• Title/Summary/Keyword: Game Education

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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
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    • v.8 no.4
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    • pp.65-73
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    • 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.

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Case Analysis on the Signification Model of Three Signs in a Mathematically Gifted Student's Abstraction Process (수학 영재의 추상화 학습에서 기호의 의미 작용 과정 사례 분석)

  • Song, Sang-Hun;Shin, Eun-Ju
    • School Mathematics
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    • v.9 no.1
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    • pp.161-180
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    • 2007
  • The purpose of this study is to analyse how a mathematically gifted student constructs a nested signification model of three signs, while he abstracts the solution of a given NIM game. The findings of a qualitative case study have led to conclusions as follows. In general, we know that most of mathematically gifted students(within top 0.01%) in the elementary school might be excellent in constructing representamen and interpretant But it depends on the cases. While a student, one of best, is making the meaning of object in general level of abstraction, he also has a difficulty in rising from general level to formal level. When he made the interpretant in general level with researcher's advice, he was able to rise formal level and constructed a nested signification model of three signs. We suggested 3 considerations to teach the mathematically gifted students in elementary school level.

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Development of an Authoring Tool to Create Interactive 3D Convergence Contents for Smart Learning (스마트교육을 위한 인터랙티브 3D 융합콘텐츠 저작도구 개발)

  • Roh, Chang Hyun;Kim, Byung-Cheol
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.401-407
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    • 2016
  • In the smart education era, it is crucial for the teacher to make lecture materials in the form of 3D convergence contents for themselves. In this study, we developed an interactive authoring tool to create 3D convergence contents for the teacher. The proposed system was implemented based on a commercial 3D engine for practicality. To evaluate the usability of the tool, we conducted a satisfaction survey of a focus group. As a result, we concluded that the proposed authoring tool was useful to create desired contents but rather complicated to use due to the text-based script editor. In the following research we will improve the editor so that it can be used in a more intuitive manner.

A Study on Direction of Convergence Education through The Crisis of The Humanities Majors (인문학 전공자의 위기를 통한 융합교육의 방향성 고찰)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.207-216
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    • 2015
  • Recent statistics revealed that with the crisis of humanities, the unemployment rate of the students majoring in this field of study is very high. Considering the seriousness of current situations, the government announced 'Plan to Help Students Majoring in Humanities Find Job.' This study confirmed that the government's policy for those from the department of humanities is valid and reasonable. However, the convergence of humanistic imagination and engineering thoughts could generate some side effects. Therefore, this study suggested a direction for humanistic convergence education to help these students get the career they want. In this study was investigated methodology which can maximize the efficiency of digital storytelling through microscopic convergence instead of macroscopic convergence. In addition, this study proposed that an inter-disciplinary convergence system-based project would be the best solution to nurture convergence-oriented talents in humanities.

Implementation of Artificial Intelligence Computer Go Program Using a Convolutional Neural Network and Monte Carlo Tree Search (Convolutional Neural Network와 Monte Carlo Tree Search를 이용한 인공지능 바둑 프로그램의 구현)

  • Ki, Cheol-min;Cho, Tai-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.405-408
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    • 2016
  • Games like Go, Chess, Janggi have helped to brain development of the people. These games are developed by computer program. And many algorithms have been developed to allow myself to play. The person winning chess program was developed in the 1990s. But game of go is too large number of cases. So it was considered impossible to win professional go player. However, with the use of MCTS(Monte Carlo Tree Search) and CNN(Convolutional Neural Network), the performance of the go algorithm is greatly improved. In this paper, using CNN and MCTS were proceeding development of go algorithm. Using the manual of go learning CNN look for the best position, MCTS calculates the win probability in the game to proceed with simulation. In addition, extract pattern information of go using existing manual of go, plans to improve speed and performance by using it. This method is showed a better performance than general go algorithm. Also if it is receiving sufficient computing power, it seems to be even more improved performance.

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The Effect of Discomfort Index on Outfielder's Game Record Data (불쾌지수가 외야수의 경기 기록 데이터에 미치는 영향)

  • Kim, Semin;Shin, Chwa-Cheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.8
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    • pp.978-984
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    • 2020
  • In this study, the correlation between sports records and weather data was analyzed using the big data analysis method. To this end, data was collected by API and crawling, data was processed, statistics were performed, and data visualization was performed. The subject of this study was a player who entered the regular at-bat among outfielders in the 2019 KBO League. In addition, meteorological data were analyzed by using the unpleasant index and above 70 and below 70. As a result of the study, in the various hitting indicators, which are the records that pitchers intervene, the higher the unpleasant index, the better the outfielder's record, but pitchers, walks, pitches, pitching success rates, pitches per turn, pitches per game From the records of the back, it was found that the outfielder made the pitcher difficult. It is expected that this study will help the development of the sports data industry and the performance of baseball players, baseball teams, and coaching staff.

Development of Creative Problem-Solving Activities for Integrating Mathematics and Information Science: Focusing on the Hat Game for Mathematically Gifted Students (수학 정보과학 융합을 위한 창의적 문제해결 활동 개발: 영재 학생을 대상으로 한 모자 게임을 중심으로)

  • Seo, Jiyoung;Youn, Sang-Gyun
    • Communications of Mathematical Education
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    • v.36 no.3
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    • pp.439-467
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    • 2022
  • The future society requires not only knowledge but also various competencies, including creativity, cooperative spirit and integrated thinking. This research develops a program for integrating mathematics and information science to enhance important mathematical competencies such as problem-solving and communication. This program does not require much prior knowledge, can be motivated using everyday language and easy-to-access tools, and is based on creative problem-solving activities with multilateral cooperation. The usefulness and rigor of mathematics are emphasized as the number of participants increases in the activities, and theoretical principles stem from the matrix theory over finite fields. Moreover, the activity highlights a connection with error-correcting codes, an important topic in information science. We expect that the real-world contexts of this program contribute to enhancing mathematical communication competence and providing an opportunity to experience the values of mathematics and that this program to be accessible to teachers since coding is not included.

A Development of Multimedia Software for STatistical Education using Authoring Tool-Dice and Card Game- (저작도구를 이용한 통계교육용 멀티미디어 소프트웨어 개발 연구 - 주사위 게임과 카드 게임 -)

  • 한경수;안정용
    • The Korean Journal of Applied Statistics
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    • v.9 no.2
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    • pp.73-82
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    • 1996
  • A multimedia software for introductory education is developed based on computer simulation. Developing tools for educational software are discussed. A developed software can be used interactively in teaching of statistical basic concepts.

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Implementation of Environment Education Software using the Ruins Original Form Restoration Technique (유적원형 복원 기법을 이용한 환경교육용 소프트웨어의 구현)

  • Lee, Gi-Sung;Lee, Keun-Wang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.3
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    • pp.1367-1372
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    • 2011
  • This paper designed 3D animation in consideration of human characteristics to stimulate their interest and to be more understandable to them. It was also confirmed that, using the 3D animation contents, general people came to recognize the problem of environment pollution and developed desirable attitude and behavior for protecting the environment. Furthermore, this paper suggested the ruins original form restoration technique of the residential environment and the natural environment of Hanyang in the Joseon Dynasty period using the 3D virtual reality digital recovery techniques.

Development of Boxing Robot System for Mechatronics Education (메카트로닉스 교육을 위한 복싱 로봇 시스템의 개발)

  • Jeon, Poong-Woo;Jang, Pyung-Soo;Joo, Byung-Kyu;Cho, Ki-Ho;Jung, Seul
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.330-330
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    • 2000
  • In this paper, as an entertainment robot the implementation of boxing robot system is presented for mechatronics education. In order for students to learn robot as a mechatronics system, boxing robot is a good model. The boxing robot consists of three parts: two link arms for punching, controller for actuating wheeled mobile robot, infrared rays sensors for the detection of he other robot and ring. The strategic algorithm for playing boxing is presented as wel as simple game rules.

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