• Title/Summary/Keyword: Role Playing

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Metaphorical Analysis on Role Playing of Day Care Center Teachers (역할놀이에 대한 어린이집 교사의 은유분석)

  • Lim, Jin-Hyung;Lee, Jin-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.2
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    • pp.524-531
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    • 2017
  • Summary The purpose of this study was to understand the tendency and the meaning of day care center teachers regarding role playing through metaphorical analysis. The data were collected from 166 day care center teachers who participated in A-city university supplement education using the sentence completion metaphorical method. The collected data were categorized and analyzed through a qualitative research method conducted by 2 early childhood education specialists. The results are as follows. First, the tendency of role playing metaphorical expression was divided into 3 categories, 8 contents and the frequency of 'sociality development' was the highest followed by 'emotional development', 'development'. Second, the meaning of role playing metaphorical expression was recognized as 'social skills', 'role experience', 'imitation', and 'understanding of society' in the 'sociality development' category; as 'imagination', 'purification function', and 'means of expression' in the 'emotional development' category; and as 'essential factor of development' in the 'development' category. Based on the research result, it was suggested that the roles of education and teachers for the value and effective operation of role playing in early childhood education institutes should be reconsidered.

Two Aspects of the Game Playing Effect and Attitude toward Game Regulation :Focused on Game Genre (게임 플레이 효과의 양면성과 게임 규제 태도 연구 :게임 장르를 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.425-439
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    • 2019
  • This study looks at the social implications of gaming disorder by considering the situation in Korea. Focusing on specificity of game genres, this study analyzed two aspects of the game playing effect-positive(cognitive needs) and negative(game addiction)-and suggested directions for game regulation policies and game addiction studies, since game playing effects are closely related to game regulatory policy. To analyze game effects and attitudes to regulations, this study performed regression analysis based on the online survey. Results show that game playing effects and attitudes toward game regulation differ based on the nature of game genres. While longer gaming increased the effect of addiction, it also increased cognitive needs. Playing roleplaying, Aeon of Strife, and strategy game genres(RAS), which are subject to game regulation, increased game addiction levels but simultaneously contributed to increased cognitive needs. While playing augmented reality genres positively affected cognitive needs, it also showed favorable attitudes to general game regulation.

Effect of the Analogical Role-playing Activity on the "Cellular Respirations" Unit in Biology II Class (생물 II '세포호흡' 단원에서 역할놀이 비유 수업의 효과)

  • Kim, Dong-Ryeul
    • Journal of The Korean Association For Science Education
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    • v.29 no.4
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    • pp.463-476
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    • 2009
  • The purpose of this research was to find out if the analogical role-playing class activity had an effect on the students' academic achievements on cellular respirations as well as their science learning motivation for those who took part in the cellular respiration. To examine the effects of applying the activity, the research was conducted targeting a high school with humanities and social sciences courses, located in Busan. The target was specified as two classes that had selected a Biology II class, with one class (27 students) set as the test group and the other class (28 students) set as the control group. The conclusion drawn from this research was as follows: First, it seemed that the analogical role-playing activity helped the students to take their own parts in cellular respiration and gave them an opportunity to explain the concepts through direct physical activities, enhancing their academic achievements. Second, it was concluded that as the students found confidence and relevance in scientific knowledge as well as obtained a sense of accomplishment, the analogical role-playing class activity increased their level of satisfaction and their science learning motives. Third, as a result of the interviews on the change of the concept, students expressed some dissatisfaction over the new concept, and thought of the analogical role-playing activity as an intelligible alternative. It appeared that the alternative was plausible and fruitful.

Exploration of Teacher's Perception and Educational Meaning of Middle School Physical Education Class Using Role-Playing Game (RPG) Format from the Constructivist Perspective (구성주의 관점에서 롤플레잉게임(RPG) 형식을 활용한 중학교 체육수업의 교사 인식과 교육적 의미 탐색)

  • Seung-Yong Kim
    • Journal of Industrial Convergence
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    • v.21 no.10
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    • pp.47-56
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    • 2023
  • The purpose of this study was to explore educational awareness and meaning by applying an role-playing game (RPG) type class based on constructivism in physical education class in middle school. Regarding the research method, data collection was conducted through in-depth interviews, observations, and related documents, and data analysis was performed using case record analysis, inductive category analysis method, and case extraction process. Results of the study First, in terms of teachers' perceptions, there are both positive and negative aspects of teachers' perceptions of middle school physical education classes using the role-playing game (RPG) format. Second, in terms of educational meaning, the educational meaning of middle school physical education classes using the role-playing game (RPG) format emphasizes the need for a systematic lesson plan and sufficient support system. In conclusion, positive attitudes toward physical education as well as educational implications can be formed, and the basic foundation of the constructivist physical education class method and its preparation are thought to be of greater significance than anything else.

Student Satisfaction and Achievement after Role-playing in a Pediatric Dentistry Class (소아치과 역할극 수업에 대한 학생들의 만족도와 성취도)

  • Kim, Min Jin;Song, Ji-Soo;Shin, Teo Jeon;Kim, Young-Jae;Kim, Jung-Wook;Jang, Ki-Taeg;Lee, Sang-Hoon;Hyun, Hong-Keun
    • Journal of the korean academy of Pediatric Dentistry
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    • v.45 no.3
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    • pp.280-289
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    • 2018
  • This study aimed to investigate the effects of learning with role-playing on student satisfaction and achievement regarding behavior management teaching in pediatric dentistry. 93 students were divided into 19 groups and randomly assigned to role-play as a doctor, patient, parent, assistant, or narrator. Their performances were evaluated by the instructor and the satisfaction survey was conducted. All participants took the written test and were asked to compare lecture and role-playing with regard to the effectiveness of learning. Statistical analysis was performed with Mann-Whitney U test, Independent T-test, and Kruskal-Wallis test. 68 students (73.1%) who believed that the role-playing was more helpful than lecture showed higher level of satisfaction than students who believed lecture was more helpful. But there were no differences in the tutor evaluation score and the written test scores. Participants in the patient management scenario showed higher level of descriptive question scores of the written test and tutor evaluation score than those who participate in the parent management scenario. There were no differences between the role groups. Role-playing may help students to become more interested and participatory in learning behavior management. The level of satisfaction may differ by the design and content of the scenario.

The Consumer Acceptance of MP3-playing Clothing and Bio-Signal Sensing Clothing Considered in the Technology Acceptance Model (혁신기술수용모델의 관점에서 고찰한 MP3-playing 의류와 생체신호 센싱 의류의 수용도)

  • Chae, Jin-Mie;Cho, Hyun-Seung;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.12 no.3
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    • pp.289-298
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    • 2009
  • An analysis was carried out for this study to figure out if there exists any differences in the model consumers accept for commercialized MP3-playing clothing and bio-signal sensing clothing. To analyze the differences of the structural variables of the products types, t-test was conducted with SPSS 15.0 package and multi-group analysis with AMOS 5.0 to find out the differences of each path goes with product types in structural equation model. In analytical results of effective sample of 557 copies of questionnaire, consumers' were highly aware of MP3-playing clothing in perceived ease of use, while they were aware relatively high of bio-signal sensing clothing in perceived usefulness, attitudes, consumer acceptance. The perceived value which was input to find out consumers awareness about sale price of commercialized products, was proven to do very important moderating role in forming consumers' attitudes and acceptance intention. Besides, consumers showed a difference in path in accepting model goes with product types. In bio-signal sensing clothing case, 'the perceived usefulness$\rightarrow$attitudes' path which was backed up in MP3-playing clothing was rejected, and 'perceived value$\rightarrow$attitudes' path appeared relatively high with moderating role of perceived value higher than MP3-playing clothing. Considering the results above, as the smart clothing is in the initiative commercialization stage while consumers were in the inquiry stage into awareness or information necessary in the course of purchase decision-making, and so an effective commercialization strategy seems to be necessary.

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The Married Man′s Perception on the Mother and Daughter-in-laws Relationship - focused on Man Playing the Role of mildest Son (기혼남성의 고부관계 인식 - 장남역할 남성을 중심으로 -)

  • 배선희;김순옥
    • Journal of Families and Better Life
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    • v.19 no.6
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    • pp.51-66
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    • 2001
  • The purpose of this study is to explore the mother and daughter-in-laws relationship perceived by married man playing the role of eldest son. This study relied on the qualitative research method in order to approach the most inside of the very complicate and delicate human relationship such as mother and daughter-in-laws one. The data for this study was collected by the depth interviews. The finding was that married man perceived mother and daughter-in-laws relationship as a competitive relationship between women.

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A Study on AOI for Massively Multiplayer Online Role-Playing Games (대용량 롤-플레잉 게임을 위한 AOI에 관한 연구)

  • Jeon, Il-Gon;Oh, Sam-Kweon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.135-138
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    • 2004
  • MMORPG(Massively Multiplayer Online Role Playing Game)에서의 게임 서버는 모든 플레이어에게 게임 정보(오브젝트, NPC, 이벤트, 다른 플레이어들의 정보 등)를 실시간으로 전송해야 한다. 그러나, MMORPG에 참여하는 플레이어의 증가로 인해 전송되는 정보의 양이 많아지면 네트워크 전송 지연과 서버의 부담으로 인해 플레이어들간 정보 전송의 문제가 발생한다. 이를 해결하기 위해 본 논문에서는 AOI(Area Of Interest, 관심영역)를 이용하여 자원 이동 및 동기화를 효율적으로 관리할 수 있는 구성요소들과 적용방안을 제시한다.

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Identification of Auto Programs by Using Decision Tree Learning for MMORPG (MMORPG에서 결정트리 학습을 적용한 자동 프로그램 확인 기법)

  • Hong, Sung-Woo;Kim, Jun-Tae;Kim, Hyung-Il
    • Journal of Korea Multimedia Society
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    • v.9 no.7
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    • pp.927-937
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    • 2006
  • Auto-playing programs are often used in behalf of human players in MMORPG(Massively Multi-player Online Role Playing Game). By playing automatically and continuously, it helps to speed up the game character's level-up process. However, the auto-playing programs, either software or hardware, do harm to games servers in various ways including abuse of resources. In this paper, we propose a way of detecting the auto programs by analyzing the window event sequences produced by the game players. In our proposed method, the event sequences are transformed into a set of attributes, and the Decision Tree learning is applied to classify the data represented by the set of attribute values into human or auto player. The results from experiments with several MMORPG show that the Decision Tree learning with proposed method can identify the auto-playing programs with high accuracy.

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The Influences of Role-Playing Analogy in Chemistry concept Learning (화학 개념 학습에서 역할놀이 비유 활동의 효과)

  • Noh, Tae-Hee;Byun, Soon-Hwa;Jeon, Kyung-Moon;Kwon, Hyeok-Soon
    • Journal of The Korean Association For Science Education
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    • v.23 no.3
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    • pp.246-253
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    • 2003
  • This study investigated the influences of role-playing analogy upon students' scientific conceptual understandings, application abilities, retentions of conception and application, and learning motivation. Four classes of 7th grade at a middle school in Seoul were assigned to control and treatment groups, and taught about 'motion of molecules' for 4 class hours. For the Treatment group, role-playing analogy instruction was used. The traditional instruction was used for the control group. Data analysis indicated that the scores of the treatment group were significantly higher than those of the control group in the tests on the conception, the retention of application, and the confidence. In the tests of the application, attention, and relevance, there were significant interactions between instruction and student' gender. Both female and male students in the treatment group scored significantly higher than those in the control group in the application test. In the case of attention and relevance tests, male students in the treatment group scored significantly higher than those in the control group. Educational implications are discussed.