• Title/Summary/Keyword: learning flow experience

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A Study on the Application of Coding Education through Gamification for Tourism Experience - Focusing on "Computational Thinking" Factor Analysis - (관광경험 증대를 위한 게이미피케이션 코딩교육 활용 방안 - 컴퓨팅 사고력 요소 분석 중심으로 -)

  • Kim, Tae-Gyu;Kim, Kyoung-Bae;Kang, Shin-Young
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.403-409
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    • 2020
  • Gamification can be more fun and interesting than boring and it can be used for variety of educational subjects. Through the fun and flow of the learner, the learner understands the meaning and context of the problem to be solved. It will be able to collect, analyze and creatively solve data in a way that computers understand. Training through gamification will be an effective and memorable coding education for the efficient learning of coding education among the newly designated compulsory education. It is considered to be highly useful as a convergence study to increase tourism experience. Currently, in the field of school, coding education is mainly conducted using entry and scratch, which are educational programming languages, and coding education using gamification is not extensively used in the current education field. It is also expected to be used to increase the tourism experience, and it can be used to enhance the learner's computational thinking ability and creativity.

Comparisons positive psychology experience of high school students using PPE-M (PPE-M을 이용한 고등학생들의 긍정심리체험 비교)

  • Hong, Jin Kon;Kim, Tae Kuk
    • Communications of Mathematical Education
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    • v.27 no.2
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    • pp.135-163
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    • 2013
  • This study dealt with the measurements of the positive psychological experience of high school students in relation to mathematics learning by using PPE-M. The purpose of this study is to compare the positive psychology of the high school students based on the grade and gender variables. Measured data for the purpose of this study examined the difference between the gifted students and the general students through a t-test. In addition, differences were analyzed by grade and gender variables. And One-way ANOVA was conducted to see the difference according to the course variables. The difference between the two groups was meaningful in PPE-M total score. There was meaningful difference in all of 5 areas and 19 factors except for 4 factors (Insight, Honesty, Full with pride, and Achievement). However, there was no difference according to grade levels. The comparison between the gender in the ordinary students shows meaningful difference in 11 factors, not in 12 (Judgment, Insight, Honesty, Prudence, Modesty & Kindness, Gratitude & Happiness, Flow, Superiority feeling, Achievement, High pleasure, Full with pride, and Self-efficacy). Affiliation makes meaningful difference in 22 factors except for Honesty.

A study on Hangul serious mobile game for Infant based on R. Caillois's theory (로제 카이와(R.Caillois)의 놀이 유형에 근거한 유아용 한글 기능성 모바일 게임 연구)

  • Lee, Sooyeon;Kim, Jaewoong
    • Cartoon and Animation Studies
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    • s.35
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    • pp.291-312
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    • 2014
  • This study is based on the theory of R.Caillois about element of play which is motivated to infant for studying Hangul. The ultimate goal of play has to be accompanied by pleasure. And learning means permanent changes from experiences for the individual's. Play and learning, these two elements are united to the genre of serious game since the GBL (game based learning) was lead. Most importantly, in order to achieve their own Hangul learning is the fun. Coupled with fun and learning has an important issue for flow because concentration is low in infants than adults. In this case study is to know about fun factor has been applied effectively to Hangul serious mobile game. 20 Infant Hangul mobile serious games of Google Android mobile game section were selected as a case study based on more than 10,000 downloads and user's review rate by April 22, 2014. After that is currently available on the market can play a variety of cases of infant learning Hangul from previous research of R.Caillois offers four categories of play. R.Caillois of Agon, Mimicry, Alea, Ilinx have unique characteristics in comparison with its functional characteristics Hangul four are present any role in Hangul serious mobile games. As a result of the cases selected and the rules of the game will include a maximum of two of the most common types of Agon. Each attribute of the play, rather than one single factor is applied to four kinds of game play performance when properties are distributed to experience together gave the best flow. As a result of this study will be a based research for infants Hangul serious mobile game reflects the properties of the elements of a fun game that you want to combine learning.

Application and performance evaluation of mass balance method for real-time pipe burst detection in supply pipeline (도수관로 실시간 관파손감지를 위한 물수지 분석 방법 적용 및 성능평가)

  • Eunher Shin;Gimoon Jeong;Kyoungpil Kim;Taeho Choi;Seon-ha Chae;Yong Woo Cho
    • Journal of Korean Society of Water and Wastewater
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    • v.37 no.6
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    • pp.347-361
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    • 2023
  • Water utilities are making various efforts to reduce water losses from water networks, and an essential part of them is to recognize the moment when a pipe burst occurs during operation quickly. Several physics-based methods and data-driven analysis are applied using real-time flow and pressure data measured through a SCADA system or smart meters, and methodologies based on machining learning are currently widely studied. Water utilities should apply various approaches together to increase pipe burst detection. The most intuitive and explainable water balance method and its procedure were presented in this study, and the applicability and detection performance were evaluated by applying this approach to water supply pipelines. Based on these results, water utilities can establish a mass balance-based pipe burst detection system, give a guideline for installing new flow meters, and set the detection parameters with expected performance. The performance of the water balance analysis method is affected by the water network operation conditions, the characteristics of the installed flow meter, and event data, so there is a limit to the general use of the results in all sites. Therefore, water utilities should accumulate experience by applying the water balance method in more fields.

Multisensory based AR System for Education of Cultural Heritage

  • Jeong, Eunsol;Oh, Jeong-eun;Won, Haeyeon;Yu, Jeongmin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.11
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    • pp.61-69
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    • 2019
  • In this paper, we propose a multisensory(i.e., visual-auditory-tactile) based AR system for the education of cultural heritage. The proposed system provides a multisensory interaction by designing a user to experience with a 3D printed artifact which is mapped by a virtual 3D content of digital heritage. Compared with the existing systems of cultural heritage education based on augmented reality(AR) technology, this system focused on not only providing learning experience via a sense of visual and auditory, but also a sense of tactile. Furthermore, since this systems mainly provided the direct interactions using a 3D printed model, it gives a higher degree of realism than existing system that use touch or click motions on a 2D display of mobile phones and tablets. According to a result of user testing, we concluded that the proposed system delivered the excellent presence and learning flow to users. Particularly, from the usability evaluation, a 3D printed target artifact which is similar in shape to original heritage artifact, achieved the highest scores among the various tested targets.

Concerns and Difficulties in Applying the National Curriculum in the Process of Developing Science Textbooks: Focused on 'Integrated Science' of the 2022 Revised National Science Curriculum (과학 교과서 개발 과정에서 교육과정 적용에의 고민과 어려움 -2022 개정 과학과 교육과정의 '통합과학'을 중심으로-)

  • Bongwoo Lee;Jaeyong Park;Jeongwoo Son;Ki-Young Lee;Wonho Choi;Kew-Cheol Shim
    • Journal of The Korean Association For Science Education
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    • v.44 no.2
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    • pp.219-229
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    • 2024
  • The purpose of this study is to analyze the concerns and difficulties encountered by authors involved in the development of integrated science textbooks. Specifically, it focuses on their experiences with understanding and implementing the 2022 revised science curriculum. We collected 89 opinions from textbook authors and categorized them into several key areas: understanding the terminology and descriptors provided in the curriculum, structuring learning content, inquiries and activities, and the depth and scope of learning content. The analysis revealed that the most difficulty encountered by the textbook authors was in defining the level and scope of learning content. Many also expressed concerns and difficulties related to the ambiguity of terms and predicates. In terms of the composition of learning content, difficulties were identified in concerning the repetitive descriptions of achievement standards and the discrepancy between the arrangement of achievement standards and the flow of learning. Regarding inquiries and activities, there were experiments presented that were difficult to experience or actually implement, along with limitations in activity composition due to the need to optimize learning volume. Given the importance of high-quality textbooks for effective science education at the national level, it is crucial to establish effective communication channels between curriculum developers and textbook authors. Additionally, a robust support system for textbook development should be established.

A Concept Analysis of Intuition (직관개념 분석에 관한 연구)

  • 신경림
    • Journal of Korean Academy of Nursing
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    • v.24 no.2
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    • pp.206-215
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    • 1994
  • Intuition is an abstract concept which is most often thought of as a nonrational, nonscientific mode of thought. However, since there are so many amorphous definitions of intuition that it seems important to clarify the meaning of this concept. Therefore, this study use the process of Walker & Avant’s concept analysis to define of the concept of intuition Attributes of intuition were defined as 1) Knowledge of truth that is difficult to explicate ; 2) A type of immediate knowing ; 3) Knowlwdge without reasining analysis ; 4) Knowledge that is attained based on virtue character which integrates all matter and is not attained through individual experience. Antecedents of intuition consists of 1) as ground for knowledge or truth that is not availables to trace through the analytic procedures ; & 2) the flow of Ki which unites human beings and the universe. Consequences of intuition events or incidents occuring as a result of the concept consist of verification of the truth though analytic procedures and application of knowledge in both theoretical and practical ways. To develop intuitive ability, as an educator should not only make studies in recognizine, analysing and teaching concepts related to logical, rational decision making but should also recognize and teach concepts related to intuitive components of making decisions in clinical practice and classroom learning as well.

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The Analysis of Robot Education Unit in the Practical Arts Textbooks According to 2015 Revised Curriculum (2015 개정 실과교과서의 로봇교육 체제 분석)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.99-106
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    • 2020
  • In this paper, we analyzed the units related to robot education in the Practical Arts textbooks according to the 2015 revised curriculum. As a result, all textbooks had a common system of introduction, development, and organization, and all of them showed a similar flow. Learning objectives were presented in all textbooks, but no affective goals were presented except cognitive and functional goals. The contents of robot learning suggest the meaning and type of robots, the structure and sensors of robots, and the activities of making robots, but the contents of robot ethics, the production and activities of various robot works, and the use of robots in the problem solving process are not presented. The assembly robot and the infrared sensor are used in common, and it consists of presenting robot production and control training materials in experience activities and arranging units through evaluation, and the A, C, and F textbooks also provide the unit auxiliary data. In the future, it will be necessary to include the contents of robot ethics education centered on the design/manufacturer and user-oriented robot ethics such as the recognition of the limits of robots, the principles of using robots correctly, safety education, personal information and privacy protection.

Web Contents Development of Virtual Geologic Field Survey for High School Students -Focusing on the Songaksan and Jisagae area of Jeju island- (고등학교 학생을 위한 가상지질조사 웹 컨텐츠 개발 -제주도 송악산과 지삿개를 중심으로-)

  • Hong, Seok-Eui;Lee, Chang-Zin
    • Journal of the Korean earth science society
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    • v.24 no.3
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    • pp.172-180
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    • 2003
  • Geologic field survey is very important for the high school students who take the courses of earth science under the 7th earth science curriculum, however actually it is very difficult for the students to survey in the field because of long time and distance, and expenses. To overcome these difficulties, this study focused on developing the web contents and teaching-learning materials for virtual geologic field survey of the Songaksan and Jisagae area, Jeju island. The developed web contents were placed into three parts; main manu, sub manu and contents to help the learners flow-chart of the program easily. To overcome the weakness of existing textual web materials, some movable images and worksheets were provided for the learners, and the web contents were designed for the learners to experience as similar as the geologic field survey may let them do.

A cognitive psychological consideration of Michael Chehov's acting techniques (미카엘 체홉 연기 테크닉에 대한 인지심리학적 고찰)

  • Jin, Hyun-Chung;Cho, Joon-Hui
    • (The) Research of the performance art and culture
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    • no.37
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    • pp.365-389
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    • 2018
  • This research aims to study Michael Chekhov's acting techniques scientifically, because his techniques has been studied only theoretically or empirically. Especially, this study focuses on 'imagination' and 'Psychological Gesture' from the perspective of cognitive psychology. Chekhov thought 'imagination' as the basis and core of all the works of acting. In cognitive psychology, it is called as 'imagery' and means 'a representation of the mind of the object not communicated by the sensory organs currently'. This study starts with defining imagery and takes a brief look at the features and kinds of imagery. Then the researcher will prove scientifically the possibility of training acting using imagery as Chekhov's assertion. For the proof of the validity of imagery, we'll look for the theoretical evidences-functional equivalence hypothesis, psychoneuromuscular theory, symbolic learning theory, psychophygiological information processing-and experimental ones-measurements of cerebral blood flow or event-related potential, experiments with fMRI(functional magnetic resonance imaging) or PET(positron emission tomography). As a result, we can see that imagery is functionally identical to perception and improves fulfillment of cognitive and physical tasks. As proving physical changes can draw out psychological changes(feeling) on the medium of imagery, we can also see the validity of Psychological Gesture. From the above research, even if Chekhov developed the acting techniques only on the basis of his experience, his techniques can be thought as having scientific validity. Though insufficient, this study can be a help for actors or students as they using Chekhov's techniques.