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물리 학습을 위한 피지컬 인터랙션 게임의 방향 : Direction of Physical Interaction Games for Physics Education

DC Field Value Language
dc.contributor.author김경미-
dc.contributor.author윤주현-
dc.creator윤주현-
dc.date.accessioned2013-07-29T01:11:23Z-
dc.date.available2013-07-29T01:11:23Z-
dc.date.issued2010-10-
dc.identifier.citation한국디자인학회 2010 디자인통합 국제학술대회 논문집, pp. 450-451-
dc.identifier.urihttps://hdl.handle.net/10371/83103-
dc.description.abstractThis is a comparative research and case studies on physics game applications in smart phones for the development of the physics game project. Normally, people perceive physics as a difficult science full of complex computations and formulae. But physics was created through an effort to understand everyday phenomena logically, easily and simply. Therefore what is more important than computation is intuition. Physics let people question the very essence of things. It explains and analyzes various examples of physics games based on dynamics. It prepares the basis for using smart phones, which are more portable and network-friendly than the conventional personal computers, to transform games into educational media targeted for lower grade elementary school students. It research to study the possibility of maximizing the advantages of using games for "fun education", without sacrificing the educational content and effects.en
dc.description.abstractThis is a comparative research and case studies on physics game applications in smart phones for the development of the physics game project. Normally, people perceive physics as a difficult science full of complex computations and formulae. But physics was created through an effort to understand everyday phenomena logically, easily and simply. Therefore what is more important than computation is intuition. Physics let people question the very essence of things. It explains and analyzes various examples of physics games based on dynamics. It prepares the basis for using smart phones, which are more portable and network-friendly than the conventional personal computers, to transform games into educational media targeted for lower grade elementary school students. It research to study the possibility of maximizing the advantages of using games for "fun education", without sacrificing the educational content and effects.-
dc.language.isokoen
dc.publisher한국디자인학회en
dc.subject예술체육en
dc.subjectSmart phone-
dc.subjectGame-
dc.subjectPhysics-
dc.subjectEdutainment-
dc.subjectInteraction-
dc.title물리 학습을 위한 피지컬 인터랙션 게임의 방향en
dc.title.alternativeDirection of Physical Interaction Games for Physics Education-
dc.typeConference Paper-
dc.author.alternativeKim, Kyungmi-
dc.author.alternativeEune, Juhyun-
dc.citation.journaltitle한국디자인학회 학술발표대회 논문집-
dc.description.srndOAIID:oai:osos.snu.ac.kr:snu2010-01/104/0000025799/17-
dc.description.srndSEQ:17-
dc.description.srndPERF_CD:SNU2010-01-
dc.description.srndEVAL_ITEM_CD:104-
dc.description.srndUSER_ID:0000025799-
dc.description.srndADJUST_YN:N-
dc.description.srndEMP_ID:A075458-
dc.description.srndDEPT_CD:611-
dc.description.srndCITE_RATE:0-
dc.description.srndFILENAME:물리학습을_위한_피지컬_인터랙션_게임의_방향.pdf-
dc.description.srndDEPT_NM:디자인학부-
dc.description.srndEMAIL:jheune@snu.ac.kr-
dc.description.srndCONFIRM:Y-
dc.identifier.srnd2010-01/104/0000025799/17-
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