• Title/Summary/Keyword: roleplaying

Search Result 7, Processing Time 0.025 seconds

The Effect of Roleplaying-Centered STS Approach in "Environment" Unit of High School Science (고등학교 과학 "환경" 단원에서 역할놀이를 중심으로 한 STS 수업 효과)

  • Ji, Jae-Hwa;Woo, Ae-Ja
    • Hwankyungkyoyuk
    • /
    • v.21 no.4
    • /
    • pp.111-122
    • /
    • 2008
  • This study is to evaluate the effect of roleplaying-centered STS program on the science-related attitude, the academic achievement, and the problem solving ability in "Environment" unit of high school Science. 90 students in grade 10 were divided into two groups, the experimental group applied the roleplaying-centered STS program and the control group applied the traditional lecture-centered class. The pretest was implemented to measure the science-related attitude, and the posttest was implemented to measure the science-related attitude, the academic achievement, and problem solving ability. The collected data were analyzed by ANCOVA and Correlation Analysis with SPSS program. The results are as follows: First, the experimental group was not significantly different from the control group in the science-related attitude and in the academic achievement(p>.05). Second, the experimental group significantly showed much better problem solving ability than the control group(p<.05). Third, a significant correlation was recognized between the academic achievement and the problem solving ability(p<.01).

  • PDF

Influence of Adoption of Information Technology on the Change of Organization Structure (기업의 조직구조에 미치는 정보기술 도입의 영향)

  • 김성언;이승아
    • The Journal of Information Systems
    • /
    • v.6 no.1
    • /
    • pp.47-62
    • /
    • 1997
  • Adoption of information technology(IT) in a corporation has been started with the aim of efficient process and management of business being complicated. But, this adoption of IT is roleplaying the rearrangement of organization structure. Many researchers have studied the relationship between adoption of IT and change of organization structure. In this research, it has been studied that how the adoption of IT influences on the change of organization structure. Adoption of IT ina corporation influences the structure of manpower and this influence causes the change of structure of organization. However, this influence is not only the deterministic source to the change. In a corporation, not only intention and role of chief executive and but also participations of employees for the adoption of IT make differences in the quality of corporation information systems and, as a result, the aspect of organization structure change.

  • PDF

Time-based Restructuring of Mobile Roleplaying Games (모바일 역할수행 게임의 시간 기반 재구조화)

  • Lee, Jin
    • Journal of Korea Game Society
    • /
    • v.17 no.5
    • /
    • pp.39-50
    • /
    • 2017
  • This paper explores the concept of mobile gaming platforms and changes in game play through mobile parameters, focusing on the role of role-playing mobile games through mobile parameters. As a move, the Player combines the mobile media with the game platform. The daily time of the mobile mid-dividualization is reconstructed with the principle of superposition, which affects play experience on the mobile gaming platform. The character of a mobile role-playing game plays a non-integrated play where the player is staying, rather than an avatar character, and exhibits a non-dwelling character as a residential space. Automatic battle also regenerates unused combat forces in the form of explicit integration. The experience of combat in overlapping hours serves as a visual spectacle, and the player inhabits the fighter jets.

User Review Analysis of Microtransactions in Freemium Massively Multiplayer Online Role-Playing Games Using Structural Topic Modeling (구조적 토픽모델링을 활용한 무료형 대규모 다중이용자 온라인 롤플레잉 게임의 소액결제에 대한 이용자 리뷰 분석)

  • Cheol Lee;Jae-Eun Chung
    • Human Ecology Research
    • /
    • v.61 no.3
    • /
    • pp.475-492
    • /
    • 2023
  • This study investigated player responses to microtransactions in freemium Massively multiplayer online roleplaying games (MMORPG), specifically focusing on the game LostArk using English language review data. To this end, structural topic modeling was employed and the following six microtransaction-relevant topics were identified: microtransactions, developer issues, real money trade (RMT), random number generator (RNG) upgrade system, game content, and collectibles & adventure. The first four topics were classified as being "not recommended". However, the proportions of microtransaction-related topics were relatively lower than the other topics. Additionally, this study did not extract keywords related to unfairness and unethical issues in previous microtransaction research. The last two topics, game content, and collectibles & adventure were "recommended" topics, indicating positive functions of microtransactions such as enhancing the game experience by purchasing virtual items. Moreover, it was found that players who do not engage in microtransactions can still be satisfied through continuous game content updates. Additionally, an examination of the interaction effect between time and recommendation status revealed that while the frequency with which the six microtransaction-related topics were mentioned increased over time in the reviews, the ratio of recommendations to non-recommendations varied differently. This study contributes to game-related research by revealing players' authentic opinions on microtransactions in freemium MMORPGs, thereby providing practical implications for game companies.

Two Aspects of the Game Playing Effect and Attitude toward Game Regulation :Focused on Game Genre (게임 플레이 효과의 양면성과 게임 규제 태도 연구 :게임 장르를 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.12
    • /
    • pp.425-439
    • /
    • 2019
  • This study looks at the social implications of gaming disorder by considering the situation in Korea. Focusing on specificity of game genres, this study analyzed two aspects of the game playing effect-positive(cognitive needs) and negative(game addiction)-and suggested directions for game regulation policies and game addiction studies, since game playing effects are closely related to game regulatory policy. To analyze game effects and attitudes to regulations, this study performed regression analysis based on the online survey. Results show that game playing effects and attitudes toward game regulation differ based on the nature of game genres. While longer gaming increased the effect of addiction, it also increased cognitive needs. Playing roleplaying, Aeon of Strife, and strategy game genres(RAS), which are subject to game regulation, increased game addiction levels but simultaneously contributed to increased cognitive needs. While playing augmented reality genres positively affected cognitive needs, it also showed favorable attitudes to general game regulation.

Influence of Method Using Analogy on Students' Concept Learning (과학 수업에서 비유의 사용 방식이 학생들의 개념학습에 미치는 영향)

  • Yang, Chan-Ho;Kim, Kyung-Sun;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
    • /
    • v.30 no.8
    • /
    • pp.1044-1059
    • /
    • 2010
  • In this study, we investigated the influences of the method of using analogy on concept understanding, mapping understanding, and mapping error by analogical reasoning ability level. We also investigated students' perception of a role-playing analogy activity. Seventh graders (N=152) at a middle school were assigned to the comparison and the experimental groups. The students of the experimental group were taught about 'the relation between pressure and volume of gas' with experience-based role-playing analogy, while those of the comparison group were taught with explanation-centered analogy. Analyses of the results revealed that the instruction using roleplaying analogy was more effective in concept understanding and retention of mapping understanding than explanation-centered analogy instruction, regardless of analogical reasoning ability level. It was also found that the students of the experimental group had fewer mapping errors than those of the comparison group. However, there was little difference in t pes of mapping errors by the method of using analogy. The students of the experimental group answered that they did not have difficulties in performing the role-playing analogy activity and they actively engaged in the activity. They perceived that the role-playing analogy activity was interesting. Educational implication of these findings are discussed.

Comparative Analysis of STS contents on the Next Generation Science Textbook and High School Science Textbooks Focused on the Earth Science (차세대 과학 교과서와 기존 과학 교과서의 STS 교육내용 비교 분석 -지구과학 영역을 중심으로-)

  • Hyun, Jiyong;Park, Shingyu;Kim, Jungwook;Chung, Wonwoo
    • Journal of Science Education
    • /
    • v.32 no.2
    • /
    • pp.1-16
    • /
    • 2008
  • The purpose of this study was to analyze about STS contents in the next generation science textbook for 10th grade according to curriculum revision 2007 and high school science textbooks focused on the Earth Science which were published according to the 7th curriculum. The contents of STS were analyzed by the STS topics of Yager(1989), Piel's standard(1981), and student activities by SATIS. The results of this study are the same as follows: 'The next generation science textbook' was shown that 20.9% is STS material amount in average by Yager's standard. 'High school science textbooks' were shown that 11.3% is STS material amount in average. Based on the STS topics by Yager's standard, most of STS content is focused on 'Relativity with local community', 'Application of science' and 'Cooperative work on real problems'. However, there is rare contents such as 'Multiple dimensions of science', 'Practice with decision-making strategies' and 'Evaluation concerned for getting and using information' in the next generation science textbook. In high school science textbooks were shown that 'Applicability of science' is the highest and 'Relativity with local community' is the next high contents. Based on the STS topics by Piel's standard, most of STS contents are focused on 'Environmental quality', 'Space research' and 'National defence' in the next generation science textbook. But high school science textbooks are focused on 'Natural resources' and 'Technology development'. The activities were analyzed by SATIS student activities. The major categories of activities included in the next generation science textbook were 'Investigation', 'Simulation' and 'Data analysis'. But, there were rare activities like 'Roleplaying', 'Research design' and 'Simulation' in high school science textbooks.

  • PDF