Browse > Article
http://dx.doi.org/10.7583/JKGS.2015.15.6.29

A Study on Design of a Serious Game of 'Law and Order' for Both Parents and Children  

Kim, Byoung-Wook (Co.Ltd. NCsoft)
Kim, KyungSik (Hoseo University)
Kang, JoonMo (Hoseo University)
Park, HyungJoon (SungShin Womens University)
Abstract
Education of 'Law and Order' is necessary in our recent society. However it is so difficult subject for students in the elementary schools to be learned efficiently. In this research, we have studied how to utilize the game as an educational contents with good effects of the game. And we have designed a game in which children could experience various situations where they had to make decisions based on proper law and order. Parents were also encouraged to participate and play along the game with role balances as mentors to their children. The effectiveness was tested with experience of the developed prototype game and questions. Through the study we expect and hope to use games as effective learning tools for children in the future.
Keywords
Serious Game; Law and Order; Game Design; Educational Contents;
Citations & Related Records
연도 인용수 순위
  • Reference
1 Ministry of Culture, Sports and Tourism, "National research activities Report", 2014.
2 Ministry of Culture, Sports and Tourism․ Korea Creative Content Agency, 2014 White Paper on Korean Games.
3 Dong-Pyo Hong, "Corporatre Stratery of Digital Convergence", Korea Information Society Development Institute, 2005
4 http://www.icivics.org
5 Young-A Kim. "A study on the domestic and international case studies and psychological healing direction to move in the future Law love Cyber Land content through serious games. Ministry of Justice", 2011.
6 Gwang-Hwa En, "Case planning process through a functional approach game creation", The Korea Contents Association, Paper, 10(6), 197-204. 2010.
7 Seong-Rak Choi․O-Yeong Kwon(2010). "Trend analysis tendencies of gamers": White Paper on Korean Games Information, Korea Game Society, Paper, 10(2), 67-80, 2010
8 Hye-Won Han, "Digital game storytelling", Salrim, 25-44, 2005
9 Sang-Min Hwang, "Research and student characteristics such forms of learning in cyberspace", Korea Education and Research Information Service, Research report, 90-92.
10 De Grazia, S, Of Time, Work and Leisure. New York: Vintage Books, 1994
11 Godbey, G, Leisure in Your Life : An Exploration (4th ed), Pennsylvania : Venture Publishing, 1994
12 Kelly, J. R, Leisure (3rd ed) New Jersey: Prentice Hall, 1994
13 Marying, P, Qualitative Content Analysis. Qualitative Social Research, 1(2), 12-20, 2000.
14 Hauser & Schiffer,:Evaluation of Serious Games, 12(2), 32-38, 2000
15 David Wortley, "Rapid Serious Games Development with Thinking Words", SGSC13 Master Class, 26-27, 2013