• Title/Summary/Keyword: Game ability

Search Result 258, Processing Time 0.026 seconds

The Development of Job Basic Skill Program and e-Learning Contents for Vocational High School Students (전문계 고등학생을 위한 직업기초능력 프로그램 및 e-Learning 콘텐츠 개발 연구 -대인관계능력을 중심으로-)

  • Byun, Sook Young;Lee, Sookyoung;Lee, Yong Soon
    • 대한공업교육학회지
    • /
    • v.34 no.2
    • /
    • pp.42-61
    • /
    • 2009
  • This study was to develop improving vocational basic skill program and content which are basic of instruction-learning ability for the vocational education substantiality. To pursue this goal, 'interpersonal relation capability' among vocational basic skills was developed through the research methodology and procedure. The interpersonal relation capability was selected as one of vocational basic skill areas when it was more effective by e-learning contents through literature review, expert conference etc. The interpersonal relation capability can be harmony with persons under performing business tasks. In this study, interpersonal relation capability was programmed a interpersonal scheme, a cooperative capability, a leadership capability, a conflict management, negotiation capability, a customer service capability. Especially this program was developed as a form of e-Learning contents focusing on improving problem solving under real case using multimedia strategies such as movies, simulation, game.

Comparison of the Effects of Government Subsidies on Labor Productivity Improvement (정부 보조금의 노동생산성 향상 효과 비교)

  • Seo, Cheong-Seog
    • Journal of Labour Economics
    • /
    • v.43 no.2
    • /
    • pp.135-159
    • /
    • 2020
  • This paper analyzes and compares the effects of various government subsidies to improve labor productivity. Laborers are differentiated in learning ability, and duopsonists in the labor market sequentially determine the quality levels and wages of employed laborers in a two-stage noncooperative game under perfect information. If a subsidy is given to the advanced firm in quality and productivity of labor, that firm will prefer to intensify wage competition due to strengthening its competitiveness in the labor market, and attempt to lower its quality in order to reduce the degree of differentiation in quality. At that time, the other firm wants to avoid competition because of its weakened competitiveness, and may have an incentive to lower the quality level to expand the differentiation. If the government subsidizes low-quality and low-productivity firm, it is motivated to increase its quality level to reduce differentiation due to the strengthening of competitiveness, and its competitor has an incentive to improve the quality to expand the differentiation. And there is no significant difference in whether payments are made to laborers or firms.

  • PDF

Implementation of Golf Swing Accuracy Analysis System using Smart Sensor (스마트 센서를 활용한 골프 스윙 정확도 분석시스템 구현)

  • Ju, Jae-han
    • Journal of Advanced Navigation Technology
    • /
    • v.21 no.2
    • /
    • pp.200-205
    • /
    • 2017
  • Modern sports are developing into sports science that incorporates science and various analytical simulation systems for improving records are being developed, and they are helping to improve actual game records. Therefore golf which is one of various sports events, has been popularized among the hobbyists and the general public and there is an increasing demand for correcting the movement attitude of the person. In response to these demands, many systems have been developed to analyze and correct golf swing postures. The golf swing accuracy analysis system analyzes the moments that can not be seen with the naked eye and guides them to understand easily. It can improve the golf swing motion through immediate feedback due to the visual effect. Using the knowledge of golf swing motion collected from golf swing video, we improved reliability. In addition, it provides the ability to visually check and analyze your golf swing video, allowing you to analyze each segment based on various golf swing classification methods.

Motor Learning in Elderly: Effects of Decision Making Time for Self-Regulated Knowledge of Results During a Dynamic Balance Task

  • Jeon, Min-jae;Jeon, Hye-seon
    • Physical Therapy Korea
    • /
    • v.23 no.4
    • /
    • pp.16-26
    • /
    • 2016
  • Background: Deficiencies in the ability to maintain balance are common in elderly. Augmented feedback such as knowledge of results (KR) can accelerate learning and mastering a motor skill in older people. Objects: We designed this study to examine whether one session of Wii-Fit game with self-regulated KR is effective for elderly people, and to compare the effect of two different timings of self-regulated KR conditions. Methods: Thirty-nine community-dwelling elders, not living in hospice care or a nursing home, participated in this study. During acquisition, two groups of volunteers were trained in 10 blocks of a dynamic balancing task under the following 2 conditions, respectively: (a) a pre-trial self-regulated KR ($n_1=18$), or (b) a post-trial self-regulated KR ($n_2=21$). Immediate retention tests and delayed retention tests of balancing performance were administered in 15 minutes and 24 hours following acquisition period, respectively. Results: In both groups, significant improvements of balancing performances scores were observed during the acquisition period. Regardless of the group, mean of balancing performance scores on retention tests were well-maintained from the final session. There were no significant differences between groups in balancing performance scores during the acquisition period (p>.05); however, the post-trial self-regulated KR group exhibited significantly higher balancing performance scores in both the immediate retention test and delayed retention test than that of the pre-trial self-regulated KR group (p<.05). Conclusion: Therefore, subjects who regulated their feedback after a dynamic balancing task, during the acquisition period, experienced more efficient motor learning during the retention period than did subjects who regulated their feedback before a dynamic balancing task. Accordingly, in case of presenting the KR of motor learning in clinical settings to elders who reduced dynamic balance abilities, the requesting time of KR is imperative according to self-estimation processes as well as types of KR and practice.

Result Analysis on Making Activities 1 to 100 with digits 1, 9, 9, 6 (숫자 1, 9, 9, 6을 이용하여 1에서 100까지 만들기 과제 적용 결과 분석)

  • Kim, Sang-Lyong
    • Education of Primary School Mathematics
    • /
    • v.13 no.2
    • /
    • pp.55-66
    • /
    • 2010
  • The basic direction of mathematical education for the 21st century is focused on helping student to understand mathematics and developing their problem solving abilities, mathematical disposition and mathematical thinking. Elementary mathematics teachers should help students make sense of mathematics, confident of their ability, and make learning environment comfortable for students to participate in. Through making activities 1 to 100 with digits 1,9,9,6, students improved the interest and preference of students about mathematics. This game is useful to foster students' mathematical thinking(concepts of exponential number expression, roots concept(${\sqrt}$), gauss function([])) and mathematical disposition. If students are helped to be interested in mathematics through mathematical games, they regard mathematics as interesting and challengeable subject to let themselves think many ways.

Predictable Effect and Usability of Smart-Phone Application for Elderly Dementia Prevention (노인치매예방 스마트폰 앱의 기대효과 및 유용성)

  • Kim, Soo-Jung;Choi, Yun-Jin
    • Journal of Industrial Convergence
    • /
    • v.17 no.4
    • /
    • pp.87-94
    • /
    • 2019
  • The purpose of this study is to predict the usefulness and predictable effects of the use of dementia prevention games and dementia management applications provided in smart-phones for the elderly. First, 6 dementia diagnostic tools used to verify the effectiveness of the dementia prevention program were selected and the cognitive domains tested by each diagnostic tool were extracted. Second, 29 smart-phone dementia prevention game applications and dementia management applications were selected and the expected effects after using these applications were analyzed in connection with the cognitive domain extracted from the dementia diagnosis tool. As a result, it was expected that it would be helpful to manage dementia prevention by improving cognitive function in certain areas when playing games or managing dementia continuously using smart-phone dementia prevention applications. Smart-phone dementia prevention applications will be useful in improving the cognitive ability of the elderly and preventing dementia by supplementing the limitations of the dementia prevention program that is operated offline through time-space ease of use, continuous usability and economic feasibility.

User-oriented Adaptive English Typing Program Implementation using Python (파이썬을 이용한 사용자 중심의 적응적 영문 타이핑 프로그램 구현)

  • Kim, Hye-Suk;Lee, Ho-Jun;Tak, Dong-Kil
    • Journal of Digital Contents Society
    • /
    • v.19 no.8
    • /
    • pp.1575-1584
    • /
    • 2018
  • In this paper, we implemented a user - oriented adaptive English typing program using class and function structure provided by Python to get English learning effect while effectively typing English on PC. The user of the implemented English typing program creates a text file of required English example sentences and links them to use it for direct English typing exercise. In addition, based on the English sentence used in the English typing exercise, it is possible to obtain the English learning effect by providing the ability to perform the memorization test. The interface of the program is structured in the form of a game so that it can be accessed interestingly, and the ranking among the users is disclosed to provide a positive function. We expect that the implemented program will improve the user's English typing speed and improve the English learning effect.

The Effect of Types of Initial Drive-in Steps on Technical Factors in Basketball

  • Park, Sangheon;Yoon, Sukhoon
    • Korean Journal of Applied Biomechanics
    • /
    • v.28 no.3
    • /
    • pp.181-185
    • /
    • 2018
  • Objective: The purpose of this study was to investigate the effect of types of drive-in initial steps in basketball on technical factors, to provide basic information for the enhancement of basketball skill. Method: Ten men (age: $24.70{\pm}2.26years$; height: $181.00{\pm}5.72cm$; weight: $75.70{\pm}8.23kg$; career length: $10.00{\pm}3.59years$), each with a career length of over five years and no history of injury to the lower extremities within the prior six months, participated in this study. They were asked to perform four types of drive-in movements at $35{\sim}60^{\circ}$, wearing their own shoes, after running from a start line 5 m away and catching a basketball passed by an expert passer. The drive-in movements were measured by eight infrared cameras (Oqus 300, Qualisys, Sweden). Collected raw data were used to calculate total initial step time, displacement, velocity, center of mass (COM) height, and COM velocity. Results: Total initial step displacement and velocity of cross drive-ins (JC, SC) were greater than that of direct drive-ins (JD, SD; p < .05). COM velocity of cross drive-ins (JC, SC) was also greater than that of direct drive-ins (JD, SD; p < .05). Conclusion: Our results indicated that cross drive-ins, regardless of stop step type, are more effective than direct drive-ins. This is because cross drive-ins are technically bold due to less influence from walking violations and double dribble rules in basketball. However, using one-sided movement is too difficult to play in competitive game; therefore, basketball players should develop the ability to choose appropriate movement frequency.

The Effect of Character Strength, Occupational Engagement on Career Adaptability of College Students Majoring in Multimedia Content (멀티미디어콘텐츠 전공 대학생의 성격강점과 진로관여행동이 진로적응성에 미치는 영향에 대한 연구)

  • Lee, Jung-Hee;Kim, Cheeyong
    • Journal of Digital Contents Society
    • /
    • v.19 no.5
    • /
    • pp.861-870
    • /
    • 2018
  • The purpose of this paper was to evaluate the mediating effect of occupational engagement on the relation of college students' character strength on career adaptability. In order to accomplish the purpose of this paper, the subjects were students majoring in Multimedia content at University in Pusan, Instruments used in the research were as follows: Career Adapt-Ability Scale(CAAS), Korea-Adapted Virtue Inventory of Strength(K-AVIS), and Occupational Engagement. The results of this research were as follows: First, Male college students had higher degree of career adaptability than female students. Second, sub-factors of character strength had significantly effected on career adaptability. Finally, occupational engagement moderated partially on the relation between career adaptability and character strength.

Communication Effects of Gamification App : Focused on (게이미피케이션 앱의 의사소통 효과: 앱 <모두의 이웃>을 중심으로)

  • Kang, Seungheon;Jeong, Ji-Yong;Park, Sung-Jin;Kim, Sang-Kyun
    • Journal of Digital Contents Society
    • /
    • v.19 no.7
    • /
    • pp.1245-1251
    • /
    • 2018
  • Communication skills are emphasized as one of the key competencies of the people who are living in the fourth industrial revolution era. However, it is widely believed that traditional education systems focused on individual learning do not provide sufficient communication opportunities. This paper proposes a method to activate communication using mobile app. In this study, app was developed and used by college students for two days, and then analyzed the communication-related effects through questionnaires. The results showed that both fun and communication were effective. Based on the experimental results, it is expected that the proposed app in this paper will contribute to activation of communication among people, increase of interest among members, and improvement of cooperative thinking ability.