• Title/Summary/Keyword: Educational game

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Development of a Nutrition Education Website for Children (초등학생 대상의 영양교육 웹사이트 개발)

  • 현태선;연미영;김선희;김난희;안숙미;이순미;지현정;선명희;오춘화
    • Korean Journal of Community Nutrition
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    • v.8 no.3
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    • pp.259-269
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    • 2003
  • The purpose of this study was to develop a nutrition education website for children, especially those around the 4th-6th grade levels. Among the already existing websites providing nutritional information for children, 7 websites with comparable amounts of information were evaluated in terms of their topics, credibility, content, ease of use, and aesthetics. In addition, a survey was conducted to assess the need for nutrition information among 305 elementary students. The food pyramid was the topic offered most often on those websites. Information on nutrients, digestion, food safety, nutrition labeling, and healthy eating habits were available on the websites. Some of those websites also provided games or quizzes to attract the children's interest. However, seine of the websites did not give any information on the person responsible for providing the information, which is most important in determining the credibility of the website. Other problems were that some information was too difficult for children, and some of the websites did not provide a way to search for information. According to the survey results, the topics that children wanted to know about were‘desirable weight’,‘cooking’,‘correct food choice’,‘weight control method’,‘calories consumed during exercise’, but, they did not have a high interest in‘asking questions’‘books with nutrition messages’,‘under weight’,‘negative effect of weight control’and‘helping hungry children’. Based on these results, we developed a new nutrition education web-site, ifood’(http: //1 ifood.or.kr). We focused on helping children develop healthy eating habits by providing information which is easy and practical for children. However, we neither included the program to assess their dietary intake, nor provided entertaining background sounds, which children like. Also, the game section is composed mainly of quizzes. Therefore, we need to further develop exciting games to teach nutrition to children. In the near future, the newly developed website should be evaluated by children regarding understandability and coverage of the contents as well as usability and design, and then revised to improve the educational effect.

A Study on the Differences in Learning-Activity Preferences between Gifted and Average Students according to Thinking Styles (사고 유형에 따른 영재 아동과 일반 아동의 학습 선호 활동의 차이 연구)

  • Shin, Jong-Ho;Seo, Jeong-Hee;Choi, Jae-Hyeok;Kim, Yong-Nam;Kim, Yun-Keun;Lee, Byun-Joo
    • Journal of Korean Elementary Science Education
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    • v.25 no.spc5
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    • pp.495-506
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    • 2007
  • This study investigated the differences in learning activity preferences according to different thinking styles between gifted and average students. A cluster analysis procedure was performed to classify students on the basis of thinking styles. Two clusters of different thinking styles were deduced: the gifted group with a high level thinking style (cluster 1), and the average group with a low level thinking style (cluster 2). The gifted group (cluster 1) preferred projects, simulations, discussions and game activities to other types of loaming activities. Gifted students and average students also were clustered into each three unique subgroups with respect to levels and patterns in thinking styles, and these subgroups also showed different learning preferences. The clusters of gifted students included the self-regulated learning type (cluster a), cooperative-learning type (cluster b), and the passive-learning type (cluster c). The clusters of average students included the independent learning type (cluster i), no-preference learning type(cluster ii), and the no-motivation & teacher-directed learning type (cluster iii). Theses clusters indicated significant differences not only in thinking styles but also in terms of preferences regarding learning activities. Theses findings are discussed in terms of their educational implications.

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Adolescent' Internet Utilization Status of Dietary Information in Kyungnam (경남일부 청소년의 인터넷 식생활 정보이용에 관한 연구)

  • 이경혜;강현진;허은실
    • Journal of Nutrition and Health
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    • v.35 no.1
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    • pp.115-123
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    • 2002
  • This study was carried out to investigate the utilization status of internet dietary information by gender(boys: 363, girls: 366) in adolescent(middle & high school students). The results were summarized as follows. The internet using frequency of 6-7times per week had 45.0% of subjects and the using time of internet per a time was shown mainly'<2hours(68.5%)'. The main place for internet use was home(79.0%) and favorite search engine was 'Yahoo'(45.7%) and 'Daum'(19.3%). As main purpose using internet were mentioned 'social intercourse'(45.0%) and data search'(24.8%). The organization that offer to reliable internet information was educational institution'(49.4%). The problems in using information site were 'poor information'(26.4%), 'slow connection speed'(22.6%), and 'don't arouse interest'(18.8%). The search experience about dietary information had only 27.9% of subjects and search purpose was 'for homework'(33.3%) and 'for health'(32.0). The satisfaction degree of dietary information was not high. The connection motive to dietary information was mainly 'by site navigation casualty'(55.7%). Only 7.7% of subjects had experience of nutrition counseling using internet, and the motive of nutrition counseling was also 'by site navigation causally'(55.8%). The purpose of counseling was 'for diet'(41.5%) and 'for health problem'(30.2%), and the satisfaction degree of counseling result was very low. As the ask of improvement for counseling site were pointed out 'poor in answer content'(44.8%) and 'lazy answer'(31.0%). The subjects wanted to get the dietary information about 'growth in status'(41.4%), 'diet related skin beauty'(14.6%), the update period less 1 month, and the way of 'free board'(32.3%), 'game'(21.1%) and 'animation'(19.3%) as offer tool. The results of this study showed that although the internet using percent and frequency of subjects was high, they used dietary information very seldom and they are dissatisfied with internet nutritional information. Therefore, the information donor should consider which dietary information was needed and what is the optimal tool for adolescent.

A pictorial review of signature patterns living in musculoskeletal ultrasonography

  • Kim, Su Young;Cheon, Ji Hyun;Seo, Won Jun;Yang, Geun Young;Choi, Yun Mi;Kim, Kyung Hoon
    • The Korean Journal of Pain
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    • v.29 no.4
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    • pp.217-228
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    • 2016
  • The musculoskeletal system is mainly composed of the bones, muscles, tendons, and ligaments, in addition to nerves and blood vessels. The greatest difficulty in an ultrasonographic freeze-frame created by the examiner is recognition of the targeted structures without indicators, since an elephant's trunk may not be easily distinguished from its leg. It is not difficult to find descriptive ultrasonographic terms used for educational purposes, which help in distinguishing features of these structures either in a normal or abnormal anatomic condition. However, the terms sometimes create confusion when describing common objects, for example, in Western countries, pears have a triangular shape, but in Asia they are round. Skilled experts in musculoskeletal ultrasound have tried to express certain distinguishing features of anatomic landmarks using terms taken from everyday objects which may be reminiscent of that particular feature. This pictorial review introduces known signature patterns of distinguishing features in musculoskeletal ultrasound in a normal or abnormal condition, and may stir the beginners' interest to play a treasure-hunt game among unfamiliar images within a boundless ocean.

Elementary School Students' Knowledge, Behavior and Request for Education Method Associated with Food Safety (초등학생의 식품안전과 관련된 지식, 행동, 교육방법의 요구도에 관한 연구)

  • Yun, Hyeon-Ju;Yun, Gi-Seon
    • Journal of the Korean Dietetic Association
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    • v.13 no.2
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    • pp.169-182
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    • 2007
  • We investigated elementary school students' knowledge, behavior, experience and preference of education method related to food safety in order to provide basic information for food safety educational program. A survey study was conducted with 569, fourth and sixth grade students, from two schools in Seoul and Ulsan. Students were asked thirty-two questions regarding food safety knowledge, behavior and experiences as well as their attitude to food safety class and preference for teaching method. The data was analyzed for the frequency analysis, t-test, chi-square test, one-way ANOVA and Pearson correlation using the SPSS/Windows. Results indicated that 91.9 percent of the respondents did not know what unsanitary food is. 67 percent of the respondents did not know the proper method of hand washing. Although the students' level of knowledge and behavior associated with food safety was low, there was meaningful correlation(r =.184, p<.01) between knowledge and behavior. Surprisingly, students in higher grade did not demonstrate an exceeding food safety knowledge and behavior. More than 50 percent of the subjects did not have food safety education either at home or school. 60 percent of the respondents interested in food safety and the majority recognized that a food safety education is needed. Students want to learn about unsanitary food(34.1%), foodborne illness(29.7%), food selection and storage method(21.3%), and personal hygiene(11.2%) through game, role play, and practice in real situation. These results suggest that development of food safety education program is needed through the elementary school year and the education program must include fun activities in which students can participate.

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Android's Mental Arithmetic application gesture based input development (제스처 입력 기반 안드로이드 암산 애플리케이션 개발)

  • Oh, Cheol-Chul;Hyun, Dong-Lim;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.241-246
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    • 2011
  • There are many discussions nowadays about utilizing smartphones to create a mobile computing educational environment. The purpose of this study is to develope an application which addresses the growing importance of mental arithmetic maps in lower elementary grades. Considering current theories on developmental characteristics for the target levels I decided that a gesture based input interface increase the users concentration and interest. Students using this application will learn and reinforce the basics of the addition, subtraction, multiplication, and division of natural numbers. By removing the limitations of time and space as afforded by the convenience of a smartphone and utilizing a gesture based input interface we can combine an application which increases users mental arithmetic speed and precision with the enjoyment of a game.

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3D Restoration of Cultural Remains for Exhibiting Augmented Reality (증강현실 활용 전시를 위한 문화 유물 디지털 3D 복원)

  • Zheng, mei-ying;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.549-554
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    • 2017
  • In recent years, as the importance of history has increased through various social issues, media, and journalists in Korea, it has led to the value of 'right history' and 'teaching history that is right. History of a country is also a core asset in a country 's cultural contents industry, and historical relics are important to prove its value. As the interest in the historical and cultural heritage has increased, researches to develop it as cultural contents by restoring it as information and communication technology such as multimedia and virtual reality are active. In this paper, we propose convergence device and contents that can provide rich experience and various learning opportunities in artifact experience through restoration of artifacts using augmented reality. The study on the application effect of educational game contents which can add fun can be continued.

Selecting Instructional Contents for Nutritional Education Program for Junior/Senior High School Students Through Instructional Analysis and Analysis of Entry Behaviors and Learner Characteristics (중ㆍ고등학생 대상 영양교육 내용 및 성취 목표 선정을 위한 교수분석과 출발점 행동 및 학습자 특성분석)

  • 강여화;양일선;김혜영;이해영
    • Korean Journal of Community Nutrition
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    • v.9 no.4
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    • pp.464-471
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    • 2004
  • For the purpose of developing ‘Web-Based Nutritional Education Program’, this study did instructional analysis, analysis of entry behaviors and learner characteristics to select instructional contents for nutritional education program for junior/senior high school students. Survey questionnaires were distributed from October 21, 2002 to October 26, 2002 to a total of 564 junior/senior high school students in Seoul. The total number of questionnaires collected and used in our study was 479, which is 84.9% of the total questionnaires distributed. As a result of the curriculum analysis of ‘Technology-Home economics’, subjects related with ‘food and nutrition’ in the 7$^{th}$ educational course study result, lessons including the contents of food and nutrition were ‘nutrition and meal of adolescent’ in 7th grade, ‘family meal management’ in 9th grade and ‘practice of home life’ in 10th grade. According to the curriculum analysis, ‘nutrition’ and ‘food’ were chosen for the superior subjects of nutrition education program and four subordinate subjects per superior one were developed. Then, entry behaviors and learner characteristics were analyzed: life characteristics, internet usage, anthropometrics data and nutritional knowledge. Students were interested in using computer and preferred passive activity to dynamic activity. According. to the analysis of internet usage, WBI for students should composed active parts such as game, moving image, immediate reply and follow-up bye-mail, bulletin board and com- munity activity. Students’ BMI were in normal range but they were lacked nutritional knowledge. We wrote performance objectives that were specific behavior skills to be learned, the conditions under which they must be performed and the criteria for successful performance. The next step for developing the WBI nutrition education program would be based on the results mentioned above.

A Study on Method to Develop Mobile Contents for G-learning Using the Presidential Archives Based on Digital Storytelling Method (디지털 스토리텔링 기반 대통령기록물을 활용한 G-learning 모바일 콘텐츠 개발방법론에 관한 연구)

  • Choi, Min Hui;Choi, Jung Won;Han, Hye Won;Kim, Yong
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.1
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    • pp.261-284
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    • 2016
  • Presidential archives have higher historical value than other public documentaries. It is a reliable documentary reflecting aspects of contemporary life and has high value and availability in the education field. This study suggests how to intensify the role as an intelligence service of presidential archives and how to develop the utilized-Presidential Archives mobile education contents in G-learning environments to lead the positive awareness on Presidential archives. After suggesting the 7 levels methods about the development of mobile education contents using presidential archives in G-learning environments, This study shows the case of the applied educational contents on the subject of $5^{th}$ grade at the elementary school. 7 levels methods include pre-planning, pre-design, selecting presidential records, presidential records story-telling, making the storyboard, implementing a game, sharing and assess.

Fishes Growth Process System using Morphing Techniques (모핑기술을 이용한 어류 성장과정 시스템)

  • Ryu, NamHoon;Seo, SeungWan;Ban, KyeongJin;Song, SeungHeon;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.653-657
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    • 2008
  • Industry related to digital contents is growing rapidly and is noticed as a higher value-added business. In digital reflex contents industry, computer graphics techniques are core techniques. Because they make production or scene that is difficult to photograph possible with real camera, expand a range of contents making. Lately, computer graphics techniques apply various fields such as blockbuster movie, game, educational contents, simulation etc, and there are many studies about movement of each object made up of contents or automation of object change. This paper shows the process of fishes growth, from spawn to a full-grown fish making use of 3D morphing techniques and want to plan fish growth process system that can know difference between fishes that are applied to 3D morphing techniques and normal full-grown fishes according to various environmental factors that affect growth.

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