Keywords

1 Introduction

Future society is a fusion age and creativity is a core competence. The education field emphasizes convergence talent education (STEAM) for future human resources development. Various health monitoring application services are continuously increasing in the health and physical education industry, and production of practical contents is expected to spread. As such, it is competitive with advanced ICT infrastructure, contents, digital technique, and creative ability. And development of experiential services for fun and education are required. For this purpose, gamification should be applied to education to increase user’s interest and participation. Also, contents production utilizing advanced ICT technology should be activated. Therefore, it is necessary to develop experiential physical activity contents that can be applied to actual education field.

2 Interactive Game Activity

2.1 Direction of Development

The purpose of this study is to experience the elements of science, cognitive, art, relationship, fitness through physical activity in connection with ICT skills. It provides the content of brain development, personality development, creativity and social development through physical activity. It can also to increase the interest and fun of the children by applying gamification in a method of providing active content. In particular, factors such as computer graphics, music, speech guidance can induce continued participation by increasing the engagement of the children. Thus, the visually perceived, thinking and activity expressed through the body can develop reasoning, memory, problem solving and cognitive skills.

Korea applies the national curriculum ‘Nuri Curriculum’ to kindergarten. It consists of five domains: physical exercise and health, communication, social relations, artistic experience, and natural exploration. The contents of education by age and area are presented considering the developmental characteristics of children aged 3 to 5 years. The Nuri curriculum emphasizes the need to organize five areas per day in a balanced manner and to include physical exercise time. Through this, children can relieve stress and form pro-social relations with their friends. In addition, the content of the education is organized around the play considering the developmental characteristics and experience of the child, and it is possible to deepen and expand according to the class time. In this study, we designed and constructed child physical activity contents based on Nuri curriculum.

2.2 Method of Development

This study suggests 36 contents construction grouped for children motion recognition interactive game activities and the concept of mobile interactive projector and application algorism. Contents consisted of a total of 36 classes modular (12 classes per module) considering the developmental characteristics per age based on nuri curriculum. And the composition of the classes were extended and deepened by topic so that kindergarten and day cater center teachers can optionally be utilized in physical activity-related classes. In this study, we selected topics that can be linked with real life in the natural exploration domain among the five domains of Nuri Curriculum. And it is designed to do interesting physical activity of gamification by linking physical fitness elements of physical exercise and health domain with ICT technology. Mobile Interactive Projectors are designed considering variety environments and utilizing mobile PC, Beam projector, KINECT (Fig. 1). KINECT is available to detect user movement and collecting activities datas related with location and routes of children on the floor by depth camera (Fig. 2).

Fig. 1.
figure 1

The concept of interactive projector

Fig. 2.
figure 2

The concept of physical activity

2.3 Contents of Development

The subjects and activities are made up by peculiarities of development of children. Activities via subjects are consisted of 3 steps which are DO THINK, DO ACTIVITIES, DO COMMUNICATION (Table 1). DO THINK is a stage that understands the basic knowledge of the subject and induces interest. This allows you to enjoy animation using characters. DO ACTIVITIES uses ICT technology to understand and experience subjects. It can be configured as an interactive game activity and can be adjusted in the way and difficulty according to age. In addition, activity contents are composed by PC and beam project to minimize the influence of environment for ICT technology implementation. Through interactive game activities that utilize the beam project, children will be able to participate in activities by raising their interest and commitment. Through such visual recognition, thinking, and expression through the body, brain development and physical fitness can be achieved at the same time. DO COMMUNICATION emits energy and improves physical fitness by inducing fun and exciting physical activity through avatars. This will enable the maximization of education effect and continuous health management. And the children shares the activities of the class with his friends and gives feedback to each other. An example of activity in one class is presented in Table 2.

Table 1. Physical activity content organization
Table 2. Activity example

3 Conclusion

The program developed in this study can develop physical development, health promotion, brain development, creativity and personality development, and social development through play and movement. Based on this experience, we can achieve our goal of developing convergent talent through imagination and creativity. And we purpose providing creative contents focusing utilization of developed technologies in fields instead of developing brand new technologies. Such approach may offer an opportunity to experience more easily skills in the users. In addition, the development content can be used in children institutions and facilities, as well as educational institutions.