuinely technology and task-immersion oriented' types are interested in latest ICT and consider recognition of one's professionalism as well as self-realization result in happiness at work. On the other hand, the 'stability of work oriented' and 'realistic professionalism oriented' types did not pay much attention to one's growth of technical career but emphasized salary, welfare benefits and job promotion as the most important factors in happiness at work. Today, extraordinary SW developers are a key factor to acquire industrial competitiveness. Nations and corporations should prepare realistic ways to promote overall happiness at work by accurately understanding the varying characteristics and predisposition of domestic ICT personnel. In Korea, it is found that there is a shortage of 'genuinely technology and task-immersion oriented' SW developers. In order to secure national and industrial competitiveness in the era of the Fourth Industrial Revolution, creation of work ecosystem to promote high levels of happiness at work is required to secure quality software production and pride as an ICT professional.
Journal of the Institute of Electronics and Information Engineers
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v.50
no.6
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pp.212-220
/
2013
Recently, there has been tremendous increase in human-computer/machine interaction system, where the goal is to provide with an appropriate service to the user at the right time with minimal human inputs for human augmented cognition system. To develop an efficient human augmented cognition system based on human computer/machine interaction, it is important to interpret the user's implicit intention, which is vague, in addition to the explicit intention. According to cognitive visual-motor theory, human eye movements and pupillary responses are rich sources of information about human intention and behavior. In this paper, we propose a novel approach for the identification of human implicit visual search intention based on eye movement pattern and pupillary analysis such as pupil size, gradient of pupil size variation, fixation length/count for the area of interest. The proposed model identifies the human's implicit intention into three types such as navigational intent generation, informational intent generation, and informational intent disappearance. Navigational intent refers to the search to find something interesting in an input scene with no specific instructions, while informational intent refers to the search to find a particular target object at a specific location in the input scene. In the present study, based on the human eye movement pattern and pupillary analysis, we used a hierarchical support vector machine which can detect the transitions between the different implicit intents - navigational intent generation to informational intent generation and informational intent disappearance.
This study empirically examines motivations of entering college of education and academic problems that pre-service teachers encounter under the curricular activities. We analyze the phenomena of professional development under the four categories: motivation toward entering college of education, pedagogical content knowledge, subject matter knowledge and future vision. We conducted survey for the S university students first and interviewed 3 selected participants. Almost 50 students from college of education participated answering to the surveys. Using SPSS package, there was no significant difference between freshmen, sophomore and junior students in any category Male students responded more positively than female students in all the categories. To explore survey results deeply, we selected 3 students from sophomore and junior levels and 2 extra senior students to conduct interviews. The interpretation of the data described how their academic problems unfold partly because they seek another major and how their professional development take place carrying out practicum activities. Most of the interviewees felt that their academic lives were affected motivations of entering college of education and difficulties of studying subject matter knowledge. At the end, several suggestions are added for future research.
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