• Title/Summary/Keyword: play strategy

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Listening Strategy Use of Korean EFL Middle School Students

  • Lee, Jung-Soo
    • English Language & Literature Teaching
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    • v.17 no.1
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    • pp.165-190
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    • 2011
  • This research investigates listening strategies and the relationship between the employment of strategy and listening proficiency of Korean EFL middle school students. One hundred and four middle school students (N = 104) participated in this study and their strategy use was assessed through a questionnaire adapted from Oxford's (1990) SILL and O'Malley and Chamot (1990). To measure listening proficiency, the English Listening Ability Test designed by 15 city and provincial offices of education in Korea was used. The results show that students employed a moderate use of strategies; compensation strategies were used most frequently and metacognitive strategies were used the least frequently. Significant differences were found in the use of implicit strategy among different listening proficiency groups, but not in their use of behavioral strategy. Furthermore, there were significant differences in the use of implicit memory, cognitive and compensation strategies among groups of students with different listening proficiencies, but not in their use of metacognitive strategy. The results from multiple regression analysis indicate that implicit strategy use could play an important role in listening comprehension. The findings suggest the need for additional research to explore the effect of listening strategy training for English language learners.

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Goal and Strategy in the Social Problem Solving Behavior of Children (유아의 사회적 문제해결 행동 목적과 전략에 관한 연구)

  • Ryu, Chill Sun
    • Korean Journal of Child Studies
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    • v.15 no.2
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    • pp.141-152
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    • 1994
  • The purpose of this study was to investigate the goal and strategy differences in the Social Problem Solving (SPS) according to ages and interaction targets of children. The subjects were 48 children between the ages of 3, 4 and 5 years. Their SPS behavior was observed as it occurred naturally in free play interactions. The data were analysed by one-way ANOVA, Duncan's multiple range, repeated measures, and t-test. The results showed that there were significant goal and strategy differences in SPS behavior according to age and interaction targets of children.

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Optimum Strategies in Red & Black

  • Ahn, Chul-Hwan
    • Communications for Statistical Applications and Methods
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    • v.7 no.2
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    • pp.475-480
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    • 2000
  • In a game called red and black, you can stake any amount is in your possession. Suppose your goal is 1 and your current fortune is $f$, with 0$p$ and lose your stake with probability, $q$=1-$p$. In this paper, we consider optimum strategies for this game with the value of $p$ less than $^1/_2$ where the house has the advantage over the player, and with the value of $p$ greater than $^1/_2$ where the player has the advantage over the house. The optimum strategy at any $f$ when $p$<$^1/_2$ is to play boldly, which is to bet as much as you can. The optimum strategy when $p$>$^1/_2$ is to bet $f\cdot\alpha$with $\alpha$, a sufficiently small number between 0 and 1.

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Strategy for Sprint Race of Humanoid Robot (휴머노이드 로봇의 스프린트 경기 전략)

  • Gill, Woo-Ram;Ryoo, Young-Jae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.26 no.5
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    • pp.390-395
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    • 2016
  • In this paper, a sprint race of human and that of humanoid robot are compared. Sprint race is one of the most popular sports games of human. HuroCup organized by FIRA is the most representative sports event of humanoid robots. The rules of the sprint race in HuroCup are explained and the strategy for the sprint race that humanoid robots can play is proposed. A child-sized humanoid robot is designed and developed so that it can play to follow the rules of the sprint race. The algorithm of the game strategy is applied to the robot, and the robot's performance is tested. Eventually, in HuroCup, it is verified that the developed humanoid robot is suitable to perform the sprint race.

Development and Effectiveness of Education Programs using STEAM-based Smart Apps that support Children's Free play (유아의 자유놀이를 지원하는 STEAM 기반 스마트 앱 활용 교육 프로그램 개발 및 효과)

  • Moon, Myunghwa
    • Journal of Convergence for Information Technology
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    • v.11 no.6
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    • pp.120-130
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    • 2021
  • This study was conducted for the purpose of developing an education program using smart apps that supports free play of children based on STEAM education and verifying its effectiveness. In order to achieve the purpose of the study, contents for using smart apps based on STEAM education for children's free play were derived through literature and data collection and field surveys in related fields, and a program was developed based on this. This program is a teaching strategy in which teachers and children interact at the start, middle, and end of free play using the 'Free Play' app installed on a smartphone. An experimental study was conducted to verify the effectiveness of the program using smart apps that support children's free play. As a result of the study, it was confirmed that the application of this program improves the self-regulation of children. This study is a teaching strategy to support both teachers and children during free play time, the core of early childhood education, and developed and applied the program with the idea of convergence of engineering and education, and hopes that it will be a starting point for revitalizing education using smart apps in the future education field.

The Optimum StrategyWhen p>1/2 in Red & black (적흑게임에서 p>1/2인 경우의 최적전략)

  • 석영우;안철환
    • Journal of the military operations research society of Korea
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    • v.29 no.1
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    • pp.1-7
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    • 2003
  • In a game called red and black, you can stake any amount s in your possession. Suppose you. goal is 1 and you. current fortune is i with 0 < f < 1. You win back your stake and as much more with probability p and lose your stake with probability, q = 1 - p. Ahn(2000) considered optimum strategy for this game with the value of p greater than \frac{1}{2} where the player has the advantage over the house. The optimum strategy at any when p>\frac{1}{2} is to play timidly, which is to bet a small amount each time. In this paper we perform the simulation study to show that the Timin strategy is optimum.

The Effects of Early Childhood Teacher-led Child-Centered Group Play Therapy on the Sociability of Young Children (보육교사에 의한 아동중심 집단놀이치료가 유아의 사회성에 미치는 영향)

  • Jeon, A-Jeong;Kim, Tae-Eun
    • Korean Journal of Childcare and Education
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    • v.14 no.6
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    • pp.35-51
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    • 2018
  • Objective: The purpose of this study was to examine the effect of early childhood teacher-led child-centered group play therapy on young children's sociability. The changes of sociability in the therapeutic process were also examined. Methods: The subjects of this study were 12 young children who were five years old and attended a child care center in Gangwon-do. Subjects were divided into an experimental group and a control group. The experimental group received 15 early childhood teacher-led child-centered group play therapy sessions twice a week. The sociability scale was used for pre-post tests and the data were analyzed using SPSS 23.0. Every session was video-taped and recorded verbatim. Qualitative data were analyzed to examine changes in sociability. Results: Children who participated in the early childhood teacher-led child-centered group play therapy demonstrated significant improvement in sociability. During the therapy sessions, children's expressions and behaviors associated with sociability gradually increased. Conclusion/Implications: This study supports the use of early childhood teacher-led child-centered group play therapy as an effective intervention strategy for young children to improve their sociability.

Industry's Response to the Green Movement

  • Little, Barry F.P.
    • Analytical Science and Technology
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    • v.8 no.4
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    • pp.1075-1078
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    • 1995
  • This paper describes how industry has responded to the environmental challenge. Benefits include compliance with environmental legislation; genuine reductions to environmental impact; sustainable improvements to profitability in the face of increased competitive pressure. National and international Standards for environmental management offer security and direction for a company wishing to improve environmental performance and coupled with a waste minimisation strategy many financial and environmental benefits can be achieved. Introduction of new technical skills, techniques and worker understanding to aid motivation is an essential component of such a strategy. Monitoring and targeting has a key role to play in the establishment of improved environmental performance.

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An Effect of Beach Ball Play for Depression, Powerlessness, Self-Esteem, Activity of Daily living in Stroke patients (비치볼놀이가 뇌졸중환자의 우울, 무력감, 자아존중감, 일상생활동작 수행에 미치는 효과)

  • Woo, Gyung-Mye;Lee, Myung-Hwa
    • The Korean Journal of Rehabilitation Nursing
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    • v.1 no.1
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    • pp.15-25
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    • 1998
  • The purposes of this study was to determine the effect of beach ball play in stroke patients, and to define the strategy to promote their depression, powerlessness, self-esteem, activity of daily living. The experimental design was designed non-equivalent control group, non-synchroniged design. The study method had been done by investigating the experimental group and control group through the questionnaire on 57 patients who had been in patient department in D University hospital in Pusan from January 5th 1998 to the end of February 28th, 1998. Beach ball play was carried out experimental group once per day for 10 minute's for two weeks period from Jan 1998 to Feb 1998. Data was collected before and after the experimenation. Collected data was analyzed by means of frequency, percentage, chi-square test, mean, S.D, t-test with SPSS/PC. The results were summarized as follows : 1. The 1st hypothesis : "The experimental group which received the beach ball play should be higher in depression than the control group" was supported(t=3.11, p=.003). 2. The 2nd hypothesis : "The experimental group which received the beach hall play should be higher in powerlessness than the control group" was supported(t=3.32, p=.002). 3. The 3rd hypothesis : "The experimental group which received the beach ball play should be higher in self-esteem than the control group" was not supported(t=-1.90, p=.064). 4. The 4th hypothesis : "The experimental group which received the beach ball play should be higher in activity of daily living than the control group" was not supported(t=-.47, p=.637). In conclusion, the patients who received beach ball play showed the increase in the degree of depression and powerlessness of stroke patients. So the beach ball play had been judged the nursing intervention to improve their emotional problem in stroke patients.

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The Optimum Strategy for Favorable Situation in Discrete Red & Black (이산형 적흑게임에서 유리한 경우의 최적전략)

  • 석영우;안철환
    • Journal of the military operations research society of Korea
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    • v.30 no.1
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    • pp.70-80
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    • 2004
  • In discrete red and black, you can stake any amount s in your possession, but the value of s takes positive integer value. Suppose your goal is N and your current fortune is f, with 0<f<N. You win back your stake and as much more with probability p and lose your stake with probability, q = 1-p. In this study, we consider optimum strategies for this game with the value of p greater than $\frac{1}{2}$ where the player has the advantage over the house. The optimum strategy at any f when p>$\frac{1}{2}$ is to play timidly, which is to bet 1 all the time. This is called as Timid1 strategy. In this paper, we perform the simulation study to show that the Timid1 strategy is optimum in discrete red and black when p>\frac{1}{2}.