• Title/Summary/Keyword: nurture games

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Exploiting Convergence of Life with Technology to Tackle Real-Life Problems by Means of Computer Games

  • Wierzbicki, Robert J.;Bohnke, Peter
    • International journal of advanced smart convergence
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    • v.2 no.2
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    • pp.1-6
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    • 2013
  • Convergence in technology and media makes it possible to augment nurturing by making blended infrastructures with new digital resources available in learning environments at schools. A game-based provision of educationally-valuable content within a collective, virtual environment combined with an analysis of events in the game after it has been played (blended nurture environment) may help to better communicate human values especially where old-fashioned discussion methods fail or do not fulfill the promise of effective, educational institution-based methods of bringing up. In this paper we discuss the use of behavioural metaphors in game-based blended-nurture scenarios for computer games and pedagogical-psychological tests. Upbringing demands an active intervention in the process of children growing up and the courage to place higher expectations on ourselves and our own lifestyles. Decisions and the behaviour of the younger generation are often irrational and the resulting effects can have destructive consequences. Nowadays, games take on the role of modern storytellers. With the help of complex analogies in games, a variety of situations can be depicted in an eye-catching way and later discussed.

The Convergence of Life and Technology from the Nurturing Perspective

  • Wierzbicki, Robert J.
    • International journal of advanced smart convergence
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    • v.3 no.1
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    • pp.7-10
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    • 2014
  • Upbringing requires an active intervention in the process of children growing up. Convergence in technology and media makes it possible to augment nurturing by making blended infrastructures with new digital resources available in learning environments at schools. A game-based provision of educationally-valuable content within a collective, virtual environment combined with an analysis of events in the game after it has been played (blended nurture environment) may help to better communicate human values especially where old-fashioned discussion methods fail or do not fulfill the promise of effective, educational institution-based methods of bringing up. This is where life sciences, psychology, media, pedagogy and technology (need to) converge.

A Study on How to Nurture New Players using Data Analysis (데이터 분석을 활용한 신인급 선수 육성 방안 연구)

  • You, Kangsoo
    • Journal of Industrial Convergence
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    • v.19 no.4
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    • pp.17-21
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    • 2021
  • Recently, in the field of sports, the use of data in conducting games, planning seasons, and operating teams has increased significantly. Also, in order to develop better players, it has become necessary to use data to accurately analyze their performance. Therefore, in this study, various data about rookie players was collected and pre-processed in order to analyze and visualize their performance. Additionally, an analysis was conducted to determine at least how many opportunities should be given to foster rookie players. Then, a data analysis method was presented for nurturing athletes by using data in the field of sports. It is expected that this study will contribute to fostering rookie players by utilizing data.

Advanced development of the core competency diagnosis tool for college students for future-oriented competency education: Focusing on the case of Y University (미래지향적 역량교육을 위한 전문대학생 핵심역량 진단 도구 고도화 개발: Y대학 사례를 중심으로)

  • Hyo-Jung Gil;Boc-Nam Park;Jong-Il Ahn
    • Journal of the Health Care and Life Science
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    • v.10 no.1
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    • pp.69-80
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    • 2022
  • The purpose of this study is to advanced and develop a core competency diagnosis tool that junior college students must have in order to implement competency-oriented education to nurture talents required by the future society, and to verify its validity and reliability. To this end, the existing diagnostic tools were analyzed and preliminary questions were derived through analysis of prior research, collecting opinions of members, FGI, and expert advice. A total of 46 items were derived, which were verified as content validity. Afterwards, a preliminary survey was conducted targeting 380 applicants among current students. To verify the validity of the construct, an exploratory factor analysis was performed using AMOS 18.0. As a result, 30 final questions composed of 6 core competencies were derived. The core competency diagnosis tool is expected to be actively used as a future-oriented competency education execution, evaluation, and quality management tool by diagnosing the competencies of current students.