• Title/Summary/Keyword: Game for education

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Big Data Analysis of the Women Who Score Goal Sports Entertainment Program: Focusing on Text Mining and Semantic Network Analysis.

  • Hyun-Myung, Kim;Kyung-Won, Byun
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.222-230
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    • 2023
  • The purpose of this study is to provide basic data on sports entertainment programs by collecting data on unstructured data generated by Naver and Google for SBS entertainment program 'Women Who Score Goal', which began regular broadcast in June 2021, and analyzing public perceptions through data mining, semantic matrix, and CONCOR analysis. Data collection was conducted using Textom, and 27,911 cases of data accumulated for 16 months from June 16, 2021 to October 15, 2022. For the collected data, 80 key keywords related to 'Kick a Goal' were derived through simple frequency and TF-IDF analysis through data mining. Semantic network analysis was conducted to analyze the relationship between the top 80 keywords analyzed through this process. The centrality was derived through the UCINET 6.0 program using NetDraw of UCINET 6.0, understanding the characteristics of the network, and visualizing the connection relationship between keywords to express it clearly. CONCOR analysis was conducted to derive a cluster of words with similar characteristics based on the semantic network. As a result of the analysis, it was analyzed as a 'program' cluster related to the broadcast content of 'Kick a Goal' and a 'Soccer' cluster, a sports event of 'Kick a Goal'. In addition to the scenes about the game of the cast, it was analyzed as an 'Everyday Life' cluster about training and daily life, and a cluster about 'Broadcast Manipulation' that disappointed viewers with manipulation of the game content.

A Case Study on Design of Theme-based Integrated Learning by Using QR Code (QR코드를 활용한 주제중심 통합학습 설계 사례연구)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.141-152
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    • 2013
  • This research aims at suggesting a case of designing theme-based integrated learning for usage smart media. New approach and direction for developing a gaming instructional design was suggested which can encourage learners to participate in. Quest-based learning, the learning environment design where learners conduct various learner-centered activities, plays an important role of reinforcing the motivation, promoting experiential and cooperative learning based on social interaction. The design using QR codes has been proved to be able to offer the learner-centered learning environment which includes social interaction strategy required for learners expanding their cognitive structure, motivation enhancing strategy encouraging their consistent participation in learning, complex problematic situation and scaffolding strategy emphasized by constructivism. And it is expected to contribute to promoting the design of theme-based integrated learning which is being demanded in the educational environment recently by combining systematic design process and strategies.

The immediate effectiveness of mobile game-based instruction with an extracorporeal biofeedback device for an exercise program to improve pelvic floor muscle contraction in healthy subjects

  • Kang, Hyo Jeong;Kim, Mi-Hwa;Hwang, Ji Hye;Lee, Wan-Hee
    • Physical Therapy Rehabilitation Science
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    • v.9 no.3
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    • pp.209-214
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    • 2020
  • Objective: Using biofeedback in instructing pelvic floor muscle (PFM) activation is a great method to provide information on muscle contraction. This study aimed to determine the immediate effectiveness of a mobile game-based instruction with an extracorporeal biofeedback device (EBD) to improve PFM contraction in healthy subjects. Design: Cross-sectional study. Methods: Sixteen healthy subjects (4 men and 12 nulliparous women; age, 31±5 years) were enrolled. The subjects were randomly categorized into two groups, those who were to receive instructions on how to contract the PFM by using the EBD (n=7) and those who were to undergo a transabdominal ultrasonography (TAUS; n=9) with biofeedback. PFM function was measured as the displacement (mm) of PFM elevation by using the TAUS before and after the instructions in each group. Results: The EBD and TAUS groups showed a significant increase in the displacement of PFM elevation after the instructions from 5.93±4.03 mm to 7.62±3.77 mm and from 5.27±3.39 mm to 7.47±2.79 mm, respectively (p<0.05). No significant differences were found between the two groups. Conclusions: The results of this study indicated that instructions for PFM contraction using the EBD and TAUS showed an immediate effect; however, no significant difference in effectiveness was observed between the two instruction methods. Therefore, not only can the TAUS method be used but the EBD method can also be used as a PFM instruction method for noninvasive procedures. However, further studies are needed to demonstrate the effectiveness of training and exercise on larger sample sizes that includes patient populations with PFM dysfunction.

Spudsville: Designing a Minecraft Game for learning teaching English as a Second Language (스퍼드빌: 제2언어로서의 영어학습을 위한 마인크래프트 게임 설계)

  • Baek, Youngkyun;Kim, Jeongkyoum;Sam, Eisenberg
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.143-157
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    • 2022
  • The aim of this study is to design Spudsville, an immersive game environment in Minecraft that can effectively help learners acquire the English language. To create a successful learning experience using Minecraft, the researchers adopted the Agile Model and the Design Thinking approach. The researchers first conducted an analysis through an extensive literature review in order to assess the learners' needs. Afterwards, they designed and developed a Minecraft world based on the data collected during the analysis phase. The researchers learned that implementing constructivist and behaviorist approaches has benefits, even though applying a cognitivist-learning model to Spudsville could have provided the researchers with more insight on how learner processes information. Making these adjustments could improve Spudsville's effectiveness and could potentially help the ways in which gamified learning aids with language acquisition.

Ecological Viewpoint of Evolution in Physical Education (체육교과 진화에 관한 생태학적 조망)

  • Kim, Chae-Woon;Yi, Joo-Wook
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.400-409
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    • 2009
  • This study purports to review and discuss the evolution of Physical Education in terms of ecological viewpoint. To achieve this purpose, this study try to look for the meanings through the 2007 revised physical education curriculum. The reason that I look for the meanings from the curriculum is because the curriculum includes objectives, values and philosophical backgrounds in Physical Education. Through this study, I found the following results. Governmental active supports to reinforce roles of in-service teachers should be emphasized. Second, teacher should focus on Game strategies for Physical Education. Third, mental function for activities in Physical Education should be considered as an intelligence as one of H. Gardner's multiple intelligences rather than they are just accepted as the level of functions or a motor nerves. Fourth, Physical Education for 11 and 12 grades should be accepted as a requirement to maintain Physical Education. classes in high school as a normalization process.

Design of a Multi-Platform Omok Program for Artificial Intelligence Education (인공지능 교육을 위한 멀티 플랫폼 오목 프로그램 설계)

  • Cha, Joo Hyoung;Woo, Young Woon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.530-532
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    • 2021
  • This paper deals with AI education service that enables developers who have completed basic programming education to program in C/C++ language in order to learn big data and artificial intelligence. In addition, a customized development environment configuration system according to the development environment and how the user implements and tests artificial intelligence are explained. And also it has a function to check the effect on artificial intelligence through manipulation of various internal parameters. It is expected that it will be possible to develop artificial intelligence education services without language restrictions through networks in the future.

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Development of Creative Problem-Solving Activities for Integrating Mathematics and Information Science: Focusing on the Hat Game for Mathematically Gifted Students (수학 정보과학 융합을 위한 창의적 문제해결 활동 개발: 영재 학생을 대상으로 한 모자 게임을 중심으로)

  • Seo, Jiyoung;Youn, Sang-Gyun
    • Communications of Mathematical Education
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    • v.36 no.3
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    • pp.439-467
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    • 2022
  • The future society requires not only knowledge but also various competencies, including creativity, cooperative spirit and integrated thinking. This research develops a program for integrating mathematics and information science to enhance important mathematical competencies such as problem-solving and communication. This program does not require much prior knowledge, can be motivated using everyday language and easy-to-access tools, and is based on creative problem-solving activities with multilateral cooperation. The usefulness and rigor of mathematics are emphasized as the number of participants increases in the activities, and theoretical principles stem from the matrix theory over finite fields. Moreover, the activity highlights a connection with error-correcting codes, an important topic in information science. We expect that the real-world contexts of this program contribute to enhancing mathematical communication competence and providing an opportunity to experience the values of mathematics and that this program to be accessible to teachers since coding is not included.

Implementation of 3D Animation Contents for Environment Education of Young Children (유아의 환경교육을 위한 3D 애니메이션 콘텐츠의 구현)

  • Lee, Gi-Sung;Lee, Keun-Wang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.4
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    • pp.1884-1888
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    • 2011
  • This paper designed 3D animation in consideration of young children's characteristics to stimulate their interest and to be more understandable to them. It was also confirmed that, using the 3D animation contents, young children came to recognize the problem of environment pollution and developed desirable attitude and behavior for protecting the environment. Therefore, this paper suggested the proper environment education activity materials with our environment culture centered to enable teachers to do efficient and practical environment conservation education activities by forming close relationship between teachers and children's family.

Education Content Development Utilizing Variable resistor sound sensor (가변저항 및 소리센서를 이용한 교육용 콘텐츠 개발)

  • kim, Hye-Sung;Lee, Hyeong-Ok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.688-692
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    • 2016
  • S4A means a program that controls the Arduino to the scratch. In this paper, development for gmae education content that using S4A language and combination the Arduino sensors. It this content developed by game moving images and sound to enhance the interest of students.

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Simulation of Child Care for First-time Father

  • Jang, Sin-young
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.47-55
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    • 2019
  • In past patriarchal societies, childbearing was considered the sole possession of women. At a time when women were struggling to move into society, the concept of parenting as the mainstay of the capitalist economic society and the head of the family has naturally been taken for granted by a woman named "housewife." Since the role of male babies is as important as that of females, Fathers are trying to promote the importance of the effects of fathers due to active participation in childcare and help change old perceptions of the past. Men also know the importance of participating in childcare in early childhood, but often do not know what their children want or why they cry due to lack of basic child care knowledge and lack of education. We tried to give fathers the meaning of indirect experience and change their perception of parenting by producing interactive VR content, which is completed with dad's participation, so that they can experience the child in person. In addition, through familiar childcare professional product advertisement and 360 degree stereo sound. It is made to immerse in the game to gain persuasive effect, inducing fathers to have interest and interest in childrearing.