• Title/Summary/Keyword: Education through Playing Games

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Analysis of Korean Gamers' Personality Patterns with respect to the Victim/Attacker of the Misogyny and the Misandry in Game Playing (게임 내 이성 혐오 가해자와 피해자의 성격 패턴 분석)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.11
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    • pp.1481-1488
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    • 2018
  • As female gamers are rapidly increasing, the misogyny and the misandry in game playing situation are also increasing. Recent #Gamergate and GodGunbae incident exhibit that such discriminative/hate behaviour in game playing can be developed into real physical threat or crime. In this paper, we investigate and analyze young Korean game players on how the attackers group, victims group, and gender-issue-indifferent group behave differently in game playing through survey. We found that male gamers had high hostile sexism against female gamers especially on females' game attitude and streotyped hatred with respect to the gender ${\times}$ group interaction. In big-5 personality test, however, it is not clear if attackers and victims had a noticeable different personality patterns. In result, we verify that there exist gender stereotype and high hostile sexism among young Korean gamers. Active gender-equality education on their adolescent period is necessary to avoid such destructive hatred in game playing.

Study on Guidelines for Selecting Traditional Games in Relation to Multiple Intelligence Development (다중지능발달을 위한 민속놀이 선정기준 연구)

  • Kim, Eun Kyung;Kwon, Dae Won
    • Korean Journal of Childcare and Education
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    • v.10 no.5
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    • pp.229-248
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    • 2014
  • The purpose of this study is to draw guidelines on how to select traditional games that would efficiently help and develop multiple intelligences in children. Guidelines standard of section inquiries were prepared through a Delphi survey targeting twenty experts in early childhood education and traditional games. As a result, linguistic intelligence questions regarding writing, listening, speaking and vocabulary acquisition were selected. logical-mathematical intelligence questions regarding strategy, counting, patterns, hypothesis, verification, and comparing, contrasting, calculating ability were selected. Spatial intelligence questions regarding drawing, coloring, representation activities, operating and creating were selected, physical performance intelligence questions regarding global muscles, eye-hand coordination, flexibility, accommodation force, balance, agility and muscular strength were selected. Musical intelligence included questions about singing, and playing musical instruments. Interpersonal intelligence included perspective-taking, role-sharing, cooperation and discussion. For intrapersonal intelligence questions regarding personal significance-ties, planning-decision making, emotional expression and problem solving were selected. Finally, in relation to naturalist intelligence, questions regarding living organisms, inanimate objects and seasons were selected. In addition, traditional games were analyzed based on the finalized guidelines, and the results showed that each of the traditional games would not only work with one intelligence at a time but with other different intelligence as well. In the light of that, the study confirmed the validity of the guidelines on how to select traditional games that would develop multiple intelligences in children.

A Meta-analysis of Korean Gamification Research Trends for Security Education Design (보안 교육 설계를 위한 국내 게이미피케이션 연구동향 메타분석)

  • Kim, Jong Wan;Chang, Hang Bae
    • The Journal of Society for e-Business Studies
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    • v.26 no.3
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    • pp.81-95
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    • 2021
  • This study is to design a security game to proceed in the future based on the results of analyzing 105 research trends on gamification from 2018 to 2021 according to research period, research purpose, research subject, research topic, research method, game method, and emphasis factors. was trying to find an answer to Gamification showed a trend of increasing research related to 2021 due to the increase in the importance of non-face-to-face education in 2020, and there were not many studies targeting middle and high school students, colleges, and adults. Security-related research was a relatively incomplete and limited field, as only a small number of studies on raising awareness were conducted due to access restrictions. In the future, by referring to various research cases and statistics analyzed in this study, we will try to actually implement security education cases through gamification.

The Significance of School Sports Club Activities: Focused on Middle School Students (학교스포츠클럽활동의 의미: 중학생들을 중심으로)

  • Lee, Sang-min;Lee, Keun-Mo;Jang, Seung-Hyun
    • 한국체육학회지인문사회과학편
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    • v.57 no.1
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    • pp.59-70
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    • 2018
  • This study is aimed to examine what school sports club activities mean to middle school students. To attain this objective, this study first investigated what kinds of peer culture school sports club activities form, and second, what kind of time school sports club is for the students. For the research method, a qualitative research method was employed combining in-depth interview and participatory observation. The results showed that first, the students were creating the peer culture of games, communication, and relaxation through school sports club activities. Though fighting sometimes, the boy students were really enjoying sports games with their friends according to their own rules. On the other hand, girls were enjoying the relationship with friends, more focusing on communication and relaxation than on playing sports game itself. Second, the students thought of school sports club activities as an exit. Those students who lacked leisure time regarded school sports club activity as a time to play with friends, to escape from the pressure of good grades, and different from physical education.

Cognitive Effects of Mathematical Pre-experiences on Learning in Elementary School Mathematics (수학적 선행경험이 산수학습에 미치는 인지적 효과)

  • Lee Myong Sook;Jeon Pyung Kook
    • The Mathematical Education
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    • v.31 no.2
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    • pp.93-107
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    • 1992
  • The purpose of this study is to make out teaching-learning method for developing mathematical abilities of the 1st grade children in elementary school by investigating cognitive effects which mathematical pre-experiences given intentionally by teachers have on children's learning mathematics. The research questions for this purpose are as follows: In learning effects through mathematical pre-experiences given intentionally by teachers. 1) is there any differences between children with pre-experiences and children without them in Mathematics Achievement Test\ulcorner 2) is there any differences between children with pre-experiences and children without them in Transfer Test for learning effects\ulcorner For this study, a class with 41 children in H elementary school located in a Myon near Chong-ju was selected as an experimental group and a class with 43 children in G elementary school in the same Myon was selected as a control group. Nonequivalent Control Group Design of Quasi-Experimental Design was applied to this study. To give pre-experiences to the children in experimental group, their classroom was equipped with materials for pre-experiences, so children could always observe the materials and play with them. The materials were a round-clock on the wall, two pairs of scales, fifty dice, some small pebbles, two pairs of weight scales, two rulers on the wall, and various cards for playing games. Pre-experiences were given to the children repeatedly through games and observations during free time in the morning (00:20-09:00) and intervals between periods. There was a pretest for homogeneity of mathematics achievement between the two groups and were Mathematics Achievement Test (30 items) and Transfer Test (25 items) for learning effects as post-tests. The data were collected from the pretest on April 8 (control group), on April 11 (experimental group) and from the Mathematics Achievement Test and Transfer Test on July 15 (experimental group) and on July 16 (control group). T-test was used to analyze if there were any differences in the results of the test. The results of the analysis were as follows: (1) As the result of pretest, there was not a significance difference between the experimental group (M=17.10. SD=7.465) and the control group (M=16.31, SD=6.974) at p<.05 (p=0.632). (2) For the question 1. in the Mathematics Achievement Test, there was a significant difference between the experimental group (M=26.08, SD=4.827) and the control group (M=22.28. SD=5.913) at p<.01 (p=.003). (3) For the question 2. in the Transfer Test for learning effects. there was a significant difference between the experimental group (M=16.41, SD=5.800) and the control group (M=11.84, SD=4.815) at p<001, (p=.000). From the results of the analyses obtained in this study. the following conclusions can be drawn: First, mathematical pre-experiences given by teachers are effective in increasing mathematical achievement and transfer in learning mathematics. Second, games. observations, and experiments given intentionally by teachers can make children's mathematical experiences rich and various, and are effective in adjusting individual differences for the mathematical experiences obtained before they entered elementary schools. Third, it is necessary for teachers to give mathematical pre-experiences with close attention in order to stimulate children's mathematical interests and intellectual curiosity.

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Effects of Geography Class Using Taboo Games on Student's Learning (터부 게임을 활용한 지리수업이 학습에 미치는 영향)

  • Choi, Jung-Sook;Cho, Chul-Ki
    • Journal of the Korean association of regional geographers
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    • v.20 no.2
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    • pp.230-244
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    • 2014
  • This study is to analyze the effects of geography class using taboo games on developing student's ability to think. After playing taboo games in which students explain keyword without using presented taboo words, worksheets of participants were analyzed with interviews to demonstrate what kind of thinking skills are working. The results of the analyses are as follows. First, while divergent thinking is applied to students who explain keyword in taboo games, convergent thinking is applied to students who listen to and guess them. Second, as groups play a role as explainer or answerer in turn, they can learn divergent and convergent thinking together. Third, students seem to improve high-order thinking ability like decision-making, critical thinking, metacogniton through taboo games. Fourth, students have a tendency to use a variety of direct and/or indirect experiences (especially, from media) as well as cross curricular knowledge in order to explain keyword without using taboo words.

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Development of Language Learning Application Using Buforia (뷰포리아를 이용한 언어 학습 어플리케이션 개발)

  • Yoon, Dong-eon;Lee, Hyo-sang;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.131-133
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    • 2021
  • Recently, the average cost of education per child has increased compared to the annual birthrate, which has been decreasing, and the quality of education has also changed. In this paper, we aim to provide more efficient delivery for language learning using Unity's Buforia techniques. Using an application using a smartphone's camera based on Unity, it provides effective language development by inducing interest to learners through sound along with three-dimensional pictures. By providing such education, parents can gain satisfaction in providing high-quality education to their children. For children learning, smartphones have the effect of becoming educational elements, not just watching videos or playing games. Finally, by improving the quality of education, it gives satisfaction to parents and gives children who learn a language as well as the perception that smartphones serve as educational devices.

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Status and Problems of Online Game Regulations for Juvenile Protection- Centered on the Online Game Shutdown System of Korea

  • Kim, Il Hwan;Kim, Jaehyoun;Kim, Myeong Sik;Hong, Seok Han
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.4
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    • pp.1548-1568
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    • 2015
  • Korea's Compulsive Shutdown System bans online game providers from offering their services to children under 16 years of age from midnight to 6 a.m. Although it was introduced only after lengthy rounds of discussion, controversy over the system still continues. The key question is whether the system, which unilaterally emphasizes juvenile protection, infringes upon the freedom of playing games for teenagers, the freedom of business for game products related business operators and the right to foster children for parents, which are basic rights under the Constitution. It is very encouraging that the State took up the issue and prepared various systems for juvenile protection through the Compulsive Shutdown System. Yet the government has to plan as comprehensive and effective of a measure as it possibly can by predicting the trends of technology development and game use, and also set detailed standards to ensure that the system should not become an excessive or inappropriate regulation. Although the State's compulsive intervention may be positive since it is hard to expect a self purification capability to exhibit itself concerning game use among teenagers, a plan to prevent game addiction among adolescents from the long-term and fundamental perspectives should be prepared as well.

Interface Correction Method for Motion Recognition Game using Kinect (키넥트를 이용한 동작인식 게임의 인터페이스 보정 방법)

  • Kang, Gyeong-Heon;Kim, Eun-Seok
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.135-150
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    • 2015
  • After the release of SDK in 2011, Kinect developed for the motion recognition games has been applied not only in game but also in various fields such as science, education, and health care. It has some problems as belated responses to player's movements, a lot of noise in the recognized data, and an untraceable player when the body is partially occluded. Because of Kinect's such peculiarities of playing environment, most Kinect games require the inconvenience of Kinect's location or player's posture correction. In this paper, we propose an interface correction method that minimizes the requirements to be asked players, manages the exceptions such as noise, and enables to process consistently the player's movements in the game using Kinect. Also, we present the delay time to be considered to develop the game using Kinect through the experiment.

The Spatial Characteristics of Playgrounds Supporting Children's Creativity (창의성 증진을 위한 국내놀이터 공간특성 및 개선방안 연구)

  • Yun, Yeoran;Moon, Jeong-Min
    • Korean Institute of Interior Design Journal
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    • v.25 no.4
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    • pp.90-97
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    • 2016
  • As the paradigm which emphasizes nurturing creative elites is introduced, more attention has been paid to children playing and their creativity. This change means that the importance of creativity is emphasized in the education of children, and furthermore, playgrounds which focus on creativity and imagination are needed. Therefore, this study examines the spatial characteristics of playgrounds for children and suggested strategies to improve them. There are five spatial characteristics of a creative playground: aesthetics, being eco-friendly, exploration, challenging and variable. Through the five characteristics, playgrounds were analysed based on ten expressive elements and the results are summarized: Creative playgrounds for children should have an attractive design with sculptural elements which stimulate children to be excited through associable shapes and abstract colors. Second, shelter type structures and a flexible flow design are needed so that children can feel free and be encouraged to explore in diverse ways. Third, as playgrounds for children provide spaces for rest in addition to play, organic facilities and eco-friendly materials for the rest space should to be used. Fourth, as childhood is a period when emotional, cognitive and physical development are achieved, organic geographical features and atypical facilities should be provided so that children can acquire extensive skills and join in physical activities. Finally, creative playgrounds for children should have mobile or variable facilities which consider the characteristics of children who want to do diverse activities and play different games. This study analysed playgrounds for children and suggested strategies to improve them. For successful design and use of creative playgrounds, it is suggested that intensive research on them and consultation with experts should be considered.