• Title/Summary/Keyword: learning fun

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Analysis of Serious Game Elements of the Contents for Smart Device Based First-Aid Education (스마트 기기 기반 응급 처치 교육 콘텐츠의 기능성 게임 요소 분석 연구)

  • Suh, Dong-hee
    • Cartoon and Animation Studies
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    • s.47
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    • pp.273-294
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    • 2017
  • Korea has suffered numerous casualties due to a lot of accidents caused by safety insufficiency in recent years. Therefore, safety education is more important than ever before, and 'how to educate with what contents' is an important subject. Especially, experience education is effective rather than theoretical education because of the nature of safety education. However, it is not easy to design and develop these safety education programs. There is not much opportunity to access first-aid training, which is a part of safety education, unless it is compulsory to learn through public institutions. As a result, program utilization on safety education in Korea is still insufficient to what it should be. With that taken into account, this study proposed an effective serious game with fun and immersion for medical first-aid education. To do this, we analyzed five medical games through 20 cases of first-aid applications and elicited five factors that enhance the usability of serious games. With an analysis of five medical games, we selected one game to borrow the game rules, and applied the elicited five elements in the forms of level-up structure, iterative learning, compensation outcomes, competition system, and information transfer. The proposed medical education functional games should have 1) a character that plays a role of a patient, 2) a narrative flow that shows the situation, 3) the user should judge the situation and induce first aid. 4) compensation, levels, and simple repetition should be designed, and 5) information should be shared with the others in the given community. The results of this study is believed to contribute to enhance the medical emergency education in Korea.

The Efficacy of Online Lectures in University and English Reading Comprehension for EFL Learners (EFL 학습자의 영어 독해력 향상을 위한 대학 온라인 강의의 효율성 연구)

  • Kim, Hye-Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.225-231
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    • 2020
  • This study aims to examine the efficacy of online lectures conducted by most universities in 2020 in response to the Covid-19 crisis. Furthermore, this study analyzes students' opinions regarding online lectures, thereby assessing the possible direction that future online lectures could take. This study's results indicate that online lectures can have a positive effect on learners' reading comprehension. Also, student satisfaction with online lectures was found to be quite high. Among the reasons students cited for favoring the online format were: (1) the fun presentation of class information; (2) the diversity of subjects covered; and (3) the ease of using the Internet. Among the improvements made for enhancing online lectures were technical enhancements (such as fixing attendance check authentication errors) and stabilizing the playback of lecture videos. By way of concluding, this study claims that professors who are familiar with giving lectures in person should come to recognize that online lectures are not simply another option, but are essential for the future. As such, the academic community must focus on developing online content as a way to further higher education's development in meeting the academic demands of both the present and the future.

A Concise Korean Programming Language "Sprout" (간결한 한글 프로그래밍 언어 "새싹")

  • Cheon, Junseok;Kang, Dohun;Kim, Gunwoo;Woo, Gyun
    • Journal of KIISE
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    • v.42 no.4
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    • pp.496-503
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    • 2015
  • Most programming languages are designed based on English. It becomes another barrier in learning programming languages in non-English speaking country. If a programming language is presented using a native language, the education cost of programming will be much cheaper and the programming itself can be much more fun. However, designing the programming languages based on native languages has not been much focused or published up to now. It is partly because the evolution of popular programming languages is so fast, and partly because the efficiency of programs is much stressed than the source code. But, the designing of programming languages based on native language is not a small issue, especially if we reflect on the education of programming. In fact, there have been significant efforts reported in the Korean programming languages so far, but it has not practically been used in the education. This paper introduces yet another Korean programming language, namely Sprout, which is concise and can be easily learned by beginners. To demonstrate the conciseness of Sprout, we have performed two experiments on Sprout. Firstly, we compared the sizes of the programs in Sprout with those in former Korean programming languages. Secondly, we compared the size of Sprout, the language itself, with those of popular programming languages such as C and Python. According to the experiments, Sprout programs are more concise to 10% on average than those in former Korean languages. Furthermore, Sprout itself is more compact to 24% on average than other popular programming languages.

A Survey of Elementary school teachers' perceptions of mathematics instruction (수학수업에 대한 초등교사의 인식 조사)

  • Kwon, Sungyong
    • Education of Primary School Mathematics
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    • v.20 no.4
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    • pp.253-266
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    • 2017
  • The purpose of the study was to investigate the perceptions of Elementary school teachers on mathematics instruction. To do this, 7 test items were developed to obtain data on teacher's perception of mathematics instruction and 73 teachers who take mathematical lesson analysis lectures were selected and conducted a survey. Since the data obtained are all qualitative data, they were analyzed through coding and similar responses were grouped into the same category. As a result of the survey, several facts were found as follow; First, When teachers thought about 'mathematics', the first words that come to mind were 'calculation', 'difficult', and 'logic'. It is necessary for the teacher to have positive thoughts on mathematics and mathematics learning, and this needs to be stressed enough in teacher education and teacher retraining. Second, the reason why mathematics is an important subject is 'because it is related to the real life', followed by 'because it gives rise to logical thinking ability' and 'because it gives rise to mathematical thinking ability'. These ideas are related to the cultivating mind value and the practical value of mathematics. In order for students to understand the various values of mathematics, teachers must understand the various values of mathematics. Third, the responses for reasons why elementary school students hate mathematics and are hard are because teachers demand 'thinking', 'because they repeat simple calculations', 'children hate complicated things', 'bother', 'Because mathematics itself is difficult', 'the level of curriculum and textbooks is high', and 'the amount of time and activity is too much'. These problems are likely to be improved by the implementation of revised 2015 national curriculum that emphasize core competence and process-based evaluation including mathematical processes. Fourth, the most common reason for failing elementary school mathematics instruction was 'because the process was difficult' and 'because of the results-based evaluation'. In addition, 'Results-oriented evaluation,' 'iterative calculation,' 'infused education,' 'failure to consider the level difference,' 'lack of conceptual and principle-centered education' were mentioned as a failure factor. Most of these factors can be changed by improving and changing teachers' teaching practice. Fifth, the responses for what does a desirable mathematics instruction look like are 'classroom related to real life', 'easy and fun mathematics lessons', 'class emphasizing understanding of principle', etc. Therefore, it is necessary to deeply deal with the related contents in the training courses for the improvement of the teachers' teaching practice, and it is necessary to support not only the one-time training but also the continuous professional development of teachers.

A Study on the Effects of Job Education and Training Program on task Efficiency and Job Satisfaction -Focused on job satisfaction of midsize and large businesses in Cheongju- (직무교육·훈련프로그램이 업무효율성 및 직무만족에 미치는 영향에 관한 연구 -청주지역 중견 및 대기업의 직무만족을 중심으로-)

  • Lee, Ji-Hun;Kang, Jun-Mo
    • Journal of Convergence for Information Technology
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    • v.8 no.2
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    • pp.171-181
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    • 2018
  • The purpose of this study is to suggest the implications for maximizing the efficiency of job training conducted by companies through studying the effects of job education and training programs on job efficiency and job satisfaction. This study surveyed 300 employees of medium and large companies in Cheongju. The causality was verified based on the collected questionnaires. The results of the study are as follows. First, companies should understand the educational needs of heir employees and develop and operate employee-centered education programs. Second, companies need to have an autonomous system in order to allow voluntary application of education that can help employees to perform their duties among the external education programs. Third, companies should uncover the needs of their employees in various ways and build up the latest educational materials and educational environment to establish new knowledge and learning conditions. Finally, companies should recognize their employees as a concept of their partners and respect each employee's capabilities so that they can have autonomy and fun in their work activities.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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Effects of Ginseng Saponins in Energy Metabolism, Memory, and Anti-neurotoxicity

  • Wang Lawrence C.H.;Lee Tze-fun
    • Proceedings of the Ginseng society Conference
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    • 2002.10a
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    • pp.55-65
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    • 2002
  • Ginseng has been used as a key constituent in traditional medicine prescriptions for centuries. Other than its well-known anti-stress and adaptogenic properties, ginseng has also been shown to be very effective in treating age-related deterioration in metabolic and memory functions. Although it is generally believed that the saponin (GS) fraction of the ginseng root accounts for the bioactivity of ginseng, a direct demonstration on which ginsenoside does what is still generally lacking. In the past decade, our laboratory has endeavored to identify the active GS components involved in energy metabolism, memory, and anti-neurotoxicity. To examine the ergogenic effects of GS in enhancing aerobic capacity, rats were subjected to either severe cold ($40^{\circ}C$ under helium-oxygen, two hours) or exercise workload $(70\%\;VO_{2}max,$ to exhaustion). Acute systemic injection (i.p.) of ginseng GS (5-20 mg/kg) significantly elevated both the total and maximum heat production in rats and improved their cold tolerance. However, pretreating the animal with the optimal dose (10 mg/kg) of GS devoid of $Rg_1\;and\;Rb_1$ failed to elicit any beneficial effects in improving cold tolerance. This indicates that either $Rb_1\;and/or\;Rg_1$ may be essential in exemplifying the thermogenic effect of GS. Further studies showed that only pretreating the animals with $Rb_1(2.5-5\;mg/kg),\;but\;not\;Rg_l,$ resulted in an increase in thermogenesis and cold tolerance. In contrast to the acute effect of GS on cold tolerance, enhancement of exercise performance in rats was only observed after chronic treatment (4 days). Further, we were able to demonstrate that both $Rb_1\;and\;Rg_1$ are effective in enhancing aerobic endurance by exercise. To illustrate the beneficial effects of GS in learning and memory, a passive avoidance paradigm (shock prod) was used. Our results indicated that the scopolamineinduced amnesia can be significantly reversed by chronically treating (4 days) the rats with either $Rb_1\;or\;Rg_1$ (1.25 - 2.5 mg/kg). To further examine its underlying mechanisms, the effects of various GS on ${\beta}-amyloid-modulated$ acetylcholine (ACh) release from the hippocampal slices were examined. It was found that inclusion of $Rb_1$ (0.1 ${\mu}M$), but not $Rg_1$, can attenuate ${\beta}-amyloid-suppressed$ ACh release from the hippocampal slices. Our results demonstrated that $Rb_1\;and\;Rg_1$ are the key components involved in various beneficial effects of GS but they may elicit their effects through different mechanisms.

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The effect of Virtual Reality sports experience on sports satisfaction, sports immersion, and sports attitude

  • Myung-Soo, Kim;Byung-Nam, Min;Seung-Hwan, Lee;Sung-Hee, Kim;Jae-Hoon, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.129-136
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    • 2023
  • In this paper, we propose the positive effects of Virtual Reality(VR) sports classes and the foundation for VR sports to become the basis of lifelong sports education through the application of physical education classes in sports virtual reality programs are to be provided. For this purpose, the effect of VR sports experience on sports satisfaction, sports immersion, and sports attitude factors was investigated for 281 elementary school students in Busan. Results It was found that VR sports experience had a significant effect on sports satisfaction, sports satisfaction had a significant effect on sports immersion and sports attitude, and sports immersion had a significant effect on sports attitude. The great advantage of sports virtual reality is that sports activities for items that are difficult to deal with in physical education classes and unpopular items will be easily performed. In addition, by using a program that links physical education classes with English and mathematics, physical education will be recognized as a convergence subject by elementary school students, and at the same time, it will become an integrated subject that can acquire fun elements and learning elements at the same time through play or games.

Recognition of General arts classes based on movie - Focused on the movie "Untouchables: 1% friendship" (영화 기반 교양교과 수업 활동 탐색 - 영화 「언터처블: 1%의 우정」 중심으로)

  • Kim, Seong-Won;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.63-72
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    • 2017
  • This study made of centrally actual application in general arts classes based on movie in university. Especially, I analyzed the activities of the class with 'Untouchable: 1% friendship' among 6 films. The objects of this study are 44 students of D university in Busan Metropolitan City who take 'creative fusion from movie' general arts class which opened first semester in 2016. In this study, students were able to watch movies through the creative class, which was out of the traditional classroom method, and after 15 hours of learning the quiz online, they conducted 15 weeks as a teaching method to perform tasks, presentations, experiments, and experiences in regular class time. The results of this study are as follows. 'It is a general arts class that makes movements live,' 'It is a general arts class that shows movies from various perspectives,' and 'It is a general arts class that makes me know.' This suggests that the educational medium, which is easily accessible in everyday life, and the general arts class, which is active in the space outside the framework, are perceived as stimulating curiosity and adding fun to college students.

A Study on the Purpose and Method of the Reading on the Reading Theory in the Cho-seon Dynasty (조선시대 독서론에서의 독서 목적과 방법에 관한 연구)

  • Byoungmoon So
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.2
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    • pp.31-50
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    • 2023
  • The aim of this study is to explore the purpose and method of reading by examining relevant research from various academic fields. According to the reading theory in the Cho-seon Dynasty, reading was classified as either a way of gaining fame, becoming a gentle man, or solving problems. However, this views have been largely replaced by the belief that reading serves two main purposes: self-discipline and practical usage in this study (Confucian perspectives have been excluded from this approach). The traditional reading method, known as sukookdok-jeongsa, influenced by Chu-tzu's reading, emphasized a fluent reading and a deep reading. A fluent reading (sukookdok) method involved a reading aloud, memorizing, and a repeated reading for the literal decoding. After decoding, a deep reading (jeongsa) involved a reading while taking notes, a reading with reference and a repeated reading for the optimal comprehension. A fluent reading in the traditional reading theory is succeeded by 'a reading for liberal arts' and a deep reading is succeeded by 'a reading for learning'. The sukookdok-jeongsa's various reading methods are useful enough to apply to reading education in the school library. But 'a reading for fun' did not appear in the traditional reading theory.