• Title/Summary/Keyword: Game Education

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Ecological Viewpoint of Evolution in Physical Education (체육교과 진화에 관한 생태학적 조망)

  • Kim, Chae-Woon;Yi, Joo-Wook
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.400-409
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    • 2009
  • This study purports to review and discuss the evolution of Physical Education in terms of ecological viewpoint. To achieve this purpose, this study try to look for the meanings through the 2007 revised physical education curriculum. The reason that I look for the meanings from the curriculum is because the curriculum includes objectives, values and philosophical backgrounds in Physical Education. Through this study, I found the following results. Governmental active supports to reinforce roles of in-service teachers should be emphasized. Second, teacher should focus on Game strategies for Physical Education. Third, mental function for activities in Physical Education should be considered as an intelligence as one of H. Gardner's multiple intelligences rather than they are just accepted as the level of functions or a motor nerves. Fourth, Physical Education for 11 and 12 grades should be accepted as a requirement to maintain Physical Education. classes in high school as a normalization process.

An Analysis on the Use of Computer of Elementary Students (초등학생들의 컴퓨터 활용 실태 분석)

  • Kim, Young-Gi
    • Journal of The Korean Association of Information Education
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    • v.12 no.3
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    • pp.283-292
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    • 2008
  • Computer Science Education has to be dynamically changed due to a change of information technology. This study aims to present the direction of development for computer science education according to compare a report of KEDI; Korean Educational Development Institute, twenty years ago with our latest investigation. In this research, nowadays the personal computer diffused at most home. Home is the main environment for students to use computer. Students demand new computing curricula and teaching method. The global tendency of computer science education focuses on the improvement of problem solving ability. According to our investigation, most students hope to learn the new computing skills through game-based learning. We present the unplugged teaching methods and simulation-based learning using EPL(Educational Program Langage). Of course it's important to be applied to school now. And it can be achieved just by national efforts alone.

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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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Analysis of the Relationship between a Batter's Performance and Discomfort Index using Big Data: focusing on the Number of Pitches and On Base Percentage (빅데이터를 활용한 타자의 출루 관련 경기력과 불쾌지수의 관계 분석 : 투구 수 유도와 출루율을 중심으로)

  • Kim, Semin;You, Kangsoo
    • Journal of Industrial Convergence
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    • v.18 no.4
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    • pp.61-66
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    • 2020
  • Recently, attempts have been made to use data to operate games, seasons, and teams in professional baseball. Therefore, in this study, we collected baseball game records and analyzed the relationship between on-base rate and pitching count induction, and this was defined as the third record for non-game factors such as discomfort index, which includes the weather application data. When the discomfort index was over 75, the pitcher's induction of pitching was high, and when the discomfort index was less than 69.9, the on-base rate was high, but when the discomfort index was 70 or more and less than 75, the batter's on-base performance was the lowest. Through the results of the study, it could be inferred that the discomfort index, the batter's on-base rate, and the number of induction pitches are related, and that it is highly likely to be related to the pitcher's performance. Through this study, we could see the possibility of defining a cumulative/ratio record defined as the primary record and a saver metric defined as the secondary record, and a third, tertiary record linking data outside the game.

A Pilot Study for Development of the Serious Game Contents for Education in the Elderly Diabetes (노인 당뇨환자 교육용 기능성 게임 콘텐츠 개발을 위한 예비연구)

  • Kim, Yu Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.184-192
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    • 2017
  • This study was a pilot test of serious educational game content(named Roly Poly 160) designed to enhance self-care by elderly diabetics. Roly Poly 160 was developed in eight steps (literature review, demand survey and consultation, extraction of serious content using games, development of Roly Poly 160, pretest for users, workshop for health care workers, final completion of Roly Poly 160 and user satisfaction survey of Roly Poly 160). Roly Poly 160 is intuitively structured in three modules (self-management, card games, and quiz games) that can be self-managed by the elderly and is designed based on six principles. First, we constructed an intuitive interface considering the age of users. Second, the menu was selected as the main menu for Koreans and calorie learning was made at the same time. Third, the calories and nutrients (carbohydrate, fat, protein, calcium, sodium) of selected foods are analyzed, and all test data recorded in the questionnaire chart are graphically displayed by year, month and week so that the change trends can be grasped at a glance. Fourth, necessary data were saved and output and used as educational data. Fifth, user data are made compatible and aggregated and up to 100 million members can be registered. Sixth, it is designed to be developed as a mobile app if necessary. Using Roly Poly 160, 119 diabetic patients were diagnosed with diabetes, and the satisfaction score was 4.26 out of 5. These findings indicate that Roly Poly 160 is appropriate as a diabetes self-care tool and suggests that there is a possibility to use it as a program to educate people about diabetes in public health centers, hospitals and clinics.

Analysis of different types of turnovers between winning and losing performances in men's NCAA basketball

  • Han, Doryung;Hawkins, Mark;Choi, HyongJun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.7
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    • pp.135-142
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    • 2020
  • Basketball is a highly complex sport, analyses offensive and defensive rebounds, free throw percentages, minutes played and an efficiency rating. These statistics can have a large bearing and provide a lot of pressure on players as their every move can be analysed. Performance analysis in sport is a vital way of being able to track a team or individuals performance and more commonly used resource for player and team development. Discovering information such as this proves the importance of these types of analysis as with post competition video analysis a coach can reach a far more accurate analysis of the game leading to the ability to coach and correct the exact requirements of the team instead of their perceptions. A significant difference was found between winning and losing performances for different types of turnovers supporting current research that states that turnovers are not a valid predictor of match outcomes and that there is no specific type of turnover which can predict the outcome of a match as briefly mentioned in Curz and Tavares (1998). Significant differences were found between winning and tied and losing and tied performance for some types of turnovers, however due to the lack of data collected in this area they cannot be considered valid. Further research could also be conducted in other areas relating to performance indicators where there is currently minimal research in some areas such as assisted baskets, stated about the performance indicators in their own study the performance indicators are inadequate for explaining the complexities of the game suggesting that one indicator will not be constant in every game an research into performance analysis areas would be more appropriate.

Big Data Analysis of the Correlation between Average Daily Temperature and Batting Power (빅데이터를 활용한 타자의 장타력과 일일 평균 기온 간의 상관관계 분석)

  • Kim, Semin;Shin, Chwacheol
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.225-230
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    • 2020
  • The KBO League is held over a long period of time due to the large number of games. Also, Korea has a diverse and distinct climate. Therefore, this study analyzed the relationship between the daily average temperature and the record of batting power such as home runs, triples, doubles, number of bases, batting percentage, and net batting percentage, and a third baseball record was defined. For this study, the correlation between the daily average temperature data and the batter who entered the standard at-bat in the KBO League in 2019 was analyzed through the SEMMA method. From the results of this study, it was found that the average daily temperature had an effect on a batter's hitting power. In particular, it was found that a batter's hitting power decreased on the day of temperatures recorded between 20.0 degrees and 24.9 degrees, and it was discussed that this may have been related to the physical condition of the pitcher the batter was facing. Therefore, it can be expected that players, coaching staff, and the front desk can use them in the game through conditions outside the game. In addition, it is expected that it will be a more useful analysis model by analyzing the records of pitching, base running, and defense as well as subsequent batting records.

Investigating Multiple Intelligence Theory in the 5th Grade English Textbook (초등학교 5학년 영어 교과서 활동 분석: 다중지능이론을 중심으로)

  • Youngjee Yoon;Jaeseok Yang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.53-59
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    • 2023
  • We aim to investigate whether the activities in the 2015 revised elementary English textbooks are reflected in terms of Multiple Intelligences. Specifically, we analyze three types of activities including project, game, and cultural activities in three types of the 5th grade English textbooks. Additionally, we compare the differences in the Multiple Intelligences according to three different publishers. The data includes three different sorts of fifth-grade English textbook activities. We found that verbal-linguistic intelligence, interpersonal intelligence, and visual-spatial intelligence are heavily involved in project activities. Verbal-linguistic intelligence, interpersonal intelligence, visual-spatial intelligence, and kinesthetic intelligence are all utilized in game activities. Lastly, cultural activities demonstrate verbal-linguistic and visual-spatial intelligence. In consideration of the diversity of students, we suggest that English textbooks need to consider diverse and well balanced approach to incorporating Multiple Intelligences in order to make the textbooks to meet the needs of the diversity of learners.

Topophilia Convergence Science Education for Enhancing Learning Capabilities in the Age of Artificial Intelligence Based on the Case of Challenge Match Lee Sedol and AlphaGo (알파고와 이세돌의 챌린지 매치에서 분석된 인공지능 시대의 학습자 역량을 위한 토포필리아 융합과학 교육)

  • Yoon, Ma-Byong;Lee, Jong-Hak;Baek, Je-Eun
    • Journal of the Korea Convergence Society
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    • v.7 no.4
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    • pp.123-131
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    • 2016
  • In this paper, we discussed learner's capability enhancement education suitable for the age of artificial intelligence (AI) using game analysis and archival research based on the 2016 Google Deepmind Challenge match between AI that possessed the finest deep neural networks and the master Baduk player that represented the best of the human minds. AlphaGo was a brilliant move that transcended the conventional wisdom of Baduk and introduced a new paradigm of Baduk. Lee Sedol defeated AlphaGo via the 'divine move and Great idea' that even AlphaGo could not have calculated. This was the triumph of human intuition and insights, which are deeply embedded in human nature as well as human courage and strength. Convergence science education that cultivates student abilities that can help them control machines in the age of AI must be in the direction of developing diverse human insights and positive spirits embedded in human nature not possessed by AI via implementing hearts-on experience and topophilia education obtained from the nature.

Kinematic Analysis of Women's Shot-Put Final Round at IAAF World Championships, Daegu 2011 (2011 대구세계육상선수권대회 여자 포환던지기 결선경기의 운동학적 분석)

  • Lee, Kyung-Il;Hong, Wan-Ki;Yun, Chung-Gul;Yun, Hee-Na;Choi, Monn-Young;Kim, Ja-Eun
    • Korean Journal of Applied Biomechanics
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    • v.21 no.5
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    • pp.639-644
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    • 2011
  • The purpose of this study was to provide quantified data on the throwing skills of world-class athletes and to analyze the kinematic variables for women shot-putters at the IAAF World Championships Daegu 2011. Three-dimensional motion analyses of the eight players who qualified for the final round were carried out to obtain the data. The Kwon3D XP program was used for image analysis of the kinematic data, which included the configurations of each joint. The following conclusions were arrived at. The throwing distance increased with an increase in the release speed, and a significant correlation (p <. 01) was observed between the throwing distance and release speed. It was also shown that players using the spin technique increased their release speed with a fast shoulder-rotation-angle speed. The release height varied with their height and showed a significant difference with the record. This showed that the release angle did not greatly influence the record for the game, but varied with their technical and physical characteristics. Therefore, an increase in release speed is required to improve the record.