• Title/Summary/Keyword: Adventure-based Education

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Development of Adventure-Game style Program for Figure Learning (도형 학습을 위한 어드벤처 게임형 학습 프로그램 개발)

  • Lee, Jae-Mu;Kim, Min-Hee
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.33-42
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    • 2006
  • This study is aimed to develop adventure-game style learning program for offering different levels curriculum in mathematics and figure areas in elementary schools. The 7th mathematics curriculum introduced different levels curriculum considering learners' ability, aptitude, requirement, interest so that it could improve learners' growth potential and educational efficiency. But in reality, it is quite difficult to increase educational efficiency by conducting individual learning classes according to students' ability due to the big differences among students' levels in addition to high population in each classroom. The purpose of this study is to offer different levels curriculum based on van Hiele theory and develop adventure-game style learning program to increase interests of the learners. This program can improve students' academic achievement by offering differentiated curriculums to learners who need advanced or supplementary learning materials. And it also enhances leaners' spatial-perceptual ability by offering various operating activities in figures learning.

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Research on the Impacts of Wilderness Learning Experiences as an Educational Curriculum in Higher Education (대학교육에서의 교육적 커리큘럼으로써 광야학습경험의 효과 연구)

  • Lee, Jongmin
    • Journal of Christian Education in Korea
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    • v.69
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    • pp.105-137
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    • 2022
  • This paper is to study the characteristics of outdoor wilderness education and the impacts of outdoor wilderness experience on the participants in higher education. The first part of this paper addresses the common components of outdoor wilderness programs: adventure or self-discovery in disequilibrium, small groups for accountability in a temporary community, problem solving processes for decision making in real situations, solo time for integration in solitude, and leadership styles and role of the trip leaders. These elements of outdoor wilderness programs help the participants to achieve their goals according to its mission. The second part of this paper divides outdoor wilderness programs into three categories according to the objectives and outcomes of outdoor wilderness education: orientation programs for incoming students, personal leadership development programs, and professional training programs. The impacts of outdoor wilderness experiences on the participants of different programs in higher education were reviewed. Then guidelines for spiritual formation prorgams were proposed for Christian educators who are involved in wilderness programs in higher education to develop their practical wilderness experiences into holistic development programs according to its mission and goals.

The Suggestion of Educational Model Based on Internet Games (인터넷 게임을 기반으로 한 교육모텔 제시)

  • 김종훈;김우경
    • Journal of the Korea Computer Industry Society
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    • v.2 no.6
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    • pp.759-774
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    • 2001
  • This research has the theoretical faces of education with the internet games are based on the Networking and interactive features be caused by network focused on cooperative education, and presentation about educational game model. It includes educational features about various internet games(adventure game, simulation game). Educational game model is a definite model can realize the learning with internet game according to each stages of educational games are based on the networking.

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Design of Midongsan Ecological park (미동산 산림환경 생태원 설계)

  • Kim, Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.30 no.5
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    • pp.89-97
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    • 2002
  • This report describes the first prize design of Midongsan Eco-park, which is located in Chungcheongbuk-do (North Chungcheong) province. Criteria of the winning design are as follows: 1) The design should include a neighborhood park as well as a portion of a green zone, in order to harmonize the area ecosystem, gradually assimilate the surroundings, and serve as an education tool for the public. 2) According to an analysis of area maps and a site-inspection, a preserved area, a buffer area, a restored area, and a developed area should be developed. In the buffer and restored areas, major facilities and activity spaces should be set up. 3) Observation trails should be accessible to visitors, and a variety of adventure programs should be available. 4) The eco-park should be designed to provide a habitat for the Gorani (Chinese water deer) which used to live around Midongsan. 5) For sensuous and vivid visitor experiences, diverse programs are to be designed to accommodate different seasons, visitor ages, and required time. Environment and eco-education are to be emphasized to maximize the effect of the eco-programs. 6) Optimal activities for visitors of different ages, optimal time intervals and eco-programs by age are also suggested. 7) Facilities are zoned into three sections according to level of development. Each section has a main area and supplementary areas for better understanding. 8) Nature-friendly arrangement of facilities and construction should minimize earthwork and adverse effects on the local ecology. Throughout the planning, the following things were learned: longer-term analysis including all season's observation is essential; planning, designing, bui Iding and managing should be based on this careful, extended observation. The contest should have taken plate over a longer period of time in order enable more detailed planing of the eco-park For improved management and activities, a volunteer system in linked with schools eco-institutions and NGOs should be developed with eco-interpreters.

A Study on the Positive Effects of Horror Adventure Game "White Day" (호러어드벤처게임 <화이트데이>의 순기능성에 관한 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.37-48
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    • 2012
  • "White Day", a horror adventure game that has gone down in the history of the Korean gaming industry, is not a cruel horror game with hideous monsters and spooky mood, but a Korean-style horror game with auditory effects of ghastly sound. This paper aims at identifying the positive story-telling structure through the components of the game. This study found that the game is based on a well-organized scenario by the background, events and characters. In addition, its design and story-telling structure turned out to reinforce the positive effects of the game, by not imitating the western-style splatter games. As it provides players with playful components that bear mimicry and ilinx to maximize interactive fun, White Day is a prime example of positive games that are strongly needed in this era.

Tablet PC based Convergence Educational Serious Game for Children (태블릿 PC 기반의 융합형 아동 교육용 기능성 게임)

  • Ko, Jeong-Won;Lee, Ji-Won;Kim, Mi-Hye;Jung, Hye-Kyung;Park, Sung-Jun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.59-68
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    • 2014
  • As the prevalence of mobile platforms, expanding digital content production and also increasing interest about the serious game. However, existing educational serious games are short of application of educational function and lower effectiveness that not linked with off-line education. In this paper, we developed an educational serious game 'Rice-Mimi Adventure' for children based Tablet PC. The Games are designed five steps by four elements that storytelling, playing, music and cooking. Specially, players interaction between characters should be increase their own concentration and interest. For the effectiveness verification that linked education of on/off-line, experiment to 126 students of 3,4th grade in Choenan. A result shows positive data that on/off-line linked education using Tablet PC and effectiveness of game contents applied design factors. For this work, we should find effective class and teaching method using digital contents in off-line education for children.

A Classification of Ecotourism Storytelling Types for Standardization of Ecotourism Information (생태관광 정보 표준화를 위한 생태관광 스토리텔링 유형분류)

  • Lee, Seung-Ju;Lee, Hyun-Sook;Seo, Jong-Cheol
    • Journal of the Korean association of regional geographers
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    • v.18 no.1
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    • pp.1-16
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    • 2012
  • As the tourists of ecotourism are increasing, the supply for detailed information on tourist attraction is also significantly increasing. As a result of survey given to tourists, it showed that they are more interested in natural ecological resources rather than history or culture among resources of ecotourism and pointed out that more information on the region needs to be supplemented. In order to provide accurate, detailed and standardized information to tourists, ecotourism resources were categorized as experience type from the position of consumer and ecological resource type. And the category of experience is again divided into 4 types - nature, education, communication and adventure. Moreover, after developing the web-based homepage for it, the research proposed the cases of Tae-an area and Ulleungdo Island. If the problems from test operation are supplemented, it is expected to suggest the standard of mobile based digital storytelling technology in the field of ecotourism.

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The Emotional Changes of the Green Camp Adolescent Participants According to Participative Motivation of Forest Activities (그린캠프 청소년 참가자의 숲체험 참여동기에 따른 정서적 변화)

  • Jang, Jin;Lee, Yeonhee;Ha, Siyeon
    • Journal of Korean Society of Forest Science
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    • v.106 no.2
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    • pp.230-239
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    • 2017
  • This study was performed to analyze the relationship between the participative motivation and satisfaction of adolescents participating in Green Camp which was the field centered forest experience camp as analyzing the factor of the participative motivation and its influence on the satisfaction. Also, this study identified the changes in creative personality before and after participation to Green Camp. In results, there were five motivation factors: 'Adventure and Interest', 'Forest Activity', 'Improve Physical Health', 'Rest', 'Suggestion'. When respective factors were analyzed, the mean of 'Interest and adventure' was the highest at 4.303, and then 'Forest activity' at 4.287, 'Rest' at 3.970 followed. In the case of participant satisfaction, 'the teaching materials and tools of the camp' was the highest at 4.530, and then 'contents of the camp' at 4.410, 'lecture performer of the camp' at 4.229, 'the way of progress of the camp' at 4.036, 'the place of the camp' at 3.952, 'the passage time of the camp' at 3.843 followed. It showed that 'Forest activity' factor and satisfaction had a positive relationship (p<0.05). In addition, the means of creative personality before-and after-program participation increased from 3.687 to 3.773 (t=-2.218, p=0.029). Based on the analysis of satisfaction, this study suggested improvements of Green camp. Also, it proved that the participation Green camp had influence on the creative personality. The finding of this study is meaningful in that it proposed the necessity of activation forest education focusing on experience.

A Study of EU Enlargement and EU Future Frontier (유럽연합 확대와 미래의 경계에 관한 고찰)

  • Moon, Nam-Cheol
    • Journal of the Korean association of regional geographers
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    • v.18 no.4
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    • pp.374-387
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    • 2012
  • EU's future frontier remains indefinite but it is directly linked to the principle of entry into the EU. EU has been defining that the 'european nation' sharing with a EU's value and norms can enter into the EU. If so, what is the criteria of EU? The criterion of 'european nation' will be a theoretical basis of an estimation of the EU's future frontier. However, the future frontier based on the geography, the culture and the intension of nation is only the potential frontier. It will be changed by the political decision makers' negotiation and power. EU's enlargement policy is one of means to retention of the international power in the situation that a few nations gradually dominate the world. Therefore the EU's frontier will be continually changed and created by the EU's political adventure.

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The cultural characteristic of American film (genre drama) in (영화 <블라인드 사이드 Blind Side>에 나타난 '드라마' 장르의 미국 문화 특성)

  • Han, Yong Taek;Woo, Jung Gueon
    • Cross-Cultural Studies
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    • v.26
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    • pp.273-296
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    • 2012
  • The purpose of this paper is to examine the characteristics of American film (genre drama) through the analysis of , which merits our attention because the proportion of domestic gross earnings to foreign gross earnings is four to one. It means that the cultural discount rate of this film is relatively higher than the films which belong to the other genres, for example adventure, action, fantasy, SF etc. And it would be correct to say that this film is typically american. What is the reason of this difference of cultural discount rate? And what allows this film to be defined as a typical American film. The analysis of shows that the difference doesn't result from the actant structure. In fact the narrative structure of this film is similar to the other films of drama genre like or : the common structure of drama genre is characterized by an encounter of sujet and adjuvant and the progress of their relationship. But the drama is a genre in which the reflection of the actualities is important as compared with other genres. In that sense the story of is based upon the American cultural characteristics. Because the process that realize the progress of relationship between two protagonists is typically American such as race problem, adoption system, concept of family, system of education and going to college etc. As a result it is possible that move less the worldwide spectators than the American spectators.