• Title/Summary/Keyword: Game education analysis

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Investigating Multiple Intelligence Theory in the 5th Grade English Textbook (초등학교 5학년 영어 교과서 활동 분석: 다중지능이론을 중심으로)

  • Youngjee Yoon;Jaeseok Yang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.53-59
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    • 2023
  • We aim to investigate whether the activities in the 2015 revised elementary English textbooks are reflected in terms of Multiple Intelligences. Specifically, we analyze three types of activities including project, game, and cultural activities in three types of the 5th grade English textbooks. Additionally, we compare the differences in the Multiple Intelligences according to three different publishers. The data includes three different sorts of fifth-grade English textbook activities. We found that verbal-linguistic intelligence, interpersonal intelligence, and visual-spatial intelligence are heavily involved in project activities. Verbal-linguistic intelligence, interpersonal intelligence, visual-spatial intelligence, and kinesthetic intelligence are all utilized in game activities. Lastly, cultural activities demonstrate verbal-linguistic and visual-spatial intelligence. In consideration of the diversity of students, we suggest that English textbooks need to consider diverse and well balanced approach to incorporating Multiple Intelligences in order to make the textbooks to meet the needs of the diversity of learners.

A Study on the Practice of Performance Assessment in the Elementary School Mathematics - Focussing on Self-assessment and Peer-observation - (초등학교 수학과 수행평가 실천에 관한 연구 - 자기평가.동료평가.관찰평가를 중심으로 -)

  • Kim Song-Ja;Choi Chang-Woo
    • Journal of Elementary Mathematics Education in Korea
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    • v.10 no.1
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    • pp.67-87
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    • 2006
  • This study is to recognize a problem in the practice of performance assessment in elementary school, and to find out some suggestive points for improvement of teaching·learning method in elementary mathematics through assessment by reducing time restriction according to assessment through the practice of self-assessment, peer-assessment and observation, and then by reflecting the results of assessment on teaching learning plan. For that, the questions of study set up are as follows ; 1. How should self-assessment and peer-assessment be applied to in elementary mathematics assessment? 2. How should the time for 'let's play an interesting game' be managed for assessment of elementary mathematics? 3. How should the results of assessment be reflected on the Process of teaching and learning of mathematics? To solve these problems, a researcher of this thesis performed self-assessment, peer-assessment on 40 students of second grade under her charge as a class teacher, and applied observation in the time management process for 'let's play an interesting game' for a semester. self-assessment was made by mathematics journal, self-assessment chart, peer-assessment was by the analysis of conversation record among students in the situations of assessment, and observation was by observation of activity when playing with the results data of play analyzed. the concrete methods of application as follows ; First, mathematics journal was applied $1{\sim}2$ times by each unit with reconstruction into the level of second grade on the basis of the preceding-study models. Second, peer-assessment was applied to the unit-assessment time and the play-activities time by the method of recording·analyzing the contents of conversation among students in the process of assessment. Third, mathematical attitude & dispositions of students making use of the self- assessment table were examined referring to the teaching learning plan. Fourth, the time management for 'let's play an interesting game' was made through the prior recognition of play method and the joyful play-activities by use of the play-plate. Assessment depended on analysis of play-activities results of students making use of an observation form. Fifth, the results of self-assessment, peer-assessment, and observation were analyzed, and then they were made use of as self-observation data, of teacher her/his self, or teaching·learning improvement data. Students' self-assessment datum (mathematics diary, self-assessment sheets, conversation contents in the process of assessment) and observation materials (check lists, Play-activity result materials, conversation contents in the process of play) obtained in the process of application was analyzed as follows ; 1. From the practice of self-assessment in form of mathematics journal, I could obtain not only datum showing how much students was understanding the learning aims by unit time and to any degree they reached but also information about their response to learning datum and favorable type of learning. 2. Assessment by self-assessment chart was useful in planning the mathematics teaching learning process because it helps ascertain mathematical attitude & dispositions of students. 3. Through the application of peer-assessment, students had the opportunity of communicating with other students looking back on his/her explaining process, and teachers could obtain basic materials for assessment of students. 4, In case of time management for 'let's play an interesting game', there was natural extension of play made through time-security by prior looking into the method of play-activity, and then, for a remained time, by making children play a new game. 5, I could easily record the activities of students by use of the observation. form, and make use of it as basic data for descriptive assessment. 6, Each kinds of data obtained from the results of assessment was helpful for securing self-observation materials in the process of teaching learning and for their betterment in mathematics subject. However, because they were in the second grade of elementary school and there was an individual difference, some students could not make use of mathematics diary or self-assessment form properly. In case of these students, assessment data would be obtained through interview or observation. And for effective operation of play, its purpose & method and matters that demand special attention when play-acting should be clearly guided. Also, when applying an effective play in addition to play activities in textbook, to lessons, interesting mathematics lessons could be guided.

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The Exploratory Study for the Application of the Sports Field in the Fourth Industrial Revolution: Focus on the Social Big Data (4차 산업혁명의 스포츠 현장 적용을 위한 탐색적 연구: 소셜 빅데이터 활용 방안을 중심으로)

  • Park, SungGeon;Hwang, YoungChan
    • 한국체육학회지인문사회과학편
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    • v.56 no.4
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    • pp.397-413
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    • 2017
  • The purpose of this study is to introduce the case and to provide related information for the physical education major to handle and utilize the social big data through the exploratory study for the application of sports industry in the fourth industrial revolution. For this study, data was collected from the article database, which covers the keyword such as 'Social Big Data', 'Sports' and so on. The analyzed articles were 86 articles. As a results, The research on social big data applied to sports industry are as follows: 1) Analysis of major issues related to sports fans' interests and sports events, 2) A study on media sports engagement, 3) The prediction analysis of sports game based on the sentiment analysis, 4) Development of salary estimation model for professional player in sports, 5) Research trend analysis and so on. In conclusion, the social big data analysis technology in the sports industry and management can be utilized variously. Therefore, the specialists of the sports industry and management field need to learn the techniques, to acquire the know-how for the research project, to convert the convergence thinking.

Study on Academic Stress and Athletes' Stress-related Health Status (학생들의 학업 및 운동스트레스와 건강상태의 관련성에 관한 연구)

  • Lee, Soojin
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.35 no.5
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    • pp.185-192
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    • 2021
  • The purpose of this study is to identify the effects of lifestyle, study stress and training stress on health status, and provide fundamental data for health management of university students majoring in physical education. In this study, 149 students participated and they were surveyed demographic characteristics, lifestyle, Maslach burnout inventory (student stress inventory), training stress inventory, and Mibyeong index. Height and weight were measured for calculating BMI. For statistical analysis, Student t-test, ANOVA test, chi-square test, correlation analysis, and multinominal logistic regression test has been used. There were differences between Mibyeong groups according to digestion status, smoking for female students and quality of sleeping for both male and female students. Study stress and training stress also affected to health status. Cynicism among study stress categories and all categories among training stress showed differences between sex. Correlation analysis and logistics regression analysis was used to estimate related factors of health status after adjusting for sex and age. Based on logistics regression analysis, quality of sleeping affected to Mibyeong 1 group and quality of sleeping, smoking and digestion status affected to Mibyeong 2 group. Among training stress category, dissatisfaction with game result and skills and lack of leisure time were affected to both Mibyeong 1 and 2 group. This study suggests that lifestyle, study stress and training stress might be significantly associated with university students majoring in physical education. Through managing those influence factors, health status of students could be improved.

Modify of extended API for Smart-TV security (스마트TV 보안을 위한 확장 API 수정에 관한 연구)

  • Moon, Jeong-Kyung;Kim, Jin-Mook
    • Journal of the Korea Convergence Society
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    • v.5 no.2
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    • pp.1-6
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    • 2014
  • Latest Smart TV is rapidly increasing in prevalence. Smart-TV can provide reserve-service, training-service, and game service to user. Smart-TV need standard API for user requested app to run it. In this case, the cracker can run Malicious apps or user-request contents to modify it by analysis of the vulnerability of the smart-TV platform. Therefore, we modify the extension API on Smart-TV to prevent hacking. Our proposed research method can support that device is illegal in Smart-TV device can prevent unauthorized access.

On the Application of Gamification Elements in Libraries

  • Seong-Kwan Lim
    • Journal of Information Science Theory and Practice
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    • v.11 no.2
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    • pp.1-11
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    • 2023
  • Libraries are still conservative in their approach or practice of providing various services for the unspecified majority of visitors attending these institutions. It is very apparent that libraries are not actively trying to increase the interest and participation of users by applying the various angles or elements associated with gamification. By its very nature, gamification is the application of game-playing elements such as point scoring, peer competition, team work, score tables, and such used to motivate participants and make them more engaged with the subject matter. In areas such as education, marketing, and exercise, the implementation of gamification techniques is actively taking place in order to maximum participation by taking advantage of uncertainties or the competitive nature that many people have with the setting of goals. In this study, four libraries that have applied gamification are analyzed to understand how and to what degree gamification has been applied. Broken down into four different elements, this includes: Point, Reward, Leaderboards & Competition, Self-expression & Achievement. By focusing on the results of this analysis, gamification measures that can be applied to other libraries are specifically proposed. The overall results of this study will provide useful guidance and potential plans for libraries seeking to increase the number of users by using gamification to increase user participation and/or satisfaction with additional library services.

A Development of Automatic Judgment System of Online Video Learning based on Word Game and Analysis of User Satisfaction (단어 게임기반의 온라인 비디오 학습 자동 판단 시스템 개발 및 사용자 만족도 분석)

  • Jo, Jaechoon;Lim, Heuiseok
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.135-137
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    • 2017
  • 비디오 강의를 활용한 온라인 학습은 교육 효과를 높이는 무한한 가능성을 가지고 있지만 온라인에서 학습자 주도로 이루어지기 때문에 학습 동기를 높이고 온라인 강의에 집중시킬 수 있는 도구의 개발이 필요하다. 또한 교수자는 온라인 환경 안에서 학습자가 실제로 학습을 수행했는지에 대한 여부를 쉽게 파악할 수 있는 도구의 개발이 필요하다. 본 논문은 학습자와 교수자의 요구를 만족 시킬 수 있는 단어게임 기반의 온라인 비디오 학습 자동 판단 시스템을 개발하였고, 시스템 검증을 위해 343명의 학습자를 대상으로 사용자 만족도 설문조사를 수행하였다. 설문 결과, 83%의 시스템 용이성, 73%의 시스템 만족도로 긍정적인 결과를 보였다.

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The Status Analysis of Computer Game Addiction Prevention Site (컴퓨터게임중독 예방 사이트의 현황 분석)

  • Chung A-Ran;Lee Jeong-Gi;Lee Joon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.797-800
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    • 2006
  • 인터넷 보급률이 증가 하면서 순기능에 이어 역기능이 보이기 시작하였다. 그중 우리나라 모든 부모들에게 경종을 울리는 것이 청소년의 게임중독일 것이다. 인터넷은 정보사회를 앞서 나가기 위한 최첨단 기술이자 무기로만 여겨왔던 컴퓨터와 인터넷이 자녀 교육에 도움이 되는 중요한 교구라고 믿던 부모는 시간이나 때우고 게임이나 하는 심지어 밤을 새우는 인터넷의 문제의 심각성을 깨달았기 때문에 무지에서 무조건적으로 게임은 안된다는 결론을 내리면서 청소년들은 어디에도 도움을 청할 곳이 없어 방황하게 되는 것이다. 본 논문에서는 국내외 게임중독 예방 사이트 운영 실태를 파악하고 유료 상담을 받기 어려운 청소년이 쉽게 게임중독에 예방 및 무료 상담할 수 있는 사이트를 분석 후 대응 방안을 제시하고자 한다.

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A NON-COMPACT GENERALIZATION OF HORVATH'S INTERSECTION THEOREM$^*$

  • Kim, Won-Kyu
    • Bulletin of the Korean Mathematical Society
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    • v.32 no.2
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    • pp.153-162
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    • 1995
  • Ky Fan's minimax inequality is an important tool in nonlinear functional analysis and its applications, e.g. game theory and economic theory. Since Fan gave his minimax inequality in [2], various extensions of this interesting result have been obtained (see [4,11] and the references therein). Using Fan's minimax inequality, Ha [6] obtained a non-compact version of Sion's minimax theorem in topological vector spaces, and next Geraghty-Lin [3], Granas-Liu [4], Shih-Tan [11], Simons [12], Lin-Quan [10], Park-Bae-Kang [17], Bae-Kim-Tan [1] further generalize Fan's minimax theorem in more general settings. In [9], using the concept of submaximum, Komiya proved a topological minimax theorem which also generalized Sion's minimax theorem and another minimax theorem of Ha in [5] without using linear structures. And next Lin-Quan [10] further generalizes his result to two function versions and non-compact topological settings.

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The study of Safety education, safe experience for students to develop research simulreyiteo (안전체험 시뮬레이터 개발에 관한 연구)

  • Kim, Tae-hwan
    • Journal of the Society of Disaster Information
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    • v.6 no.1
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    • pp.46-59
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    • 2010
  • In this study, the safety training of comparative analysis of the realities of Korea's safety training and international experience and practical training for the safety experience of a virtual reality simulator, the development of safe conduct as a controlled motion simulator system, image H / W and the control system works, sound effects H / W and the control system works, 4D special effects (smoke, heat, wind, vibration) and a control system integration, mission control system for the selection and evaluation of the proposal, and safety training on Game S / W of development as we have never experienced an earthquake action plan and evacuate to escape the power of experience and the experience of an earthquake (vibration + video), Also the collapse and a fire escape on the experience of following second disaster, the building collapsed during an escape experience in the field, in case of fire According to the initial fire suppression and fire extinguisher usage experience - experience of smoke and heat to escape in, Moreover, the Daegu subway fire in public places such as subway and evacuated to escape the experience, considering the suggested Simulator.