• Title/Summary/Keyword: Game Education

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A Development of Chatbot Q&A System to Answer Questions in Webpage - Focused on arts education matching services - (온라인 시스템 장애를 원활히 해결하기 위한 챗봇 Q&A시스템 개발 - 예술 교육 서비스를 중심으로 -)

  • Kim, Jae Min;Lee, Hye Moon;Kim, Myoung Young;Lee, Won Hyung;Yi, Dae Youmg
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.157-166
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    • 2018
  • Communication between customers and service providers is an important issue at sites where various businesses and transactions take place. In particular, the ability to solve problems quickly and accurately when a problem arises and when an inquiry is received is directly linked to trust in the site. In this paper, we propose a method of handling complaints and inquiries of site users by using chatbot technology on talent market platform site. First, we implemented chatbot that can communicate with the inquirers in real time, so that users can use the site usage and word search functions. For various errors and problems of the site which can not be defined by a few words or sentences, I have specified an error code and database it. Users of the site were able to contact chatbot with the error code that was output when an error occurred and get the corresponding response in real time. The chatbot implemented in this study provided a satisfactory experience because that was able to provide quick and accurate answers to users who experienced errors or inquiries when using the site. This will have a positive impact on the credibility and favorability of the site over the long term, and will help reduce manpower and time costs for error inquiries.

Social Big Data-based Co-occurrence Analysis of the Main Person's Characteristics and the Issues in the 2016 Rio Olympics Men's Soccer Games (소셜 빅데이터 기반 2016리우올림픽 축구 관련 이슈 및 인물에 대한 연관단어 분석)

  • Park, SungGeon;Lee, Soowon;Hwang, YoungChan
    • 한국체육학회지인문사회과학편
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    • v.56 no.2
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    • pp.303-320
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    • 2017
  • This paper seeks to better understand the focal issues and persons related to Rio Olympic soccer games through social data science and analytics. This study collected its data from online news articles and comments specific to KOR during the Olympic football games. In order to investigate the public interests for each game and target persons, this study performed the co-occurrence words analysis. Then after, the study applied the NodeXL software to perform its visualization of the results. Through this application and process, the study found several major issues during the Rio Olympic men's football game including the following: the match between KOR and PIJ, KOR player Heungmin Son, commentator Young-Pyo Lee, sportscaster Woo-Jong Jo. The study also showed the general public opinion expressed positive words towards the South Korean national football team during the Rio Olympics, though there existed negative words as well. Furthermore the study revealed positive attitude towards the commentators and casters. In conclusion, the way to increase the public's interest in big sporting events can be achieved by providing the following: contents that include various professional sports analysis, a capable domain expert with thorough preparation, a commentator and/or caster with artistic sense as well as well-spoken, explanatory power and so on. Multidisciplinary research combined with sports science, social science, information technology and media can contribute to a wide range of theoretical studies and practical developments within the sports industry.

The Validation Study of the Korean Version of Zero-sum Belief Scale (한국판 제로섬 신념 척도 타당화 연구)

  • Joeng, Ju-Ri
    • Korean Journal of Culture and Social Issue
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    • v.27 no.3
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    • pp.285-303
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    • 2021
  • The purpose of this study was to investigate the reliability and validity of the Korean version of the zero-sum belief scale among a sample of Korean adults. The original scale was developed by Różycka-Tran, Boski, and Wojciszke (2015) based on the Belief in a Zero-Sum Game (BZSG) model. A total of 508 participants (252 college students and 256 non-student adults) completed an online survey comprised of the scales of zero-sum belief, social trust, subjective socioeconomic status, individualistic-collectivistic tendencies, and social comparison orientation. Results of the exploratory factor analysis and the confirmatory factor analysis indicated that zero-sum belief scale has one factor. The internal consistency of the zero-sum belief scale was good. The Zero-sum belief scale did not have a significant relationship with social trust and subjective socioeconomic status. However, the scale was positively associated with vertical individualistic and vertical collectivistic tendencies and negatively associated with horizontal collectivistic tendencies. There was no significant relationship between zero-sum belief and horizontal individualistic tendencies, but there was a significant positive relationship between zero-sum belief and social comparison orientation. However, the results from the college student sample and the non-student adult sample were different. Lastly, this study could facilitate future research on zero-sum belief in South Korea, and future studies are needed to reveal the predictors and effects of zero-sum belief.

Innovative Teaching Technologies as a Way to Increase Students' Competitiveness

  • Olena M. Galynska;Nataliia V. Shkoliar;Zoriana I. Dziubata;Svitlana V. Kravets;Nataliia S. Levchyk
    • International Journal of Computer Science & Network Security
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    • v.24 no.7
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    • pp.157-169
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    • 2024
  • The article presents an analysis of innovative teaching technologies as a way to increase students' competitiveness. The author found that innovative technologies in education are information and communication technologies relying on computer-based learning. The structure, content of educational software, organization of Web-space are important when using innovative teaching technologies in English classes. We conducted the study in several stages: comparative analysis, synthesis, classification and systematization of the results of psychological and pedagogical, educational and methodological research; study of legislative acts, periodicals in order to identify the state of the research issue, and determining the directions of its solution, as well as subject, goal and objectives of the study. We used modelling to create situations of foreign language professional communication of future IT specialists. Empirical methods involved questionnaires used for identifying the motives of professional development and determining the features of the educational activities of future IT specialists in the process of training. The methods of mathematical statistics allowed to scientifically describe and systematize the obtained data, to identify the quantitative relationship between the studied phenomena, to analyse and summarize the results. We conducted a socio-psychological study during 2016 - 2019. It involved 255 first- and fourth-year students of National Technical University of Ukraine "Igor Sikorsky Kyiv Poly-technic Institute." Innovative information and communication technologies that improve the educational and cognitive activity of students, as well as increase the level of their knowledge have become important in teaching a foreign language in higher educational institutions. These technologies include MOODLE - Modular Object-Oriented Dynamic Learning Environment, business game, integrated pedagogical technology, case study technology. Thus, the information-rich learning process in combination with the use of innovative technologies, well-organized e-learning, interactive training courses, multimedia tools improves the program of teaching and learning foreign languages in general, and English in particular, improves the level of knowledge of future IT specialists and motivation to study and learn foreign languages, allows students to use a variety of authentic materials. We state that all these factors influence the process of individualization of learning and contribute to the successful mastery of a foreign language.

Development of Elementary School Science Instructional Program for Nurturing Creativity - 2. Development and Implementation - (창의력 계발을 위한 자연과 교수 학습 자료 개발 - 2. 개발과 적용 -)

  • Kang, Ho-Kam;Noh, Suk-Goo;Lee, Heui-Soon;Hong, Seok-In;Choi, Sun-Young;Won, Yong-Joon;Ha, Jung-Won;Kim, Ji-Sun
    • Journal of The Korean Association For Science Education
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    • v.21 no.1
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    • pp.89-101
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    • 2001
  • The purpose of this study was to develop the elementary school science instructional material for nurturing students' creativity and to analyze the effects of this material on the changes of students' creativity. This material was composed of student's worksheet and a teacher's guidebook, in which are relevant to the elements of creativity and creative activities that can be applied to elementary science curriculum of 5th and 6th grades. Student's worksheets include various creative activities: imagination, guided imagery, experimental activity, mind mapping as wrap-up, and 'let's think' as an extended activity, game, puzzle, making a cartoon, to be, role playing, and so on. These materials were applied to 5th grade science class, 156 students. They were divided into two groups: the treatment group to which developed material was applied and the control group which was a traditional lecture-centered class. After this material had been applied for 3 months, students of both groups took a test of creativity. Interviews and observation were also carried out with three level groups (higher, medium and lower level) which were divided within the treatment group based on their creativity score. The results of this study were as follows: The treatment group showed higher score on creativity than that of control group(p<0.01). In the result of interviews and observation, the students of the higher and the medium level accomplished their tasks by themselves better than those on lower level.All of them took an interest in visual activity. In a wrapping-up step, the higher level students made mind map more systematically and the medium students improved as time goes on, but low level students feel constrained. In totally, they used various expression methods and were interested in making drawings and cartoons creatively.

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Analysis of Overseas Research Trends Related to Artificial Intelligence (AI) in Elementary, Middle and High School Education (초·중·고 교육분야의 인공지능(AI) 관련 해외 연구동향 분석)

  • Jung, Young-Joo;Kim, Hea-Jin
    • Journal of Korean Library and Information Science Society
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    • v.52 no.3
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    • pp.313-334
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    • 2021
  • This study aimed to analyze AI research trends related to elementary, middle, and high school education. To this end, the related literature was collected from the SCOPUS database and the publication period of the collected literature was from 1974 to March 2021, with 154 journal papers and 571 conference papers. Research trends were analyzed based on the co-occurrences analysis technique of 4,521 words of author keyword and index keyword included in these papers. As a result of the analysis, big data, data mining, data science and deep learning were found as the latest research trends with machine learning and there was a difference between elementary, middle and high school education. It can be seen that elementary school had a lot of robot-related research, middle school had a lot of game and data-related research, and high school had various and in-depth research. In discussion, we mapped the top 50 words common to elementary, middle, and high schools with the 'Artificial Intelligence Basics' curriculum of Korean Government and '5 Big Ideas' of the United States Government so that AI research can be viewed at a glance.

Women's Field Hockey Pass Analysis using Social Network Theory (사회연결망 이론을 활용한 여자필드하키 패스분석)

  • Choi, Eun-Young;Kim, Ji-Eung;Lee, Seung-Hun;Park, Jong-Chul
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.471-477
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    • 2019
  • The purpose of this study is to analyse the attacking pattern of the key player through plenty of passes on field hockey between the winning games and losing ones through the preliminary game and the tournament. It has shown that the Korean women national team on field hockey is analysed all the passes through the sportscode for the 6 games of the World-League Final, and is investigated the centrality through the social network analysis using the R analytic software. The result is followed : First, It has shown three tendencies on the preliminary games that it has shown a lower Degree-Centrality, a same with Closeness, and a higher Betweenness than the tournament. Second, It has also described on winning games that it has explained a lower Degree-Centrality, a same with Closeness, and a higher Betweenness than losing games. On the conclusion, it has revealed that Korean women national team on field hockey showed a tendency that prefer to use a counter-attacking. Based on these study, expect to be used as a way to analyze performance in the field.

An Approach to Realistic Contents of T-ball for VR Sports Room Classes (가상현실 스포츠실 수업을 위한 티볼 실감 콘텐츠 접근)

  • Eun, Kwang-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.47-58
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    • 2022
  • This research presented development contents for application of realistic content approach study that can experience T-ball sports used in regular physical education classes at indoor space with screen. The scope of application can be used for ball sports training in virtual reality sports room of elementary and junior high schools. The approach process presents an appropriate approach system for sustainable training education which is to improve T-ball sports training to target users through consultation-based collaboration with sports experts and T-ball leaders, focusing on basic training content of T-ball textbooks. In other words, the training mode was designed to induce immersion in T-ball sports classes and provide natural basic training for students at elementary schools rather than simply experience-based realistic content. The developed training content provided basic attack training according to weekly differentiated curriculum, and the approach process of training mode by difficulty level was presented to allow the user to improve the training by the degree of difficulty. In addition, the match mode approach process that reflects the game rules of T-ball sports was presented. This study can be presented as a reference production case that can be used to improve basic training and physical exercise of ball sports for industries related to development of realistic content.

Development of RPG-based Cognitive Behavioral Group Therapy for Reducing Delinquency in Adolescents (청소년의 비행 문제 감소를 위한 롤플레잉게임형식 인지행동 집단치료 프로그램의 개발)

  • Bae, Seonghoon;You, Sungeun
    • Korean Journal of School Psychology
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    • v.16 no.3
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    • pp.471-499
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    • 2019
  • The purpose of this study was to develop a program that reduces adolescent delinquency and enhances adolescents' social problem-solving, emotional regulation, and self-control skills and to assess the effectiveness of the program. The program was administered in the form of a role-playing game ("RPG") to increase the participants' motivation to participate in and the effectiveness of the therapy. The subjects in this study were 36 adolescents who engaged in delinquent behavior and their 18 homeroom teachers in middle schools located in Seoul and Gyeonggi Province. The subjects were randomly assigned to the experimental group or the comparison group. The experimental group received the proposed RPG-based cognitive behavioral group therapy while comparison group received problem-solving group therapy. Teachers in the experimental group were educated about how to guide their students following each therapy session while teachers in the comparison group did not receive any education. The dependent variables in this study were incidences of delinquent behavior and social problem-solving, emotional regulation, and self-control skill level. Each variable was assessed before treatment, immediately after the end of the full treatment program, and two months after the end of the full treatment program. At the end of the full treatment program, the experimental group engaged statistically significantly in fewer delinquent behaviors and displayed statistically significantly higher levels of social problem-solving, emotional regulation, and self-control skills than the comparison group. These differences persisted until the assessment two months after the end of the full treatment program. Moreover, the experimental group reported higher levels of satisfaction with the treatment program than the comparison group. The findings of this study suggest that this RPG-based cognitive behavioral group therapy program is effective at reducing adolescent delinquency, improving adolescents' social and emotional management techniques and strategies for avoiding delinquency, and in motivating delinquent adolescents to engage more actively in treatment.

Contents Analysis on Hangul-learning Applications for Preschoolers - Comparative Analysis by Teaching Methods (유아대상 한글학습용 애플리케이션 평가 및 내용 분석 -언어 교수방법에 따른 비교 분석)

  • Suh, Joo Hyun
    • Korean Journal of Childcare and Education
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    • v.11 no.2
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    • pp.21-37
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    • 2015
  • The purpose of this study was to evaluate the contents of Korean-learning applications by comparing two teaching methods(Phonics Instruction/Whole Language Approach). For this purpose, a total of 51 Korean-learning applications were analysed. The instruments used in this study were developed based on Applications for preschoolers Evaluation Criteria and Vocabulary Game Applications for preschoolers Evaluation Criteria. The collected data were analyzed by using a t-test. The main results are as follows. First, 'Developmental appropriateness' had the highest scores whereas 'Amusement' had the lowest scores in general. Second, there was a significant difference in 'Interaction' by teaching method. Implications for the development of more systematic Korean-learning applications for preschoolers are discussed.