• Title/Summary/Keyword: Educational Computer Game

Search Result 120, Processing Time 0.026 seconds

The Design of Educational Game Device which can be Operates between Online and Mobile with Environment of Plant Life (식물의 성장 환경과 유무선 연동 가능한 교육용 게임기 설계)

  • Hwang, Doh-Yeun;Lee, Nam-Jae;Kwak, Hoon-Sung
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2006.11a
    • /
    • pp.235-238
    • /
    • 2006
  • 최근 컴퓨터는 학습의 도구가 아닌 단순한 오락의 도구 정도로 전락하고, 사용자는 컴퓨터 게임에 중독되어 현실 세계와 게임의 가상 세계와의 구분이 모호하여져 학교 공부에 소홀하는 경우, 현실 세계에서 실제 다툼이 일어나는 경우 등 여러 가지 부작용이 발생하고 있다. 본 논문에서는 식물의 성장 과정에 게임의 요소를 더하여 컴퓨터 게임 사용자에게 생명의 소중함을 일깨워 줄 수 있으며 교육적인 효과 또한 거둘 수 있는 교육적 요소가 포함된 게임기의 설계를 제안한다.

  • PDF

Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.1
    • /
    • pp.93-99
    • /
    • 2020
  • With the development of digital technology and the increasing demand for learning how to improve one's ability to solve problems through play and participation interactions, a variety of edutainment game contents are being developed. The edutainment game contents developed until recently have received a large number of contents for intelligence development and transfer of knowledge such as Korean and English mathematics for children and children. Recently, there have been various researches on the necessity and effect of STEAM education that foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit through the fusion education method among the subjects including science, technology, engineering, mathematics, And there is a growing need for the development of a parish suitable for STEAM education. However, there is a lack of STEAM educational content development that incorporates the technology of creative convergence talent training to develop talented people who can think and solve problems by crossing various academic boundaries. Therefore, this study develops game contents for early childhood education by combining STEAM education which foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit. And we designed and implemented STEAM game contents for infant learning education which can induce the interest of children and have fun by using gyroscope sensor of smartphone.

Survey and Analysis on Computer Using Ability of Early Childhood for Developing Educational Software (교육용 소프트웨어 개발을 위한 영유아 컴퓨터 활용 능력에 대한 실태조사 분석)

  • Choung, Hye-Myoung;Song, Joo-Seung
    • Journal of the Korea Society of Computer and Information
    • /
    • v.15 no.10
    • /
    • pp.209-220
    • /
    • 2010
  • In this study, a survey was carried out to investigate status of children's computer use and their ability by gender and age. The objects of the survey were kids at a day care center in Gimpo where students of the early childhood education department of K university had practical training for a month. 378 questionnaire were collected excepting those with insincere or inconsistent responses, and among them, According to the results of this study, girls use computers more often than boys for educational purposes such as learning how to read and write Korean language and numbers and foreign languages, and also learning music and arts. On the other hand, boys use computers more often than girls for entertainment like cartoon movies and games. In terms of computer using ability such as understanding instructions, manipulation of functions, drawing pictures, chatting and e-mail, internet shopping, homepage making, girls have higher ability than boys while boys are significantly superior to girls in the ability to play computer games. The analytical results show that application programs of the childhood education is desirable for boys to use for the sake of arousing the interest and for the game and for girls to use at the part of music and arts. According to ages, for 1-2 years children, they needs the AP with a delicate person having the computer knowledge, for 3-4 years children, they need AP with some little help, for 6-7 years, they need the AP to do themselves according to sex and age.

Development of Edutainment platform for Developmental Disability Children (발달장애 아동을 위한 에듀테인먼트 플랫폼 개발)

  • Kim, Jung-Eun;Choi, Ei-Kyu;Shin, Byeong-Seok
    • Journal of Korea Game Society
    • /
    • v.8 no.4
    • /
    • pp.65-73
    • /
    • 2008
  • In this paper, we designed and implemented edutainment platform that can be effectively applied to developmental disabilities for their education and treatment of sensibility and intelligence training. We developed embedded hardware and contents authoring tool to make multimedia contents operated on the hardware, a management tool to provide result of training, and a real-time monitoring tool for observing the state of study. The hardware is designed by considering the characteristics of developmental disabilities and provides visual, auditory and tactile sense to assist sensibility training for their attention. User-friendly and easy-to-use authoring tool enable teachers and non-specialist to make educational contents. Also the real-time monitoring tool make us to observe user's status even in the outside of classroom. The management tool stores result of training and make us to review the result for further steps. Using this edutainment platform, efficient repetitive training is possible without restriction of time and location. Also when it applied to practical education, we can recognize that our system is effective on improving the ability of attention and studying.

  • PDF

The Development of Multimedia Nutrition Education Program for Preschoolers (미취학 아동의 영양교육을 위한 멀티미디어 개발에 관한 연구)

  • Oh Yu-Jin;Kim Dong-Sik
    • Korean Journal of Community Nutrition
    • /
    • v.11 no.3
    • /
    • pp.338-345
    • /
    • 2006
  • The purpose of this study was to design an interactive multimedia nutrition education program for preschoolers. Computer technology provides the opportunity to explore new and creative methods of delivering nutrition education to pre-schoolers. If this method is effective, more preschoolers can be reached with accurate and consistent nutrition education with less time and teaching staff. This program is a computer-based multimedia nutrition education program for pre-schoolers based on the Dick and Carey (Dick & Carey 2001) model of instructional design which includes analysis, design, development, and evaluation. The overall instructional goal was based on the needs of the target population. The needs assessment was a self-administered survey distributed to 1,426 parents of preschoolers, focusing on the need for preschoolers' nutrition education. The results of the survey indicated that parents wanted their children to learn reasons for eating nutritious food. Therefore, a program titled 'Nutrition Exploration' was developed with the instructional goal of teaching preschoolers the 5 Food Groups. To achieve this goal, the preschoolers were engaged in a game. They could earn colored jewels by completing the game in five sessions. The story line was that people living in a peaceful kingdom become sick after they lose the jewels. The learner takes an adventurous journey through five different countries to retrieve the jewels. These countries are 'Giwoon nahrah' (foods containing carbohydrates, such as rice and potatoes), 'Sangsang nahrah' (foods that are rich in vitamins and minerals, such as vegetables and fruits), 'Sooksook nahrah' (calcium-con-taming products such as milk), 'Teunteun nahrah' (protein-containing foods such as meat and fish) , and 'Gakeum nahrah' (products with high sugar and fat content, such as instant foods and soda). The learner who obtains five jewels in five different countries can save the kingdom. For the program to be effective and efficient, the multimedia had to be easy for the preschooler to enter, use, and exit. The verbal instructions enhanced child autonomy, and the program was developmentally appropriate so that the young child could easily manipulate the software. This research provides the basis for the continued development of computer-based nutrition education materials.

Research Trends on Preschoolers' Game Using (영유아의 게임 이용에 대한 연구동향)

  • Kim, Tae-Yeon
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.1
    • /
    • pp.51-59
    • /
    • 2020
  • Although social interest is high in relation to the provision of disease codes to games, it is still insufficient to identify the damages caused by games. The purpose of this study is to examine the research trends related to game using of preschoolers to understand the implications of the precedent researches. According to the purpose, the research period, contents, types, data collection, statistical analysis, research/investigation subjects, and academic fields of the precedent researches were examined. The subject were 69 articles published in Korea from 2010 to 2019. As a result, first, a large number of researches related to preschoolers' game using were conducted in 2010-2011, 2014-2016, and the number has decreased sharply since 2017. Second, the contents of the study were mainly about the negative influences of the game and the program development. Third, quantitative and qualitative researches were conducted evenly. Fourth, the data collection methods was mostly questionnaire and other survey methods, and statistical analysis was mostly descriptive statistics, difference verification, and regression analysis. Fifth, the study subjects were focused on preschoolers, and there were many indirect investigation through parents and teachers. Sixth, the academic fields were largely divided into educational and game fields, and there was a distinct difference in the trend of research topics between the fields. Based on the results, this study aimed to provide basic information and data that can be the basis for further research on the game using and to suggest directions for future research.

Development of Demand-Oriented Curriculum in the Computer-Software Field (컴퓨터-소프트웨어 분야 수요지향적 교과과정의 개발)

  • Rho, Eunha;Pak, Suehee;Chang, Juno
    • The Journal of Korean Association of Computer Education
    • /
    • v.8 no.4
    • /
    • pp.1-13
    • /
    • 2005
  • In this paper, to solve the imbalance between the skill factors demanded by the industry and the curriculum of the universities, demand-oriented educational contents are developed in the computer-software field. In the field, five tracks are selected: Software Development, System Integration, Embedded System Software, Multimedia and Game Software, and Business Information Technology. In each track, a curriculum with four demand-oriented courses is developed to reflect the demands of the IT industry. Detailed syllabuses and course materials are developed as well. Applying these artifacts, lectures have been performed at universities since 2004.

  • PDF

Contents-Development for Increasing Creativity based on Algorithm (알고리즘을 기반으로 하는 창의성 신장 콘텐츠 개발)

  • Kim, Eun-Gil;Kim, Jae-Hyung;Kim, Jin-Woo;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
    • /
    • 2010.08a
    • /
    • pp.271-280
    • /
    • 2010
  • Education focus on cultivating creative talent in the rapidly changing knowledge and Information society. Algorithms of computer science students to logical thinking and problem solving to find the best solution is an effective learning content. But the algorithm often educate at the University of reality when considering the level of elementary school students' cognitive structure and it is very important for teaching. In this study, based on the principle of the algorithm with an educational content for students to understand the principles of their own problems as the best way to resolve the situation with the ability to want to kidney. Content that contains elements of the game interesting for students to participate actively interested in effective teaching methods to the understanding of the principles of the algorithm will be a big help.

  • PDF

Using Augmented Reality Programs For Children Proposed Research Model (증강현실을 이용한 아동교육프로그램 모델제안)

  • Kwon, Mi-Ran;Kim, Jung-Ihl
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.13 no.2
    • /
    • pp.866-871
    • /
    • 2012
  • Most of the computer to implement a Augmented reality 3-D, or a graphic or visual means through the virtual space. The participants in the Augmented reality immersive virtual reality and virtual reality, the process proceeds to change the world. In particular, the field of children's games and Augmented reality fits well with the technical characteristics of the children that may lead to more interesting and creative sector is pointing to. In this study, children's games in order to maximize learning effectiveness of board games and Augmented reality technology, take a look at the characteristics of the children's educational program is to propose a new model proposal.

Development of Computer-Aided Nutritional Education Program for the School Children (초등학생의 올바른 식습관 형성을 위한 영양교육 사이트 개발)

  • 허은실;이경혜
    • Journal of Nutrition and Health
    • /
    • v.35 no.7
    • /
    • pp.791-799
    • /
    • 2002
  • The performance of educational program for preventive nutrition is more beneficial for children than for the adults based on the cost reduction and the effect of this education. Also children's education helps them to grow and to live as a healthy adult. The purpose of this study is to solve the nutritional problem in children by developing nutrition education program for children and correct their nutritional problems. The characteristics of this program (www.food79.net) are the customized program for grade level based on the level of learning ability, the various education method such as game, cooking practice, and quiz, animation, and the self educated method by managing children's meal management as the result. The contents of this site are constructed not only for children but also for parents, the teachers and the school dietitians to increasing educational effect. The children room consists of food tower, nutrition kingdom, calculation of obesity index, food information, nutrient exploration, cooking world, and evaluation of dietary life. In the room for dietitian and teachers include the contents of the easy gymnastics, nutrition counseling methods, the teaching plans for nutrition education, and the information interchange corner. The third room for parents is constructed of nutrition evaluation, food 114, correction of living habits, and free discussion. Through this site, we are expecting to contribute to national health promotion by correcting the food habits of children.