• Title/Summary/Keyword: serious contents

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The Research and the Development Case of Smart phone based Serious Gamed Application with traditional cultural materials : Focused on the game "Find the wrong picture on Sacheonwang(四天王)" (문화원형을 활용한 모바일 기능성게임 개발에 관한 연구 : 사천왕(四天王)을 틀린그림찾기를 중심으로)

  • Lee, Young-Suk
    • Cartoon and Animation Studies
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    • s.35
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    • pp.271-289
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    • 2014
  • This study produced the serious game based of Sacheonwang for the smart phone. The popularization of smart phone has expanded the contents market. However the game content made of various Korean traditional cultures is just few. According to this problem, it considered Sacheonwang (Dongbang Jigukcheonwang, Bukbang Damuncheonwang, Namban jungcheonwang, Seobang Gwangmokchoenwang) and tried to develop the serious game application of smart phone based on the Korean traditional culture. It modernized the 4 types of Sacheonwang analyzed the characteristics, and it was created to super deformed characters. It suggested the production and development of game using Sacheonwang character and the Buddhist image. This study looked at the contents of the Buddhist and developed the Buddhist civilization and applied on the game contents to extend Korean traditional culture and interact Korean traditional culture. This study, therefore, will develop the Korean traditional characters and the game content using the research of the Buddhist cultural elements.

A Design Consideration Element and Serious Game for Disabled person (장애인을 위한 기능성 게임 및 디자인 고려 사항)

  • Seo, Jeong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.1
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    • pp.81-87
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    • 2011
  • This Serious Game is on the issue for its positive role recently. A Serious Game helps the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. The Serious Game can be usefully applied to education and training in the areas of scientific technology and industrial technology. This Paper described trend and classification of Serious Game, and proposed design consideration element for disabled person, and proved the result through question investigation.

A Study on Medical Serious Game: Classification & Possibility (의료용 기능성 게임에 대한 고찰)

  • Woo, Tack;Yeom, Jin
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.91-99
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    • 2012
  • The purpose of this paper is to study and suggest a new classification method of the medical serious games which take the second major part of serious games after the educational games. Based on the classification suggested, various possibilities of medical serious games are suggested. Especially, how movement based language and contents can be used on various kind of medical serious games such as rehabilitation and cognitive behavioral therapy is explored.

Developing Improvement Plans for National Defense Safety Directive to Align with the Serious Accident Punishment Act

  • Jeong-Woo Han;Cho-Young Jung
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.30 no.3
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    • pp.275-282
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    • 2024
  • To ensure a systematic and integrated approach to defense safety management, individual safety management regulations have been consolidated into the National Defense Safety Directive. However, despite being enacted after the enforcement of the Severe Accident Punishment Act, the National Defense Safety Directive does not incorporate the contents of the Serious Accident Punishment Act. This omission is likely to cause confusion in safety management. In this paper, a PDCA analysis of the Severe Accident Punishment Act and the National Defense Safety Directive was conducted to identify area for improvement and supplementation in the Directive. Chapter 3 proposes amendments to clearly define the scope and responsibilities of safety management, implement serious accident prevention measures and inspections, and establish the penalties for those involved. These amendments aim to ensure faithful compliance with the Severe Accident Punishment Act. Chapter 4 emphasizes the implementation and inspection of risk assessments to enhance the effectiveness of safety accident prevention and preparation, thereby ensuring the completeness of the PDCA cycle.

Structural Equation Modeling on Leisure Constraints Negotiation, Serious Leisure and Specialization of Sports Activity (여가제약 협상과 진지한 여가, 스포츠활동 전문화의 관계)

  • Kim, Kyong-Sik;Koo, Kyong-Ja;Lee, Eun-Ju
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.478-488
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    • 2011
  • The aims of this research are to form a research model for negotiations against leisure constraints, serious leisure activity, and the specialization of sports activity, verify the fitness of this model and define the relationship between the variables in the model. This research was taken on a population of 235 people in the commercial sports center in Seoul city in 2010, taking the members by voluntary, and analyzed them with purposive sampling. The research used AMOS 18.0 program to carry out a covariance structure analysis. The conclusions are as follows. First, serious leisure can be experienced when one puts effort in negotiating against the leisure constraints. Second, when one puts effort in negotiating against leisure constraints, progress is made in specialization of sports activity. Lastly, sports activity becomes more professionalized when one experiences serious leisure.

Recovery of Leisure in Competitive Speed Society (속도경쟁사회에서 여가회복을 위한 성찰)

  • Ji, Hyun-Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.448-456
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    • 2012
  • This study is to explore what kinds of leisure we really need in our competitive speed society and what the true leisure should be like. The present researcher analyzed the concept of serious casual leisure and its implications on our social values. The conclusions of this study are as follows: First, we might have made a mistake paying too much attention to serious leisure while ignoring the value of casual leisure, because serious leisure has been thought to produce positive effects on self-development and social integration. It is important to note that casual leisure could not only satisfy human's need for balance in life and also contribute to her/his physical and psychological wellbeing. Second, In order to correct an error of sticking to the dichotomy of serious casual leisure, the concept of fast slow leisure, which defines leisure based on the way of its presentation, was also discussed. Third, the way of life which we considered unproductive should be reconsidered as it has a meaning in itself.

A Study on Game Content Development Methodology for Mathematics Learning to Raise Mathematical Intuition: for Elementary Geometry Learning (수학적 직관을 키우는 게임 콘텐츠 개발 방법 연구 : 초등 기하 영역을 중심으로)

  • Kim, Yoseob;Woo, Tack;Joo, Heeyoung
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.95-110
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    • 2013
  • Current up-to-date courses of study put emphasis on raising creative students. However, the cramming methods of teaching mathematics in the school seems far from the creativity and the number of students who feels mathematics difficult is increasing. To overcome this situation, the government proposed 'the mathematics education using storytelling', which leads to lots of developments of mathematics using serious game in many areas. However most of the current serious games couldn't do away with the deductive framework of mathematics, which makes it impossible to achieve the purpose of raising creative students. This is because existing mathematics serious games have not deeply contemplated many aspects such as the purpose and theories of teaching and teaching mathematics. Therefore, in order to overcome the limitations of cramming methods in existing mathematics educations, this research proposes the new method of developing serious game contents for elementary geometry that is useful to improve mathematical intuition, based on RME, the theory of teaching/learning mathematics.

Developing and Exploring the Possibility of Serious Language Training Game for Students with Intellectual Disabilities (지적장애 학생을 위한 기능성 언어게임의 개발 및 적용 가능성 탐색)

  • Lee, Tae-Su;Kim, Yeon-Pyo
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.287-298
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    • 2017
  • The purpose of this study was to develop and to explore the possibility of the serious language training game for students with intellectual disabilities. To do this, words of language training program were extracted from the National Common Basic Curriculum of Special School and the contents design of language training program were developed based on the evaluation of significance and difficulty by special teachers, special education professors, and special education experts. To explore the possibility of applying the serious language training game, a usability evaluation was conducted with 45 special school teachers and 31 students with intellectual disabilities. The results showed that the serious language game had a high level of usability as the special school teachers received 4.25 and the students with intellectual disabilities received 4.33 out of 5. But there is no difference of usability evaluation on the level of school and the arrangement of school. As a result of this study, we can draw a conclusion that there is a high possibility of applying the serious language game to language education for students with intellectual disabilities.

Design and Implementation of a SmartPhone Serious Game for Learning English Conversation (영어 회화 학습을 위한 스마트폰 기능성 게임 설계 및 구현)

  • Jeon, Sang-Moon;Kim, Kyoung-Su;Lee, Gap-Pyoung
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.235-245
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    • 2013
  • Recent national attention on English conversation continued, smartphone game has emerged into the mainstream of game industry. In this study, smartphone serious game that combines english conversation learning and smartphone game for learning english conversation was designed and implemented. English sentence patterns separated words, phrases, and sentences was able to learn step-by-step and repeatedly. Also, Throughout the game of different type by stage was to provide interested. Test results were discovered the problem not causing continuous user interest. To compensate for this, study of a game changes element and difficulty adjusting will be followed.