• Title/Summary/Keyword: Game for education

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Implementation of Serious Games with Language-Based Cognitive Enhancement for BIF Children (경계선지적기능 아동을 위한 언어기반 인지강화 기능성 게임 구현)

  • Ryu, Su-Rin;Park, Hyunju;Chung, Dong Gyu;Baik, Kyoungsun;Yun, Hongoak
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1051-1060
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    • 2018
  • This study aims to propose instituting the serious games of language-based cognitive enhancement for the BIF children. The program consists of 4 cognitive areas (perception, attention, working memory, knowledge inference) in 4 language dimensions (phoneme, word, sentence, discourse). 16 games of 4 areas/2 dimensions with 3 difficulty levels were implemented in a mobile station and pilot-tested to children including BIFs. The results from the pilot tests supported for the validity and effectiveness of our games: Children's game performance correlated with their IQ scores (overall and sub-areas) revealing significant differences between the groups. The stroop scores in pre-and-post training hinted the increase of children's cognitive control.

Association between the Using Goals of Computer and Self-regulated Learning Ability in Primary School Student Focusing on Gender Differences

  • Sung, Eunmo;Huh, Sunyoung
    • Educational Technology International
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    • v.15 no.1
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    • pp.27-48
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    • 2014
  • The purpose of the present research was to examine the relationship between the using goals of computer and self-regulated learning ability on the gender difference. To accomplish this goal, we have analyzed the data of Korea Children and Youth Panel Survey III which is nationally collected from primary school students, currently on the 6th grade in South Korea. 2,219 samples were used in the study excluding missing samples. The participants were 1167 males (49.5%) and 1052 females (50.5%). The mean age was 13.94 years (SD=.25). As results, female students spent more time on using computer than male students did: (1) the male students' time spent on Playing game was significantly larger than that of female students, but (2) on the rest seven using goals of computer including e-Learning/Information retrieval for learning, the female students spent significantly more time than the male students did. Also, in terms of the self-regulated learning ability, using computer for e-Learning/Information retrieval for learning itself gave significantly positive effects on both male and female students' self-regulated learning ability. On the other hand, Playing game gave significantly negative effects on both. Based on the results, some strategies were suggested on the proper use of computer for learning.

A Case Study of Moral Hazard Games for the Classroom (도덕적 해이 학습을 위한 게임수업 사례연구)

  • Chon, Mi-Lim
    • Journal of Convergence for Information Technology
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    • v.7 no.1
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    • pp.93-98
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    • 2017
  • To recover the capital market's confidence, interest in accounting ethics education has increased recently. The purpose of this paper is to introduce a simple classroom games for moral hazard problem and to analyze the results. This case study introduces the classroom games in which well-known experiment of principal-agent dilemma in experimental economics implemented accounting ethics education. This paper suggests that game lesson is effective and efficient way to understanding moral hazard problem. During the games, cause and effect of players' decision making react upon each other. This paper contributes to generating further discussion on accounting ethics education and providing practical implication.

Development of an Authoring Tool to Create Interactive 3D Convergence Contents for Smart Learning (스마트교육을 위한 인터랙티브 3D 융합콘텐츠 저작도구 개발)

  • Roh, Chang Hyun;Kim, Byung-Cheol
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.401-407
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    • 2016
  • In the smart education era, it is crucial for the teacher to make lecture materials in the form of 3D convergence contents for themselves. In this study, we developed an interactive authoring tool to create 3D convergence contents for the teacher. The proposed system was implemented based on a commercial 3D engine for practicality. To evaluate the usability of the tool, we conducted a satisfaction survey of a focus group. As a result, we concluded that the proposed authoring tool was useful to create desired contents but rather complicated to use due to the text-based script editor. In the following research we will improve the editor so that it can be used in a more intuitive manner.

A Study on a technology of extraction of motion objects (3차원 동작객체 추출기술에 관한 연구)

  • 오용진;박노국
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 1999.05a
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    • pp.154-162
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    • 1999
  • This paper introduces the research and development of automatic generation technology to develop the character agent. The R&D of this technology includes three major elements-body model generation, automatic motion generation and synthetic human generation. Main areas of application would be cyber space- 3D game, animation, virtual shopping, on line chatting, virtual education system, simulation and security system.

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A Study on the Choice of Programming Language for Beginners (초보자에 적합한 프로그래밍 언어 선택에 관한 연구)

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.73-74
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    • 2017
  • 4차 산업혁명의 핵심 중 하나인 소프트웨어 교육에서 프로그래밍 교육은 필수적이다. 다양한 프로그래밍 언어 중 프로그래밍 입문자를 위해 적합한 언어를 선택하는 것은 매우 중요하다. 본 논문에서는 프로그래밍 입문을 위해 적합한 언어를 선택하기 위한 가이드를 제공하기 위해 2017학년도 1학기에 프로그래밍 입문 관련 교과목을 수강한 학생들을 대상으로 프로그래밍 언어에 대한 선호도를 조사하고 분석하여 언어 선택을 위한 가이드를 제안한다.

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A Study on the Efficacy of User Interaction for Metaverse-Based Education (메타버스 기반 교육에서 사용자 상호작용의 효용성에 관한 연구)

  • Yuchul Shin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.227-228
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    • 2024
  • 본 논문에서는 메타버스 기반 교육에서 학습자의 상호작용 중요성을 분석하고 전통적인 교육 방식의 차이점을 확인하여, 메타버스 환경에서 제공되는 다양한 학습 경험들이 교육의 효용성을 항상 시키는 방법에 관해 확인한다. 그리고 메타버스 기반 교육이 가져오는 혁신적인 변화와 사용자의 상호작용 중요성에 대한 새로운 방향성을 제안한다.

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Creative Ideation Using a Structured Approach - Focused on a Comparative Results of SIT and BS (구조화된 접근법을 이용한 창의적 발상에 관한 연구 - SIT와 BS의 결과비교를 중심으로)

  • Chung, Won-il;Kim, Kwang-Pil;SONG, HAEGEUN
    • Journal of Engineering Education Research
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    • v.22 no.4
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    • pp.3-11
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    • 2019
  • The purpose of this study is to introduce a modified CPS(Creativity Problem Solving) procedure as a new method for comparative analysis of creative techniques such as SIT(Systematic Inventive Thinking) and Brainstorming(BS) techniques. For this, a new sports game is employed as a case study. The results show that the ideas from SIT are more creative in terms of originality and practicality than those of BS. Several considerations for effective practical use of the proposed method are discussed in this study.

A Study on the Improvement of Concentration through Serious Games (기능성 게임을 통한 집중력 향상에 관한 연구)

  • Cho, Seung-Ju;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.27-35
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    • 2011
  • Concentration is one of the most important factor in learning ability. It is important to improve concentration for learning ability. Most digital kids have been accustomed to addictive media like games since childhood, so traditional methods of teaching and learning has been difficult to give interests for them. Therefore introducing a new teaching methods was inevitable for students with low concentration. This is an experiment to prove the hypothesis that the concentration training by certain serious game would be helpful for improving students' concentration. Not only some serious games but also meditation by music was effective to improve concentration in the experiment. Average people is hard to immerge in meditation. but some serious games involve fun factors like curiosity, challenges, competitions and rewards. Games are not more negative to young people, will be helpful to society in various forms.