• Title/Summary/Keyword: Game-type Learning

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The Analysis of Smart Phone Application for Early Childhood Based on Cognitive Theory (학습관련 인지이론에 기반한 유아용 스마트폰 어플리케이션 분석)

  • Kim, Eun-Jung;Park, Sung-Deok;Kim, Kyung-Chul
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.163-174
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    • 2011
  • The purpose of this study was to apply a variety of criteria to analyzing mobile applications for early childhood education, which are now available in application market, and was also to explore how the developmental characteristics and multimedia content characteristics of early childhood could be applied to mobile applications for early childhood education. To meet these purposes, this study targeted total 61 applications for infancy education in terms of mobile applications loaded on online education categories such as iPhone App Store and Android Market. Based on analytic criteria on the foundation of content type by learning type, cognitive load theory and multimedia design principle, this study analyzed those applications for early childhood. As a result, it was found that there were needs to develop a little more various categories of applications, and there were also needs to develop such applications that they can make the best use of smart phone's performance, comply with multimedia design principles but avoid any imprudent use of multimedia.

Research of Evaluation Method According to learning Type for Educational Web Contents (학습 유형에 따른 교육용 웹 컨텐츠의 평가 방안)

  • 안성훈
    • The Journal of the Korea Contents Association
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    • v.2 no.3
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    • pp.22-30
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    • 2002
  • In this paper, I propose and prove the evaluation standard for educational web contents. I divide the evaluation standards into five types -drill and practice, tutorial, simulation, educational game, presentation. It is proved the propriety of evaluation standards by experts. The evaluation standards presented in this paper can hep teachers to choose and to develop the educational web contents. Therefore it will contribute to decreasing a burden to prepare instruction used ICT for teachers and increasing the effect of Information-Oriented Education.

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Design and Implementation of an Automatic Scoring Model Using a Voting Method for Descriptive Answers (투표 기반 서술형 주관식 답안 자동 채점 모델의 설계 및 구현)

  • Heo, Jeongman;Park, So-Young
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.8
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    • pp.17-25
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    • 2013
  • TIn this paper, we propose a model automatically scoring a student's answer for a descriptive problem by using a voting method. Considering the model construction cost, the proposed model does not separately construct the automatic scoring model per problem type. In order to utilize features useful for automatically scoring the descriptive answers, the proposed model extracts feature values from the results, generated by comparing the student's answer with the answer sheet. For the purpose of improving the precision of the scoring result, the proposed model collects the scoring results classified by a few machine learning based classifiers, and unanimously selects the scoring result as the final result. Experimental results show that the single machine learning based classifier C4.5 takes 83.00% on precision while the proposed model improve the precision up to 90.57% by using three machine learning based classifiers C4.5, ME, and SVM.

A Study on the Type of Playable Furniture for Emotional Development of Preschool Children (미취학 아동의 감성 발달을 위한 연령별 놀이가구 유형에 관한 연구)

  • Kim, Ja Kyung
    • Korean Institute of Interior Design Journal
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    • v.25 no.3
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    • pp.70-81
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    • 2016
  • Nowadays the preschool children spend much of the day playing indoors. Therefore, it needs the indoor environment that helps a variety of fun activities and physical development, and it requires the space configuration and playable furniture considering the emotional development for mental health. However, the furniture for fast growing preschoolers has not various types because the domestic furniture market for children is mostly baby beds and the furniture for the education of children. Therefore, this study presents the concepts and types of the playable furniture reflecting emotional design for preschool children's healthy emotion and suggests the most appropriate type of playable furniture considering play behavior by age. In this study, we investigated the physical, cognitive, social, emotional and linguistic development characteristics and play behavior of preschoolers, and derived the right type of playground equipment and furniture, and examined the types of playable furniture to help the emotional development. We derived the items to be checked for developing the playable furniture by age for emotional development, and classified preschoolers' playable furniture into the use of learning, relaxation and storage, and suggested its basic type focusing on the cases of various playable furniture developed at home and abroad. As a result, the playable furniture was divided into three types. The first is the self-play type making possible self amusement, the second is module built-up-type that consists of furniture and modules or units and creates various patterns and can be modified through the self-assembly and disassembly, and the third is IT game type grafting IT skills and a variety of electronic games to furniture. We sorted these types into three classes (1-3 years old, 4-5, 6-7) according to age and presented the type of play for each age, the play element and representative image that can be introduced to this furniture. In this study, we provided the basic design types of age-specific emotional playable furniture by analyzing these results.

EcoBlog: 4d Spatial Framework for Ecological Virtual Community (EcoBlog: 생태학적 가상 커뮤니티 구현을 위한 4 차원 공간 프레임워크)

  • Lertlakkhanakul, Jumphon;Bae, Nu-Ri;Choi, Jin-Won;Chun, Chung-Yoon
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.937-944
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    • 2006
  • Although people's anxiety about the environmental problem has been getting higher, they are not provided good quality of knowledge about the environment. Based on this situation, Ecoblog can be a new type of online community to educate the public in ecological knowledge. Especially, Ecoblog can be utilized as a method of "preventive education", and it will contribute to reduce great amounts of environmental budget to restore contaminated environment to previous condition. Ecoblog also utilizes the concept of blog which user can create and append their site with chosen themes. A weblog or a blog is a non-commercial webpage regularly updated through the use of a blogging software which allows the user to "publish" kinds of amalgamations of text and graphics to the page as posts. The technology offered in Ecoblog is utilizing the concept of 4D place and game metaphor in order to provide users the sense of participation, interaction and immersion among them and the growing community. Thus, it requires applying the CAAD technology by implementing semantically well-defined building data model as a core database to create a 4D virtual community. This research focuses on defining a 4d spatial framework suitable for developing an online ecological community. Through our study, the state-of-the-art of online community has been studied at the first step. Second, the scenario of using EcoBlog described with content, visualization and navigation are defined based on the critical features derived at the first step. Finally, a 4d spatial framework composed of semantic building data model, content and rule database is constructed to propose factors that are necessary to establish an ecological virtual community. In conclusion, our framework could enhance the comprehension and interaction between users and virtual buildings in the ecological community by integrating the concept of game design, 4D CAD and semantic data model. Such framework can be applied to any online community for an educational purpose.

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An Analysis of the Writing Types Elementary School Students Presented in Mathematics Journal (초등학생의 수학 일기 쓰기 유형 분석)

  • Choi-Koh, Sang Sook;Park, Man Goo;Kim, Jeong Hyeon
    • Communications of Mathematical Education
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    • v.37 no.1
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    • pp.85-104
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    • 2023
  • The purpose of this study is to analyze the types of mathematics journals of elementary school students and to understand how they change in mathematics journals as the grade goes up, and to obtain implications in mathematics education. To this end, 170 of the 222 parish mathematics data submitted to the "Math Journal Contest" were analyzed with the consent of both minors and their parents. As for the framework for analyzing math journal types, 12 types were derived through independent analysis between three researchers. The research results showed that first, the type of math journal written by elementary school students is a variety of journals, such as observation, problem making, concept organization, and review. In addition, as a learning area, it was found that math journal showed a noticeable increase in experimental observation, problem making, and concept journal as the grades progressed, while a small number of idea journal and explanatory journals appeared. However, game (winning) strategy building and types declined. It can be seen that this is evolving from a type that requires activity-oriented or simple descriptions to a type that actively applies mathematical concepts. As such, there are 12-type of math journals, but it is necessary to actively use the teaching materials in writing that can be freely expressed in the school setting.

A study on the improving and constructing the content for the Sijo database in the Period of Modern Enlightenment (계몽기·근대시조 DB의 개선 및 콘텐츠화 방안 연구)

  • Chang, Chung-Soo
    • Sijohaknonchong
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    • v.44
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    • pp.105-138
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    • 2016
  • Recently with the research function, "XML Digital collection of Sijo Texts in the Period of Modern Enlightenment" DB data is being provided through the Korean Research Memory (http://www.krm.or.kr) and the foundation for the constructing the contents of Sijo Texts in the Period of Modern Enlightenment has been laid. In this paper, by reviewing the characteristics and problems of Digital collection of Sijo Texts in the Period of Modern Enlightenment and searching for the improvement, I tried to find a way to make it into the content. This database has the primary meaning in the integrating and glancing at the vast amounts of Sijo in the Period of Modern Enlightenment to reaching 12,500 pieces. In addition, it is the first Sijo data base which is provide the variety of search features according to literature, name of poet, title of work, original text, per period, and etc. However, this database has the limits to verifying the overall aspects of the Sijo in the Period of Modern Enlightenment. The title and original text, which is written in the archaic word or Chinese character, could not be searched, because the standard type text of modern language is not formatted. And also the works and the individual Sijo works released after 1945 were missing in the database. It is inconvenient to extract the datum according to the poet, because poets are marked in the various ways such as one's real name, nom de plume and etc. To solve this kind of problems and improve the utilization of the database, I proposed the providing the standard type text of modern language, giving the index terms about content, providing the information on the work format and etc. Furthermore, if the Sijo database in the Period of Modern Enlightenment which is prepared the character of the Sijo Culture Information System could be built, it could be connected with the academic, educational contents. For the specific plan, I suggested as follow, - learning support materials for the Modern history and the national territory recognition on the Modern Age - source materials for studying indigenous animals and plants characters creating the commercial characters - applicability as the Sijo learning tool such as Sijo Game.

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Comprehensive Measures the Elimination of Violence in Schools validated - Centered on the fundamental countermeasures - (학교폭력 근절 종합대책에 대한 유효성 검증 - 근본대책을 중심으로 -)

  • Jung, Sung Sook
    • Convergence Security Journal
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    • v.13 no.5
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    • pp.187-196
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    • 2013
  • Recently, school violence has come to the fore as a social phenomenon. "Comprehensive countermeasures for eradication of school violence" as a policy safety are created by Safety Administration bureau and Ministry of Education, Science and Technology under the chairmanship of the Office of Prime Minister on Feb,2012. This policy is supposed to be test-operated for a year from March, 2012. but voices of concern about effectiveness have been brought up by some critics greatly. So 172 teachers in high school in Seoul were surveyed in order to examine the effectiveness of "Comprehensive countermeasures for eradication of school violence" with a questionnaire composed of 5 point Likert-type. Among the fundamental measures, there were a total of 12 countermeasures about 'Practices for personality education' (with the exception of unrelated one question). 'Expanding opportunities of various art education and Supporting reading activities' of them ranked highest on average. Then, 'Reflecting results of special feature related to character develops to the Selection of Admission officers and Self-directed learning was the next. And among the three countermeasures about 'Reinforcement of roles of the family and society', 'Pan governmental conducting annual campaign related to broadcast, press, civic group to combat school violence was highest. Finally, among the 7 countermeasures about 'Countermeasure about harmful factors of games and internet addiction', 'Reinforcement of preventive discipline about game and internet addiction' was highest and 'Development and Promotion of various educational contents for preventive discipline about game and internet addiction' was the next.

The Development and Application of Education Program for Smart Educational App Production Using Authoring Tool for the Elementary School Student (저작도구를 활용한 초등학생의 스마트교육용 앱 제작 교육프로그램 개발 및 적용)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.225-232
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    • 2013
  • The smart education is performed in the education field, but the contents related to the subject class performed in the various smart devices are insufficient and it is necessary to continue training teacher and learner for the app development education. Therefore this study developed and applied the contents production education program of the game type web app around elementary science 6 grade 1 term utilizing Storyline authoring tools, similar to PowerPoint and be executable in the various devices. After educating students, we investigate the convenience of the use of Storyline, satisfaction level of learning contents work activity, and the continued availability, and etc,. They are interested in the activity of the smart educational contents development and they wished to participate in the continued app development education and activity in spite of it make difficulty for using English menu.

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A Study of Development of Auxiliary Devices for the Continuing Participation of Beginner Level Golfers (초보 골퍼들의 지속적 운동참여를 위한 보조기구 설계 연구)

  • Kim, Soo-Hyun
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.147-152
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    • 2020
  • The purpose of this study was to develop an auxiliary device useful for promoting continued participation in the golf among young golfers and female beginner-level golfers who were gradually increasing in number but often losing interest in the golf and gave up playing golf due to difficulty with posture, boredom from golf itself, slow improvement of skill, etc., in the process of learning the golf. For that, a hardware device fitted with various sensors was attached to the lower part of golf club grip to develop a platform capable of collecting and transmitting the data on each golfer's swing posture, driving distance, etc. If a smartphone app, which can analyze and store those data, is developed and synchronized, each golfer's postures can be identified and golfers can correct the posture on their own. Moreover, the smartphone app provides the contents for self-comparison and comparison with others and will be able to infuse the beginner-level golfers with internal motivation for continued participation in the golfing exercise if the game-type elements are added.