• Title/Summary/Keyword: Learning Styles

Search Result 273, Processing Time 0.022 seconds

A Comparative Analysis of Design Methods for Educational Games (교육용 게임디자인 방법들의 비교분석)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
    • /
    • v.10 no.6
    • /
    • pp.25-35
    • /
    • 2010
  • The generation who have had experienced computer games while growing up, are called game generation. The game generation has quite different styles of thinking and behavior from other generations. But present education methods for the game generation are not basically different from the education methods for other generations. Prensky argued that digital game-based learning is one of the few ways to meet the needs of the information age for the game generation. In this paper, we analyze the suitability of 4 design methods for educational games in comparison which were selected by the literatures survey. The suitability analysis was performed on the overall design method, the game design method, the education design method, the explicit of the design method, and the pros and cons. We suggest research topics on design methods for educational games which are needed to research in the future, based on the analyzed results.

A study on the Tendency of Localization for Game Environment Design - Based on the Analysis in Romance of the Three Kingdoms (게임배경디자인의 한.중.일 지역적 특성에 관한 연구 - 삼국지게임 대상으로)

  • Wei, Meng;Cho, Dong-Min
    • Journal of Korea Game Society
    • /
    • v.13 no.5
    • /
    • pp.31-42
    • /
    • 2013
  • With the development of chinese online games rapidly, Game markets need the actual possibilities of practical game's technology increasingly. Additionally Lack of originality of the Chinese online games couldn't be appropriated for consumer's preferences, so it is necessary that the talents in a game design and management should be cultivated. When we cultivate the talents, we should pay attention to the various styles in different countries, that is why we will make a comparative study on the games respectively achieved in China, Japan, and Korea according to the romance of the three kingdoms. They respected the traditional Chinese cultures as materials of this theme, it is worth learning and referencing. We had selected representative 6 games among 25 three Kingdom games and 2 games for each country as a stimulus of the game architectural design in the backgrounds design, with using of SPSS regression analysis, Therefore, this research will provide the references for the better development talents of whom can not only understand Chinese traditional culture but also adapt to the needs of game development.

A study of the role of environmental influences in talent development of the Korean Math and Science Olympians. (국제과학올림피아드에 참가한 과학영재의 재능 발달에 끼친 촉진 요인과 방해요인에 관한 연구)

  • 윤여홍;김언주;문정화;김명환
    • Journal of Gifted/Talented Education
    • /
    • v.11 no.3
    • /
    • pp.245-270
    • /
    • 2001
  • Math and Science Olympians participated in a study of the role of environmental influences in their talent development. The questions they got was about family and school factors contribute / or hinder to the development of their scientific talents, and the parents' child rearing styles. The questionnaires were originally developed by Campbell(1996) for cross-cultural studies. The major findings were as follows: ⑴ The professional job of the Olympians'father, the high SES, Their parents'discovering their child's talents were positive factors, ⑵ Their family support and learning environment were reported strong and positive, especially books and reading atmosphere, ⑶ The Olympians participated in the accelerated and enriched educational programs, ⑷ The quality of the class and the rigidity of the curriculum were hindering factors, ⑸ Their parents'rearing style were permissive, affective, and supportive.

  • PDF

Considering Elements of Game Design based on Leaner's Gender (성별 차이를 고려한 교육용 게임 디자인 요소 분석)

  • Jang, Hye-Jung;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.3
    • /
    • pp.128-136
    • /
    • 2011
  • Although learners learn with the same educational games, they show differences in successes. This is because they do not share the same individual characteristics. Currently, there are various studies conducted on effective education according to gender among other characteristics of learners off-line. When this effective educational method according to gender is applied to educational games, it will create more effective outcomes. In addition, this study observed the effective educational method according to gender and learning styles. Through the observation, the considering factors for educational game designs according to the learners' gender was defined. These considering factors were categorized into cognitive and perceptive factors, with each definitions reflected on the characteristics of each gender. This study has its meanings in that it has conducted theoretical results of the considering factors for educational game designs based on reference studies. This study will be utilized as a reference study when designing various games.

Creating Expressive and Experimental Typography and Typeface by Utilizing Scriptographer: Focused on Rush Type and Celestial Type (스크립토그래퍼를 활용한 표현적 실험 타이포그래피 및 활자체의 창작: <질주하는 활자>와 <천상의 활자>를 중심으로)

  • Kim, Namoo
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.6
    • /
    • pp.203-214
    • /
    • 2015
  • Before the digital age, the main tools used for printing out letters were pen and brush. Therefore, forms and styles of the languages modelled out during the age also revolved around the pen and brush. However, new tools and techniques introduced in the digital age to express typography put this limit in the shade. In other words, the user can make expressive and experimental typography and typefaces quickly and easily, by learning and utilizing new tools efficiently. As such, this study is to explore those cases, to understand characters and meanings of expressive and experimental typography within the context of typography history, to introduce a new tool, 'Scriptographer' developed by means of the open-source scripting plug-in for Adobe Illustrator, and to discuss the advantages, disadvantages and applicability of this tool. Further on, through case analysis of successful preceding projects, the researcher arranges a practical foundation, and estimates the practicality of this research through experimental typography series, Rush Type and Celestial Type, created by using Scriptographer.

Design and Implementation of an Automatic Grading System for Programming Assignments (자동화된 프로그래밍 과제 평가 시스템의 설계 및 구현)

  • Kim, Mi-Hye
    • Journal of Internet Computing and Services
    • /
    • v.8 no.6
    • /
    • pp.75-85
    • /
    • 2007
  • One of important factors for improving the learning achievement of students in computer programming education is to provide plenty of opportunities of problem-solving experiences through variety forms of assignments, However, for the most cases, evaluation of programming assignments is performed manually by instructors and automated tools for the accurate evaluation are not equipped at the present time. Under this restricted environment instructors need much work and time to grade assignments so that instructors could not deliver sufficient programming assignments to students, In order to overcome this problem. au automated programming assignment evaluation system is needed that would enable instructors to evaluate assignments easily in an effective and consistent way and also to detect any plagiarism activities among students in program source codes readily, Accordingly, in this paper we design and implement a Web-based programming assignment grading system that allows instructors to evaluate program performance automatically as well as to evaluate program styles and piagiarism easily with appropriate feedback.

  • PDF

Analysis of the Illustrations in the Textbook of English I in the High School (고등학교 영어 I 교과서 삽화 분석)

  • Kim, Ha-Kyung;Park, Chi-Hong
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.9
    • /
    • pp.622-633
    • /
    • 2014
  • This study delineates the process of analyzing the illustrations in high school English I textbook. The goal of this study is to shed light on the issues related to producing better English textbooks. The methods include analysis of the illustrations in the textbook developed under the 2009 Revised National Curriculum and surveys of teachers and students' awareness about them. This study classified common features in the illustrations to devise four analysis criteria: cultural aspects, expression styles, expression techniques, and linguistic functions of the illustrations. The questionnaire was made for both teachers and students. The questions in the survey of teachers were about the relevance to the contents, the layout and formation, learners' interest, cognitive aspects, easiness of teaching and learning, and connectivity with language functions. In the survey of students, familiarity, interest level, learnability, favored expression technique and expression material were considered. The result of the surveys showed that the teachability and learnability are key factors in developing illustrations for English textbooks, and they should look familiar to the students.

A Study of the Characteristics of the Interior Space Arrangements of the Modem Bank Buildings of Korea (한국 근대은행 실내공간의 표현 특성에 관한 연구)

  • Oh, In-Wook
    • Korean Institute of Interior Design Journal
    • /
    • v.16 no.3 s.62
    • /
    • pp.10-20
    • /
    • 2007
  • The materials on the development of modern architecture in Korea are being collected and organized in a systemic fashion. However, this is not the case with the materials relative to interior design. They are gradually disappearing or being lost. In particular, no serious attempt has yet been made to determine the characteristics and historic value of the interior design of the modern bank buildings. The purpose of this study is to trace the disappearing legacy of the interior design of modern bank buildings by learning the inner space arrangements of these buildings and the characteristics of modern interior design in order to determine the historic significance of modern commercial interior design. Banks of relatively large scale were selected for the purpose of this study. They consisted of: Chosun Bank(1911) and its Andong, Wonsan and Cheongjin branches; Chosun Shiksan Banks and its Busan, Daegu and Pyongyang branches; the Busan branch of the 18 Bank; Dongil Bank, Chosun Savings Bank(1935) and their branches. The study focused on the space arrangements and design characteristics of these banks. Although they aimed at modernization in designingtheir interior spaces, the modern bank buildings were not representative of any particular style of interior design. While western style designs were prevalent, eclectic designs incorporating many different styles existed. The characteristics of the interior design of banks of the time included installation of such decorations and use of high quality construction materials for interior and exterior expressing the wealth as to create an aura of credibility for the banks, while the floor arrangements were relatively stereotyped and simplified.

Effects of Teacher's Commnunicative Behaviors on Instructor and Class Evaluations: by Student Personalty Traits and Communication Characteristics (교수자 커뮤니케이션 행동의 차별적 효과에 대한 연구: 학습자의 성격요인과 커뮤니케이션 특성에 따른 집단간 차이)

  • Ahn, Horim
    • Journal of Digital Convergence
    • /
    • v.19 no.1
    • /
    • pp.361-371
    • /
    • 2021
  • Communication education research has focused on the effects of instructor characteristics on learning. It is necessary to consider student characteristics as well to develop an effective teaching strategy. The current study tries to classify students into multiple distinct groups depending on their personality traits and communication characteristics and investigates differences in effects of teacher characteristics between those groups. A survey on unversity students was conducted to collect data. A cluster analysis was carried out to identify distint sub-groups of respondents by their personality traits and communication characteristics. The analysis yielded two distinct groups. The two groups were named stable-reticent group', and 'neurotic-talkative group' respectivley. Series of multiple regression were carried out in order to investigate differences in the effects of instructor characteristics. The analyses found different patterns of effects between the two sub-groups. The findings suggest that it is necessary to adopt different communication styles and teaching strategies depending on student types.

Few-Shot Korean Font Generation based on Hangul Composability (한글 조합성에 기반한 최소 글자를 사용하는 한글 폰트 생성 모델)

  • Park, Jangkyoung;Ul Hassan, Ammar;Choi, Jaeyoung
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.10 no.11
    • /
    • pp.473-482
    • /
    • 2021
  • Although several Hangul generation models using deep learning have been introduced, they require a lot of data, have a complex structure, requires considerable time and resources, and often fail in style conversion. This paper proposes a model CKFont using the components of the initial, middle, and final components of Hangul as a way to compensate for these problems. The CKFont model is an end-to-end Hangul generation model based on GAN, and it can generate all Hangul in various styles with 28 characters and components of first, middle, and final components of Hangul characters. By acquiring local style information from components, the information is more accurate than global information acquisition, and the result of style conversion improves as it can reduce information loss. This is a model that uses the minimum number of characters among known models, and it is an efficient model that reduces style conversion failures, has a concise structure, and saves time and resources. The concept using components can be used for various image transformations and compositing as well as transformations of other languages.