The method of using games in class has been recognized for its effectiveness through the efforts of many researchers, and has spread mainly in the United States and Europe, and the number of cases implemented in actual education has increased. Nevertheless, many people have preconceived notions about games and distrust the effects of game-based learning and show negative attitudes. In fact, there are limitations and disadvantages of game-based learning, and it is difficult to overcome them. More than half of the inconveniences or problems of teachers who want to try game-based learning revealed by the 2009 survey have not been solved yet. Due to the sudden spread of COVID-19, the Ministry of Education has issued a policy to convert classes at schools and academies into non-face-to-face. The full-scale non-face-to-face class, which was conducted based on the high penetration rate of smartphones and Internet penetration in Korea, allows all students to take non-face-to-face learning using the Internet, It can be interpreted that even if there are students who cannot take classes, the right to equality is recognized because there are very few. Non-face-to-face classes have the characteristics that instructors and learners will be spatially separated, spatially simultaneous, interactive, and teaching and learning behavior will be mediated by the screen. And these features are common to live streaming. Taking advantage of this, this study aims to approach improving the perception of game-based learning as an advantage of "watching games" beyond "playing games" by using live streaming for game-based learning. This study conducted game-based learning and game streaming learning for 210 third-year middle school students, compared the effects of game-based learning on learning interest, immersion, and satisfaction with the results of previous studies to verify the design and prove the combined effect of live streaming and game-based learning. In addition, in-depth interviews with instructors who conducted game-based learning confirmed that awareness of the introduction, value, and finance of game-based learning improved.
Abstract. Are intended to be man-made, there are ultrasonic spontaneous, but is typical and the sound of the waves on the coast ultrasound, the most spontaneous (Tsutomu et al, 2000). In fact, research ultrasound such what effect on the human body, such as on what effect the brain has not been carried out mostly in the country. These studies, if it is verified or become investigation, to be effective, that it may be utilized in the field of education and medical equipment and development of application products to various future, these studies require very some The purpose of this experiment, let's examine ultrasound particular occurrence in the sound of the waves how they affected the brain, and unlike the method in which a result, the previous studies, and a separate ultrasonic instrument every the experiments were performed by fabricated. In this experiment, the experiment advanced, and to be implemented separately only a specific frequency of 40khz the effect of increasing the alpha waves appeared, was prepared in another device.
Abstract. In this paper, BCI data is utilized for generating a fluid system digital art work. We measured spectator's EEG signal using MindSet to use spectator's emotional state when they appreciate the art work. We can get user's emotional state in 4 categories (attention / inattention, meditation / uneasiness) and this emotional state interacts with particle fluid animation in real-time. According to spectator's emotion, particle size and speed in fluid is changed. In this art work, each spectator experiences different fluid animation. We developed that fluid system is controlled by spectator's emotion. This system will be a new attempt in digital art field. Spectator's emotion is represented via the graphic water flowing.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.