• Title/Summary/Keyword: Game education analysis

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The Relationship between Internet Addiction and Health Promoting Behaviors of Elementary School Students in a Rural Area (일부 농촌지역 초등학생들의 인터넷중독과 건강증진 행위와의 관련성)

  • Bae, Jin-Soon;Lee, Dong-Bae
    • Journal of the Korean Society of School Health
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    • v.22 no.2
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    • pp.37-47
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    • 2009
  • Purpose : To find degree of internet addiction of rural elementary school students and to assess the relationship of them to the health promoting behaviors in a rural area in chungnam province. Method : Children's grade, sex and their internet habits, and family background and internet addiction records, health promoting behavior scores of 5th and 6th grade of elementary school students. Self-recorded questionnaire surveys from 2nd December to December 20, 2008, and total 393 data were analysed. Results : The results of this study were summarized as follows: 1. The internet risk group of 5th and 6th grade of rural elementary school students were 18.3%. 2. Place of major using internet were home in 84.6% of male and using internet time were more than 2hours per day and major purpose of internet was game(72.9%) than female. 3. Significant negative correlation between the degree of internet addiction and the health promoting behavior(r=-0.245. p=0.000) 4. Health promoting behavior score was 138.24${\pm}$18.64 in internet non-addictive group and 126.66${\pm}$16.81 in potential risk group, 124.60${\pm}$19.85 in high risk group 5. As a result of multiple regression analysis, degree of internet addiction, school record, health status, concern to health of the students by the parents were related to the health promoting behavior and these provided predicted 21.7%.. Conclusion : The internet addiction risk group need for the health education including health promoting behavior and counseling for treatment of internet addiction.

Analysis and Modeling of Hosting Process in International Sports Events (국제스포츠이벤트의 유치 프로세스 분석 및 모델링)

  • Kim, Joo-Hak;Cho, Sun-mi
    • 한국체육학회지인문사회과학편
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    • v.55 no.1
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    • pp.441-455
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    • 2016
  • International sports events is one of the core products in the sports industry. The increasing number of nations are bidding to host the international sports event such as Olympics Game because of expecting to development of a city or nation. Hosting a international sports events are inter-connected and affected by system of socials, politics, cultures and economics. As the scale of the international sports events became larger, sports events process importance is growing. The purpose of this study was build a model of the sports event process in the attract steps. By analyzing event process in the attract steps, the core processes(1. Search, 2. Applications, 3. Practice, 4. Follow-up management) was set and stakeholders and function were analyzed. The modeling was used as IDEF method.

The Effect of the Leadership Style on Player Satisfaction and Exercise Flow of Athletic Players (운동선수의 지도행동유형이 선수만족 및 운동몰입에 미치는 영향)

  • Lee, Gun Chur
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.1
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    • pp.179-187
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    • 2018
  • This study purpose is to improve athletes by investigating the relation between the leadership behavior type of athletes and athlete satisfaction and exercise flow. The sampling method was non-probabilistic sampling method. The number of questionnaires was 381 for analyzing the data. SPSS/PC+ Window 21.0 version statistical program were used for analyzing the questionnaire answers. Frequency analysis, factor analysis, correlation analysis and multiple regression analysis were used. The study results are as follows. First, there were positive correlations between leadership behavior type of athletes and athlete satisfaction and exercise flow, but not between authoritative behavior of leader behavior type and exercise flow. Second, the effect of leadership behavior type of athletes on satisfaction of athletes was positive on social interaction related with training, instruction, and social support, on task execution related with training and instruction, and on coaching related with training, instruction, and positive feedback. Third, the effect of leadership behavior type of athletes on flow of exercise was positive on cognitive commitment related with training, instructions and positive feedback, and on behavioral commitment related with training, instructions, positive feedback, and social interaction. So, athletes will be able to perform good exercise skills if they come to the game in flowing exercise satisfaction and exercise.

Evaluation of Smart-phone Applications for Young Children and Analysis of Differences according to Review Scores (유아용 스마트폰 애플리케이션 평가 및 리뷰점수에 따른 차이분석)

  • Koo, Heejeong
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.228-236
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    • 2020
  • As of March 2020, this study divided the applications for young children installed on Android-based smart-phones in Korea into top and bottom groups according to review scores, and selected 30 applications each, conducted content analysis and application evaluation, and looked at differences between groups. Through this, by providing objective information on the smart-phone application for young children, it is intended to help parents and early childhood education professionals select high-quality applications, and to present ideas and directions for developing applications suitable for development to application developers. As a result of application content analysis, only data presentation type, simulation type, and game type were found in all the top and bottom groups as for the application type. There was a difference in order. In the case of app purchase cost, the top group in the review score was evenly distributed from the low price to the high price of 100,000 won or more, while the bottom group had few high-priced applications. On the other hand, as a result of application evaluation, a significant difference was found in the entire evaluation score, including all functional elements and all content elements, between the top and bottom groups of the review score. In the case of detailed sub-factors, significant differences were shown in all factors except 'technicality' of functional elements.

Study on the Analysis of National Paralympics by Utilizing Social Big Data Text Mining (소셜 빅데이터 텍스트 마이닝을 활용한 전국장애인체육대회 분석 연구)

  • Kim, Dae kyung;Lee, Hyun Su
    • 한국체육학회지인문사회과학편
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    • v.55 no.6
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    • pp.801-810
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    • 2016
  • The purpose of the study was to conduct a text mining examining keywords related to the National Paralympics and provide the fundamental information that would be used to change perception of people without disabilities toward disabilities and to promote the social participation of people with and without disabilities in the National Paralympics. Social big data regarding the National Paralympics were retrieved from news articles and blog postings identified by search engines, Naver, Daum, and Google. The data were then analysed using R-3.3.1 Version Program. The analysing techniques were cloud analysis, correlation analysis and social network analysis. The results were as follows. First, news were mainly related to game results, sports events, team participation and host avenue of the 33rd ~ 36th National Paralympics. Second, search results about the 33rd ~ 36th National Paralympics between Naver, Daum, and Google were similar to one another. Thirds, the keywrods, National Paralympics, sports for the disabled, and sports, demonstrated a high close centrality. Further, degree centrality and betweenness centrality were associated in the keywords such as sports for all, participation, research, development, sports-disabled, research-disabled, sports for all-participation, disabled-participation, sports for all-disabled, and host-paralympics.

The Study on the Current Status and Condition of Internet Addiction related to Disabled Person Information Technology Education (장애인 정보화교육에 따른 인터넷 중독 현황 및 실태에 관한 연구)

  • Lee, S.D.;Hong, J.A.;Yeum, D.M.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.6 no.2
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    • pp.63-69
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    • 2012
  • The analysis was conducted for studying the degree of internet addiction and the difference between addicted group and non-addicted group based on usage time. The target group is consisted of 30 people who receive the training at home. The purpose of this training is to reduce digital divide for the disabled with reduced mobility. As a result, the typical user group, less than the 31-point appeared as 4 cases, the potentially dangerous user I group, from 31 to 54 points appeared as 25 cases, the potentially dangerous user II group, from the 54-67 points appeared as only one person. However, there was no game addiction case, more than 67 points. In addition, there was no significant difference in impulsivity and aggression between the high-risk group of 9 persons using internet more than 2.7 hours and the typical user group of 21 persons with less risk. From the result, there are two possibilities. On the one hand, an increase of the usage time for the disabled might not lead to addiction. Or, on the other hand, a measure of addiction for non-disabled might not suitable for the disabled addiction examination.

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Survey and Analysis on Computer Using Ability of Early Childhood for Developing Educational Software (교육용 소프트웨어 개발을 위한 영유아 컴퓨터 활용 능력에 대한 실태조사 분석)

  • Choung, Hye-Myoung;Song, Joo-Seung
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.10
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    • pp.209-220
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    • 2010
  • In this study, a survey was carried out to investigate status of children's computer use and their ability by gender and age. The objects of the survey were kids at a day care center in Gimpo where students of the early childhood education department of K university had practical training for a month. 378 questionnaire were collected excepting those with insincere or inconsistent responses, and among them, According to the results of this study, girls use computers more often than boys for educational purposes such as learning how to read and write Korean language and numbers and foreign languages, and also learning music and arts. On the other hand, boys use computers more often than girls for entertainment like cartoon movies and games. In terms of computer using ability such as understanding instructions, manipulation of functions, drawing pictures, chatting and e-mail, internet shopping, homepage making, girls have higher ability than boys while boys are significantly superior to girls in the ability to play computer games. The analytical results show that application programs of the childhood education is desirable for boys to use for the sake of arousing the interest and for the game and for girls to use at the part of music and arts. According to ages, for 1-2 years children, they needs the AP with a delicate person having the computer knowledge, for 3-4 years children, they need AP with some little help, for 6-7 years, they need the AP to do themselves according to sex and age.

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 analysis of game outcomes based on UIPM shooting match data in the modern pentathlon (UIPM 세계대회 기록을 통한 근대5종 사격 유형 및 특성 비교)

  • Park, Jong-chul;Lee, Seung-Hun
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.523-529
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    • 2020
  • The purpose of this study is to collect official world records for a total of five years from 2015 to 2019 from the modern pentathlon world competition database to reveal the impact of shooting types and characteristics on the record. To that end, the entire shooting spree was analyzed for all male and female athletes participating in the UIPM Level 1 World Cup and World Championships. According to the study, the number of round trips and the number of cars increased, the number of shooting accumulation deteriorated, the best record in the first round trip 3rd round, and the worst record in the fourth round trip 5th round. In addition, the deviation values are accumulated according to the fire recording or without success of the first step round trip by 9 percent in accordance with the growing number of the deviation is an increasing trend is, is that over time. Modern pentathlon at the success of the first step is more important and as fire can just hit first step in the event of great effect in reducing record. Based on these studies, the factors and characteristics that affect shooting accuracy are identified, and follow-up research linked to track records is necessary to match the characteristics of the combined competition.

Analysis of Global Entrepreneurship Trends Due to COVID-19: Focusing on Crunchbase (Covid-19에 따른 글로벌 창업 트렌드 분석: Crunchbase를 중심으로)

  • Shinho Kim;Youngjung Geum
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.3
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    • pp.141-156
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    • 2023
  • Due to the unprecedented worldwide pandemic of the new Covid-19 infection, business trends of companies have changed significantly. Therefore, it is strongly required to monitor the rapid changes of innovation trends to design and plan future businesses. Since the pandemic, many studies have attempted to analyze business changes, but they are limited to specific industries and are insufficient in terms of data objectivity. In response, this study aims to analyze business trends after Covid-19 using Crunchbase, a global startup data. The data is collected and preprocessed every two years from 2018 to 2021 to compare the business trends. To capture the major trends, a network analysis is conducted for the industry groups and industry information based on the co-occurrence. To analyze the minor trends, LDA-based topic modelling and word2vec-based clustering is used. As a result, e-commerce, education, delivery, game and entertainment industries are promising based on their technological advances, showing extension and diversification of industry boundaries as well as digitalization and servitization of business contents. This study is expected to help venture capitalists and entrepreneurs to understand the rapid changes under the impact of Covid-19 and to make right decisions for the future.

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