• Title/Summary/Keyword: Educational game

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Design of method to analyze UI structure of contents based on the Morphology (형태적 관점의 콘텐츠 UI구조 분석 방법 설계)

  • Yun, Bong Shik
    • Smart Media Journal
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    • v.8 no.4
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    • pp.58-63
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    • 2019
  • The growth of the mobile device market has changed the education market and led to the quantitative growth of various media education. In particular, smart devices, which have better interaction than existing PCs or consoles, can develop more user-friendly content, allowing various types of educational content and inducing changes in traditional education methods for consumers. Although many researchers recently suggest viable development methods or marketing elements of contents, development companies, and developers, until now, merely rely on the human senses. Therefore, it is necessary to study the actual user's smart-device based usability and experience environment. This study aims to propose an intuitive statistical processing method for analyzing the usability of game-type educational contents in terms of form, for popular games that have been released as a basis for analyzing the user experience environment. In particular, because the game industry has a sufficient number of similar examples, it is possible to conduct research based on big data and to use them for immediate decision-making between multiple co-developers through the analysis method proposed by the research. It is expected to become an analytical model that can communicate with other industries because it is effective in securing data sources.

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

  • Kim, Tae-Yeon
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.51-59
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    • 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.

Research on Geometric Shape in the 20th Century Design Education - Focused on the relation of $Fr{\ddot{o}}bel$ Kindergarten Education - (20세기 디자인교육의 기하학적인 형태에 대한 탐구 - 프뢰벨 유치원 교육과의 연관성을 중심으로 -)

  • Bang, Kyung-Rhan
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.325-334
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    • 2005
  • The purpose of this thesis is to explore the fundamental reasons and general circumstances of the introduction of geometric shape to the 20th century's design education. The modern design education was directly influenced by the German Kindergarten Movement and its educational ideal, so they began to employ geometric shapes in visual education. When Friedrich Frobel, a professional German child educator of the 19th century, invented the 'Spielgaben,' it soon became a popular educational tool. It was a turning point in the child educational system, from then they began to actively employ 'tools' in art education. The Spielgaben was created based on the geometric principle of a popular block game of the 19th century. On the other hand, a game program called 'Bechaftigungsmaterial' led early Modernists to adopt geometric shape in their works. Then, geometric shape were applied to a primary educational program designed by the Bauhaus that gave birth to the Modern design education in the 20th century. likewise, the substantial reasons why the principles of point/line/plain and geometric shapes had been taken in the 20th century design education can be explained through this historical background. This research is to investigate how Kindergarten Movement and Modern design education can be associated with each other, particularly in the light of geometric elements. Therefore, I first referred to the historic records in order to reveal their relation, and then analyzed the similarities and differences between the two activities. In result, I could explore the relationship between child educational tools and the 20th century's design education.

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Innovative Teaching Technologies as a Way to Increase Students' Competitiveness

  • Olena M. Galynska;Nataliia V. Shkoliar;Zoriana I. Dziubata;Svitlana V. Kravets;Nataliia S. Levchyk
    • International Journal of Computer Science & Network Security
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    • v.24 no.7
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    • pp.157-169
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    • 2024
  • The article presents an analysis of innovative teaching technologies as a way to increase students' competitiveness. The author found that innovative technologies in education are information and communication technologies relying on computer-based learning. The structure, content of educational software, organization of Web-space are important when using innovative teaching technologies in English classes. We conducted the study in several stages: comparative analysis, synthesis, classification and systematization of the results of psychological and pedagogical, educational and methodological research; study of legislative acts, periodicals in order to identify the state of the research issue, and determining the directions of its solution, as well as subject, goal and objectives of the study. We used modelling to create situations of foreign language professional communication of future IT specialists. Empirical methods involved questionnaires used for identifying the motives of professional development and determining the features of the educational activities of future IT specialists in the process of training. The methods of mathematical statistics allowed to scientifically describe and systematize the obtained data, to identify the quantitative relationship between the studied phenomena, to analyse and summarize the results. We conducted a socio-psychological study during 2016 - 2019. It involved 255 first- and fourth-year students of National Technical University of Ukraine "Igor Sikorsky Kyiv Poly-technic Institute." Innovative information and communication technologies that improve the educational and cognitive activity of students, as well as increase the level of their knowledge have become important in teaching a foreign language in higher educational institutions. These technologies include MOODLE - Modular Object-Oriented Dynamic Learning Environment, business game, integrated pedagogical technology, case study technology. Thus, the information-rich learning process in combination with the use of innovative technologies, well-organized e-learning, interactive training courses, multimedia tools improves the program of teaching and learning foreign languages in general, and English in particular, improves the level of knowledge of future IT specialists and motivation to study and learn foreign languages, allows students to use a variety of authentic materials. We state that all these factors influence the process of individualization of learning and contribute to the successful mastery of a foreign language.

Educational Game for Arithmetic Operations Using Web Socket (웹 소켓을 이용한 산술 연산 학습 게임)

  • Kim, Sung Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.453-454
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    • 2014
  • 교육용 게임은 학습 흥미를 증진시킬 수 있는 중요한 도구 중 하나이다. 웹 기반의 정보화 기술의 발전에 따라 웹 기반의 학습 콘텐츠의 수요도 계속 증가하고 있다. 본 논문에서는 초등학교 저학년생을 대상으로 기초적인 사칙 연산 학습을 위한 게임 콘텐츠를 개발하였다. 특히, 웹 소켓 기술을 사용하여 개발된 본 게임은 다수의 사용자가 동시에 게임에 참여할 수 있으며, 각 사용자는 별도의 학습 프로그램 설치를 하지 않고도 웹에 연결된 환경이라면 브라우저를 통해 본 학습 게임에 접속하여 활용이 가능하다.

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Design of Educational Application for Writing and Apparatus(Holder) for Correct Holding Angle of a Touch pen (쓰기 학습용 애플리케이션과 터치펜을 바르게 잡기 위한 홀더 설계)

  • Kim, Jimin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.337-340
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    • 2016
  • 본 논문은 유아 및 저학년 초등학생의 쓰기 학습을 위한 쓰기 학습용 애플리케이션을 설계하였다. 유아들은 어린 나이에 수동적인 글쓰기를 시작하고 전통적으로 사용된 '정사각형 글씨 교본'의 정형화된 연습으로 학습에 흥미를 잃는다. 쓰기 학습용 애플리케이션은 전통적 글씨 연습의 틀에서 벗어나, 게임 형태의 콘텐츠로 재미를 유지하도록 메인화면, 메뉴, 실행 화면 등의 내용을 기술하였고 설계하였다. 그리고 유아들은 수동적인 글쓰기로 인해 올바르지 못한 쓰기 자세를 형성한다. 이는 어린 아이들의 손에 무리가 가게 된다. 학생용 애플리케이션과 함께 설계한 홀더는 손에 힘이 없는 아이들이 쉽고 편안하게 필기구를 잡는 습관을 기르기 위한 것으로 지렛대 메커니즘을 응용하였다. 다양한 손의 크기에 대응하여 조절할 수 있도록 중지 받침대 조절 기능으로 다양한 연령대가 사용할 수 있다. 학습용 게임 애플리케이션의 재미와 홀더의 효과 등의 내용을 기술하였고 모바일에서 또 다른 아이들의 쓰기 방법을 제안한다.

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A Study on Retrival Using Educational Visual C++ (교육용 Visual C++를 이용한 검색에 관한 연구)

  • 전근형;김광휘
    • Journal of the Korea Computer Industry Society
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    • v.3 no.1
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    • pp.1-8
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    • 2002
  • This study is discussed research on management of items in PC's GUI(Graphical User Interface) environment. A items are general knowledge data like books, musical CD, English CD, and game CD, which are the time when we don't seek the right items in the case of re-reading and re-listening the items. In this paper, We propose an example designed to be used in the management of a items. The proposed example is implemented by educational VC++(Visual C++) programming language. This program and discussions for management of a items will understand the development procedure of searching and storing data, which will provide some basics into designing large database systems.

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A Proposal for Developing a Situated Learning Support Systems-Based on an MMORPG

  • PIAO, Cheng Ri
    • Educational Technology International
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    • v.6 no.2
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    • pp.59-67
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    • 2005
  • The primary purposes of this study are to develop a Situated Learning Support System based on an MMORPG (Massively Multiplayer Online Role Playing Game) and to investigate applications of Situated Learning theory both hypothetically and practically. In Situated Leaning theory, cognition is interpreted as a dynamic system related to situation, context and activity. According to this theory, learning context, social interaction and personal direct experience are also emphasized. A virtual reality learning system based on an MMORPG provides context, social interaction and a learning environment able to provide direct experiences. However, such a system has been difficult for teachers to develop. This study aims to develop a support system facilitating the construction of a Situated Learning System based on an MMORPG. This study proposes new research and practical applications of Situated Learning theory using educational games.

Design and Implementation of MUG(Multi-User Graphic) Game for Elementary Students (MUG(Mutil-User Graphic)게임의 설계 및 구현 - 초등학생을 위한 -)

  • Ahn, Mi-Lee;Lee, Jeong-Ae
    • Journal of Digital Contents Society
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    • v.1 no.1
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    • pp.77-88
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    • 2000
  • Leading educational paradigm based on Constructivism drives for many changes in the field of education. It causes the shift from instructor-based to learner-based learning, and cooperative teaming amongst the learners. Multi User Game (MUG) which is a network-based cooperative game is popular among many college students. MUG is known to provide positive and creative activities encouraging learners to participate, reform and produce new knowledge and skills. Thus, it has potential as an effective learning tool. In this study, however, we have designed a prototype of Cooperative MUG Game for elementary students to learn within networked environment to play while learning new knowledge and skills. The elementary students will interact with the other students through chatting while playing MUG.

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A Case on Residens' Participation Workshop for Cohousing Plan (코하우징 계획을 위한 주민참여 워크숍 사례 - 30~40대 주부를 대상으로 -)

  • Cho, Jeong-Hyun;Choi, Jung-Shin
    • Journal of Families and Better Life
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    • v.27 no.6
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    • pp.155-169
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    • 2009
  • Resident participation plays much of a rule to the cohousing, which is organized independently and has the characteristics of community life, especially in the initial state of cohousing process. However, it is hard to realize the resident participation in proper order due to lack of a personal time, individual effort and an insufficient knowledge related with cohousing. So, it is thought that the guidance of cohousing expert and coordinator is needed to enable the residents to perform in an active attitude. The development of educational program and workshop connected with resident participation is also accompanied. In this study, to make the positive and systematic participation of cohousing residents, we established the workshop program and performed workshop with our developed program, based on preceding researches and examples. We selected the object of workshop as five housewives in thirties and forties. Workshop was consisted of six process steps. (1) Introduction and question of workshop and cohousing (2) examining and arranging the opinion (3) Master plan of cohousing village (4) Planning of common living space (5) Planning of individual living space (6) Analysis of final results and evaluation of workshop. The workshop held six times and it took about five~six hours per each meeting. Workshop participants expressed their opinion actively and attended in a positive manner in order to the design of their desired village and cohousing. During workshop process, the players established the common target of their village by means of life card, target card game. Also, based on the common target, the layout of village was planned using a collage game and card arrangement game. By workshop activity, the members started to recognize the significance of participation on the drawing board and improve their technique of communication and decision-making. Furthermore, workshop process made it possible to approach the concrete forms of their cohousing village. Especially, in the closing phase, the participant satisfaction about workshop and cohousing is increased suddenly and expressed their intention to join the real workshop related with cohousing.