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위정현(Wi, Jonghyun),원은석(Won, Eunsok) 한국외국어교육학회 2014 Foreign languages education Vol.21 No.1
This study suggests effectiveness of G-Learning (teaching and learning methodology utilizing interactions derived from game play) English afterschool class, which had been implemented for 3 months to 496 elementary school students in 5th grade at 31 elementary schools spread in the whole regions of Gyeonggi province. To achieve the goals of this study, two hypotheses were set in this study: 1) after conducting G-Learning English class, students' achievement in English study will increase, and 2) after conducting G-Learning English class, students' interest and confidence to English study will increase. Pre and post proficiency tests were conducted to verify the effectiveness of the G-Learning English class. A survey was also carried out with the participants of the class. The results showed that the students' achievement in reading was increased from 24.7 to 36.4 and vocabulary increased from 21.1 to 33.5 with statistical significance. The increase of the test score in three proficiency groups was as follow: high group was 9 points, middle group was 25 points, and low group was 38 points. Moreover, as for the affective factors toward English study, students' interest improved from 3.28 to 3.54 and confidence improved from 3.17 and all the aforementioned results showed statistical significance.
G러닝(온라인게임 기반 학습) 콘텐츠의 학습효과 분석 -초등학생의 학업성취도에 미치는 영향-
위정현 ( Jong Hyun Wi ),김태연 ( Tae Yeon Kim ) 한국디지털영상학회 2010 디지털영상학술지 Vol.7 No.1
The purpose of this study is to find out the effectiveness of G-learning program (game based learning program) in elementary school. The subjects were 701 elementary school students in the same school. They were divided into two groups, control group and experimental group. Control group students took regular mathematics classes with traditional teaching system, while experimental group took the class mixed present system with G-learning program. Written tests for academic achievement were enforced before and after the semester to evaluate the effect of G-learning program. Collected data were analyzed statistically using frequency, mean, standard deviation, independent sample T-test and pared sample T-test. Findings through the study were as follows. First, Children`s participation in G-learning program improved their academic achievements of mathematics. Children who participated in G-learning program showed statistically significant improvement in post-paper test. Second, Children`s participation in G-learning program showed significant differences compared to the students in present teaching system. Third, there was gender difference in improvements. Girls in G learning group showed higher achievement than boys in the same group.
온라인 게임을 활용한 전략경영 교육의 효과 분석 : 경영의사결정 효능감을 중심으로
위정현(Jong H. Wi),오나라(Nara Oh) 한국전략경영학회 2009 전략경영연구 Vol.12 No.2
본 연구는 온라인 게임을 대학 전략경영 수업에 활용하여 그 효과를 살펴보고자 하였다. 이를 위해 온라인 게임을 활용한 수업 과정을 개발하여 이를 학교 수업에 적용하고 효과를 검증하였다. 수업은 총 5주에 걸쳐 진행되었다. 수업과정에서 학생들은 팀별 경쟁 구도에서 최대의 이익을 얻기 위한 전략을 수립하고 수립된 전략에 따라 원자재를 구매하고 제조 및 판매하는 과정을 반복적으로 수행하였다. 수업의 효과를 검증하기 위해 의사결정 효능감 척도를 개발하여 사용하였다. 경영의사결정 효능감 척도에 대한 탐색적 요인 분석 결과, 전략적 의사결정 효능감과 집단적 의사결정 효능감의 2개 요인이 추출되었다. 사전-사후 쌍표본 t-검정을 실시한 결과 전략적 의사결정 효능감과 집단적 의사결정 효능감이 유의하게 증가한 것이 확인되었다. 이러한 결과를 통해 이론적 지식의 현실적 응용이 무엇보다도 중요한 경영 교육에서 온라인 게임은 유용한 학습 도구로 사용될 수 있음이 논의되었다. The purposes of this study are to develop an strategic managerial education program utilizing an MMORPG (SMEPUM) and to verify the effects of SMEPUM on students' self-efficacy for managerial decision-making. The effectiveness of the program was assessed in a quasi-experimental research, which operated for 5 weeks. Participants were university students who attend strategic management class. Students manufactured cyber goods or bought and sold various materials to maximize their profits. The self-efficacy for managerial decision making scales consist of 2 factors: self-efficacy for strategic managerial decision making and self-efficacy for attending collective managerial decision making process. It was found that students’ self-efficacy for strategic managerial decision making and self-efficacy for attending collective managerial decision making process have increased significantly after they participated in the SMEPUM. This result indicates that online games can be utilized as an effective tool for strategic management education.
위정현(Jong Hyun Wi),김은비(Eunbi Kim) 한국게임학회 2019 한국게임학회 논문지 Vol.19 No.3
본 연구에서는 게임 과금 유저를 기능성 아이템과 감성형 아이템 구매자, 두 집단으로 분류하여 이들의 과금에 대한 의사나 특성을 비교해 보았다. 통계 프로그램인 STATA MP를 사용하여 각 유저 집단의 독립 표본 t검정 확인 결과, 기능성 아이템을 구매하는 유저는 커뮤니티 지향성과 타 유저와의 상호작용을 중요시하는 경향을 나타냈다. 반면 감성형 아이템을 구매하는 유저는 디자인과 우월감, 그리고 그에 따른 과금 만족도가 더 높은 것으로 나타났다. 본 연구 결과는 게임사의 과금 정책 및 유료 아이템 설계에서 시사를 줄 수 있을 것으로 보인다. The study classifies online game users with two groups, which are users who purchase functional items and emotional items. This research used statistic tool, STATA MP, trying unpaired t-test to find relationships between two groups on payment intention and characteristics. The result shows that the users with functional items prefer community-oriented mind and interaction with other users while users with emotional items intend to consider item’s design and superiority with higher purchasing satisfaction. The result of this study seems to give some implications to game companies when improving its purchasing system with charged items.
상품 및 서비스 혁신 : 공교육 중심의 해외 교육시장 진출 사례 분석: G러닝(게임 기반 교수학습 방법)의 미국 공교육 진출
위정현 ( Jong Hyun Wi ),원은석 ( Eun Sok Won ) 한국통상정보학회 2013 통상정보연구 Vol.15 No.2
콘텐츠산업의 성장과 함께 국내 문화콘텐츠의 해외 진출이 활발하게 이루어지고 있다. 하지만 좋은 성과를 내고 있는 게임, 음악, 영화 등의 분야와는 달리 교육콘텐츠의 경우 해외 시장에서 유의미한 성과를 내지 못하고 있다. 이에, 본 연구에서는 성공적인 교육콘텐츠의 해외 진출 사례로 C연구소의 G러닝 미국 공교육 진출 사례를 살펴보고자 한다. 본 사례에서 C연구소는 많은 어려움을 극복하고 LA라발로나 초등학교에서 5학년 정규 과정 G러닝 수학수업을 진행하고 학생들의 성적을 향상시켰다. 본 사례의 분석을 통해 이러한 성공이 가능했던 이유에 대한 전략적 시사점을 다음과 같이 제시할 수 있었다. 첫째, 제품의 차별성이고, 둘째, 현지 인력을 중심으로 지원조직을 구성하여 현지 인적 네트워크를 효율적으로 활용할 수 있었으며, 셋째, 지속적인 커뮤니케이션을 통한 정보 공유를 통해 연쇄적인 설득과정을 유도할 수 있었다. With the growth of contents business, the expansion of domestic culture contents into global market became active. However, while some field such as game, music and movie have made fine results, education contents ha failed to make significant success in global market. Therefore, this study intends to look into a case of Contents Management Institute (CMI), which spread G-Learning into La Ballona Elementary School located in LA. In this case, CMI successfully dealt with diverse difficulties to conduct a G-Learning class in the school and helped to increase students` achievement. Based on analyzing this case, this study suggests three reasons behind the success. First, by separating platform and learning contents in development process, CMI could save the cost in contents development and handle problems swiftly. Second, it could be possible to use human resources efficiently by constructing a support organization. Third, by sharing information and doing persuasion CMI could lead to chain persuasion process among local decision makers.