• Title/Summary/Keyword: Game Education

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An Theoretical Approaches to the Phenomenon of Private Education using the Game Theory (게임 이론을 이용한 사교육 현상에 대한 이론적 접근)

  • Roh, Eun Hwan;Kang, Jeong Gi;Roh, Moon Ghi
    • Journal of the Korean School Mathematics Society
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    • v.16 no.4
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    • pp.771-796
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    • 2013
  • The purpose of the study is to analyze the phenomenon of private education and to get the countermeasures of it. To do this, we approached the phenomenon of private education from the game theory, which is famous in economics. As result, we could make the mathematical model. One is a model consisted of two-person. This is a mathematical model simplifying the competition within the school. The problem of private education can be solved by the disconnection with private education and exam of school in this model. The other is a model consisted of three-person. This is a mathematical model simplifying the interscholastic competition. The problem of private education can not only be solved by the disconnection with private education and exam of school, but can be also solved by the specificity of school education in this model. We will hope that our study can give an aid in deciding an educational policy.

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Pedagogical Methodology of Teaching Activity-based Flow Chart for Elementary School Students (초등학생 대상의 활동 중심 순서도 교육 방법)

  • Lee, Yong-Bae;Park, Ji-Eun
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.489-502
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    • 2012
  • Today computer education puts an emphasis on algorithm education. There are little researches about how to express the given problem in algorithm and how to interpret the expressed algorithm. In this study play-based learning methods dealing with flow chart which is one of the expressing tools of algorithm are developed for lower graders of elementary school. Then we diagnosed the learning possibility of the tool after applying the methods in a classroom environment. There are four types of learning game activities; sequential play, selective play, repetitive play and puzzle play. Puzzle play is a game that students need to reconstruct the learned content to a real flow chart by using flow chart cards. The result of an achievement test after teaching students flow chart showed that the group who took the play-based lesson got their average score with about 7.5% higher than the group who took the ICT-based lesson. Both the groups got their average scroe of more than 9 out of 10 after the lesson. This result shows that flow chart lessons are adaptable for the lower graders of elementary school. It also shows that play-based education can be exceptionally effective.

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The Effect of a Programming Class Using Scratch (스크래치를 이용한 프로그래밍 수업 효과)

  • Cho, Seong-Hwan;Song, Jeong-Beom;Kim, Seong-Sik;Paik, Seoung-Hey
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.375-384
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    • 2008
  • Computer programming has educational effect on improving high-level thinking abilities. However, students initially have to spend too much effort in learning the basic grammar and the usage model of programming languages, which negatively affects their eagerness in learning. To remedy this problem, we propose to apply the Scratch to a Game Developing Programming Class; Scratch is an easy-to-learn and intuitive Educational Programming Language (EPL) that helps improving the Meta-cognition and Self-efficacy of middle school students. Also we used the Demonstration-Practice instruction model with self-questioning method for activating the Meta-cognition. In summary, a game developing programming class using Scratch was shown to significantly improve the Meta-cognition of middle school students. However it was shown to insignificantly improve the Self-efficacy of girl students group.

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How Gamification Moves Students: A Study on Psychic Anti-entropy and Meme through Analysis of Study Time Management Services (게이미피게이션은 어떻게 학생들을 움직이는가: 학습시간 관리서비스 분석을 통한 심리적 반엔트로피와 밈에 관한 연구)

  • Shin, Jongcheon;Yoon, Joonsung
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.27-40
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    • 2017
  • This study explores the concept of Study Time Management Service(STMS) and the characteristics of gamification elements in STMS, in order to propose the meaning of psychic anti-entropy and the role of a meme as a new gamification element. The goal of gamification in education is to enhance study motivation and lead to flow by integrating similarities between game and study into the study environment. STMS also aims at such a goal. However, it differs in that the external anti-entropy environment, such as blocking apps, is connected with game mechanics or game thinking to give extrinsic motivation. It is also unique in that it uses a meme as a new gamification element to induce intrinsic motivation. In particular, a meme as a kind of guideline for performing study activities induces intrinsic motivation to imitate good study patterns and offers the driving force to sustain psychic anti-entropy state. Therefore, gamification in STMS is to strengthen the external anti-entropy environment by utilizing game mechanics or game thinking, and to maintain the psychic anti-entropy state by utilizing a meme of study patterns.

The long-term effect of Interactive Video Game on Cognitive Information Processing the elderly: P300 (장기간의 상호작용적 비디오 게임이 노인의 인지정보처리에 미치는 영향: P300)

  • Kim, Sung-Woon;Kim, Han-Cheol
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.493-504
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    • 2020
  • The objectives of this study was to examine the effect of Interactive Video Game on cognitive information processing the elderly. Sixty elderly were attended in this study. Their ages ranged from 65 to 70, with a mean age of 67.60 years. The subjects were randomly assigned to one of three experimental conditions: (1) interactive video game group (n=20), (2) aerobic exercise group (n=20), (3) control group (n=20). The experimental design of this study was analyzed using two-way ANOVAs with repeated measures of groups and time. Cognitive function was assessed by neuroelectrical response, and ERP analysis. The results of the study showed that the interactive video game group and aerobic exercise group showed no significant statistical differences in the response time, response accuracy, amplitude and potential of the performance of the exercise in cognitive function and ERP analysis, but improved the interaction video game group and aerobic exercise (walking) group over the control group. It was concluded that long-term aerobic exercise like interactive video game is associated with attenuation of cognitive decline in the elderly.

A Study on the Game Addiction of Children with Domestic Violence Experience (가정폭력을 경험한 아동의 게임중독 연구)

  • Kim, Na-Ye
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.3
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    • pp.145-156
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    • 2015
  • The aim of this study is to identify whether the domestic violence experience of children has an impact on their game addition and to verify the direct effects and moderating effects of social support. The survey was conducted to the children who were 5th and 6th graders in Gwangju and Jeonnam. The responses from 328 subjects of domestic violence experience from were analyzed. The analytic results are as the following. When verifying the impact of a domestic violence experience of children on their game addiction, domestict violence was found as the key variable that has a negative impact on children's game addiction. The results indicated that children with higher levels of domestict violence more likely to have higher levels of game addiction. Furthermore, boy's addiction degree to game was higher than girls' and lower education levels of mother, higher grades were found to be associated with higher game addiction. The impact of children's social support on their game addiction was analyzed. The analytic results suggest that social support has a impact on their game addiction. In other words, higher social support means lower game addiction. The moderating effect of social support was analyzed. Social support check the moderating effect of domestic violence of children on their game addiction. The Implications of these findings were discussed.

The effect of empathy training game on the children's prosocial behavior (게임을 활용한 공감훈련이 초등학생의 친사회적 행동 증진에 미치는 영향)

  • Kim, Hyung-Hoe
    • The Korean Journal of Elementary Counseling
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    • v.4 no.1
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    • pp.263-284
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    • 2005
  • The purpose of this study was to examine the effect of game-centered empathy training on the prosocial behaviors of elementary schoolers in a bid to suggest how their prosocial behaviors could be boosted. The research questions were posed as below: 1. Does game-based empathy training improve the overall empathy of school children? 2. Does game-based empathy training have a better effect on the cognitive empathy of school children or their emotional empathy? 3. Does game-based empathy training enhance the prosocial behaviors of school children? The subjects in this study were 62 children in their fourth year of D elementary school in Eumseong-gun, north Chungcheong province. They were divided into an experimental group and a control group, and a survey was conducted before and after the experimental group under-went empathy training for about six weeks. The instrument used in this study was David(1980)'s Interpersonal Reactivity Index adopted by Park Sung-hee(1996) to suit school children. Another instrument was Park Sung-hee (1997)'s inventory to assess the prosocial behaviors of children. The collected data were analyzed by SPSS 10.0 for Windows program, and reliability analysis and t-test were employed. The findings of the study were as follows: First, as for the effects of the game-based empathy training on the overall empathy of the elementary school youngsters that included both emotional and cognitive empathy, both groups got lower scores in posttest than in pretest. The experiment produced unexpected results, as the experimental group got significantly lower scores. This fact indicated that the game-based empathy training was ineffective. Second, the game-centered empathy training didn't exercise any influences on their cognitive and emotional empathy. The experiment had a reverse impact on the cognitive and emotional empathy of the experimental group, which implied that the training served as a factor to deteriorate the two types of empathy, and the hypothesis posed in this study was rejected. Therefore, which type of empathy could make a better progress by being exposed to the training couldn't definitely be determined. Third, the game-based empathy training didn't serve to Improve the prosocial behaviors of the elementary schoolers. There was no change in the experimental group, and this fact signified that there's something wrong with the attempt to develop school children's empathy to step up their prosocial behaviors. Based on the above-mentioned findings, the following conclusion was reached: First, the game-centered empathy training had no effects on boosting the overall empathy of the school children. Second, the game-centered empathy training couldn't be said to be effective in improving either cognitive empathy or emotional one. From a viewpoint of relativity, that could be said to affect emotional empathy more than cognitive one. Third, the game-based empathy training wasn't effective in improving prosocial behaviors. Rather, that resulted in interrupting the promotion of prosocial behaviors.

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The automatic acquisition system design of the user's searching intention using Game With A Purpose(GWAP) (목적을 가진 게임을 이용한 사용자의 검색 의도 자동 획득 시스템 설계)

  • Yang, Yeong-Wook;Lim, Heui-Seok
    • Proceedings of the KAIS Fall Conference
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    • 2009.12a
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    • pp.810-812
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    • 2009
  • 정보의 양이 기하급수적으로 증가함에 따라, 그 정보들을 효과적으로 제공하기 위해 검색 기술들이 개발 되었다. 현대 검색 기술은 단순 텍스트 매칭 기반으로 사용자의 의도와는 상관없는 정보까지 검색하는 경우가 많아서, 실제로 원하는 정보를 찾는데 많은 시간과 노력을 요구한다. 이런 단점들을 극복하고자 사용자의 검색 의도를 고려한 검색 기술들이 개발되었다. 검색 의도를 획득하는 방법에는 자동적인 방법과 수동적인 방법, 그리고 반자동적인 방법이 있다. 자동적인 방법은 사람이 아닌 컴퓨터를 통해서 획득이 이루어지기 때문에 사용자의 의도를 완벽히 반영하는 것이 어렵다. 수동적인 방법은 사람이 직접 참여하여 작성하기 때문에 사용자의 의도를 반영할 수 있지만, 시간과 비용이 많이 드는 단점이 있다. 반자동적인 방법은 위의 두 가지 단점을 보완할 수 있다. 본 논문에서는 반자동적인 방법인 목적을 가진 게임을 이용한 사용자의 검색 의도 획득 시스템을 사용한다. 이 후에 시스템에서 도입한 Game With A Purpose(GWAP)의 개념과 시스템의 구성, 그리고 발전방향 및 결론을 논의한다.

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A Study on the Impact of LOGO Programming on Logical Thinking and its Sub-classifications (LOGO 프로그래밍 학습이 논리적 사고와 하위 논리에 미치는 영향)

  • Hyun, Hye-Kyung;Kim, Byung-Soon
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.3-10
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    • 2009
  • This paper presents the effects on logical thinking of the Korean LOGO programming used in teaching for the second grade of middle school with regard to cognitive styles and specific sub-classifications of logical thinking. In result, the LOGO programming teaching method significantly affected logical thinking and its sub-classifications.

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Development of a Virtual Pitching System in Screen Baseball Game

  • Min, Meekyung;Kim, Kapsu
    • International journal of advanced smart convergence
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    • v.7 no.3
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    • pp.66-72
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    • 2018
  • In recent years, indoor simulated sports have become widely used, and screen baseball system has emerged that can play baseball in indoor space. In this paper, we propose a virtual pitching system that can improve the realism of screen baseball game. This virtual pitching system is characterized in that it uses a transmissive screen in the form of a pitching machine without a pitching hole and installed on the back of the screen. Therefore, unlike existing systems where pitching holes are formed on the screen, it enhances the immersion feeling of displayed images. Also, in this pitching system, the synchronization algorithm between the pitching machine and the virtual pitcher is used to form a sense of unity between the virtual pitcher and the ball according to various types of virtual pitchers, thereby enhancing the reality of baseball games.