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Analysis on the Technology Elements for Game Software Major Curriculum

게임소프트웨어전공 교과목 편성을 위한 기술요소 분석

  • Park, Jin-Won (Game Software Major, School of Games, Hongik University) ;
  • Seo, BeomJoo (Game Software Major, School of Games, Hongik University) ;
  • Bae, Byung-chull (Game Software Major, School of Games, Hongik University) ;
  • Kim, YeJin (Game Software Major, School of Games, Hongik University)
  • 박진원 (홍익대학교 게임학부 게임소프트웨어전공) ;
  • 서범주 (홍익대학교 게임학부 게임소프트웨어전공) ;
  • 배병철 (홍익대학교 게임학부 게임소프트웨어전공) ;
  • 김예진 (홍익대학교 게임학부 게임소프트웨어전공)
  • Received : 2017.03.09
  • Accepted : 2017.04.20
  • Published : 2017.04.20

Abstract

In this paper, we characterize and analyze the technology elements and their hierarchy for the college graduating students performing capstone design projects in a game software major. When graduating students in a game software major must make a game for graduation, they need to know the pertinent technologies and their hierarchy. Technology analysis for game making would mean for students to recognize how the low level technologies taught in freshman and sophomore periods are linked to the high level technologies taught in junior and senior periods. Also, the analysis would help the professors design the game software major curriculum in detail based on the levels and the hierarchy of the individual technologies.

본 논문은 게임소프트웨어학과에서 4학년 학생들이 캡스톤디자인 과목에서 게임제작을 할 수 있도록 대학 4년 교과과정에서 가르쳐야 하는 기술요소들을 구조적으로 분석한 것이다. 게임소프트웨어학과 학생들이 졸업요건으로 게임제작실습 프로젝트를 수행해야 한다고 가정하고, 이 과정에서 필요로 하는 기술요소를 분석하고, 기술요소들 간의 구조를 분석해 보자는 것이다. 이는 학생들이 게임제작을 위해 대학 저학년에서 어떤 기술을 배워야 하고 그 기술이 고학년 과목에서 어떻게 연결되는지 파악할 수 있게 하는 의미있는 작업이 될 것이다. 또한, 통상적으로 교과목명 만으로 구성되어 있는 현재의 교과과정에서 발전하여, 이들 기술요소들의 목록과 구조적인 위치를 기반으로 게임소프트웨어학과의 보다 구체적인 교과과정을 수립하는데 도움이 될 것으로 판단된다.

Keywords

References

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