• Title/Summary/Keyword: Games education

Search Result 565, Processing Time 0.022 seconds

Mathematical Elaboration Process of the Elementary Gifted Children's Board Game Re-creation in Group Project (모둠별 게임 변형을 통한 초등수학영재들의 수학적 정교화 과정 분석)

  • Sung, Ye Won;Song, Sang Hun
    • School Mathematics
    • /
    • v.15 no.3
    • /
    • pp.619-632
    • /
    • 2013
  • One area where research is especially needed is their elaboration process and how they elaborate their idea as a group in a mathematical board game re-creation project. In this research, this process was named 'Mathematical Elaboration Process'. The purpose of this research is to understand how the gifted children elaborate their idea in a small group, and which idea can be chosen for a new board game when they are exposed to a project for making new mathematical board games using the what-if-not strategy. One of the gifted children's classes was chosen in which there were twenty students, and the class was composed of four groups in an elementary school in Korea. The researcher presented a series of re-creation game projects to them during the course of five weeks. To interpret their process of elaborating, the communication of the gifted students was recorded and transcribed. Students' elaboration processes were constructed through the interaction of both the mathematical route and the non-mathematical route. In the mathematical route, there were three routes; favorable thoughts, unfavorable thoughts and a neutral route. Favorable thoughts was concluded as 'Accepting', unfavorable thoughts resulted in 'Rejecting', and finally, the neutral route lead to a 'non-mathematical route'. Mainly, in a mathematical route, the reason of accepting the rule was mathematical thinking and logical reasons. The gifted children also show four categorized non-mathematical reactions when they re-created a mathematical board game; Inconsistency, Liking, Social Proof and Authority.

  • PDF

The effect of Physical Activities on the mental health in Korean Middle School Adolescents: Based on the Web-based Survey on Adolescents Health Behavior from 2013 (우리나라 중학교 청소년의 신체활동이 정신건강에 미치는 영향: 2013년 청소년건강행태온라인 조사를 중심으로)

  • Yoo, Jin-Yeong;Kim, Ki-Man
    • Journal of Digital Convergence
    • /
    • v.12 no.11
    • /
    • pp.395-405
    • /
    • 2014
  • This study tends to grasp the physical activity on its influences and effect s to the mental health of middle school students and we tried to look for a specific plan that will help to improve middle school students' mental health. We analyzed 36,530 students in middle school using a basic data "9th (2013) health behavior of juvenile on the online". The study is analyzed by complex sample data analysis method. The degree of euphoria recognition showed the low feeling of happiness when students exercise directly below two times rather than three times a week in the Physical Education class at school. On the other hand, the possibility of stress perception degree and suicide attempt is lowered. If the number of sports team participating is below one team, euphoria would be lowered and the limit of stress perception is high. However, the participation of one or two teams make the possibility of suicide lessens rather than students taking part in more 4 teams. In order to help middle school students reduce their stress and improve their happiness, they need to participate in sports as a regular team and join intramural games more than three times a week. In this case of the lower grade, it is considered that it is necessary for them to combine the educational program for the emotional support to control their extreme behavior.

A Study on Impact of Game Overindulgence and Addiction on Game Companies Loyalty, Product Loyalty, and Profitability (게임 과몰입 및 중독이 게임 기업 충성도, 제품 충성도, 수익성에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
    • /
    • v.15 no.4
    • /
    • pp.133-144
    • /
    • 2015
  • This study aims to establish the concepts of overindulgence and addiction and present proposals on game policies and marketing for game companies by identifying relationship among game product loyalty, game company loyalty, and game company profitability from the psychological viewpoint (game overindulgence and addiction) of online and mobile gamers. Accordingly, this study has the following implications. First, government should realize the fact even gamers are confused over differences in such concepts concerning game and have processes to reestablish game overindulgence and game addiction and follow policies to establish such images. Second, loyalty to game products should be enhanced by highlighting the features to buy items and additional contents through game networks as well as features to share contents and records generated within games for those with overindulgence. Moreover, companies should strengthen publicity to increase loyalty to game companies. Conversely, the focus should be on game product image rather than corporate image. Third, game companies should engage in strategies for the game's direction, development, and marketing to establish positive brand based on game products and help become the brand of the corporation itself. Fourth, there is a necessity to increase gamers and study their satisfaction rate based on game development and efficient marketing.

A exploratory study for Influential factors of smartphone over-dependence in elder and older Group (장·노년층의 스마트폰 과의존 영향요인에 대한 탐색적 연구)

  • Bae, Sung-Man;Koh, Young-Sam
    • Journal of Digital Convergence
    • /
    • v.15 no.7
    • /
    • pp.111-121
    • /
    • 2017
  • Smartphone use has become a part of everyday life, not only for adolescents but also for elderly and older people. Thus, this study explored the effect of demographic variables, the amount of smartphone usage, type of smartphone use and psychosocial variables on smartphone dependence of the elder group. We analyzed the data of 5627 (50s and 60s) of the Internet overdependence survey data of the Korea Information Society Agency in 2016. As a result of hierarchical multiple regression analysis, More frequency of smartphone use of weekday and weekend, and usage time of smartphone of weekday were related to greater smartphone dependence. More smartphone use for information seeking and games were associated with greater smartphone dependence. And, as loneliness and anxiety increased, smartphone dependence increased, while smartphone dependence decreased, as social capital increased. Through this study, it is necessary to understand characteristics related to smartphone dependence of elder and older group, and to use this knowledge to solve their smartphone dependence. Future studies also need to identify the causal relationship between predictors of smartphone dependence in elderly and older people.

A study on the Continuous Intention to Use of Augmented Reality Applications: Focusing on the Technology Acceptance Model2(TAM2) (증강현실 애플리케이션 지속사용의도 연구: 기술수용모델2(TAM2)를 중심으로)

  • Yun, Sung-Uk;Kim, Geon;Kim, Hyun-Tae
    • Journal of Digital Convergence
    • /
    • v.19 no.10
    • /
    • pp.383-394
    • /
    • 2021
  • This study examines the determinants that affect the continuous intention to use of augmented reality applications by applying the technology acceptance model2(TAM2). A survey was conducted on 241 people, and the main results were derived by performing confirmatory factor analysis, correlation analysis, and path analysis using SPSS 21.0 and AMOS 21.0 programs. Presenting the results, it was found that the user's interface, interactivity, and relative advantage of the augmented reality application had a positive effect on perceived usefulness, and technological self-efficacy had a positive effect on perceived usefulness and perceived ease. Perceived ease of use had a positive effect on perceived usefulness, and both perceived usefulness and perceived ease had a positive effect on continuous intention to use of augmented reality applications. In future research, it will be necessary to verify the user effect of augmented reality applications by applying the fields of education or games.

A Deep Learning-based Hand Gesture Recognition Robust to External Environments (외부 환경에 강인한 딥러닝 기반 손 제스처 인식)

  • Oh, Dong-Han;Lee, Byeong-Hee;Kim, Tae-Young
    • The Journal of Korean Institute of Next Generation Computing
    • /
    • v.14 no.5
    • /
    • pp.31-39
    • /
    • 2018
  • Recently, there has been active studies to provide a user-friendly interface in a virtual reality environment by recognizing user hand gestures based on deep learning. However, most studies use separate sensors to obtain hand information or go through pre-process for efficient learning. It also fails to take into account changes in the external environment, such as changes in lighting or some of its hands being obscured. This paper proposes a hand gesture recognition method based on deep learning that is strong in external environments without the need for pre-process of RGB images obtained from general webcam. In this paper we improve the VGGNet and the GoogLeNet structures and compared the performance of each structure. The VGGNet and the GoogLeNet structures presented in this paper showed a recognition rate of 93.88% and 93.75%, respectively, based on data containing dim, partially obscured, or partially out-of-sight hand images. In terms of memory and speed, the GoogLeNet used about 3 times less memory than the VGGNet, and its processing speed was 10 times better. The results of this paper can be processed in real-time and used as a hand gesture interface in various areas such as games, education, and medical services in a virtual reality environment.

A Study on the One-leg Drop landing Pattern and Muscular Activity depending on Chronic Ankle instability among Basketball Club members (농구동호인의 만성발목관절불안정성에 따른 한발착지패턴과 근활성도에 관한 연구)

  • Jeong, Kyoung-Yeol;Kim, Tae-Gyu
    • Journal of Digital Convergence
    • /
    • v.19 no.2
    • /
    • pp.481-488
    • /
    • 2021
  • This study aimed to identify and to compare the difference the changes of one-leg drop landing pattern depending on chronic ankle instability (CAI) among basketball club members. For 30 basketball club members who are currently participating in recreational basketball games in Busan Metropolitan City, 21 CAI groups and 9 CON groups were classified according to the CAI standards provided by the International Ankle Consortium. The one-leg drop landing pattern was measured with the alignment of the lower extremity and joint movement at the initial contact (IC), and the point of peak knee flexion. In addition, the one-leg drop landing pattern was tested with the muscular activity of tibialis anterior, peroneus longus, medial gastrocnemius and gluteus medius at the initial contact (IC), heel contact (HC), and the point of peak knee flexion. The results of this study showed that there was no significant difference in lower limb alignment and lower limb muscular activity among single leg drop landing. These results showed no significant differences in the one leg drop landing pattern and muscular activity depending on CAI. The further studies should classify the types of chronic ankle instability and consider the physical demands and movement characteristics depending on their playing position for providing useful information on prevention of CAI in basketball club members.

A Study on the Game Contents Design of Drone Educational Training Using AR (AR을 활용한 드론 교육 훈련 게임 콘텐츠 설계)

  • Choi, Chang-Min;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.4
    • /
    • pp.383-390
    • /
    • 2021
  • Recently, the drone industry is rapidly expanding as it is suggested that it will be used in various fields. As the size of the drone market grows, interest in drone-related certificates is also increasing. However, the current drone-related qualification system and education system are insufficient. Thus this study, analyzed the necessity of drone training, the features of functional games, and the effectiveness of educational training using AR through related technical studies to solve the practical difficulties of drone educational training. Later, drone educational training game contents using AR were divided into practice mode and test mode based on the drone national qualification course practical test, and the result screen was displayed at the end of the curriculum so that players could learn by level and evaluate the results on their own. In addition, constructed a hybrid processing system and network and AR operation system for response rate and response speed, implemented drone training game contents utilizing AR based on the design contents. It is expected that the use of game content using AR presented in this paper for drone training will further alleviate environmental difficulties and improve the sense of immersion in play, which will lead to a more effective drone educational training experience.

Media exposure analysis of official sponsors and general companies of mega sport event (메가 스포츠이벤트의 공식스폰서와 일반기업의 미디어 노출 분석)

  • Kim, Joo-Hak;Cho, Sun-Mi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.8 no.4
    • /
    • pp.171-181
    • /
    • 2018
  • As the proportion of sports events in the sports industry grows, the official sponsor market for sports events is also increasing. But because official sponsors are limited and expensive, some companies approach sporting events by way of Ambush marketing. This study is to analyze the differences of media exposure between official sponsors and general companies of mega sport events. To accomplish the purpose of the study, we collected text articles and analyzed them from the period of 2016 Rio Olympics, one year before the Olympics and one year after the Olympics. Web crawling was performed using Python for the collection of articles. Morphological and frequency analysis was performed using the KoNLP package and the TM package of statistical program R. In addition, the opinions of the related experts group were gathered to classify the companies or organizations in the media as the Organizing Committees for the Olympic Games(OCOGs), official sponsor, and general companies. As a result of the analysis, 5,220 times appeared related to the OCOGs, 7,845 times appeared related to the official sponsor, and 7,028 times appeared related to general companies. There isn't much difference in the frequency of exposure between official sponsors and general companies. It implies that Ambush marketing is recognized as a strategic marketing technique. The International Olympic Committee(IOC) has to recognize these social phenomena and establish reasonable standards for the marketing activities of official sponsors and general companies. And this study will serve as a basis for fair sponsor activities or marketing activities of sports events.

Structural Relationship among User Experience, Flow and Satisfaction of Electronic Hogu System in the Taekwondo Game (태권도 경기에서 전자호구 시스템의 사용자 경험, 몰입 및 만족의 구조적 관계)

  • Kim, Bong-Gyung;Baek, Woo-Yeul
    • 한국체육학회지인문사회과학편
    • /
    • v.54 no.2
    • /
    • pp.299-312
    • /
    • 2015
  • The purpose of this study was to find the effects of user experience on flow and satisfaction of electronic hogu system in the taekwondo game. The subjects were players who had experience using electronic hogu system in the taekwondo game for 2014 year 7month~10month. 652 samples out of 750 samples through convenient sampling method were adopted as a final data. We confirmed the goodness of fit test of the model, utilizing SPSS WIN Ver 18.0, and AMOS 7.0, and after which we tested each hypothesis. The results were as follows; First, sentient, emotional, cognitive, behavioral, relational experience of user experience did not have a significant influence on cognition flow. Second, sentient, emotional, relational experience of user experience did not have a significant influence on behavioral flow. Third, cognitive, behavioral experience of user experience had a significant influence on behavioral flow. Fourth, cognition, behavioral flow had a significant influence on satisfaction. Fifth, factor between native and foreigner taekwondo players had significantly different. This paper is a meaningful to figure out user satisfaction of electronic hogu system in taekwondo games and maximize athletic performance.