• Title/Summary/Keyword: Education Player

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Developing Geometry Software for Exploration-Geometry Player

  • Yuan, Yuan;Lee, Chun-Yi;Huang, Jiung-Rong
    • Research in Mathematical Education
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    • v.11 no.3
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    • pp.209-218
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    • 2007
  • The purpose of this study is to create an interactive tool Geometry Player for geometric explorations. In designing this software, we referred to van Hiele's geometric learning theory of and Duval's cognitive comprehension theory of geometric figures. With Geometry Player, it is easy to construct and manipulate dynamic geometric figures. Teachers can easily present the dynamic process of geometric figures in class, and students can use it as a leaning tool to construct geometric concepts by themselves. It is hoped that Geometry Player can be a useful assistant for teachers and a nice partner for students. A brief introduction to Geometry Player and some application examples are included in this paper.

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Analysis of Plantar Foot Pressure in Skilled and Unskilled Player's during a Free Throw in Basketball (농구 자유투 동작 시 숙련자 및 미숙련자의 족저압력 분석)

  • Kim, Chang-Hyun;Lee, Joong-Sook;Jang, Young-Min
    • Korean Journal of Applied Biomechanics
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    • v.22 no.2
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    • pp.183-191
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    • 2012
  • The objective of this study was to evaluate the plantar foot pressure of skilled and unskilled players during a free throw. The experiment performed here in measured the movement route of the mean foot pressure, maximum foot pressure, and center of pressure in four event zones (ready, maximum knee flexion, release event, and maximum knee extension) for both groups while they were wearing the plantar foot pressure measurement equipment under identical conditions. The major findings are as follows. When getting ready (RD) during a free throw, the skilled player group had higher mean and maximum foot pressures, although neither variable showed significant differences statistically. For the maximum knee flexion (MF) during a free throw, the skilled player group had higher mean and maximum foot pressures, but only the mean foot pressure significantly differed statistically. For the release event (RE) during a free throw, the unskilled player group had higher mean and maximum foot pressures, but only the mean foot pressure significantly differed statistically. During the maximum knee extension (ME) of a free throw, the unskilled player group had a higher mean foot pressure, and the skilled player group had a higher maximum foot pressure. No significant correlation was found between the two groups. For the skilled player group, movement towards the center of pressure showed a stable form that moved from the rear to the front and from side to side during a free throw. For the unskilled player group, movement towards the center of pressure was unstable, which made it impossible to move from the rear to the front and from left to right.

Education equipment for FPGA-based multimedia player design (FPGA 기반의 멀티미디어 재생기 설계 교육용 장비)

  • Yu, Yun Seop
    • Journal of Practical Engineering Education
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    • v.6 no.2
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    • pp.91-97
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    • 2014
  • Education equipment for field programmable gate array (FPGA) based multimedia player design is introduced. Using the education equipment, an example of hardware design for color detection and augment reality (AR) game is described, and an example of syllabus for "Digital system design using FPGA" course is introduced. Using the education equipment, students can develop the ability to design some hardware, and to train the ability for the creative capstone design through conceptual, partial-level, and detail designs. By controlling audio codec, system-on-chip (SOC) design skills combining a NIOS II soft microprocessor and digital hardware in one FPGA chip are improved. The ability to apply wireless communication and LabView to FPGA-based digital design is also increased.

Interactive Video Player for Supporting Learner Engagement in Video-Based Online Learning

  • YOON, Meehyun;ZHENG, Hua;JO, Il-Hyun
    • Educational Technology International
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    • v.23 no.2
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    • pp.129-155
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    • 2022
  • This study sought to design and develop an interactive video player (IVP) capable of promoting student engagement through the use of online video content. We designed features built upon interactive, constructive, active, passive (ICAP), and crowd learning frameworks. In the development stage of this study, we integrated numerous interactive features into the IVP intended to help learners shift from passive to interactive learning activities. We then explored the effectiveness and usability of the developed IVP by conducting an experiment in which we evaluated students' exam scores after using either our IVP or a conventional video player. There were 158 college students who participated in the study; 76 students in the treatment group used the IVP and 82 students in the control group used a conventional video player. Results indicate that the participants in the experiment group demonstrated better achievement than the participants in the control group. We further discuss the implications of this study based on an additional survey that was administered to disclose how usable the participants perceived the IVP to be.

A Kinematic Analysis of Harai-Goshi(Hip Throw) in Judo (여자 유도 허리후리기 기술의 운동학적 특성분석)

  • Kim, Kab-Sun;Park, Chuel-Hong;Lee, El-Koo;Chung, Nam-Ju;Kim, Dong-Hyeon
    • Korean Journal of Applied Biomechanics
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    • v.21 no.1
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    • pp.47-55
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    • 2011
  • The purpose of this study was to perform a kinematic analysis of Harai-goshi(hip throw) in superior female judo players. From our analysis, it appeared desirable for the player to shorten the duration of the technique for maximum results. It was also desirable for the player to draw the opponent backward while simultaneously maneuvering her close to her own body. A turning movement of the body toward the left side was found to be required for the technique, during which the player must lower the position of the center of gravity. During the subsequent angular change of the elbow, the player winds the elbow and, by moving the left shoulder, pulls the opponent toward her. The player lowers the body center by bending the left knee and letting the right knee extend, while turning the upper body and bending the hip joint. The player then draws the opponent in, contacts the opponent closely, turns, and stretches the right knee and hip joint rapidly and concisely, completing the move; it was also found to be desirable for the angular velocity to be increased for maximum efficacy.

Effect of preparation of organic ferroelectric P(VDF-TrFE) nanostructure on the improvement of tennis performance

  • Qingyu Wang
    • Advances in nano research
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    • v.14 no.4
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    • pp.329-334
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    • 2023
  • Organic ferroelectric material found vast application in a verity of engineering and health technology fields. In the present study, we investigated the application of the deformable organic ferroelectric in motion measurement and improving performance in tennis players. Flexible ferroelectric material P(VDF-TrFE) could be used in wearable motion sensors in tennis player transferring velocity and acceleration data to collecting devises for analyzing the best pose and movements in tennis players to achieve best performances in terms of hitting ball and movement across the tennis court. In doing so, ferroelectric-based wearable sensors are used in four different locations on the player body to analyze the movement and also a sensor on the tennis ball to record the velocity and acceleration. In addition, poses of tennis players were analyzed to find out the best pose to achieve best acceleration and movement. The results indicated that organic ferroelectric-based sensors could be used effectively in sensing motion of tennis player which could be utilized in the optimization of posing and ball hitting in the real games.

Development of Robot Game System for IT Education (정보기술 교육을 위한 로봇 게임 시스템의 개발)

  • Choi, Young-Suk
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.3 no.2
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    • pp.73-78
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    • 2004
  • In this paper, the instrument for scientific education in elementary school is developed with the application of basic robot technology for coming IT future world. Particularly, a kind of robot game to fun a race with each other is planed to give a motive or interest in scientific education. This robot game is played with two robots per player, One robot is moved wirelessly with a remote controller and the other robot is moved automatically with intelligence given by computer program made by a player. This game system will be in spotlight as multi-objective educational system not only to teach basic technology of IT, but also to improve the ability for logical and creative thought in elementary school students.

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Body Fat and Dietary Factors in Female Middle School Athletes -Soccer Player, Swimmer, and Rhythmic Gymnast- (여자중학교 체육 특기자들의 체지방과 식사변인에 대한 연구 -축구.수영.리듬 체조 선수를 대상으로-)

  • 정숙인;김영남
    • Journal of Korean Home Economics Education Association
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    • v.12 no.1
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    • pp.59-73
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    • 2000
  • The purpose of this study was to investigate the percent of body fat. fatness indices. and relationship between the percent body fat and dietary factors among the female middle school athletes. Hights, weights, an percent body fats of 17 soccer player. 10swimmer, and 5 rhythmic gymnast were measured. Dietary data were collected by questionnaires. The results of this study are summarized as follows. 1. Average body fat measured by infrared interactance method was 23.8$\pm$4.9% and BMI body fat was 20.3$\pm$2.6% Fatness indices such as BMI was 18.8$\pm$2.1 Rohrer index 119.4$\pm$11.8 percentage of ideal weight 90.4$\pm$9.2 and RBW 29.7$\pm$4.1. 2. Soccer player, swimmer, and rhythmic gymnast showed significant differences in percent body fat and fatness indices. ryhthmic gymnasts were smaller and lighter. 3. Most athletes were interested in diet and nutrition. and wanted to learn more about nutrition. Middle school female athletes ranked parents first or second for nutrition information. followed by managers$.$coaches$.$trainers. 4. Nutrition knowledge test score was 4.7 point out of possible 10, which is rather low, and showed significant difference in 3 kinds of players. 5. The quantities of food eaten in breakfast. lunch dinner and snack were significantly different among soccer player. swimmer. and rhythmic gymnast. In preference score of food groups, only beverage score was significantly different and of cooking methods. roasting and steaming were significantly different among the soccer player. swimmer. and rhythmic gymnast. 6. When subjects were divided into 3 groups on the basis of % infrared body fat, subjects with the highest body fat showed the tendency to eat more than others(non-sig). In the preference score of food groups. only fish showed significant difference among the groups. There were no significant differences between body fat and preference of various cooking method.

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Judo Leader Leadership Influence on The Player Satisfaction and Performance (유도지도자 리더십이 선수만족도와 경기력에 미치는 영향)

  • Shin, Seok-Min;Kim, Seung-Ryoung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.4
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    • pp.2527-2536
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    • 2015
  • This study of the data of the high school judo player is subject to induction leader leadership athletes to analyze the impact on the player satisfaction and performance - a man of 290 people 121 people (41.7%), female 169 people (58.3%) was used as a target sample of the study. Behavioral training and instruction to improve player satisfaction for the leadership of the induction leadership, democratic behavior, social support behavior, reward positive behaviors, and configure the survey on the leaders of the overall leadership behavior. The results showed that leadership is influencing the player satisfaction, appeared to reap good results in performance enhancement, the leader of the social support behavior, influenced by the order of the overall behavior of the leader, the higher the better player satisfaction will reap the results. In addition, the director of leadership training and instruction of the leaders in the impact on the play ability behavior, democratic behavior, social support act, the overall behavior was found to affect the performances. Therefore, if the progress is erected lead dozens of leaders exercise planning and career planning under an agreement rather than a coercive players and make a lot of good results to enhance the player experience and improve performances.

Knowledge, Knowledge… Knowledge for My Economy

  • FREEMAN, RICHARD B.
    • KDI Journal of Economic Policy
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    • v.37 no.2
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    • pp.1-21
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    • 2015
  • The creation of S&T knowledge and development of S&T- based innovation has spread worldwide from traditionally advanced countries to traditionally developing countries, often under the direction of governments. Korea is an exemplar in this new locus. Korea's burst in Science and Technology during the last three decades has made Korea a substantive player in the global production of S&T knowledge and its application to business. Although Korea still trails the US and other top countries in the quality of research, it has leaped from its 1980s standing as bit player in the knowledge economy to being among the leaders in the early 21st Century. This paper shows that Korea's advance benefited from its active participation in the global market in higher education, in international research collaborations, and its close ties to the U.S. Korea's experience offers lessons for other countries who seek to advance by becoming knowledge economies. Korea proves that a developing country can gain comparative advantage in knowledge production and use; that government policy can stimulate such a development; and that openness to the world of higher education and research is the best way to move forward and overcome the middle income trap.

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