• Title/Summary/Keyword: Game Education

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Kiosk training strategies based on IT educational App for older adults

  • Jee, Sung-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.4
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    • pp.239-245
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    • 2021
  • Due to the fourth industrial revolution and the Corona19, the availability of digital devices such as kiosks is a matter directly related to survival for older adults with digital divide. This paper analyzes the problems of existing information service education for older adults and proposes an IT education strategy tailored to aging and life cycle of older adults. The proposed in this study is an educational application-based IT training method that supports repetitive learning regardless of time and place, developing kiosk function as a functional game-type educational application and experimenting with post-training effectiveness. The research method proposed UI usability evaluation frame for older adults, and developed educational applications based on proposed evaluation frame, and conducted kiosk education. As a result of the experiment, the mission success rate after using the IT application was 80.6%, which is a 55.1%P improvement compared to the pre-use(25.5%). This study confirmed that the proposed education for older adults is a way to overcome the limitations of existing IT education in the current situation.

A Knowledge Structure for Physical Education Application of Ecological Marine Sports; Focusing on Volleyball Games and Swimming (생태형 해양스포츠의 체육교육 적용을 위한 지식구조; 배구형 게임과 수영을 중심으로)

  • Byung-Kweon Chang
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.6
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    • pp.738-747
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    • 2022
  • The purpose of this study is to construct a knowledge structure for the application of physical education in ecological marine sports. As specific exercises, a volleyball game (beach volleyball) and open water swimming were set, and a knowledge structure analysis framework was used for the study. Expert consultation was conducted to secure the validity of the study. The study results are as follows. First, a knowledge structure based on the 2022 revised physical education curriculum was prepared. Second, the basis for the application of physical education classes for ecological marine sports was prepared. Third, learning contents in the knowledge·understanding domain, process·functional domain, and value·attitude domain of beach volleyball were proposed. Fourth, learning contents of knowledge·understanding domain, process·function domain, and value·attitude domain of sea swimming were proposed. This study is meaningful in that it prepared in advance for the realization of the 2022 revised physical education curriculum to be introduced in the future.

A Study on the Practice of Performance Assessment in the Elementary School Mathematics - Focussing on Self-assessment and Peer-observation - (초등학교 수학과 수행평가 실천에 관한 연구 - 자기평가.동료평가.관찰평가를 중심으로 -)

  • Kim Song-Ja;Choi Chang-Woo
    • Journal of Elementary Mathematics Education in Korea
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    • v.10 no.1
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    • pp.67-87
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    • 2006
  • This study is to recognize a problem in the practice of performance assessment in elementary school, and to find out some suggestive points for improvement of teaching·learning method in elementary mathematics through assessment by reducing time restriction according to assessment through the practice of self-assessment, peer-assessment and observation, and then by reflecting the results of assessment on teaching learning plan. For that, the questions of study set up are as follows ; 1. How should self-assessment and peer-assessment be applied to in elementary mathematics assessment? 2. How should the time for 'let's play an interesting game' be managed for assessment of elementary mathematics? 3. How should the results of assessment be reflected on the Process of teaching and learning of mathematics? To solve these problems, a researcher of this thesis performed self-assessment, peer-assessment on 40 students of second grade under her charge as a class teacher, and applied observation in the time management process for 'let's play an interesting game' for a semester. self-assessment was made by mathematics journal, self-assessment chart, peer-assessment was by the analysis of conversation record among students in the situations of assessment, and observation was by observation of activity when playing with the results data of play analyzed. the concrete methods of application as follows ; First, mathematics journal was applied $1{\sim}2$ times by each unit with reconstruction into the level of second grade on the basis of the preceding-study models. Second, peer-assessment was applied to the unit-assessment time and the play-activities time by the method of recording·analyzing the contents of conversation among students in the process of assessment. Third, mathematical attitude & dispositions of students making use of the self- assessment table were examined referring to the teaching learning plan. Fourth, the time management for 'let's play an interesting game' was made through the prior recognition of play method and the joyful play-activities by use of the play-plate. Assessment depended on analysis of play-activities results of students making use of an observation form. Fifth, the results of self-assessment, peer-assessment, and observation were analyzed, and then they were made use of as self-observation data, of teacher her/his self, or teaching·learning improvement data. Students' self-assessment datum (mathematics diary, self-assessment sheets, conversation contents in the process of assessment) and observation materials (check lists, Play-activity result materials, conversation contents in the process of play) obtained in the process of application was analyzed as follows ; 1. From the practice of self-assessment in form of mathematics journal, I could obtain not only datum showing how much students was understanding the learning aims by unit time and to any degree they reached but also information about their response to learning datum and favorable type of learning. 2. Assessment by self-assessment chart was useful in planning the mathematics teaching learning process because it helps ascertain mathematical attitude & dispositions of students. 3. Through the application of peer-assessment, students had the opportunity of communicating with other students looking back on his/her explaining process, and teachers could obtain basic materials for assessment of students. 4, In case of time management for 'let's play an interesting game', there was natural extension of play made through time-security by prior looking into the method of play-activity, and then, for a remained time, by making children play a new game. 5, I could easily record the activities of students by use of the observation. form, and make use of it as basic data for descriptive assessment. 6, Each kinds of data obtained from the results of assessment was helpful for securing self-observation materials in the process of teaching learning and for their betterment in mathematics subject. However, because they were in the second grade of elementary school and there was an individual difference, some students could not make use of mathematics diary or self-assessment form properly. In case of these students, assessment data would be obtained through interview or observation. And for effective operation of play, its purpose & method and matters that demand special attention when play-acting should be clearly guided. Also, when applying an effective play in addition to play activities in textbook, to lessons, interesting mathematics lessons could be guided.

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The Exploratory Study of Children's Use of Smart Devices in Information Society (정보사회에서 어린이들의 스마트기기 이용생활에 대한 탐색적 연구 -초등학교 고학년을 중심으로-)

  • Han, Byoungrae;Gu, Jungmo
    • Journal of The Korean Association of Information Education
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    • v.18 no.3
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    • pp.423-432
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    • 2014
  • With wide spread of smart devices, the use of children's smart devices were increased. We have performed an exploratory study about children's use of smart devices in the viewpoint of lives of children. The children was encouraged on the school centered learning by their parents. In this study, we wanted to explore the state of life of children's using of smart devices in the view of the children's life at the age of information society. The results show that there was a difference in children's using of smart devices between big and small city. This research shows that the students have the lack of the experiences of learning of desired usages and learning with devices. In the play with the non-electronic media, outside play was more than indoor play. Half of the answers at the amount of time to play the game and to watch the TV were "within an 1 hour". We know that the proportion of children's indoor play portion is more than outdoor play of it.

Feasibility Analysis and Curriculum Design for the Business Simulation Learning (경영 시뮬레이션 학습의 타당성 분석 및 교수모형 설계)

  • Lee, Jae-Won;Park, Jin- Meyoung
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.309-323
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    • 2009
  • Business simulation learning is a business education method of the software applications that applied for the university's management training. Its interest is increasing as management training tools to simulate the virtual enterprise and to learn the business management knowledge, management skills, experience and problem-solving. This research was done for the feasibility analysis and management education model design of the business simulation learning. As a prior research to the introduction and operation of the university's business simulation learning curriculum, the need and literature research on the possibility recognition of classes for college students and corporate executives, a demand survey research and analysis was done and discussed the necessity and possibility of the business simulation learning for the industry and universities education area. In addition, we designed a curriculum of the business simulation learning and presented some of education models of management for the university's management training purpose by using the results of the survey research and literature analysis.

Research of Education Program for Autistic Children the Clay (흙 놀이를 통한 유아자폐증치료과정 연구)

  • Kim, Sung-Min
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.91-98
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    • 2009
  • The structure of modern society are complex, fast, overflowing of individualism and losing of independence through the standardization of human relationship. The frequency increased that children watch television and play computer game alone through this structure. Also, the mental disorder like as autism tend to be increase for childhood because, parents overprotect, unmethodical bringing up children, emotional disturbance and effect of genetic. Therefore, research and case study of art therapy publish that illustrates a tendency of developing and growing. On the base of this situation art therapy realize more important than before and gain power. Therefore, this research consider that clay therapy effect for autistic just children and investigate function of catharsis through the case study. Also, make study that social rappot and function of catharsis develop for children who has autism. The suggest effect of synergy which come from clay therapy(education of ceramic) and development of education program.

The Effects of a Green Based Growth Education Program on Young Children's Environmental Preservation Knowledge, Attitude and Behavior (녹색성장교육에 기초한 프로그램이 유아의 환경보전지식, 태도 및 행동에 미치는 효과)

  • Lee, Mi Jin;Kim, Ji Eun
    • Korean Journal of Childcare and Education
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    • v.10 no.2
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    • pp.153-174
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    • 2014
  • This study started as an effort to solve the serious environmental program that the Korean government and internationally focused on. For the purpose of the study, a green based growth education program was composed that young children could participate in. With this program, the study participants could form attitudes, behavior, and knowledge of environmental preservation. To see the effectiveness of the green growth educational program, the study set up a control and an experimental group. The program was composed with four major content 'ecosystem', 'energy', 'resource', and 'green citizenship'. The study planned 20 sessions including fairy tales, storytelling, art, game, and science activities. The study's participants were a total of 42 five-year-old children. The result of the research showed that the experimental group's environmental preservation knowledge, attitude, and behavior score was significantly higher than the control group. The green growth educational program had a positive effect on young children's knowledge, attitude, and behavior of environmental preservation. This study included the realities of the difficulties applying green growth education in kindergarten, the result provided practical information regarding the green growth educational program to kindergarten teachers.

Improvement Study abroad School Safety Analysis (국내외 학교안전 실태분석을 통한 개선방안 연구)

  • Kim, Teahwan
    • Journal of the Society of Disaster Information
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    • v.11 no.3
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    • pp.385-392
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    • 2015
  • In hosting outdoor activities and school trips, safety issues are gaining serious attention lately. In addition to Sewol ferry tragedy and an incident at Kyungjoo Mauna Resort, there have been grown problems related to this crucial factor. This research analyzes negligent accidents occurred from domestic and foreign schools and aims to provide effective safety education and policy through comparative analysis between domestic and foreign cases. We mainly relied on documents such as newspapers, internet articles and legal papers to investigate cases and cooperated with relevant government departments for collecting references and setting agenda for safety supervision. The analysis on both domestic and foreign cases revealed that students abroad receive opportunities for first-hand experience regarding safety and systematic education, as safety maintenance is prioritized. Based on this culture, safety education should be habituated domestically, while participatory safety programs that students can actively involve must also be devised. Moreover, through preparation of entertaining contents such as SNS game programs, skits and activities employing multiple facilities and vehicles at school safety education, we must induce students to actively participate in the program with interests.

Suggestion of Elementary School Information Security Education Elements Based on Pipe Game to Understand the Principle of Data De-Identification (데이터 비식별화 원리의 이해를 위한 파이프 게임 기반 초등 정보보호 교육 요소 제언)

  • Kim, Jinsu;Kim, Sangchoon;Park, Namje
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.5
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    • pp.1063-1070
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    • 2021
  • The development of IT technology emphasizes the importance of training IT professionals, and the need for education for elementary and secondary education as well as adult education for training technical talent is expanding. In particular, information curriculum will be added as an essential course from the 2015 revised curriculum, and IT technology will be understood in the curriculum for elementary and secondary schools and will be required to develop applicability to solve problems based on understanding. Currently, research is under way to integrate IT technologies to provide new services, and if the use of personal information is required in the process, thorough security for the leakage of personal information is pre-empted. It also prevents the identification of personal information in the process of transmitting data to the outside world. In this paper, we propose a training method for elementary school subjects to understand the non-identification process that occurs in the process of transferring data using pipe games so that they can understand the principles of non-identification and develop applications to solve real-life problems.

A Development of Traffic Safety Education Application Using Mixed Reality (혼합현실을 활용한 교통 안전교육 애플리케이션 개발)

  • Kim, Kang-Ho;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1602-1608
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    • 2019
  • In this study, we developed a "Zetton Children's Traffic Safety Education" application using mixed reality to help children experience a variety of traffic situations indirectly and to help them defend themselves from accidents. We analyze the types of high mortality child traffic accidents to set learning goal. And we developed the experience-oriented contents that players could acquire signal systems and traffic information naturally and funny in the course of playing scenarios according to designed various traffic situations. In order to verify the educational effectiveness of the developed application, children were given traffic safety education through after-school education activities. The result shows that the frequency of right answers to questions related to traffic safety awareness and learning objectives is increased.