• 제목/요약/키워드: Game score

검색결과 127건 처리시간 0.024초

아동(兒童)의 내(內)·외통제신념(外統制信念)이 포부수준(抱負水準)에 미치는 영향(影響) (The Effects of Internal-External Locus of Control on Level of Aspiration in Korean Children)

  • 전경미
    • 아동학회지
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    • 제4권
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    • pp.53-61
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    • 1983
  • The purpose of this study was to investigate the effects of internal-external locus of control on level of aspiration in Korean Children. The locus of control was measured by means of the Nowicki & Strickland's "A Locus of Control Scale for Children (1973)". The level of aspiration was measured by "Throw Balls into the Basket Game" Sixty internal controlled children(30 girls and 30 boys) and 60 external controlled children(30 girls and 30 boys) were selected among 853 children in fifth grade. For the data analysis, two - way analysis of variance and t-test were applied, Pearson correlation coefficient was computed. The results of this study were as follows; 1. Goal discrepancy score were significantly higher in the internal controlled children than in the external controlled children. 2. Shift value were significantly higher in the external controlled children than in the internal controlled children. 3. School achievement were significantly higher in the internal controlled children than in the external controlled children. 4. There was no significant difference in the school achievement between the children who showed high goal discrepancy score and the children who showed low one. 5. There was no significant difference in the locus of control between girls and boys. 6. Goal discrepancy score were significantly higher in boys than in girls, but there was no significant difference in the shift value between girls and boys.

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오락요법이 치매노인의 치매행동 및 정서와 일상생활수행능력에 미치는 영향 (Effects of Recreational Therapy on Dementia Behavior, Affection, and Activity of Daily Living of Senile People with Dementia)

  • 김희경;최은숙
    • 성인간호학회지
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    • 제17권1호
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    • pp.44-55
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    • 2005
  • Purpose: The purposes of this study were to examine the effects of recreational therapy (60 minutes * 3times/week * 6weeks) on dementia behavior & affection, and activity of daily living of senile people with dementia. Methods: The subjects were 27 senile people with dementia, 16 experimental group, 11 control group, admitted at K hospital in Chungnam province in quasi-experimental study. The recreational therapy program was developed, based on the recreational program for senile welfare made by athletics science research institute in Chungnam National University(1997). It consisted of rhythm game, ball play, and beanbag game. The data were collected through questionnaires from May 1st to June 10th 2003 and were analyzed using descriptive statistics, ${\chi}^2$-test, Fisher' exact test, and Man Whitney U test. Result: The dementia behavior and affection score was significantly different between the two groups (U=32.5, p=.005). The ADL score was significantly different between the two groups (U=12.0, p=.000). There were significant decrease in dementia behavior & affection, and improvement in ADL in the experimental group compared to the control group. Conclusion: Recreational therapy intervention was proved effect in decreasing dementia behavior & affection and promoting ADL of senile people with dementia. We recommended re-test in containing a communicating variable.

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교육용 게임 콘텐츠를 활용한 과학 학습이 초등학생들의 과학 관련 태도에 미치는 영향 - 운동과 에너지 영역을 학습할 수 있는 게임을 중심으로 - (Effects of Science Lessons with Educational Game Content on the Science-related Attitudes of Elementary Students: Focusing on Games for Learning the Domains of Motion and Energy)

  • 김형욱
    • 한국초등과학교육학회지:초등과학교육
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    • 제42권4호
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    • pp.481-496
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    • 2023
  • 본 연구에서는 교육용 게임 콘텐츠를 과학 학습에 활용한 후 과학 관련 태도에 미치는 영향을 탐색하고자 하였다. 경상북도에 소재한 초등학교의 방과 후 과학 탐구 동아리 학생 24명을 대상으로 적용하였고 과학 관련 태도 검사지와 창의적 인성 검사지를 활용하여 사전·사후 검사를 실시하였다. 활용한 교육용 게임 콘텐츠는 한국콘텐츠진흥원에서 개발하고 현재 교육부를 통해 무료로 배포하고 있는 <티노의 여행>이라는 것으로 게임에 등장하는 과학적 상황과 개념을 포함한 9차시의 프로그램을 개발하였다. 연구 결과 교육용 게임 콘텐츠를 활용한 과학 수업은 학생들의 과학 관련 태도에 유의미한 영향을 미치는 것으로 나타났다. 하위영역 중 과학 수업의 즐거움 영역이 가장 큰 폭으로 상승하였으며, 이어서 과학 탐구에 대한 태도 영역, 과학의 사회적 의미 영역, 과학에 대한 취미 영역이 그 뒤를 따랐다. 하지만 과학자의 평범성, 과학적 태도의 수용, 과학에 대한 직업 영역은 유의미한 결과를 내지 못했다. 한편 사전 창의적 인성 검사지를 활용하여 학생을 12명씩 상, 하 유형의 2그룹으로 나누었고 사전 과학 관련 태도 점수를 공변인으로 하여 공변량분석을 수행하였다. 결과적으로 창의적 인성의 상 하 수준별 과학 관련 태도 점수는 유의미한 차이를 보이는 것으로 나타났다. 특히 하 유형에 속한 학생들의 점수 증가폭이 상 유형에 속한 학생들보다 크게 나타났다. 본 연구를 통해 교육용 게임 콘텐츠를 과학 학습에 활용하는 것에 대한 시사점을 얻을 수 있었다.

19세기말 풍속화가 기산 김준근이 그린 삽화 속 어린이 놀이문화와 복식에 관한 연구 (A Study on the Late 19th century Children's Costumes and Games of Genre Paintings by Jungeun Kim)

  • 최은주
    • 한국의류산업학회지
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    • 제18권3호
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    • pp.289-300
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    • 2016
  • This study surveys children's costumes and games from the 11 Genre paintings by Junkeun Kim in the book "Korean Games(Stewart Culin 1858-1929)". The character of the general dress-costumes, games and the culture of life from the late $19^{th}$ century in genre painting of Junkeun Kim are as follows. The study results on the games are as follow. The boy's games are kite-flying, spinning tops, playing shuttlecock with the feet, blindman's buff, yut("Four-Stick Game"). Girl's games are seesaw with board, blindman's buff, marbles. Combined games are mount shoulder, sledge, tightrope walking for men with boy. The strengthen one's body type were seesaw with board, tightrope walking, the compete score type were playing shuttlecock with the feet, marbles and the multi complex type were yut("Four-Stick Game"), kite-flying. Through genre painting in the $19^{th}$ century we know a boy's 'Jeogori 'and 'Ba-ji' were similar to a modern man's and boy's 'Hanbok' with a traditional method of wearing. We believe that the originality of a traditional costume was an unchangeable characteristic. Girl's 'Jeogori' and 'Chi-ma' changed in length and width, and method of wearing; however, the basic shape did not change. The analysis for artist's genre painting which was ordered by a foreigner and the late of $19^{th}$ century's children's costume and game of life culture is useful to match the counters and show how to wear a modern Korean costume used to understand the 'Hanbok' and establish a costume of life.

게임특성화 고등학교 학생의 비만도에 따른 영양상태, 생활습관 및 골밀도 비교 연구 (Comparative Study on Nutrients Intake, Physical Activities and Bone Mineral Density of Specialized Game High School dentsaccording to Obesity Level)

  • 오윤경;손정민
    • 대한지역사회영양학회지
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    • 제15권3호
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    • pp.393-402
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    • 2010
  • The purpose of this study was performed to evaluate the prevalence of overweight and to compare the dietary behaviors, nutrient intake and physical activities of specialized game high school students. Total of 163 subjects participated and their weight, height, waist circumference, hip circumference and bone status by a quantitative ultrasound method were measured. The subjects were surveyed by a self-administered questionnaire about general characteristics, dietary behaviors and physical activities. Nutrient intakes of the subjects were assessed by semi-quantitative food frequency questionnaire. The subjects were divided into four groups on their obesity level by BMI. The prevalence of underweight, normal, overweight and obese group was 6%, 58%, 16%, and 20% respectively. BMI was negatively correlated with bone mineral density (p < 0.01) and positively correlated with WHR (p < 0.01). The dietary guideline compliance score for "Enjoy Korean rice food style" was 2.63, followed by "Prepare food sanitarily"2.48, "Do not skip breakfast"2.29, "Eat a variety of vegetables, fruits, dairy products daily"2.25, "Drink water instead of beverage"2.10, "Choose less fried foods"2.09 and "Maintain healthy weight"1.91. The exercise frequency of walking was not significantly different between groups; however, heavy exercise frequency was significantly lower in underweight group than the other groups (p < 0.05). The energy intake was 2153 kcal, which was 81.2% of the Estimate Energy Requirement, and the intake of calcium and vitamin $B_2$ was 66.7% and 77.8% of KDRIs. Particularly, the intake of iron, vitamin A and vitamin C was about 59.4%, 52.2% and 55.4% of KDRIs and INQ was 0.71, 0.63 and 0.65 respectively, and intake of folic acid fell behind 39.1% of KDRIs and INQ was 0.46. Our study suggests that the systematic and continuous nutrition education will have to be provided at schools to improve dietary and health behaviors and prevent chronic metabolic disease for students of specialized game high school.

공수도 우수선수들의 경기내용 분석 (The Analysis on Game Content of Karate Excellent Player)

  • 정일홍
    • 한국산학기술학회논문지
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    • 제16권1호
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    • pp.129-135
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    • 2015
  • 본 연구는 공수도 경기 내용과 흐름을 분석하고자 전국규모 또는 국제규모의 2011년의 국가대표 2차선발전(2011년 4월 23일~24일), 제7회 코리아오픈국제선수권대회(2011년 6월 24일~26일)과 2012년의 국가대표 1차선발전(2011년 12월 11일), Karate1 월드컵 부산(2012년 8월 18일~19일)의 남자 5체급 결승전 3경기씩 선별하여 15경기, 30명을 대상으로 공수도 공격기술과 득점에 대한 연구를 하였으며, 그 결론은 다음과 같다. 1) 공격기술 사용빈도 및 득점이 체급간의 유의한 차이가 보인다. 각 체급별 공격기술의 사용빈도는 60kg이하, 67kg이하, 75kg이하, 84kg이하와 이상 순으로 나타났고, 각 기술별 사용빈도는 뒷손치기, 앞손치기, 앞돌려차기, 걸기, 앞후리기 순으로 나타났다. 체급별 공격기술의 득점에서는 84kg 이상, 60kg이하, 67kg이하, 75kg이하, 84kg이하 순으로 나타났다. 그리고 각 기술별로는 뒷손치기, 앞돌려차기, 앞손치기, 앞후리기, 뒤후리기, 걸기 순으로 나타났다. 2) 승자와 패자의 공격기술 내용분석에서 유의한 차이가 보인다. 승자는 패자보다 공격기술을 많이 했고, 무승부, 패자는 뒷손치기, 앞돌려차기, 앞손치기 순으로 많이 사용했으며, 승자는 앞후리기, 앞돌려차기, 뒷손치기, 앞손치기, 걸기 순으로 나타났다.

요양원 노인의 신체적, 인지적, 사회적 기능상태에 관한 연구 (A Study on Physical, Cognitive, and Social Functioning Levels in Institutionalized elderly)

  • 김정순;권자연
    • 지역사회간호학회지
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    • 제7권2호
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    • pp.216-228
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    • 1996
  • The purposes of this study were to investigate levels of physical, cognitive, and social functioning in institutionalized elderly. The subjects were 78 residents of a nursing home for the elderly in Pusan. The data were collected from June 24th to July 8th, 1996 using interview and observational method. The structured questionnaires developed by Kim, by Kwon & Park, and by researcher were adopted to measure physical, cognitive, and social function, respectively. The data were analyzed using percentages, means, t test, ANOVA, Pearson correlation coefficient, Cronbach's alpha with the SPSS PC programs. The results were summarized as follows: 1. 34.2% of the subjects had a paralysis, strokes 26.3%, hearing impairment 15.9%, vision impairment 11.8%, mental disturbance 11.8%, cognitive disturbance 10.5%. 2. The mean score on the physical function for the subjects was 73.14, and the items with low functioning levels were 'ascending the stairs', 'bathing' in that order. There was no significant difference in physical function according to the following demographic characteristics: sex, age, and education level. 3. 50.0% of subjects was categorized 'definite dementia', 'questionable dementia' 11.5%, 'definite non-dementia' 38.5%. There was a significant difference in cognitive function according to sex, but were no significant differences according to following demographic characteristics: age and education level. 4. The mean score on the social function for the subjects was 17.60. The items with comparatively high score were in simple activities such as 'enjoying talking with his friends', 'watching TV or listening to the radio', and the items with low score were in complex activities such as 'enjoying a hobby',. 'enjoying a game', 'reading the newspaper or book'. There were no significant differences in social function according to sex and age, but was a significant difference according to education level. 5. Social function was positively correlated with both physical function and cognitive function.

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남자프로골퍼의 30 야드 칩샷과 피치샷 동작의 운동학적 차이 (Kinematical Differences of the Male Professional Golfers' 30 Yard Chip Shot and Pitch Shot Motion)

  • 편은경;박영훈;염창홍;손승;서국웅;서국은
    • 한국운동역학회지
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    • 제17권2호
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    • pp.177-185
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    • 2007
  • Even though there were no clear definitions of the short game and short game distance, short game capability is crucial for a good golf score. Generally, chip shot and pitch shot are regarded as two principal components of the short game. Chip shot is a short, low trajectory shot played to the green or from trouble back into play. Pitch shot is a high trajectory shot of short length. Biomechanical studies were conducted usually to analyze full swing and putting motions. The purpose of the study was to reveal the kinematical differences between professional golfers' 30 yard $53^{\circ}wedge$ chip shot and $56^{\circ}wedge$ pitch shot motions. Fifteen male professional golfers were recruited for the study. Kinematical data were collected by the 60 Hz three-dimensional motion analysis system. Statistical comparisons were made by paired t-test, ANOVA, and Duncan of the SPSS 12.0K with the $\alpha$ value of .05. Results show that both the left hand and the ball were placed left of the center of the left and right foot at address. The left hand position of the chip shot was significantly left side of that of the pitch shot. But the ball position of the pitch shot was significantly right side of that of the chip shot. All body segments aligned to the left of the target line, open, at address. Except shoulder, there were no significant pelvis, knee, and feet alignment differences between chip shot and pitch shot. These differences at address seem for the ball height control. Pitch shot swing motions(the shoulder and pelvis rotation and the club head travel distance) were significantly bigger than those of the chip shot. Club head velocity of the pitch shot was significantly faster than that of the chip shot at the moment of impact. This was for the same shot length control with different lofted clubs. Swing motion differences seem mainly caused by the same shot length control with different ball height control.

감성분석 기반의 게임 소비자 온라인 구전효과 연구 (A Study on the Effects of Online Word-of-Mouth on Game Consumers Based on Sentimental Analysis)

  • 정근웅;김종욱
    • 디지털융복합연구
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    • 제16권3호
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    • pp.145-156
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    • 2018
  • 배급사가 소매점을 통해 게임을 유통했던 과거와 다르게 현재는 디지털 콘텐츠인 게임을 온라인 기반의 유통채널을 활용하여 판매를 실시하고 있다. 본 연구는 온라인 디지털 콘텐츠 유통 채널인 스팀(Steam)에서 판매되는 게임의 판매량에 대해서 eWOM(전자구전효과)의 요인들이 어떤 영향을 미치는지 분석한다. 최근 빅데이터 기반의 데이터 마이닝 기법을 이용한 연구가 많이 진행되고 있는데, 본 연구에서 eWOM의 요인 중 각 리뷰의 감성을 분석할 수 있는 텍스트 마이닝 기법인 감성분석을 실시하여 eWOM의 감성지수를 도출한다. 감성분석은 나이브 베이즈(Naive Bayes)와 지지벡터기(SVM) 분류기를 활용하고, 정확도가 높은 지지벡터기(SVM) 분류기를 통해 감성지수를 산출한다. 도출한 감성지수와 eWOM의 크기인 각 게임의 리뷰의 수, eWOM의 평점인 각 게임의 유저점수를 독립변수로 하여 종속변수인 판매변화량에 대해서 회귀분석을 실시한다. 회귀분석 결과, 독립변수인 eWOM의 크기와 eWOM의 감성지수가 종속변수인 판매변화량에 영향을 미치는 것을 확인하였다. 본 연구는 연구결과를 통해 국내 게임 기업들이 스팀을 기반으로 해외진출 시 판매량에 영향을 미치는 eWOM의 요인들을 제시할 수 있는 시사점을 가진다.

유아의 한국어 어휘학습용 어플리케이션 분석: 태블릿 PC 어플리케이션을 중심으로 (Analysis of Applications for Preschoolers' Korean Vocabulary Learning: Focusing on Tablet PC Applications)

  • 성미영
    • Human Ecology Research
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    • 제53권2호
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    • pp.219-228
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    • 2015
  • This study evaluated the content of Korean vocabulary learning applications with a focus on tablet PC applications. We analyzed 51 Korean vocabulary learning applications. The instruments in this study were developed based on Yoo et al. (2012)' Vocabulary Learning Game Application Evaluation Criteria and Hyun et al. (2013)' Educational Application Evaluation Criteria. Data were analyzed using a t-test and one-way analysis of variance. The main results are as follows. First, each criteria's score was fairly good; the ease of use had the highest scores and the amusement had the lowest scores. Second, there was a significant difference in the interaction by vocabulary teaching approach. Applications based on a whole language-teaching method had higher scores than applications based on a phonics instructional teaching method inducing more operation and with immediate feedback. Third, there was significant difference in the sum of score and each criteria of developmental appropriateness, educational values, amusement, function and interaction by type of learning. Applications of combining type had higher scores in every criteria except for ease of use than applications of description type. These findings provide a preliminary evidence that the systematic Korean vocabulary learning application facilitates preschoolers' vocabulary learning.