• Title/Summary/Keyword: Educational game

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The Development of CAI Program for the Middle School Home Economics Teaching -In The Units of Health and Food Life- (중학교 가정과 CAI 프로그램 개발 연구 -건강과 식생활 단원-)

  • 이양심;윤인경
    • Journal of Korean Home Economics Education Association
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    • v.6 no.2
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    • pp.147-160
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    • 1994
  • The purpose of this study was to review the literatures on designing and developing the CAI program and to develop the middle school students’CAI program for tutorial and instructional game. For these purposes, the learning and instructional theories and the developing phases and strategies for the program were reviewed to design the CAI program. And then the developing unit was selected and the CAI types and the developing direction were set according to the analysis of the CAI programs and related literatures on home economics teaching, The four phases-analysis, design, development, and formative evaluation-were carried out in this study. The results of this study are as following: 1. The CAI porgram was developed on health and food life units. The program contains 12 classes on health and food life in two floppy diskettes. It consisted of total 9,000 lines and 76 frame and takes two hours to study this program. This program could be used in educational computers an could be utilized for unit learing tutorial. It was composed of three parts-unit learning, finding maze, and finding food. In the unit learning part, the learning contents in health and food life units were structured and presented. In finding maze and food part, the basic and the applied problems were presented with game. The characteristics of this program were as followings: (1)This program was able to bring learners’motivation due to the strategies of tutorial and instructional game and they can interestingly learn the program for themselves. (2) The learner could practive the learning contents repeatedly and unit learning while playing the gaming, (3) The learner himself can review and supplement the learning contents without teacher’s help. (4) This program was developed to unit learning on health and food life, on the other hand so far many CAI programs for home economics teaching were developed for studying separate learning units. 2. To effectively utilize this program, the guide book for the student and the teacher was developed. It contained method of using the program, introduction of the program, review of the program, the program objectives, the learning contents, and the keys to progress the program.

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Study on Expression Pattern of Jobs in Game from Perspective of Prospective Jobs in Future (미래 유망 직업 관점에서 게임에 나타난 직업의 표현 양상 연구)

  • Kwang Hee Cho;Jung Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.181-186
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    • 2023
  • In this study, it argues that adolescents lack awareness of the Fourth Industrial Revolution and lack of job expression in games, and suggests promising future vocational education through games. Various previous studies reviewed job education, limitations, and educational effects of online games, and studied job expression in the game from the perspective of future promising jobs, and 45 out of 200 jobs appeared in mobile simulation games. It was found that 'content creators', 'drone experts', and 'software developers' were expressed as promising jobs in the future. Although it has a limitation of investigating only the main character's job, it is meaningful that it pointed out that the current game does not sufficiently cover the functional aspects of vocational education for future promising jobs and suggested the need to reflect future promising jobs.

The Development and the Effects of Educational Program applied on STEAM for the Mathematical Prodigy (융합인재교육(STEAM)을 적용한 초등 수학영재 교육 프로그램의 개발과 적용 효과)

  • Lee, Seungwoo;Baek, Jongil;Lee, Jeonggon
    • Education of Primary School Mathematics
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    • v.16 no.1
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    • pp.35-55
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    • 2013
  • The purposes of this study were to development and verify the effect of educational program apply on STEAM for the mathematical prodigy. To accomplish these purposes literature review on development of the program and qualitative study were conducted. The mixed-model design was applied for this qualitative experimental study. The conclusions of this study were as follows. First, the program for mathematical prodigy education applied on the conceptual model of STEAM integration approach was developed. Second, a learning satisfaction about constitution of the workbook was lowly. Third, principal of STEAM was the best interest and difficult of the program applied on STEAM. Fourth, the creativity and problem solving ability was founded about angle and velocity of mathematical domain and making the Angrybirds Game on GeoGebra environment. In spite of difficulty about principal of the Angrybirds Game, confidence and satisfaction were founded about a result product.

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
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    • v.13 no.2
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    • pp.866-871
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    • 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
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    • v.35 no.7
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    • pp.791-799
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    • 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.

Designing a Digital Reconstruction of Koguryo Mural using Virtual Reality Technology for Interactive Cultural Heritage Learning (상호작용적인 문화 교육을 위해 가상현실을 이용한 고구려 벽화 복원 연구)

  • Cho Yong-Joo;Moon Hyung-Tae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.8
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    • pp.1359-1365
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    • 2006
  • Digital Koguryo is a virtual reality reconstruction of the Koguryo mural tumulus, Anak No. 3, designed for an interactive educational gaming and learning environment. Digital Koguryo aims at not only developing a digital reconstruction of cultural heritage but also helping young students learn the living style and the custom of Koguryo Kingdom while playing the game environment. This paper describes the digital restoration process of Koguryo mural paintings and 3D structure, as well as the construction of educational virtual environment designed to get more user's interests. It then discusses a few design issues learned from the development and the public demonstration. Finally, it will present the future research directions to improve the users' immersion.

Analysis of Applications for Preschoolers' Korean Vocabulary Learning: Focusing on Tablet PC Applications (유아의 한국어 어휘학습용 어플리케이션 분석: 태블릿 PC 어플리케이션을 중심으로)

  • Sung, Mi Young
    • Human Ecology Research
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    • v.53 no.2
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    • pp.219-228
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    • 2015
  • This study evaluated the content of Korean vocabulary learning applications with a focus on tablet PC applications. We analyzed 51 Korean vocabulary learning applications. The instruments in this study were developed based on Yoo et al. (2012)' Vocabulary Learning Game Application Evaluation Criteria and Hyun et al. (2013)' Educational Application Evaluation Criteria. Data were analyzed using a t-test and one-way analysis of variance. The main results are as follows. First, each criteria's score was fairly good; the ease of use had the highest scores and the amusement had the lowest scores. Second, there was a significant difference in the interaction by vocabulary teaching approach. Applications based on a whole language-teaching method had higher scores than applications based on a phonics instructional teaching method inducing more operation and with immediate feedback. Third, there was significant difference in the sum of score and each criteria of developmental appropriateness, educational values, amusement, function and interaction by type of learning. Applications of combining type had higher scores in every criteria except for ease of use than applications of description type. These findings provide a preliminary evidence that the systematic Korean vocabulary learning application facilitates preschoolers' vocabulary learning.

Educational Effects of a H-STEAM Group Play Course in College Liberal Arts Curriculum

  • Lim, Byungro;Choi, Yunhi;Bae, Jaehyeong;Lee, SeungGwan;Baek, Soohee
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.6
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    • pp.29-37
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    • 2016
  • In this paper, we evaluated educational effects of H-STEAM group play contents(a course) and tried to suggest a convergent model for college liberal art curriculum. We opened a mixed course(math, art, engineering, and humanities) with team teaching for this purpose. For the test, we collected data from survey, K-W-L sheet, and reflection paper from 23 students who enrolled in this course. Students should do a team project during the course, propose a new group game, and write K-W-L sheet at the end of each session and reflection paper at the final stage. As a result, it is said that H-STEAM group contents had an effect on students' satisfaction and achievement. During the course, students made academic efforts and were able to construct convergent knowledge from the four fields. From this study, we are sure that H-STEAM contents can play a substitute role for the traditional liberal arts program and innovate the curriculum for the knowledge convergence society.

A Study on the Design Guideline of Multi-purpose Space in Elementary and Middle Schools through Utilization of User Participation Method (참여디자인 기법을 활용한 다목적 공간의 계획방향에 관한 연구)

  • Lee, Kyung-Hoon;An, Eun-Hee
    • Journal of the Korean Institute of Educational Facilities
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    • v.17 no.2
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    • pp.3-12
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    • 2010
  • The purpose of this study was to provide the planning guideline for the multi-purposed classroom in the elementary school and middle school using questionnaire and user participation method. As the user participation method, the design workshop in the study contains participation techniques, community action planning, and participation game. The design workshop used the design kit as a communication tool. Four user groups, selected from teachers and child in the elementary school and middle school, to be reconstructed, participated in a design workshop with design kit, and each group produced their own plans. The result of this study is as follows; (1) Teachers wanted multi-purposed classroom to be used by two classes. (2) The size of the multi-purposed classroom was preferred 1.5 times(30 py.) of the regular classroom. (3) By considering the characteristics of students it was required the open space in elementary, but required it to be separated from the regular classroom in middle school. (4) Through the analysis, we could grasp the processes that the users' needs were practically applied to design. Our design workshop method should be hereafter modified and advanced, but showed the usefulness in many aspects.

Effects of Game programming on Creative personality and immersion of students in Low-Income Families (교육용 게임 프로그래밍 수업이 창의적 인성에 미치는 효과)

  • Ahn, Mi-Lee;Na, Yun-Seong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.1592-1594
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    • 2011
  • 국가적 차원에서 저소득 청소년을 위한 교육프로그램이 많은 아동보호센터 및 지역센터를 중심으로 시행되고 있지만 그 취지와 목적에 부합하는 방과 후 교육이 제공되고 있는지 그 효과성에 대해서는 주목하지 않아왔다. 본 연구는 저소득 청소년을 위한 방과 후 교육의 질 관리에 대한 필요성이 대두되고 있는 시점에서 영재교육의 일환으로 여겨져 왔던 창의성 교육을 조명하였다. 저소득층 청소년의 창의력 인성을 양성하기 위한 교육용 게임 프로그래밍 수업의 효과성에 대해 조사하였다. A시 5곳의 아동보호시설에서 운영되고 있는 게임프로그래밍 수업에 참여하고 있는 학생과 참여하지 않는 학생을 대상으로 창의적 인성검사를 실시하여 비교 분석하였다. 창의적 인성검사는 크게 자기확신(Self Confidence), 호기심(Curiosity), 인내(Patience), 개방성(Openess), 모험심(Adventure)으로 구분하여 t검증을 통해 유의한가를 분석하였다. 다섯 가지 영역의 평균은 실험집단이 높았으나, 이 중 '인내' 영역이 두드러진 차이를 보였고, 이로 인해 게임프로그래밍 수업을 받은 학생들이 수업을 받지 않은 학생들에 비해 과제 수행에 있어 인내와 끈기를 가지고 도전하는 경향을 보였다. 그러나 자기 확신, 호기심, 개방성, 모험심 네 가지 영역에 대해서는 두드러지는 차이가 나타나지 않았다. 이에 대한 개선책으로 학생들에게 이 네 가지 영역을 균형적으로 길러주기 위하여 체계적으로 강사진의 교수법 연수, 교육과정의 개선, 학생 동기 유발, 학생 독려 및 관리 등 다양한 방법을 통해 수업의 질을 개선시켜 학생들의 창의적 인성 양성에 도움을 줄 수 있을 것으로 기대된다.