• 제목/요약/키워드: Game for education

검색결과 816건 처리시간 0.029초

The Effect of Natural Disaster Safety Education on Young Children's Safety Problem-solving Abilities and Eco-friendly Attitudes (자연재해 안전교육이 유아의 안전문제해결사고 및 환경 친화적 태도에 미치는 영향)

  • Lim, Eun Ok;Kim, Ji Eun
    • Korean Journal of Child Education & Care
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    • 제18권4호
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    • pp.227-245
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    • 2018
  • Objective: In this study, educational activities were organized to emphasize the importance of natural disaster safety education by reflecting the recent rapid increases in natural disasters. The study focused on story-sharing, art, and game activities to effectively conduct natural disaster safety education for four-year-old children, and in doing so, aimed to improve the children's safety problem-solving abilities and eco-friendly attitude. Methods: Based on the types of natural disasters that are handled by the Ministry of Public Administration and Security and the Chungcheongbuk-do Office of Education, earthquakes, yellow dust, heat waves, floods, typhoons, bolts of lighting, fires, snowstorms, and global warming were included as the study's educational contents, and a total 20 sessions of natural disaster safety education activities were planned. For the subjects, 20 four-year-old children at K Kindergarten attached to a school were selected as an experimental group and 20 four-year-old children at N Kindergarten attached to a school were selected as a control group. Both kindergartens were located in C City, Chungcheongbuk-do. The experimental group was instructed to perform the study's education activities, whereas the control group only carried out general activities based on the Nuri Curriculum's subjects of daily life. Results: As a result, the children in the experimental group, who received the natural disaster safety education, improved their safety problem-solving abilities and eco-friendly attitude when compared to those in the control group. This outcome proved that the natural disaster safety education conducted by the present study offers educational activities that can positively affect improvements in children's safety problem-solving abilities and eco-friendly attitude. Conclusion/Implications: Therefore, the present study is likely to provide concrete information to teachers who plan to conduct natural disaster safety education in the actual early childhood education field.

On Optimal Conditions in Setting Up Tasks for the Elementary Classroom: A Case Study of Two Classes

  • Kim, Jin-Seok
    • English Language & Literature Teaching
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    • 제18권3호
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    • pp.121-134
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    • 2012
  • The purpose of this study is to investigate the optimal conditions for designing tasks appropriate to the elementary classroom based on the correspondence with the national curriculum, integration among four skills (listening, speaking, reading, and writing), authenticity, and interactivity. For this study, two primary English teachers volunteered to participate in the case study conducted in the spring semester of the 2012 school year. Each class observed was composed of 29 and 30 sixth graders (12-year-old learners). Data were collected through classroom observation and lesson plans. Optimality theory was used to analyze data from the lessons. From the findings, the overall ranking of constraints is Curriculum ${\gg}$ Integration ${\gg}$ Authenticity ${\gg}$ Interactivity. It is also shown that for teacher 'L', the tasks such as 'guessing game', 'photo of me', and 'role play' were appropriate to help students ask questions and give reasons for their choices. As for teacher 'C', the tasks such as 'hand spans', 'transport survey', and 'picture telling' needed to be considered in order to help students understand and write comparative sentences.

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Contents-Development for Increasing Creativity based on Algorithm (알고리즘을 기반으로 하는 창의성 신장 콘텐츠 개발)

  • Kim, Eun-Gil;Kim, Jae-Hyung;Kim, Jin-Woo;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 한국정보교육학회 2010년도 하계학술대회
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    • pp.271-280
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    • 2010
  • Education focus on cultivating creative talent in the rapidly changing knowledge and Information society. Algorithms of computer science students to logical thinking and problem solving to find the best solution is an effective learning content. But the algorithm often educate at the University of reality when considering the level of elementary school students' cognitive structure and it is very important for teaching. In this study, based on the principle of the algorithm with an educational content for students to understand the principles of their own problems as the best way to resolve the situation with the ability to want to kidney. Content that contains elements of the game interesting for students to participate actively interested in effective teaching methods to the understanding of the principles of the algorithm will be a big help.

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A Study for properties of IK system to 3D character animation education (3D 캐릭터 애니메이션 교육을 위한 IK SYSTEM 특성 연구(Bone, Character Studio, CAT을 중심으로))

  • Cho, Hyung-Ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국해양정보통신학회 2011년도 추계학술대회
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    • pp.519-523
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    • 2011
  • Today, one of the most important reasons that 3D software becomes a core part of the essential tools in the video contents field like the movies, animation, CF, motion graphic, games and etc. is that they can save budget of contents makings and can produce better effects than conventional methods like miniature, matt painting, extra mobilization and etc. and can save time and have the merit that they are not limited in space. In this paper, I analyzed IK(Inverse kinematics) system characteristics for the efficient education of 3D character animation particularly most used of 3D applications which is now supposed to be nearly necessary elements in game, animation, movie and contents. And by analyzing merits and demerits of each tool on Bone, Character studio and Character Animation Toolkit, systems which are most used practically in the various Inverse kinematics tools, I showed the result of analyses about the fact that educating which of the above three Inverse Kinematics tools is helpful and beneficial for the students for the efficient education in the university where should teach much in the limited time

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Educational Web Design Taking Usability into Consideration (Focused on VRML Educational Web Page) (유저빌러티를 고려한 교육용 웹 디자인 (VRML교육용 웹 페이지 중심으로))

  • Kim, Nam-Hee;Kim, Tae-Wan
    • Journal of Korea Game Society
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    • 제2권1호
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    • pp.16-22
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    • 2002
  • After that Internet was introduced to Korea, Web page has developed from text centered to graphic-centered at its fist stage. At the present, it is improving to a design for users. Furthermore, with the acceleration of Information super-highway construction and generalization of basic technology for multi-media, the educational environment has transformed to demander-focused and internet basis service which transcends time and space. Consequently, the educational structure is converting from instructors unilateral lead to student-centered. Additionally, the common usage and digitalization of information have an effect on progress of education quality and cost saving. Although there are plenty of educational web pages on internet, we can notice that many of them are inconvenient for users to put into practice. The reason is that many experts overlook the fundamental which is the basic skill for design and understanding of Web must be accompanied with Web design. Therefore, this thesis will find out the points users should consider for use of Web page and realize the educational web page, reflected for VRML training.

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An exploratory study of the Educational Simulation Games for open mathematic learning (열린 수학 학습을 위한 게임의 교육적 활용 가능성 탐색)

  • 김나영
    • Journal of Educational Research in Mathematics
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    • 제8권1호
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    • pp.327-350
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    • 1998
  • The purpose of this study is to examine the applicability of educational games to open mathematic learning and consideration to the position of educational games in mathmatical education as powerful technology. For these purposes, previous literatures about games are reviewed. The concept of simulation games are defined and explore the characteristics of games includings game structure and process. And some typical educational games - Israel games, ORDA - are introduced. The main focus of the deliberation and survey of previous literatures is educational games as meaningful learning medium of mathematics and other subjuct matters. Especially educational games take a meaningful role for an implication of applicability of games especially for higher order thinking skills like problem solving, decision making, and creativity. To realize this alternative learning method of mathematics, first of all the attituce of teachers are have to change and accumulate field studies.

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On the Attractive Teaching Methods of Mathematics for High School students in Island's region (도서지역 고등학생을 위한 흥미로운 수학지도 방안)

  • Park, Hyung-Bin;Lee, Heon-Soo
    • Journal of the Korean School Mathematics Society
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    • 제8권4호
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    • pp.481-494
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    • 2005
  • In this study, the goal is to spread profound knowledge and theory through providing with accumulated methods in mathematics education to the students who are relatively neglected in educational benefits. The process is divided into 3 categories: mathematics for obtaining common sense and intelligence, practical math for application, and math as a liberal art to elevate their characters. Furthermore, it includes the reasons for studying math, improving problem-solving skills, machinery application learning, introduction to code(cipher) theory and game theory, utilizing GSP to geometry learning, and mathematical relations to sports and art. Based on these materials, the next step(goal) is to train graduate students to conduct researches in teaching according to the teaching plan, as well as developing interesting and effective teaching plan for the remote high school learners.

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Projection Facade and Game System for Multi-Audience Participation using Smart Devices (스마트 기기를 활용한 다중 관람자 참여형 프로젝션 파사드 및 게임 시스템)

  • Jang, Seungeun;Tang, Jiamei;Kim, Sangwook
    • The Journal of the Korea Contents Association
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    • 제13권7호
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    • pp.1-8
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    • 2013
  • As yet the use of 3D projection mapping facade has been limited to advertising and performance in the outside. And interactive elements are lacking. In this paper, propose a interaction system which control of projection mapping facade for multi-audience participation using smart devices. The system can be interaction for the multi-façade. And single or multiple can participate in the game. A user test based on the result confirmed an effectiveness of the proposed method. This research showed a practical method in which interaction of projection facade system can be used to user devices. The results of this study can be used as a base module for projection facade interaction system. In addition, It can be utilized for converged content development such as performances, games, education and various applications services.

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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    • 제5권2호
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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.

Dynamics of Adult and Larval Dungeness Crabs: Larval Abundance as an Indicator of Adult Abundance in Regional Populations (던저네스 게 성체와 유생의 역학: 지역 개체군 지표로서의 유생의 풍도)

  • Park, Won-Gyu
    • Journal of Fisheries and Marine Sciences Education
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    • 제24권1호
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    • pp.9-17
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    • 2012
  • The relationship between adult abundance and zoea I (ZI) density of Dungeness crabs was investigated in southeastern Alaska. Commercial harvest data (catch per pot) for male crabs larger than 165 mm in carapace width were collected from the Alaska Department of Fish and Game (ADF&G) management area, district 114 and a subdivision of district 114, 114C from 1996 to 2003. Commercial harvests of Dungeness crabs in the management area varied interannually. Commercial harvests decreased until 2000 but increased beginning in 2001. ZI density was obtained from zooplankton samples collected monthly from sampling stations within the same management district from 1997 to 2004. ZI occurred mostly in May and June, but as late as July in 1997 and 2002. ZI densities increased beginning in 1999. Total densities of ZI were significantly correlated with the commercial harvest data of adult male crabs within the management area, 114C (tens of square kilometers), containing the plankton sampling stations, but were not related to total commercial harvests within the larger geographic management area 114 (hundreds of square kilometers). We suggest that larval density may be an indicator of abundance of adult populations of Dungeness crabs.