• Title/Summary/Keyword: digital learning

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An Empirical Approach for Gamer's Cognitive Model on Game Playing Experience : Towards Difference of Gamers' Expertise in World Warcraft Game (게임플레이 경험에 대한 게이머의 인지적 모형에 관한 실증적 접근 : World of Warcraft 게임에서 게이머의 전문성 차이를 중심으로)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.23-33
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    • 2009
  • This study aims to uncover the gamers' cognitive process during the gameplay and explore the differences between groups in the gamers' playing behavior according to their expertise: experts, intermediate players, and novices. To this end, the empirical experiment was conducted in 'World of Warcraft' game which is a good representative of MMO(Massively Multi-player Online) game currently. Verbal protocol and action protocol collected from the empirical experiment were analyzed according to the gamers' expertise. As a result of this study, we found that the different behavior patterns result from standardizing pattern of their actions for experts and forming the learning curves and the specific patterns of action for intermediate game players and novices. While three functional-actions as a collection action concentrates on the early stage of the game for experts, the novices' behavior pattern dispersedly appeared in all seven functional-action, such as search, combat, three type collections, avoid, and communication in the whole gameplay. This study represents the consistency and the difference derived from the comparison analysis between groups according to the expertise. This study is concluded with key implications to support game design guidelines according to experts, intermediate players, and novices. Consequently, the result of this study provides the basic to the development of MMO content for game novices.

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Psychosocial Experience in Cheonan Warship Incident Survivors ('천안함 사건' 유가족의 심리사회적 경험)

  • Lee, Yoon-Soo
    • Korean Journal of Family Social Work
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    • no.43
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    • pp.87-110
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    • 2014
  • This study is to understand the psychosocial experience in 'Cheonan Warship Incident Survivors'. The study question was how psychosocial experience in The Union of Family Bereaved by Cheonan Warship had been progressed. To answer this question 4 representers ofthe group and 2 reporters had been interviewed using a qualitative research method based on Phenomenology method. From this study the group's experience in had been revealed that they first crisis intervention are to identify and reinforce the strengths and coping skills of a one's family. Second, they gathered their opinion together and assigned the roles to the members, and then, requested what they want responding reasonably. The families' love, the representers' quick judgements and decisions, and the embarrassment of the military and media for the dead, who had been abandoned for long and decayed under the cold ocean, made the national support and respectful treatment possible for the dead and the family. The results of study will be applicable for individuals and groups, who need social work service as an empowerment intervention approach and crisis intervention are to identify and reinforce the strengths and coping skills of a one's family. The social worker's ability to anticipate, understand, and give therapeutic direction to the crisis reaction and the concerns of family members helps to bring around a successful crisis resolution. It is clear to us that wars, suicides, homicides in school settings, disaster and other events are providing unique challenges to social workers who are interested in learning more about the effects such events have on victims of traumatic events.

Variation of Seasonal Groundwater Recharge Analyzed Using Landsat-8 OLI Data and a CART Algorithm (CART알고리즘과 Landsat-8 위성영상 분석을 통한 계절별 지하수함양량 변화)

  • Park, Seunghyuk;Jeong, Gyo-Cheol
    • The Journal of Engineering Geology
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    • v.31 no.3
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    • pp.395-432
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    • 2021
  • Groundwater recharge rates vary widely by location and with time. They are difficult to measure directly and are thus often estimated using simulations. This study employed frequency and regression analysis and a classification and regression tree (CART) algorithm in a machine learning method to estimate groundwater recharge. CART algorithms are considered for the distribution of precipitation by subbasin (PCP), geomorphological data, indices of the relationship between vegetation and landuse, and soil type. The considered geomorphological data were digital elevaion model (DEM), surface slope (SLOP), surface aspect (ASPT), and indices were the perpendicular vegetation index (PVI), normalized difference vegetation index (NDVI), normalized difference tillage index (NDTI), normalized difference residue index (NDRI). The spatio-temperal distribution of groundwater recharge in the SWAT-MOD-FLOW program, was classified as group 4, run in R, sampled for random and a model trained its groundwater recharge was predicted by CART condidering modified PVI, NDVI, NDTI, NDRI, PCP, and geomorphological data. To assess inter-rater reliability for group 4 groundwater recharge, the Kappa coefficient and overall accuracy and confusion matrix using K-fold cross-validation were calculated. The model obtained a Kappa coefficient of 0.3-0.6 and an overall accuracy of 0.5-0.7, indicating that the proposed model for estimating groundwater recharge with respect to soil type and vegetation cover is quite reliable.

A Study on Analysis of Importance-Performance on Teacher Librarians' Competencies (사서교사 직무 역량에 대한 중요도·만족도 분석)

  • Lee, Seung-Min;Lim, Jeong-Hoon;Kang, Bong-Suk;Lee, Byeong-Kee
    • Journal of Korean Library and Information Science Society
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    • v.52 no.3
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    • pp.177-196
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    • 2021
  • The purpose of this study is to analyze priorities of competencies and to find the direction of development of teacher librarian training and retraining program. A total of 238 subjects were used for the final analysis. They were analayzed using IPA, Borich's needs analysis and the Locus for Focus model. As a result, First, teacher librarians perceived that the importance and performance of teacher and manager competency were higher than information specialist and cooperative leader. Second, they needed competencies of data-science, coding, Internet of Things in the field of information specialist as changing educational environment. Third, they needed competencies of information ethics, copyright instruction, and digital and media literacy education in the field of teacher. Fourth, they needed competencies of facility designing for future education, online and offline school library marketing skills, and establishment of makerspaces and learning commons in the field of ibrary manager. Fifth, they needed competencies of library based instruction, library cooperative instruction, and building a collection related to subject in the field of cooperative leader. Sixth, the highest required competency for teacher librarians was suggested for teacher librarians' role area.

Character Motion Control by Using Limited Sensors and Animation Data (제한된 모션 센서와 애니메이션 데이터를 이용한 캐릭터 동작 제어)

  • Bae, Tae Sung;Lee, Eun Ji;Kim, Ha Eun;Park, Minji;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.85-92
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    • 2019
  • A 3D virtual character playing a role in a digital story-telling has a unique style in its appearance and motion. Because the style reflects the unique personality of the character, it is very important to preserve the style and keep its consistency. However, when the character's motion is directly controlled by a user's motion who is wearing motion sensors, the unique style can be discarded. We present a novel character motion control method that uses only a small amount of animation data created only for the character to preserve the style of the character motion. Instead of machine learning approaches requiring a large amount of training data, we suggest a search-based method, which directly searches the most similar character pose from the animation data to the current user's pose. To show the usability of our method, we conducted our experiments with a character model and its animation data created by an expert designer for a virtual reality game. To prove that our method preserves well the original motion style of the character, we compared our result with the result obtained by using general human motion capture data. In addition, to show the scalability of our method, we presented experimental results with different numbers of motion sensors.

A Model for Teaching Film Literacy through Movie English (영화영어를 통한 영화리터러시 교육방안)

  • Seo, Ji-Young
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.779-790
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    • 2021
  • Film literacy comprises the process of producing a new creation through understanding the elements that make up a film, the content of a film, and a critical and creative thinking process. Film literacy is employed in fields such as composition, science, social studies, and geography, and, additionally, it is used to cultivate humanities literacy and critical thinking skills. Yet despite the large proportion of the film script in the movie, it is not easy to find literacy education cases that use film English as a teaching method. Film English is a practical and authentic material, and is suitable as an English learning material in an EFL context like Korea. However, the approach of using films to teach and learn differs according to the content and genre of a film. Thus, the teacher may have a difficult time organizing and preparing for class. This study suggests six class activities that can be commonly applied to English classes using films based on the areas of critical, cultural, and creative (3Cs) activities. Four hundred and five college students taking Movie English classes participated in the present study and frequency analysis was conducted to find out their preferences through a questionnaire survey. The results from conducting class activities in university liberal arts classes suggest that the most preferred activities of students are related to cultural, critical, and creative, in that order. Creative activities that are far beyond English instruction utilizing various digital tools or providing additional reading materials can be a burden on learners.

Exploration of AI Curriculum Development for Graduate School of Education (교육대학원 AI교육과정 개발 탐색)

  • Bae, Youngkwon;Yoo, Inhwan;Jang, Junhyeok;Kim, Daeyu;Yu, Wonjin;Kim, Wooyeol
    • Journal of The Korean Association of Information Education
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    • v.24 no.5
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    • pp.433-441
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    • 2020
  • The advent of the intelligent information society and artificial intelligence education for fostering future talents is attracting the attention of the education community, and the AI graduate course for teachers is also being opened and operated. The curriculum of the AI education graduate school, which was established this year, is self-contained considering the conditions of each university. Are organized. Accordingly, this study seeks to explore the direction of curriculum development so that AI curriculum that can be more effective and enhance educational value in the graduate school of education can be developed in the future. Based on the Backward design, the AI curriculum proposed in this study includes Bloom's digital taxonomy, Bruner's spiral curriculum composition principle, and three elements such as 'content domain', 'level', and 'teacher learning method'. It was intended to consist of. Based on the direction of AI curriculum development suggested in the study, we hope that the AI curriculum of domestic graduate schools of education will be more substantial, and this framework will be revised and supplemented in the future to be used in the composition of the AI curriculum in elementary and secondary schools.

News Big Data Analysis of 'Media Literacy' Using Topic Modeling Analysis (미디어 리터러시 뉴스 빅데이터 분석: 토픽 모델링 분석을 중심으로)

  • Han, Songlee;Kim, Taejong
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.26-37
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    • 2021
  • This study conducted a big data analysis on news to identify the agenda of media literacy, which has been socially discussed, and on which relevant policy directions will be proposed. To this end 1,336 articles from January 1, 2019 to September 30, 2020 were collected and a topic modeling analysis was conducted according to four periods. Five topics for each period were derived through the analysis, and implications based on the results are as follows. First, the government should implement a nation-level systematic approach to media literacy education according to life cycle stages to generate economic and cultural value. Second, local communities and schools should provide systematic support and education guidance activities to ensure a sustainable ecosystem for media literacy and prevent an educational gap and loss in learning. Third, efforts should be made in various aspects to minimize the side effects resulting from constantly providing media literacy education; furthermore a culture of desirable media application should be established. Finally, a research environment for scientific research on media literacy, active exchange of experience and value obtained in the field, and long-term accumulation of research results should be encouraged to develop a robust knowledge exchange culture.

Evidence-based Practices Convergence Issues for Advancement of Performance Analysis of Duksung Women's University Extracurricular Activities (덕성여자대학교 비교과교육과정 성과분석 고도화 근거기반 실제(evidence-based practices) 융합 쟁점)

  • Kim, Young-Jun;Kwon, Ryang-Hee
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.123-134
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    • 2021
  • This study was conducted for the purpose of convergence exploration of evidence-based practices for the advancement of performance analysis of the extracurricular activities at Duksung Women's University. The research method consisted of an expert meeting procedure along with a procedure for analyzing previous studies dealing with the performance analysis of the university's extracurricular activities in the field of pedagogy. The contents of this study consisted of presenting some facts that should be based on evidence for the advancement of performance analysis of the extracurricular activities after the establishment of the center for extracurricular activities in Duksung Women's University. And in practices, the development and diagnostic analysis of tools for diagnosing extracurricular customized learning capabilities, data-based multidimensional analysis (IR system), continuous monitoring analysis through extracurricular certification, and analysis based on feedback tools were presented in a convergence perspective and context. As a result of the study, the evidence-based practices for the advancement of the performance analysis of the extracurricular activities at Duksung Women's University guarantees the validity and stability of the performance evaluation and feedback system of the extracurricular activities at Duksung Women's University, and has a close influence on the extracurricular education work of other universities analyzed as possible.

Analysis of news bigdata on 'Gather Town' using the Bigkinds system

  • Choi, Sui
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.53-61
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    • 2022
  • Recent years have drawn a great attention to generation MZ and Metaverse, due to 4th industrial revolution and the development of digital environment that blurs the boundary between reality and virtual reality. Generation MZ approaches the information very differently from the existing generations and uses distinguished communication methods. In terms of learning, they have different motivations, types, skills and build relationships differently. Meanwhile, Metaverse is drawing a great attention as a teaching method that fits traits of gen MZ. Thus, the current research aimed to investigate how to increase the use of Metaverse in Educational Technology. Specifically, this research examined the antecedents of popularity of Gather Town, a platform of Metaverse. Big data of news articles have been collected and analyzed using the Bigkinds system provided by Korea Press Foundation. The analysis revealed, first, a rapid increasing trend of media exposure of Gather Town since July 2021. This suggests a greater utilization of Gather Town in the field of education after the COVID-19 pandemic. Second, Word Association Analysis and Word Cloud Analysis showed high weights on education related words such as 'remote', 'university', and 'freshman', while words like 'Metaverse', 'Metaverse platform', 'Covid19', and 'Avatar' were also emphasized. Third, Network Analysis extracted 'COVID19', 'Avatar', 'University student', 'career', 'YouTube' as keywords. The findings also suggest potential value of Gather Town as an educational tool under COVID19 pandemic. Therefore, this research will contribute to the application and utilization of Gather Town in the field of education.