• Title/Summary/Keyword: Game Education

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A Survey on Recognition of School Environment Hygiene Purification Zones (학교환경위생정화구역에 관한 인지도 조사 연구)

  • Kim, Eun-Joo
    • Journal of the Korean Society of School Health
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    • v.20 no.2
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    • pp.69-80
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    • 2007
  • Purpose: The present study purposed to investigate the current state of harmful business places around schools and to survey and analyze how much middle school students know about school environment hygiene purification zones, which have not been much effective. Methods: In addition, this study clarified the problem of harmful environment around schools by inquiring into students' value and perception on worsening harmful environment around schools and provided basic materials necessary for making policies on school education and the protection of educational environment. For these purposes, we conducted a questionnaire survey of 1,000 middle school students in Gyeonggi-do on their perception on harmful environment around their schools, and drew conclusions as follows. Result: Students' knowledge about the School Health Act was low, and they generally thought that the law does not play its role substantially and efficiently in purifying and regulating harmful environment and regulations are superficial and temporary. To the question of whether harmful businesses observe laws for purifying environment around schools, most of the students replied negatively. In actuality, as most of harmful businesses running at school environment hygiene purification zones are stationeries with game rooms, comic book stores, PC rooms, etc., which are highly accessible to students, they become serious problems in school environment. Conclusion: As it is required to make continuous and systematic surveys and researches on the school environment hygiene purification zones, we need to manage school environment efficiently through cooperation among the government, education offices and individual schools.

Identification of Instructional Components to Increase Students' Interest and Creativity in American Science Classrooms (미국의 중학교 과학수업에서 학생들의 흥미와 창의성을 높이는 수업요소)

  • Kang, Nam-Hwa;Park, Yunebae
    • Journal of Science Education
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    • v.34 no.2
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    • pp.421-431
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    • 2010
  • The purpose of this study was to identify instructional components supporting students' interest and creativity in American middle school science classrooms. Two 7th grade classrooms were selected, and observed for 11 class periods each. Results showed that hands-on and small group activities were the most effective ways to increase students' interest. The teachers' instructional approaches, such as individualized paced teaching, sufficient peer teaching, permissive atmosphere, various media, and purpose-focused summary game were found to influence students' interest. To enhance students' creativity, increasing interest, making hypothesis, and trying to various experimental method with sufficient time were identified as effective components.

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Dynamics of Adult and Larval Dungeness Crabs: Larval Abundance as an Indicator of Adult Abundance in Regional Populations (던저네스 게 성체와 유생의 역학: 지역 개체군 지표로서의 유생의 풍도)

  • Park, Won-Gyu
    • Journal of Fisheries and Marine Sciences Education
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    • v.24 no.1
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    • pp.9-17
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    • 2012
  • The relationship between adult abundance and zoea I (ZI) density of Dungeness crabs was investigated in southeastern Alaska. Commercial harvest data (catch per pot) for male crabs larger than 165 mm in carapace width were collected from the Alaska Department of Fish and Game (ADF&G) management area, district 114 and a subdivision of district 114, 114C from 1996 to 2003. Commercial harvests of Dungeness crabs in the management area varied interannually. Commercial harvests decreased until 2000 but increased beginning in 2001. ZI density was obtained from zooplankton samples collected monthly from sampling stations within the same management district from 1997 to 2004. ZI occurred mostly in May and June, but as late as July in 1997 and 2002. ZI densities increased beginning in 1999. Total densities of ZI were significantly correlated with the commercial harvest data of adult male crabs within the management area, 114C (tens of square kilometers), containing the plankton sampling stations, but were not related to total commercial harvests within the larger geographic management area 114 (hundreds of square kilometers). We suggest that larval density may be an indicator of abundance of adult populations of Dungeness crabs.

Method and Case Study of Decision Tree for Content Design Education (콘텐츠 디자인교육을 위한 의사 결정 트리 활용 방법과 사례연구)

  • Kim, Sungkon
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.283-288
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    • 2019
  • In order to overcome the students' lack of information and experience, we developed a content planning tree that utilizes a decision tree. The content planning tree consists of a tree trunk creation step in which students select a theme and a story to develop, a parent branch generation step for selecting a category that can be developed based on the story, a child branch generation step for selecting the interesting "effect" method of producing the content effectively, a leaf generation step for selecting a multimedia expression 'element' to be visualized. The educational model was applied to game planning design and information visualization lectures, and provides examples of the categories, effects, and elements used in each lecture. The model was used for 145 team projects and the efficiency was confirmed by a step-by-step learning process.

Understanding of Business Simulation learning: Case of Capsim

  • KIM, Jae-Jin
    • Fourth Industrial Review
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    • v.1 no.1
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    • pp.31-40
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    • 2021
  • Purpose - According to the importance of business simulation learning as a new type of business learning tool, this study reviews the dimensions of business education and a brief history of business education simulation. At the end Capsim strategic management simulation program is introduce with its feature. Research design, data, and methodology - This study has been analyzed in a way that reviews at previous literature on simulation learning and looks at examples and features of Capsim simulation, online business simulation tools which has been used in the global market. Result - Capsim simulations are designed to offer focused opportunities for deep practice. That's why they are often more effective than passive tools such as textbooks, videos, or lectures. By the way, 'deep practice' is very different from 'ordinary practice'. After commuters who drive to school or work can accumulate thousands of hours of driving, but that doesn't make them expert drivers. The key to deep practice is self-awareness. That is, paying attention to what you are doing well and not so well. This is so important to learn that scientists use a specific term for it: 'metacognition', or thinking about the way you think and learn. Conclusion - The use of business simulation learning, such as Capsim, which is a given case, can create similar local systems by potentially engaging a large number of users in the virtual market. It could also be used as an individual to complete business training for students and those who are active in the business field of business.

Effects of leucine-enriched essential amino acid supplementation on muscular fatigue and inflammatory cytokines in wheelchair basketball players

  • An, Young Hwan;Kim, Jisu;Kim, Hee-Jae;Lim, Kiwon
    • Korean Journal of Exercise Nutrition
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    • v.24 no.2
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    • pp.38-46
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    • 2020
  • [Purpose] This study aimed to investigate the effects of leucine-enriched essential amino acid (LEAA) supplementation on muscle fatigue and the level of inflammatory cytokines in wheelchair basketball players after a basketball game and interval training. [Methods] Of the ten recruited wheelchair basketball players (aged 34.5±8.9 years; lean body mass of 34.3±10.0 kg) who had spinal cord injury (SCI) and had undergone amputation, nine participated in the final test. These nine athletes received LEAA supplements (3 times 4.0 g/day) or placebo treatment in a double-blind, randomized, crossover study. We measured variables related to muscular fatigue and inflammatory response before the intense exercise and 4 days after recovery. [Results] The significant effect of LEAA supplementation was inhibition of circulating IL-6 levels in the LEAA-treated group compared with the placebo group (P < .05). However, no changes were observed in the TNF-α and creatinine kinase levels. Moreover, analysis of variance analysis showed no significant difference in the relative values of muscle soreness. However, the effect size analysis with Cohen's d reported a significant improvement in the relative values of whole body and back muscle soreness. [Conclusion] Our results revealed that LEAA supplementation before and after intense exercise could help reduce muscle soreness and IL-6 levels in wheelchair basketball players.

On the Application of Gamification Elements in Libraries

  • Seong-Kwan Lim
    • Journal of Information Science Theory and Practice
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    • v.11 no.2
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    • pp.1-11
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    • 2023
  • Libraries are still conservative in their approach or practice of providing various services for the unspecified majority of visitors attending these institutions. It is very apparent that libraries are not actively trying to increase the interest and participation of users by applying the various angles or elements associated with gamification. By its very nature, gamification is the application of game-playing elements such as point scoring, peer competition, team work, score tables, and such used to motivate participants and make them more engaged with the subject matter. In areas such as education, marketing, and exercise, the implementation of gamification techniques is actively taking place in order to maximum participation by taking advantage of uncertainties or the competitive nature that many people have with the setting of goals. In this study, four libraries that have applied gamification are analyzed to understand how and to what degree gamification has been applied. Broken down into four different elements, this includes: Point, Reward, Leaderboards & Competition, Self-expression & Achievement. By focusing on the results of this analysis, gamification measures that can be applied to other libraries are specifically proposed. The overall results of this study will provide useful guidance and potential plans for libraries seeking to increase the number of users by using gamification to increase user participation and/or satisfaction with additional library services.

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.

Contents-Development for Increasing Creativity based on Algorithm (알고리즘을 기반으로 하는 창의성 신장 콘텐츠 개발)

  • Kim, Eun-Gil;Kim, Jae-Hyung;Kim, Jin-Woo;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.271-280
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    • 2010
  • Education focus on cultivating creative talent in the rapidly changing knowledge and Information society. Algorithms of computer science students to logical thinking and problem solving to find the best solution is an effective learning content. But the algorithm often educate at the University of reality when considering the level of elementary school students' cognitive structure and it is very important for teaching. In this study, based on the principle of the algorithm with an educational content for students to understand the principles of their own problems as the best way to resolve the situation with the ability to want to kidney. Content that contains elements of the game interesting for students to participate actively interested in effective teaching methods to the understanding of the principles of the algorithm will be a big help.

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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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