SMIL(Synchronized Multimedia Integration Language)는 멀티미디어 객체의 집합을 시간적으로 동기화하여 표현할 수 있는 마크업언어로 W3C에 의해서 1998년 7월에 발표된 멀티미디어 데이터의 통합표현을 위한 언어의 표준이다. 본 논문에서는 SMIL을 기반으로 한 기능성 교육용 게임을 시간에 따라 멀티미디어 데이터파일을 명확하게 동기화 할 수 있도록 객체지향 기반의 시각화 도구인 UML을 이용하여 모델링하고 이를 기반으로 설계․구현한다. 즉, 본 논 문에서는 학습자의 수준에 따라 기능성 교육용 게임의 데이터파일을 눈높이에 맞게 설정, 조정할 수 있는 객체모델링 방법을 제안하고, 설계․구현하여 학습자의 학습의 효과를 높이는데 목적이 있다.
In this study, sixth grade school children in the Guri area were surveyed via questionnaire regarding their sociodemographìc characteristics, snacking pattems, and intakes of different food groups and sugared snacks. Students with employed mothers had more frequent snacking events and were more dependent on store-purchased snacks compared to those having an unemployed mother. A high consumption of snack sugar was associated with a higher dietary diversity score. There was a positive relationship between snack sugar intake and the intakes of meat and dairy products and foods in the oil and nut group, respectively. A high snack sugar intake had a negative effect on fruit intake. Specific nutrient intake data will be required before conclusions can be made on whether nutrient imbalances are a concern in elementary school children having sweet snacks. Yet, the current data indicate that an increased snack sugar intake can decrease fruit intake, which could result in certain nutrient deficits. Specific dietary guidance may be necessary to address the snacking habits of elementary school children.