• Title/Summary/Keyword: fun theory

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A Study of Children's Edutainment Contents Design Based on Multiple Intellegence Theory (다중지능이론에 입각한 아동용 에듀테인먼트 콘텐츠 설계 연구)

  • Choi, Hyuck Jai
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.4
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    • pp.89-99
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    • 2011
  • Digital edutainment games and educational content to the concept of combining learning and to draw conclusions that can be varied and fun learning program. Yet effective design. There's a lot of discussion about the systematic and scientific research, explore the difficult, but so is the growing field of endless possibility. Merely a linguistic capabilities of human intelligence and mathematical ability were measured primarily on issues raised in the traditional intelligence tests, and emerged a variety of multiple intelligences theory of human intelligence classified into 8 types and characteristics of each intelligence activities and guidelines for faculty are presented. These lessons are based on multiple intelligences theory professor activities through the design study for students to form learning activities to meet effectively and systematically conducted classes, and student-specific classes can be designed. In this study, multiple intelligences theory, based on children's edutainment content by linguistic intelligence, and intrapersonal intelligence body-kinestic intelligent and can learn by linking to content that was designed. Children interested in animation and gaming content through the feeling that you can become stiff in Korean alphabet education to solve the quests were designed to be a natural puleonagal.

The Effect of the Equity of the Objective Performance on the Cognitive Performance and the Behavioral Intention (객관적 성과의 형평성이 인지적 성과 및 게임 이용 행동 의도에 미치는 영향)

  • Choi, Dong-Seong;Choi, Bo-Reum;Lee, In-Seong;Kim, Jin-Woo
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.1-10
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    • 2007
  • Many game designers suggested that if players got many objective performance, they could have a fun experience while playing the MMORPG. Does a quantity of objective performance lead to player's fun experience in the MMORPG? According to the Equity Theory, the reason of players getting fun experience is not only that players get reasonable objective performances as many as efforts of theirs but also that amount of their objective performances were same as others. This study analysed that the equity of objective performances would have an effect on the player's fun experience. The results were that the equity of objective performances produced an effect on the players' behavioral intention, flow experience, and cognitive performance. Hence if game designers want that players are interested in the online game playing, they have to support the equity of objective performance to players.

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Motivation of Emoticon Usage in Online Messenger Service: Focusing on Regulatory Focus (온라인 메신저 서비스에서의 이모티콘 사용 동기: 조절초점 성향을 중심으로)

  • Seo, Bong-Goon;Park, Do-Hyung
    • Knowledge Management Research
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    • v.21 no.2
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    • pp.101-118
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    • 2020
  • The usage of emoticons used in the online environment continues to increase, and also the market for emoticons is growing rapidly. Emoticons go beyond simply conveying the meaning of a message and play various roles such as smooth communication, pursuit of fun, and intimacy. In this study, we first identify the factors that motivate users to use emoticons in an online messenger service, and then determine whether the derived factors have a significant effect on emoticon usage. Furthermore, based on Regulatory Focus Theory, we will distinguish between the group of promotion focus and the group of prevention focus to see how the influence of motives on emoticon usage differs.

Analysis of the Effectiveness of Conversion of Three-dimensional Puzzles into Immersive Media based on Play Theory for Children's Experience

  • Tae-Eun Lee
    • Journal of information and communication convergence engineering
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    • v.21 no.2
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    • pp.145-151
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    • 2023
  • This study aimed to determine whether there is a significant difference in play properties in the case of media conversion through the combination of analog three-dimensional puzzles and immersive media in children's experience. Based on Roger Caillois' play theory and the contents of previous research, an experience was conducted on an experimental group and control group, and a questionnaire was prepared. The results of the correlation and paired t-test analysis showed that the play properties were higher and more evenly distributed in the media conversion immersive experience. This implies that an increase in children's fun during the immersive experience further increases their immersion, suggesting that the use of immersive media may have a positive effect on children who achieve holistic development through play and experience. We hope that this study will help recognize the difference in effectiveness through conversion into immersive media and will be referenced in various media studies that consider double-play properties.

A Study on the Tempo Direction of Narrative Webtoons -Focusing on - (서사 웹툰에서 템포 연출의 재미 요소에 대한 연구 -<묘진전>을 중심으로-)

  • Kim, Seong-jae
    • Cartoon and Animation Studies
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    • s.47
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    • pp.193-215
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    • 2017
  • This study has researched that tempo is an element influencing the fun of narrative webtoon. In spite of many elements that could create fun in narrative webtoon, the theory this study pays attention to is the accumulation and solution of tension. Lee Hyun-bee said in his book that the accumulation and solution of tension would be the element creating fun. Tensions of a story create the immersion by bringing readers into the story. However, if such tensions are maintained throughout the whole story, readers get insensitive to tensions, so that the accumulation and solution of tension should be used in turn to maintain the immersion. One of the directions creating the accumulation and solution of tension in narrative webtoon is the direction of tempo. When creating a narrative webtoon with the full-length structure, it is not easy to describe the whole incident from beginning to the end of it in order of time. Therefore, it is inevitable to have differences between story time and narrative time, and the difference of this time is called 'tempo'. This tempo creates fun when readers are immersed in the work, by adjusting breaths of the story in the direction of narrative webtoon. Such a role of tempo direction is based on the relation between the occurrence of tempo direction and information of the story. The information actually leading the story creates the accumulation and relief of tension which is the essential element of fun formation while tempo also maximizes the effects of accumulation and relief of tension. Tempo direction in narrative webtoons uses panels and gaps between them. The scene direction using panels and gaps between them considers tempo and dynamics because of the temporality of panels and gaps between them. This paper analyzes the use of tempo direction for narrative webtoon through the analysis on the 1st episode of . The significance of this study is to reveal that tempo direction is one of the factors creating fun in narrative webtoons, and also to suggest the theoretical grounds for researches on direction creating fun in the future.

A Grounded Theory Approach on Correctional Officers' Adaptation Process of Job Stress (교정공무원의 직무 스트레스 적응과정에 대한 근거이론적 접근)

  • Jung, Hyun-Ok;Kim, Hee Sook
    • Research in Community and Public Health Nursing
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    • v.32 no.1
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    • pp.73-85
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    • 2021
  • Purpose: The purpose of this qualitative study is to explore the adaptation process of correctional officers' job stress. Methods: Participants collected were fourteen officers who had experienced the adaptation process of job stress. Data were collected through individual in-depth interviews until the point of theoretical saturation from May to August, 2017. Transcribed interview contents were analyzed using Corbin and Strauss' grounded theory method. Results: A total of 98 concepts, 27 subcategories, and 10 categories were identified through the open coding. As a result of axial coding based on the paradigm model, the job stress adaptation process centering phenomenon of correctional officers was revealed as 'repeat-mark hardening', and the core category was extracted as 'endurance in hardening' consisting of a three-step process: enduring, understanding prisoner management procedures, and rebuilding. The rebuilding was considered as the key phase to escape the repeat-mark hardening and the participants utilized various strategies such as finding fun elsewhere, restoring confidence, accepting values of the prison officer in this phase. Conclusion: The results of this study suggest that the adaptation process of correctional officers' job stress can be a process that endurance the hardening. Therefore, it is necessary to develop systematic practical education and vocational motivation programs.

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

A Study on the Creation Method of Cultural Content - TRIZ Training using Folklore Edutainment - (문화콘텐츠 창작방법 연구 - 민담 에듀테인먼트를 활용한 트리즈교육 -)

  • Lee, Myoungja
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.91-98
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    • 2020
  • In this paper, the creation method of edutainment content among cultural content types was studied. Edutainment aimed to enhance the creative thinking power through the "TRIZ theory" as an element of fun and education for learners at the same time. In this study, the modified OSTM-TRIZ theory was used not only in the technical field but also in the general sector. I proposed a model in which creative thinking can be enhanced to solve problems by analyzing contradictions encountered in the process of presenting problems. Nonlinear digital storytelling in animated folktales can elicit sufficient curiosity from learners, and problem presentation, problem resolution and contradiction analysis using OTSM-TRIZ work as an educational system to develop learners' creativity.

Board Game Design for Disaster Safety Education for Elementary School Students Based on Learning Motivation Theory (학습동기이론 기반의 초등학생 재난안전 교육을 위한 보드게임 설계)

  • Kim Mira;Jung Hyungwon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.1
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    • pp.59-74
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    • 2024
  • In order to improve safety consciousness due to the increase in disasters and safety accidents, safety education is necessary to prepare for disasters with interest in safety. This study is a board game design for disaster safety education for elementary school students based on Keller's learning motivation theory. By considering the school safety curriculum and the safety education contents of the School Safety Mutual Aid Association and the Ministry of Public Administration and Security, the content and goals of learning were derived and the order of learning was determined. When designing game content, the fun elements of the game were applied to Keller's learning motivation inducing factors such as attention concentration (A), relevance (R), confidence (C), satisfaction (S), and educational game design elements to induce the achievement of learning goals at the game planning stage. It is expected that the existing safety education focusing on lecture-style and audiovisual will be supplemented and used in the educational field.

Exercise Adherence Model of Middle-Aged based on Theory of Self-determination

  • Lee, Miok
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.10
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    • pp.143-149
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    • 2018
  • The purpose of this study was to construct and validate a middle - aged exercise adherence model. The model was designed based on self - determination theory. Participants were 215 middle-aged men and women aged 40-60 who had been exercising for more than six months. Data was collected from four big cities of Seoul, Busan, Gwangju and Daejeon in Korea, using a questionnaire consisting of basic psychological needs, intrinsic motivation, social support, and exercise adherence. Data were analyzed with SPSS 19.0 and AMOS 20.0. Social support and exercise adherence of the questionnaire were partially revised and verified by confirmatory factor analysis. The results of the study were as follows. The model's fit indices: GFI = .938, AGFI) = .915, NFI = .912, CFI = .941, and RMSEA = 0.041. The model satisfied the model fit of the structural model equation. This study model based on self - determination theory was confirmed that basic psychological needs, intrinsic motivation, and social support were important factors for the middle - aged's exercise adherence. Basic psychological need and intrinsic motivation had a direct influence on the adherence of exercise, and social support indirectly influenced the exercise adherence through intrinsic motivation. Both basic psychological needs and social support directly affected internal motivation. The most influential factor in the middle - aged's exercise adherence was intrinsic motivation. In conclusion, it was found that intrinsic motivation such as interest and fun is important for the middle - aged to continue the exercise. Also, the basic psychological needs were important for middle aged's exercise adherence. The results of this study will provide basic data for restoring or maintaining health by continuing exercise. Strategies that enhance intrinsic motivation are needed when a chronic ill person needs to continue long-term exercising.