• Title/Summary/Keyword: Game for education

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A Bio Edutainment Contents System based on Virtual Reality (가상현실 기반의 바이오 교육 콘텐츠)

  • Lee, Jun;Park, SungJun;Kim, HyungSeok;Kim, Jee-In
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.59-65
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    • 2009
  • An Edutainment Contents help the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Edutainment contents can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Edutainment that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on the system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users.

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A Study on Business model of through Second life (세컨드 라이프(Second Life)를 통한 문화콘텐츠 비즈니스 모델연구)

  • Choi, Eunyoung
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.431-435
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    • 2008
  • Thanks to the development of internet, on-line market expands exponentially and corresponding solid business models are drawn attentions. Most of on-line trading items are limited with selling game related items however, Linden Lab made its turning point by introducing cyber reality game to shape the cyber life with creating his own Avatar in 2003. After 2003, Second life has grown sharply that over 12 million users around the world. While former games are progressed within fixed scenario, the concept of avatars who live his or her own lives at the cyber space that successfully differentiate from former online game. Further, cyber money, Linden Dollar can be used to buy real estate, cloth, shoes just like at real economy system. Not only for using corporate marketing, various areas of activities; promotion of public sector, politics, education are also functioned at the cyber life. In Korea, Korean version of Second life was introduced at the end of 2007 that draws attentions from the users. In this study, I examine various business models of cyber through Second life and suggest feasible culture-contents applying models.

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Design and Implementation of Education Contents for Prevention of Child Sexual Violence (아동 성폭력 예방을 위한 교육 콘텐츠의 설계 및 구현)

  • Kim, Hee-joo;Shin, Hye-won;Lee, yoon-ji;Won, Hye-mi;Park, Su e;Park, Jung Kyu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.179-181
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    • 2017
  • In this paper, we propose the contents of the visual content of the child's own boundaries and implement the contents based on active learning using touch method. The images consist of four modules, each of which consists of content developments, learning concepts, and learning content. The notion of sexual violence is also aimed at fostering awareness that sexual violence is also an extension of the child's safety. Moreover, the learning content of a learning game improves learning outcomes by receiving a 'compliment' if the game succeeds and receives a 'reward' on the game.

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Are Head Impacts Safe during Youth Soccer Game Practice? (유소년 축구 경기에서 발생하는 머리 충격은 안전할까?)

  • O'Sullivan, David;Kwak, Myung-Hoo;Kim, Yun-Sik;Jeong, Hee Seong
    • Korean Journal of Applied Biomechanics
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    • v.30 no.2
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    • pp.155-163
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    • 2020
  • Objective: This study to identify the mechanism of head impact that occurs during youth soccer game with regard to head injuries in sports. Method: Ten male subjects (age: 10.0±2.0 yrs.) were participated during 10 soccer practices spread out over a time period of 10 weeks. During each soccer game, the participants agreed and wore the X-Patch (wireless accelerometer, gyroscopes). The X-Patch records the head impact mechanics, such as peak linear acceleration (PLA), peak rotational acceleration (PRA), peak rotational velocity (PRV), Head Injury Criterion (HIC), and the location of impact. Results: A total of 501 impacts to the head were measured over the 10 soccer games, PLA 17.8±10.4 g, PRA 3168±2442 rad/s2; PRV 16.1±10.6 rad/s; HIC 11.7±34.2. The severity of impact was classified into 3 ranges; low 10~39 g (482 impacts); medium 40~69 g (17 impacts); and high >69 g (2 impacts). There are no significant differences in PLA and HIC (p=0.08, p=0.15), however PRA and PRV show the differences (p<.05) between each of the participants. For the analysis comparing between the soccer games, there are no significant differences in PLA, PRA, PRV and HIC (p=0.11, p=0.13, p=0.14, p=0.05). Conclusion: Our results indicated that there were significant differences between athletes, especially in terms of rotational acceleration, whereas there were significant differences in linear and rotational based variable between each of the soccer games. Although the vast majority of impacts were below 39 g there were 2 potentially dangerous impacts above 69 g. It is important that future research continuous to measure head impact mechanics during soccer to help understand head injury mechanisms to ensure the safety of athletes.

Meta-Analysis on the effect of Gameplay therapy program (게임놀이치료프로그램 효과에 대한 메타분석)

  • Lee, Ju-Hee;Park, Seong-Ok
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.33-44
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    • 2019
  • This study meta-analyzed the effect of 32 research papers on children in academic journals published with domestic degrees and gameplay Therapy programs (2004-2017). As a result, the total effect size was 0.971, a large effect size. The impact scale by variable factor of disabled children, ages 3 to 5 years by age, and the impact scale of psychological variables by dependent variable were reported, with 11 to 15 sessions per process, total number of sessions 16 times or more, session count per week, and session count 61 to 90 minutes. The biggest research is meaningful in that it is the first comprehensive and objective analysis of gameplay Therapy programs and is expected to be used as basic data in treatment design when performing gameplay Therapy programs on clinical sites.

Development of the Educational Program for Prevention of Sexual Abuse in Children (어린이 성희롱/성폭력 예방교육 프로그램 개발)

  • 이경혜;이자형;배정이;김일옥
    • Journal of Korean Academy of Nursing
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    • v.33 no.2
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    • pp.189-199
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    • 2003
  • Purpose: The purposes of this study is to develop an educational program to prevent sexual abuse of children and to improve the physical and mental health of children by providing a rape-free environment and safety education. This program will provide parents and children with information on how to prevent sexual abuse in children. Children learn specific methods to avoid being victimized both at home and outside the home through a learning game and simulation, which is based on problem solving. Method: This program was developed based on a literature reviews, surveys and negotiation process. School- aged-children, parents, and teachers were interviewed to reveal their educational needs based on their experiences related to sexual abuse. Result: This program includes useful subjects such as safety education, early detection of sexual abuse, crisis management, resource persons, and phone numbers of available hospital. Counseling is provided by researcher or by a pediatric psychiatrist if needed. Conclusion: This program could be adequately utilized for prevention of sexual abuse of children. It also will provide an intervention strategy for abused children. This educational program was distributed to all of the elementary school through the Ministry of Education and Human Resources Development.

A Study on User Competency Training for Building Space Management Platform for Urban Regeneration (도시재생을 위한 건물공간관리 플랫폼 사용자 역량 교육에 관한 연구)

  • Kang, Hyun-joo;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.23 no.3
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    • pp.499-507
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    • 2020
  • This paper is one of the types of 'sharing economy', a social economic model that borrows and shares things, spaces, and services from the development of the 4th Industrial Revolution. Through sharing of empty space and time in the city, I would like to suggest a way to reduce the closure of small business owners in order to create jobs, which is one of urban problems in the community. We also build a platform that utilizes the free time and space of buildings through space sharing, one of the types of sharing economy, and provides education programs for start-up education, promotion, marketing, and consulting by matching small business owners with building owners. Therefore, in this paper, by sharing the space and time, the landlord and the small business can share the profits of the small business by reducing the business owner's closure and the job creation plan. Coaching urban regeneration was proposed.

Arduino-based Educational Electronic Piano (아두이노 기반 교육용 전자 피아노)

  • Kim, Hye-jun;Park, Jun-yeong;Shin, Yeong-jae;Heo, Gyeong-yong;Choi, Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.413-415
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    • 2021
  • Piano is one of the most beloved instruments in the world and is used a lot for children to learn music because it is simple to play. As a result, various products for children, such as toy pianos, were released. However, there is a lack of piano skills for music education, such as how to play the piano or read the score. To solve this problem, in this paper, we propose a game-style educational piano using Arduino. It is expected to capture fun and education at a low price by scoring points by displaying the score on the LCD screen and pressing the keyboard according to the timing of playing the note.

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An Analysis on the Use of Computer of Elementary Students (초등학생들의 컴퓨터 활용 실태 분석)

  • Kim, Young-Gi
    • Journal of The Korean Association of Information Education
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    • v.12 no.3
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    • pp.283-292
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    • 2008
  • Computer Science Education has to be dynamically changed due to a change of information technology. This study aims to present the direction of development for computer science education according to compare a report of KEDI; Korean Educational Development Institute, twenty years ago with our latest investigation. In this research, nowadays the personal computer diffused at most home. Home is the main environment for students to use computer. Students demand new computing curricula and teaching method. The global tendency of computer science education focuses on the improvement of problem solving ability. According to our investigation, most students hope to learn the new computing skills through game-based learning. We present the unplugged teaching methods and simulation-based learning using EPL(Educational Program Langage). Of course it's important to be applied to school now. And it can be achieved just by national efforts alone.

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Kiosk training strategies based on IT educational App for older adults

  • Jee, Sung-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.4
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    • pp.239-245
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    • 2021
  • Due to the fourth industrial revolution and the Corona19, the availability of digital devices such as kiosks is a matter directly related to survival for older adults with digital divide. This paper analyzes the problems of existing information service education for older adults and proposes an IT education strategy tailored to aging and life cycle of older adults. The proposed in this study is an educational application-based IT training method that supports repetitive learning regardless of time and place, developing kiosk function as a functional game-type educational application and experimenting with post-training effectiveness. The research method proposed UI usability evaluation frame for older adults, and developed educational applications based on proposed evaluation frame, and conducted kiosk education. As a result of the experiment, the mission success rate after using the IT application was 80.6%, which is a 55.1%P improvement compared to the pre-use(25.5%). This study confirmed that the proposed education for older adults is a way to overcome the limitations of existing IT education in the current situation.