• Title/Summary/Keyword: Game ability

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Development of Adventure-Game style Program for Figure Learning (도형 학습을 위한 어드벤처 게임형 학습 프로그램 개발)

  • Lee, Jae-Mu;Kim, Min-Hee
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.33-42
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    • 2006
  • This study is aimed to develop adventure-game style learning program for offering different levels curriculum in mathematics and figure areas in elementary schools. The 7th mathematics curriculum introduced different levels curriculum considering learners' ability, aptitude, requirement, interest so that it could improve learners' growth potential and educational efficiency. But in reality, it is quite difficult to increase educational efficiency by conducting individual learning classes according to students' ability due to the big differences among students' levels in addition to high population in each classroom. The purpose of this study is to offer different levels curriculum based on van Hiele theory and develop adventure-game style learning program to increase interests of the learners. This program can improve students' academic achievement by offering differentiated curriculums to learners who need advanced or supplementary learning materials. And it also enhances leaners' spatial-perceptual ability by offering various operating activities in figures learning.

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The Education Program Model for the Thinking Extension Ability of the Gifted in Information Based on Game Tree (게임 트리에 기반한 정보영재의 사고력 신장을 위한 교육 프로그램 모형)

  • Jung, Deok-Gil;Kim, Byung-Joe
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.6
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    • pp.1228-1234
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    • 2007
  • In this paper, we develop the thinking extension education program for the gifted students of information and prove the validity and effectiveness of the proposed model by presenting the Tic-tac-toe problem as the practical example of the information-gifted students. This model consists of four phases which has the game tree as data structure and the search of game lee as control structure. And the search of game tree becomes the basis of the thinking extension education program. This model gives the help for students to learn representing the problem as tree structure and solving the problem of tree structure using the search method of game tree. The internal ability of the information-gifted for thinking extension of this education program contains the fluency, perceptiveness, originality, power of concentration, imaginative power, analyzing skills, pattern recognition, space sense, synthesizing, problem-solving.

Effects on Extension of Mathematical Communication Ability by Applying of Computational-Strategy Games (계산 전략 게임 적용이 수학적 의사소통 능력 신장에 미치는 영향)

  • 박병서
    • Education of Primary School Mathematics
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    • v.3 no.2
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    • pp.133-142
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    • 1999
  • When the game is used in mathematics loaming, students take pleasure of game in themselves and communicate through interaction with other students naturally. It is important because the game is activity for intellectual growth and social development. Also students have had affirmative attitude about mathematics by Emu. The communication in mathematics loaming helps that linking informal and intuitive thinking of students with abstract and basic mathematical language and that it also helps changing from the dependent situation to teacher to the self-directive teaming of students. The purpose of this thesis is to effect on extension of mathematical communication ability to the second grade of elementary school students by applying of computational-strategy games. It has conclusion as follows. Application of computational-strategy games had effected on extension of mathematical communication ability importantly. When students have mathematical communication through computational-strategy games, at the beginning, the words which students used was long, incorrect, and unnecessary words. But at the later, students became to use clear, correct concise words as they connect their routine language with mathematical symbol. Therefore we can make sure that mathematical communication ability of the second grade students' is extended by applying of computational-strategy games.

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The Effects of Rehabilitation Exercise Using a Home Video Game (PS2) on Gait Ability of Chronic Stroke Patients (가정용 게임기를 이용한 재활운동이 뇌졸중 환자의 보행 능력에 미치는 효과)

  • Shin, Won-Seob;Lee, Dong-Yeop;Lee, Seung-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.1
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    • pp.368-374
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    • 2010
  • The purpose of this study was investigate the effect of rehabilitation exercise using a home video game(PS2, Sony) on gait ability in the chronic stroke patients. The subjects of this study were 32 patients who underwent stroke for more than 6 months and were assigned to a game-based exercise group (n=16) or a control group (n=16). The Game-based exercise group executed a rehabilitation exercise three times a week during 6 weeks, at the rehabilitation unit. The exercise was performed by PS2 for one hour. Control group maintained their usual life without application of exercise. Outcome measures included gait ability. After the completion of the game-based exercise, 10m walking velocity was improved significantly (p<0.05). Six minute walking distance was increased significantly (p<0.05). These results showed that the rehabilitation exercise using a home video game is effective in the improvement of gait ability in chronic stroke patients. This study suggest that interesting, motivating game-based rehabilitation exercise and effective in recovery of function exercise for chronic stroke patients should be necessary to develop and apply.

A fundamental study on game mecanic classification and interpretation-based game analysis methods. (게임메카닉 분류 및 해석 기반 게임분석방법에 관한 기초 연구)

  • Kim, Jae-Beom;Kweon, Yong-Jun
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.73-84
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    • 2021
  • In this paper, we propose an analysis method that categorizes the Core that essential behaviors in game, the Primary that solves the game problem, and the Secondary that helps the Core and the Primary. The proposed method can analyze the genre similarity and characteristics of the game, the richness of the content, and the proficiency level of the game. case study were conducted to confirm whether the analysis items were consistent with the objective game experience. The results of this study are expected to be helpful in improving game design ability.

Effects of Computer Game on Children's Spatial Skills and Short-term Memory Ability (컴퓨터 게임이 아동의 공간기술과 단기기억에 미치는 효과)

  • Yi, Soon Hyung;Suh, Bong Yeon;Lee, So Eun;Sung, Mi Yong
    • Korean Journal of Child Studies
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    • v.20 no.3
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    • pp.293-306
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    • 1999
  • This study investigated children's spatial skills and short term memory ability based on their practice with computer games. The 40 four-year-old and 40 six-year-old subjects were divided by experimental and control groups. Spatial skills of children were assessed by visual speed, mental rotation, and spatial visualization tasks. Short term memory was measured with a digit span task. Results showed that computer game practice enhanced children's memory ability and spatial skills. Even 4-year-olds performed better on mental rotation and spatial visualization tasks after practice. The treatment effect was significant for visual speed of 6-year-olds, short term memory ability and mental rotation of 4-year-olds, and spatial visualization of both 4- and 6-year-olds.

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An Efficient Message Management Scheme in Game Engine (게임엔진에서의 효율적인 메시지 관리 기법)

  • Lee, Sang-Wan;Kim, Hye -Young
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.77-84
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    • 2008
  • Game engine, materialized by a library or a shape of the module, is providing many ability for developing game. Because of the high cost of developing game, game engine plays a big role on game developing urea by how it provide it's efficiency. In other words, the message scheme, which occur often while carrying out the game, highly affect on how fast it manage, its efficiency, and system's efficiency. Also, it is one of the important urea that needed to be considered while developing the game engine. In this paper, we suggest managing the message scheme technique by Lua script language, proving its suggested technique by developing $O_2$ engine itself, and analyzing it's capacity in order to show its efficiency.

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The Education Program Model for the Thinking Extension Ability of the Gifted in Information Based on Game Tree (게임 트리에 기반한 정보영재의 사고력 신장을 위한 교육 프로그램 모형)

  • Jung, Deok-Gil;Kim, Byung-Joe
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.310-314
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    • 2007
  • In this paper, we develop the thinking extension education program for the gifted students of information, and prove the validity and effectiveness of the proposed model by presenting the Tic-tac-toe problem as the practical example of the information-gifted students. This model consists of four phases which has the game tree as data structure and the search of game tree as control structure. And the search of game tree becomes the basis of the thinking extension education program. This model gives the help for students to learn representing the problem as tree structure and solving the problem of tree structure using the search method of game tree. The internal ability of the information-gifted for thinking extension of this education program contains the fluency, perceptiveness, originality, power of concentration, imaginative power, analyzing skills, pattern recognition, space sense, synthesizing, problem-solving.

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Analysis on sEMG Signals of Contents Using Finger Tapping Device (Finger Tapping 기기를 활용한 콘텐츠의 sEMG 신호 분석)

  • Han, Sang-bae;Byeon, Sang-kyu;Kim, Jae-hoon;Shin, Sung-Wook;Chung, Sung-taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.6
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    • pp.153-160
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    • 2019
  • In this paper, we would like to support anyone who can rehabilitate conveniently and happily by implementing rehabilitation device and game contents that can improve the motor ability of fingers. So we developed a Finger Tapping Device that can measure finger-regulation ability, accuracy, and agility and implemented tracking, visual response, finger-regulation on game contents by utilizing this device. The verification of usability was confirmed by analyzing sEMG signals during the execution of three types of game contents after attaching sEMG to the flexor digitorum poundus, which is most involved in finger movement. As a result of the experiment, activation of the flexor digitorum poundus was performed during execution of every game contents. Furthermore, we confirmed that there is a difference in agility by measuring the reaction time for each finger according to the visual response.

Effects of Active Craniocervical Movement Training Using a Cognitive Game on Stroke Patients' Balance (인지적 게임을 이용한 능동적 두경부 움직임 훈련이 뇌졸중 환자의 균형에 미치는 영향)

  • Kim, Mi-sun;Choi, Woo-sung;Choi, Jong-Duk
    • Physical Therapy Korea
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    • v.28 no.1
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    • pp.47-52
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    • 2021
  • Background: Compared with normal people, stroke patients have decreased voluntary craniocervical motion, which affects their balance. Objects: This study was conducted in order to examine the effects of active craniocervical movement training using a cognitive game on stroke patient's cervical movement control ability, balance, and functional mobility. Methods: The subject of this study were 29chronic stroke patients who were randomly allocated to either an experimental, cognitive game group (n = 15), or control group (n = 14), to which only neuro-developmental treatment (NDT) was applied. The intervention was conducted 5 times per week, 30 minutes per each time, for a total of 4 weeks. Active angle reproduction test, static stability test, limits of stability test, and Time up and Go (TUG) test, respectively, were carried out in order to evaluate cervical movement control ability, static balance, dynamic balance, and functional mobility. Paired t-test was used in order to compare differences between prior to after the intervention, along with an independent-test in order to compare prior to and after-intervention differences between the two groups. Results: After the craniocervical training with a body-driven cognitive game, the experimental group showed significant differences in flexion, extension, and lateral flexion on the affected side, and rotation on the affected side in the active angle reproduction test. The experimental group indicated significant differences in sway length both with eyes-open and with eyesclosed in the static stability test and in limits of stability test and TUG test. The control group to which NDT was applied had significant differences in flexion in the active angle reproduction test and in limits of stability test and TUG test. Conclusion: The above results mean that craniocervical training using a body-driven cognitive game positively influences stroke patient's cervical movement control ability and as a result their balance and functional mobility.