• Title/Summary/Keyword: Game program

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An Empirical Study on the Education Effect of Business Simulation Game (경영 모의 게임의 교육 효과에 관한 탐색적 연구)

  • Kim, Sang-Soo;Rim, Seong-Taek
    • Information Systems Review
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    • v.8 no.2
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    • pp.173-188
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    • 2006
  • Due to the fast development of information technology, a variety of edutainment software has been used in the field of business education. One of them is business simulation game that the business game domain and the information technology is definitely associated. A lot of business simulation game have been developed and used for many courses of colleges and corporate training in USA and EU. However, education program based on business simulation game has not been activated in Korea. This paper examined the education effect of business simulation game. It was found that managers who were educated and trained with business simulation game were very satisfied with a business simulation game. Based on the statistical results, the method of business education using business simulation game was also suggested.

The Development of the Typing Education Program for Children's Sensibility (아동의 감성 함양을 위한 타이핑 교육 프로그램의 개발)

  • Park, Phan-Woo;Dong, Young-Hoon
    • Journal of The Korean Association of Information Education
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    • v.6 no.3
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    • pp.266-278
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    • 2002
  • The purpose of this study is to help cultivating Children's sensibility through the development of typing program which shows vocabulary of sensibility. The characteristic of this typing education program is designed to finish the game when the children get the certain point by typing the words on the screen(from the top to the bottom) within the limit of time. For examples, adjectives in the Korean dictionary, the words of modern & traditional children's songs, imitative words and echoic words through this game, the children are fully aware of the meaningful words without realizing it. Through this game, the children are fully a ware of the meaningful words without recognizing it. After application of this typing education program children were fully aware of meaningful words more than meaningless words. After examining the survey of children we could discover that this typing program help cultivating children's sensibility.

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The Effects of Virtual Reality Exercise Program with Wii-FitTM on Dynamic Balance and Walking Ability in Patients with Stroke (Wii-FitTM을 이용한 가상현실 운동프로그램이 뇌졸중 환자의 균형 및 보행능력에 미치는 영향)

  • Kim, Jung-Hee;Lee, Jong-Soo;Lee, Su-Hyun;Kim, Seong-Sik;Lee, Byoung-Hee
    • Journal of Korean Medicine Rehabilitation
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    • v.21 no.2
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    • pp.227-238
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    • 2011
  • Objectives : This study was to investigate the effects on using Virtual reality exercise program($Wii-Fit^{TM}$) for dynamic balance and walking ability in patients with stroke. Methods : The 22 subjects were randomly selected from the patients of the S hospital who met the study conditions. They were divided into a $Wii-Fit^{TM}$ balance game group of 12 patients and a conventional physical therapy group of 10 patients. The $Wii-Fit^{TM}$ balance game group received $Wii-Fit^{TM}$ balance game group general physiotherapy for 5 days a weeks, 30 minutes a day, for a 4 weeks and the conventional physical therapy group received general physiotherapy for the same period. The subjects were measured and compared for Brunel balance assessment, functional gait assessment, 6 minute walk test, GAITRite system before and after the program. Results : The experimental group tend to improve more than control group in shifting the weight to the affected side(p=0.040) and tap test(p<0.001). The experimental group tend to improve more than control group in FGA(p=0.016). The experimental group improved significantly more than control group in 6MWT(p=0.008). The experimental group improved significantly more than control group in gait speed, cadence, stride length. Conclusions : Virtual Reality program($Wii-Fit^{TM}$) with conventional physical therapy shows the benefits on dynamic balance and gait parameters in patients with stroke.

Development of a Mobile Game and Wearable Device for Upper Limb Rehabilitation after Brain Injury (뇌손상 환자의 상지 재활을 위한 웨어러블 장치와 모바일 게임 개발)

  • Lim, Hong Joon;Kang, Youn Joo;Song, Je young;Lee, minbong;Oh, Ji Eun;Ku, Jeonghun
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.3
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    • pp.253-259
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    • 2017
  • Conventional upper extremity rehabilitation paradigm after brain injury has several shortcomings that is monotonous, simple, and repetitive in exercises over a long period of time, thereby causing training efficiency to decline as a consequence of low interest and participation. To resolve this issue, this paper proposes a new rehabilitative program integrating a wearable device integrated with EMG and motion sensor and a mobile game for the upper limbs' rehabilitative training. The developed wearable device is manufactured in the form of band, making it easy to wear. The mobile game is designed to enable rehabilitative training through games reflective of flexion, extension, abduction, and adduction identified by motion sensors along with grasp motion recognized by EMG signals measured from the wearable device. It also provides a tailored rehabilitative environment suitable for individual patients based on difficulty adjustments. As a consequence of applying the developed program to 14 brain injury in need of the upper limb rehabilitation and taking surveys on the utility of the developed rehabilitative program, the responses indicated that the developed rehabilitative program is far much more interesting and fun than the conventional rehabilitative program, further to the desire of those surveyed to reuse the developed program in the future.

A Case on Residens' Participation Workshop for Cohousing Plan (코하우징 계획을 위한 주민참여 워크숍 사례 - 30~40대 주부를 대상으로 -)

  • Cho, Jeong-Hyun;Choi, Jung-Shin
    • Journal of Families and Better Life
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    • v.27 no.6
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    • pp.155-169
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    • 2009
  • Resident participation plays much of a rule to the cohousing, which is organized independently and has the characteristics of community life, especially in the initial state of cohousing process. However, it is hard to realize the resident participation in proper order due to lack of a personal time, individual effort and an insufficient knowledge related with cohousing. So, it is thought that the guidance of cohousing expert and coordinator is needed to enable the residents to perform in an active attitude. The development of educational program and workshop connected with resident participation is also accompanied. In this study, to make the positive and systematic participation of cohousing residents, we established the workshop program and performed workshop with our developed program, based on preceding researches and examples. We selected the object of workshop as five housewives in thirties and forties. Workshop was consisted of six process steps. (1) Introduction and question of workshop and cohousing (2) examining and arranging the opinion (3) Master plan of cohousing village (4) Planning of common living space (5) Planning of individual living space (6) Analysis of final results and evaluation of workshop. The workshop held six times and it took about five~six hours per each meeting. Workshop participants expressed their opinion actively and attended in a positive manner in order to the design of their desired village and cohousing. During workshop process, the players established the common target of their village by means of life card, target card game. Also, based on the common target, the layout of village was planned using a collage game and card arrangement game. By workshop activity, the members started to recognize the significance of participation on the drawing board and improve their technique of communication and decision-making. Furthermore, workshop process made it possible to approach the concrete forms of their cohousing village. Especially, in the closing phase, the participant satisfaction about workshop and cohousing is increased suddenly and expressed their intention to join the real workshop related with cohousing.

The Effects of Narrative Therapy Group Counseling Program Using Role-Playing Game Format on Happiness and Negative Emotions in Children (롤플레잉게임 형식을 활용한 이야기치료 집단상담 프로그램이 아동의 행복감과 부정적 정서에 미치는 영향)

  • Kim, Bo-Kyung;Bae, Sung-Hoon;Chung, Eun-Jung;Hwang, Soon-Taeg
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.271-284
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    • 2018
  • The purpose of this study was to examine the effects of the narrative therapy group counseling program using RPG(Role Playing Game) format on happiness and negative emotions in children. The subjects of this study were 30 elementary school students who were referred to emotional and behavioral problems in a mental health center or elementary school in Seoul. They were allocated into an experimental group and a control group containing 15 students. Experimental group received a 60-minutes-session per week for 8 weeks. As a result, negative emotions of the experimental group statistically and significantly decreased compared with the control group, as well as the happiness. Results after 20 days showed that was maintained. In conclusion, the narrative therapy group counseling program using RPG (Role Playing Game) format in this study was found to be effective in reducing negative emotions and increasing happiness.

A Study on the Implementation of Serious Game Learning Multiplication Table using Back Propagation Neural Network on Divided Interconnection Weights Table (분할 가중치 테이블 역전파 신경망을 이용한 구구단 학습 기능성 게임 제작에 관한 연구)

  • Lee, Kyong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.10
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    • pp.233-240
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    • 2009
  • In this paper we made the serious game learning multiplication table to be evolved. The serious game is to induce the interest of the learner. This program has an interaction form which reflects the intention of the user and using this program a learner to learn the multiplication table as teacher's location are training a program that are seen as the abata and came to be that learner is smart. A study ability to be evolved used an back propagation neural networks. But we improved a study speed using divided weight table concept. The engine is studied perfectly in 60~80 times training. The learning rate increase to various non-monotonic functional form not to do a mechanical rise. And the learning rate is similar with the study ability of the human.

A Study on the Effect of Reading Education Program on Self-Esteem and Reading Attitude: the Case of M High School Students (독서교육프로그램의 자아존중감 및 독서태도에 대한 영향 - M고등학교 학생을 대상으로 -)

  • Kang, Sun-Sook;Oh, Eui-Kyung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.27 no.3
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    • pp.235-253
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    • 2016
  • The purpose of this study is to investigate the effect of reading education program for high school on students' self-esteem and reading attitude and satisfaction of students through the whole reading education process. The program that consists of 10 classes was developed and reading education was conducted. Through analysis of pre-post variance in self-esteem and reading attitude, effects of reading education has been proved. Also, satisfaction as evaluation about the whole reading education process was surveyed. As a result, it was found that reading education that uses program based on board game affects high school students' self-esteem and reading attitude, enhances reading attitude and promotes reading motivation.

A Global Comparative Study on the Game Rating System (게임물 등급분류제도의 국제 비교 연구)

  • Kim, Sung-Won;Lee, Hwan-Soo;Jung, Hae-Sang
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.91-108
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    • 2019
  • Game have become a universal leisure culture for the world. However, not only did the development of the game industry have a positive impact on society, but it also brought about various social problems, such as adversely affecting youth and encouraging criminal acts. In order to minimize these effects, countries around the world operate a game rating system to provide games suitable for age and social values from children and young people to the general public. Since games are new digital content, the limitations of the rating system are still discussed in many studies. Therefore, this study investigates the current status of global game regulation by investigating game rating systems of various countries including Korea. In addition, by comparing and analyzing the game rating system in Korea and the system of other countries, this study suggests a direction to improve our system more appropriately. The results of this study will contribute to securing the effectiveness and standardization of domestic game classification system.

A Study of the Relationship between Computer Game Use and Psychosocial Development in Mid-to Later Adulthood (중노년기 성인들의 컴퓨터 게임이용과 심리사회적 발달 관계에 대한 연구)

  • An, Jeong-Shin
    • 한국노년학
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    • v.30 no.3
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    • pp.727-741
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    • 2010
  • To examine the relationship between computer game use and psychosocial development in mid-to later adulthood, this study included 486 adults over 50 years old with computer game use, self-esteem, generativity, psychological well-being, relationship with children and grandchildren. Results showed that the adults in mid to later adulthood using computer game reported diverse attractive characteristics of computer game and game helped their daily life in diverse dimensions. Second, the adults using computer game reported higher self-esteem than the one not using it. Finally, the adults who perceived the computer game more positive reported better relationships with children and grandchildren, higher generativity, and higher psychological well-being. Based on the research results, developing of adult education program using computer game as a way of recreation was discussed.