• Title/Summary/Keyword: Game education analysis

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A Study on Recognition Level Analysis and Improvement Directions of Elementary School Teachers about Information Communication Ethics (정보통신윤리에 대한 초등 교사들의 인식수준 분석과 개선 방향에 관한 연구)

  • Cho, Yun-Hee;Ha, Seong-Kweon;Goh, Byung-Oh
    • Journal of The Korean Association of Information Education
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    • v.8 no.1
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    • pp.39-49
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    • 2004
  • In this paper, We analysis actual condition of education about information communication ethics in elementary school and survey negative side effects of information communication ethics, such as, the circulation of unsound information, game addiction, the misuse and overuse of information. we survey recognition level of information communication ethics on the teachers who responsibles the education of the elementary school students and make some suggestions to develope education of information communication ethics based on research results.

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The effect of foul on the performance during the field hockey game (필드하키 경기 중 파울이 경기력에 미치는 영향)

  • Park, Jong-Chul;Choi, Eun-Young;Kim, Ji-Eung;Lee, Seung-Hun;Kim, Ju-Yong
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.489-495
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    • 2018
  • The purpose of this study was to investigate the effect of fouls on performance in field hockey games. A total of 33 matches and 2101 fouls from 10 teams participated in the 2017 World League SEMI-FINAL tournament were analysed by region, race, type, and cause. The total data that is analysed by SportsCode and SPSS(correlation analysis & chi-square test)have showed that the top ranked countries had a higher foul frequency than the lower ranked nations. According to the situation that has showed the result of the analysis, it showed that there was no difference between the results analysed on the foul type and the attacking and defence situation but it has indicated that area, game situation and the cause of fouls showed there was a significant difference. On these results, it is hoped to use fouls as one of the tactical means in women's field hockey games.

Are Academically Gifted Kids More Cooperative? An Analysis of Social Preference and Interactions in Social Dilemma Situations Among Academically Gifted Kids (영재들은 협력도 잘 할까? : 사회적 딜레마에서 영재들의 사회적 선호 및 상호작용 분석)

  • Kim, Nayoung;Choi, Minsik
    • Journal of Gifted/Talented Education
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    • v.27 no.1
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    • pp.59-80
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    • 2017
  • In this study, we investigate social preference of gifted students by analyzing their behaviors in social dilemma situations. We conducted an experimental study using ultimatum games and public goods games with 132 academically gifted middle school students who attended the Ewha-Seodaemun Center for gifted education from 2012 to 2016. We also experimented the same games with 87 regular students for comparative analysis. The result of ultimatum game experiment shows that there is no statistical difference in the proposed share of both groups. Their proposed share ranges from 37% to 38% as expected in other similar studies. However, the rejection rate of the respondents to the proposals with small share are significantly higher among gifted students than among their regular counterparts. This result implies that the gifted students show stronger negative reciprocity, meaning that they tend to punish selfish behaviors even when it takes some costs. In finitely repeated public goods game experiments, the results show that both groups' contribution rates decrease toward the end of the experiments. However, the gifted students show strategic cooperation by attempting to increase the other members' contribution rate within an experimental group. This implies that gifted students tend to care more about how to increase their own expected rewards by reciprocating other students' behaviors.

Effects of Learning through Scratch-Based Game Programming on Students' Interest in and Perceived Value of Mathematics Curriculum (스크래치 활용 게임 프로그래밍 학습이 수학교과 흥미와 가치인식에 미치는 영향)

  • Song, JeongBeom
    • Journal of The Korean Association of Information Education
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    • v.21 no.2
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    • pp.199-208
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    • 2017
  • The present study investigates the potential of an educational programming game as a strategy for enhancing effective domains of mathematics curriculum, which has been criticized as a problem of education in Korea. The process of programming Fortress, an educational game, in conjunction with the lesson on the trigonometric function as part of the middle school mathematics curriculum, was designed for instruction and learning, and its effectiveness was tested. The study was conducted using a nonequivalent pretest-posttest experimental design. Research procedures included the following steps: (1) both the experimental and the comparison groups participated in four classes to understand and apply the concept of the trigonometric function, and (2) the experimental group participated in Fortress game programming activities using Scratch, which was designed in this study, while the comparison group participated in solving a real-life trigonometric problem - calculating the height of a building using the concept of trigonometry. The results of the t-test showed that students' interest and perceived value of the mathematics curriculum were significantly higher in the experimental group than in the comparison group. However, the results of analysis of covariance (ANCOVA) using pretest scores of the interest and perceived value showed the influence of pretest scores on posttest scores for the interest level, although the effect of the experiment on the perceived value of the mathematics curriculum was more significant.

The Analysis of Smart Phone Application for Early Childhood Based on Cognitive Theory (학습관련 인지이론에 기반한 유아용 스마트폰 어플리케이션 분석)

  • Kim, Eun-Jung;Park, Sung-Deok;Kim, Kyung-Chul
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.163-174
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    • 2011
  • The purpose of this study was to apply a variety of criteria to analyzing mobile applications for early childhood education, which are now available in application market, and was also to explore how the developmental characteristics and multimedia content characteristics of early childhood could be applied to mobile applications for early childhood education. To meet these purposes, this study targeted total 61 applications for infancy education in terms of mobile applications loaded on online education categories such as iPhone App Store and Android Market. Based on analytic criteria on the foundation of content type by learning type, cognitive load theory and multimedia design principle, this study analyzed those applications for early childhood. As a result, it was found that there were needs to develop a little more various categories of applications, and there were also needs to develop such applications that they can make the best use of smart phone's performance, comply with multimedia design principles but avoid any imprudent use of multimedia.

Predicting Adolescent Sexual Behaviors and Attitudes From the Use of Harmful Media (청소년 유해매체 이용이 성태도와 행동에 미치는 영향)

  • Hwang, Myung-Hee Song;Kim, Jong-Min;Moon, In-Ok
    • The Journal of Korean Society for School & Community Health Education
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    • v.9 no.2
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    • pp.1-13
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    • 2008
  • Objectives: Literature has shown the relationship between the use of harmful media and sexual behaviors among adolescents. Laws and regulations of violent and sexual mass media are getting stricter, but young children reported that they were still accessible to these harmful materials. It might be due to the development of new techniques in media delivery and new trends of game addict among Korean adolescents. Since there were very few studies on recent harmful media available to young children, the authors explore the usability of harmful media and identify related factors that can predict adolescent sexual attitudes and activities. Methods: This study was conducted secondary analysis using the internal data that were drawn from National Youth Committee's survey of adolescent harmful environment in 2007. The self-reported questionnaires were administered to 13,721 adolescents who were randomly selected based on strata of geography, school, and gender. Results: Adolescents accessed mostly to NC-19(No Children under 19) TV programs(35.8%) and AO(Adult Only) games(35.5%). Most of them reported that they did not have difficulty in the contact of these harmful media. The factors that can predict adolescent sexual intercourse are male adolescents, attending high school, not being satisfied with family life and school, contact with phone-advertising of sex, AO games and other online games, viewing adult videos, or reading adult books. Conclusions: When sex education is designed, an instructor considers not only students' demographic characteristics but also the strategies to deter the use of harmful media especially for game materials.

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Exploring the Practical Value of Business Games: Analysis with Toulmin's Sensemaking Framework

  • Joo Baek Kim;Edward Watson;Soo Il Shin
    • Asia pacific journal of information systems
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    • v.32 no.4
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    • pp.803-829
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    • 2022
  • With the advances in technology and the trend towards increased computer-based experiential learning in education settings, business games are being increasingly used by business educators. This article utilizes Toulmin's Sensemaking Framework to investigate the sensemaking process of business professionals to reveal how they consciously reason about the value of business games for learning complex business concepts and principles. Using the analysis of responses from 43 business professionals, our study identifies key areas where business professionals find value in business games and the limitations of using business games. First, business games are found to be an effective tool when teaching practical business skill sets to business professionals. Second, business games enhance the overall learning process in professional business training. Third, despite the advantages, some pitfalls in applying business games to practice are found. We also found sub-themes, claims, and argument patterns of how business professionals evaluate the value of business games through a grounded theory qualitative analysis method. Analysis results show several ground-warrant patterns exist in the arguments on values of business games including general principle - causal reasoning, personal experience - generalization, and personal projection - generalization. With these findings, we believe this paper contributes to the theory and practice of business game design, development, and the game playing and learning process.

Effects of Internet Game Addiction, Family Functioning, Offense Eexperience, Victimization Experience on Possibility of Peer Violence in Elementary School Students (초등학생의 인터넷게임 중독, 가족기능성, 또래폭력 가해경험, 피해경험이 또래폭력 행위가능성에 미치는 영향)

  • Lee, Kyung Hee;Lee, Kyoung Sook
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.425-436
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    • 2017
  • This study was done to explore the correlation among internet game addiction, family functioning, offense experience, victimization experience, possibility of peer violence and to identify factors related the possibility of peer violence. Participants were 789 elementary school students with survey. SPSS/WIN(20.0 version) were used to analyze the collected data. Internet game addiction was negatively correlated family functioning and was positively correlated the offense experience, victimization experience, possibility of peer violence. Multiple regression analysis showed the factors as offense experience of peer violence and relationship with teacher significantly accounted for 63.1% of the possibility of peer violence. In conclusion, it is need to health education for prevention of internet game addiction and breaking offense experience. The activating relationship with teachers are alternative plan that prevent to possibility of peer violence.

A Case Analysis of Entry in Global Education Market focused on Public Education : The Entry of G-Learning(Game Based Learning) into a Public School System in USA (공교육 중심의 해외 교육시장 진출 사례 분석: G러닝(게임 기반 교수학습 방법)의 미국 공교육 진출)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • International Commerce and Information Review
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    • v.15 no.2
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    • pp.109-128
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    • 2013
  • With the growth of contents business, the expansion of domestic culture contents into global market became active. However, while some field such as game, music and movie have made fine results, education contents has failed to make significant success in global market. Therefore, this study intends to look into a case of Contents Management Institute(CMI), which spread G-Learning into La Ballona Elementary School located in LA. In this case, CMI successfully dealt with diverse difficulties to conduct a G-Learning class in the school and helped to increase students' achievement. Based on analyzing this case, this study suggests three reasons behind the success. First, by separating platform and learning contents in development process, CMI could save the cost in contents development and handle problems swiftly. Second, it could be possible to use human resources efficiently by constucting a support organization. Third, by sharing information and doing persuasion CMI could lead to chain persuasion process among local decision makers.

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On the wave propagations of football game ball after contacting with the player foot

  • Lei Sun;Cancan Wei;Fei Liu;Lijun Wang;Bo Ren
    • Geomechanics and Engineering
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    • v.33 no.6
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    • pp.529-542
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    • 2023
  • Wave propagation with high transverse deflection could affect the stability of the ball in its trajectory. For low stiffness balls similar to soccer and volleyball balls, the waves are more noticeable in comparison to other balls like ping-pong ball. On the other hand, the soccer balls are under heavy impact loads from shoots and contacting different objects in the field. The maximum recorded speed of a soccer ball after kicking is the 211 km/hr and the average maximum speed is around 112 km/hr. Therefore, in such speeds the aerodynamic forces become important which are directly related to geometrical shape of the ball. In this regard, the wave propagation in soccer ball is examined in the current study using large deformation shear deformable formulations. Classical relations of stress-strain components are taken into consideration along with minimum total energy principle. The final derived relations were solved by using harmonic differential quadrature method. The results are generally presented ion term of phase velocity as function of different influencing parameters of the materials, geometry and mass of the ball.