• Title/Summary/Keyword: Game Education

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A Single Case Study on a Child with ADHD by the Application of Attention Improvement Training Composed of Play and Games (놀이와 게임을 활용한 주의력향상훈련을 적용한 ADHD 아동의 단일사례연구)

  • Kim, Mi-Yeon;Hong, Young-Ki
    • The Korean Journal of Elementary Counseling
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    • v.8 no.1
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    • pp.15-32
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    • 2009
  • The purpose of this study was to make a case study of a fourth- grade child diagnosed as ADHD. The subject in this study, who was the supplier of information, was especially inattentive and. impulsive. The focus of this study was placed on improving his attention, and it's also meant to lighten his impulsiveness. An attention improvement training program was devised by applying play and games that would spark the interest of the ADHD child who was inattentive and felt easily boring. The program was conducted in 15 sessions, and his self-report of attention and impulsiveness and task performance were checked to find out the effect of the program before, after and six weeks after it was implemented. Besides, additional data were gathered by keeping observational and counseling journals and interviewing people around them, and the collected data were analyzed to get a profound understanding of the child. The finding of the study were as follows: First, according to the pretest, posttest and retention test scores on attention and additional data, the attention improvement training that utilized play and game served to boost the attention of the information provider, and that had a lasting effect on that as well. Second, as a result of analyzing the pretest, posttest and retention test scores on impulsiveness and additional data, the attention improvement training that utilized play and games contributed to easing the impulsiveness of the information provider, and that had a continuing effect on that as well. Third, in addition to attention and impulsiveness, there were favorable changes in his peer relationship and confidence when all the collected data were analyzed.

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An Analysis on the Effects of Basic Computational Skills Using G-Learning Contents (기초셈하기 G-러닝 콘텐츠의 효과성 분석)

  • Park, Mangoo;Kim, Eunhye;Whang, Sungwhan;Lee, Donghee
    • Journal of Elementary Mathematics Education in Korea
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    • v.17 no.2
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    • pp.225-243
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    • 2013
  • This study was to analyze the effects of basic computational abilities using G-learning contents, which was developed for mathematically slow learners. The participant students were 146 mathematically slow learners in grade 3-6 in Seoul. The researchers analyzed the difference between pre and post test scores to check their effectiveness. Also, teachers and parents as well as students responded survey items to check dispositions and satisfactions towards the program. The research results showed that the application of the G-learning contents on basic computation areas was effective to develop students' basic computational skills. In addition, students also showed that they were satisfied studying basic computations with the G-learning contents. They had increased beliefs about and decreased difficulties in mathematics. Parents and teachers also had satisfactions in using the G-learning programs in spite of some negative effects such as errors in the contents, use of computers, and concentration on the game itself. For the improvement of G-learning contents, we need to keep studying on G-learning contents with wide range of areas and long term studies.

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The Research of Improvement and Development Process for protection in Korea Private Security (한국 신변보호업의 발전과정과 개선방안 연구)

  • Park, Jang Gyu;Kim, Nam Joong
    • Convergence Security Journal
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    • v.13 no.2
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    • pp.33-43
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    • 2013
  • The Private Security Industry of Korea began after served security service for the United States army of 8 division. The industry grew up after establish private security regulation on December 31th of 1976. Early 1980's the industry was accelerated from bringing technical knowledge of developed nations rapidly. Also, private security was gotten into the spotlight by one of futurity industry instead public security after companies performed 86 Asian game and 88 Seoul Olympic successfully. Therefore, the industry became to increase qualitatively and quantitatively. From late 1990's the private security regulations were revised fifteen times and created about education system, bodyguard, and leader of security. 3,836 private companies and 150,030 private guards had operated until 2012. However, some of companies received administrative measure, because of the companies ran immorally. The minor companies are continuously closed down from the leader's inefficient operation. Approval standard of establishment has imperfect law. Solutions of problems are to provide high quality service, to expand company affairs, to attract specific customers through efficiency expert, to change standard of leader of security guards, to establish security education institution through the government and to intensify requirements to establish the company.

Analysis of Cognition Pattern of a College Student's Occupational View on Social Welfare Position (사회복지사직에 대한 사회복지학과 학생의 인식유형)

  • Oh, Yun-Sou;Jung, Hyun-Tae;Lee, Seong-Dae
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.285-297
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    • 2014
  • This research is involved in looking into the cognition pattern of social worker position of a fourth-year student majoring in Social Welfare. The purpose of this research is to offer a basic data needed for education of the students who are preparing to get a job of a social worker. For this, applying Q methodology, this research made an objective analysis of their subjective response to social worker position targeting the 30 students in the department of social welfare at the four-year-course college located in Gyeongsangbuk-do and Gyeongsangnam-do. The research results showed that the cognition pattern of the college students' occupational view on social welfare position could be categorized into the three; The first pattern is a "job-skeptic & reality-evasive" type, who tends to perceive the position of a social worker as the one having a lot of job exhaustion and much workload, showing a pessimistic view on the meaning or a sense of mission of a social worker position. The second pattern is a "practice-centered & specialized-job-seeking type" who tends to think much of practical aspects of a social worker job and to seek after the position of a social worker as a specialized job, and at the same time to rely on the policy or system for a social worker position. The third pattern is a "value-oriented & self-achievement type", who tends to think much of the necessity of value or ethics in putting social welfare into practice and also to make much of self-achievement through the channel of a social welfare worker position. Taken together, it might be possibile to turn out professional human resources, but this research thinks it is more necessary to place the education of values of a social welfare worker.

Difference Analysis of Risk and Protection Factors for Internet Addiction Between Computer Science Gifted Students and Average Students (정보과학영재와 일반아동 집단에서 인터넷 중독에 영향을 미치는 위험요인과 보호요인의 차이점 분석)

  • Lee, Jae-Ho;Han, Kwang-Hee
    • Journal of Gifted/Talented Education
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    • v.20 no.3
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    • pp.1005-1026
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    • 2010
  • Here we live in a fast changing world. The information and communication technologies have been surprisingly developing and making progress of our society. One of the benefit about the information and communication technologies is an internet. We can't imagine our life without it and it finally ends up with causing internet addiction which is called side effect of it. Most of former studies were, however, about game addiction and psychological factors of indivisual. In fact, there was not enough studies about internet addiction of computer science gifted students. If we analize the difference between computer science gifted students and average students when it comes to factors of internet addiction, we would surely be able to find out the result which is very helpful for cause analysis and its remedy. This paper examined the risk and protection factors of the former studies and choose various factors through Delphi analysis by specialists of information and science gifted students. Comparative analysis of computer science gifted students and average students was done through the test tools. And picking up unique factors of computer science gifted students, this paper shows the implication that contributes to protection of internet addiction and its remedy.

Development of the Multidimensional Scale of Addictive Behavior for Adolescents (청소년 중독행동의 다차원적 척도 개발)

  • Park, Hyun-Sook;Jung, Sun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.8
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    • pp.3597-3609
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    • 2012
  • Purpose: This study was done to develop the multidimensional scale of addictive behavior for adolescents. Methods: The process involved construction of a conceptual framework, initial items, verification of content validity, selection of secondary items, and extraction of final items. The participants were 636 adolescents in six middle schools and four high schools. Results: Seventy items were selected for the final scale, and categorized 8 factors explaining 56.5% of total variance. The factors were labeled as game addictive behavior, shopping addictive behavior, mobile phone addictive behavior, nicotine addictive behavior, television addictive behavior, gambling addictive behavior, alcohol addictive behavior, and internet addictive behavior. The scores for the scale were significantly correlated with addictive personality and self-control. Cronbach's alpha coefficient for the 70 items was .94. Scale scores identified adolescents as addictive behavior group, risk group, and average group. Conclusion: The above findings indicate that the multidimensional scale of addictive behavior for adolescents has good validity and reliability when used with adolescents. More importantly, it provides the first step toward developing a addiction prevention program. Additionally the scales provide an education or guideline, and proper physical and mental health management of youth in research and practice for the promotion of education.

Formation of a Professional Communication Culture Among the Students Using Information Technologies

  • Vakulyk, Iryna;Koval, Valentyna;Lukiianchuk, Inna;Romanenko, Nataliia;Grygorenko, Tetyana;Balalaieva, Olena;Oros, Ildiko
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.75-82
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    • 2022
  • Analyzing the psychological and pedagogical literature, we found the researchers' interest in the problem posed. The concept of "culture of professional communication» is considered, which is interpreted as the level of realization of creative abilities, exchange of messages, organization of mutual understanding, mutual knowledge in the process of professionally directed interaction between subjects, in which interpersonal relationships arise, manifest and form. The concept of "professional culture of communication of a teacher" is interpreted. The motives that are socially significant in the professional communication of the teacher are highlighted. The necessity of forming a culture of professional communication among students, in particular by means of information technologies in the present, is clarified. The interactive component of professional communication is considered. The types of interactions between people in everyday life (ritual and entertainment interaction, joint purposeful activity, no interaction, game and interpersonal interaction) are identified. Traditional and specific forms and methods of teaching are written out. All interactive technologies carried out by means of information technologies are conventionally divided into four groups, depending on the form of educational activity appropriate for their use (pair (work of the subject with the teacher or peers one on one by means of Information Technologies); frontal (the teacher simultaneously teaches a group of subjects by means of Information Technologies); group or cooperative (all subjects teach each other by means of Information Technologies); individual (independent work of the subject using Information Technologies)). In the higher education institution, future specialists should learn knowledge, acquire skills on the basic rules of the culture of professional communication and methods of interaction and their effective use, which is possible with the use of Information Technologies. Recommendations for optimal professional communication have been developed that help you express your thoughts easily and beautifully, and conduct a dialogue in a relaxed and harmonious way.

An analysis of students' engagement in elementary mathematics lessons using open-ended tasks (개방형 과제를 활용하는 초등 수학 수업에서 학생의 참여 분석)

  • Nam, Inhye;Shin, Bomi
    • The Mathematical Education
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    • v.62 no.1
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    • pp.57-78
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    • 2023
  • Students' engagement in lessons not only determines the direction and result of the lessons, but also affects academic achievement and continuity of follow-up learning. In order to provide implications related to teaching strategies for encouraging students' engagement in elementary mathematics lessons, this study implemented lessons for middle-low achieving fifth graders using open-ended tasks and analyzed characteristics of students' engagement in the light of the framework descripors developed based on previous research. As a result of the analysis, the students showed behavioral engagement in voluntarily answering teacher's questions or enduring difficulties and performing tasks until the end, emotional engagement in actively expressing their pleasure by clapping, standing up and the feelings with regard to the topics of lessons and the tasks, cognitive engagement in using real-life examples or their prior knowledge to solve the tasks, and social engagement in helping friends, telling their ideas to others and asking for friends' opinions to create collaborative ideas. This result suggested that lessons using open-ended tasks could encourage elementary students' engagement. In addition, this research presented the potential significance of teacher's support and positive feedback to students' responses, teaching methods of group activities and discussions, strategies of presenting tasks such as the board game while implementing the lessons using open-ended tasks.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

A Study on Educational Content Based on Virtual Reality (가상 현실 기반의 교육 목적 콘텐츠에 대한 연구 - VR 키오스크 시뮬레이션)

  • Junseop Lee;Byeongil Lim;Jiyoung Han;Taekhee Lee
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.179-188
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    • 2024
  • Recently, unmanned terminals (kiosks) have greatly increased their scope of use by allowing orders or payments to be made efficiently while replacing existing manpower. With the acceleration of digital transformation, the rate of kiosk installations has soared, making it an important task to help all age groups easily use kiosks. In this study, based on the function of the game engine and Hand Tracking technology, we developed content that can conduct kiosk education in a virtual world. The goal of this content is to help users unfamiliar with kiosks confidently cope with real-world situations by experiencing visual and auditory stress caused by waiting guests in virtual reality. To this end, two VR contents were developed. One is a simple kiosk experience content, and the other is specialized content that causes visual and auditory stress. The experiment was divided into two groups: one group experienced general VR content, while the other group experienced specialized VR content. After the experience, both groups proceeded to place orders in an actual store. Survey results showed that 85% of the experimental group and 95% of the control group were satisfied with the training. This confirms that the specialized experience described in this paper is effective for kiosk education.