• Title/Summary/Keyword: 게임교육 분석

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A study on the Perception of Color Education of Game Major College Students and Game Designers (게임전공 대학생과 게임디자이너의 색채교육 분야에 대한 인식 연구)

  • Yu, Myung-sun;Lee, Youn-Jin
    • Journal of Internet of Things and Convergence
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    • v.8 no.3
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    • pp.21-28
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    • 2022
  • Focusing on the differences in perceptions of color education fields between game majors and game designers. As a result, game major college students were surveyed to have a low recognition rate for the color field, the other group were not. for resolve the gap in perception, it's suggested need to re-educate systematic color education of game major college students and color experience of game designers in terms of securing expertise. it's expected to be presenting the direction of fostering game designers with color sense that contributes for the competitiveness of the game industry.

A Study on analysis component and reformative plan for Educational On-Line Game - especially on the User Interface Design elements - (교육용 온라인 게임의 구성요소 분석 및 개선방안에 관한 연구 - 사용자 인터페이스 디자인 요소 중심으로 -)

  • Sung, Kyung;Kim, Hyo-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.955-960
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    • 2008
  • Supporting the interactive relation between gamer and computer, and offering the game world information, the user interface in online games plays an important role for a gamer to lead game into the intended direction. The purpose of this study is to analyse a currently utilized online game with educational implications and to analyse its user interface design elements, in order to suggest the strategy how to reformative educational online games.

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A Study on the Status and Vitalizations of Serious Game Comptetition: Focusing on Serious Educational Game (기능성게임대회 현황 및 발전방향에 대한 연구)

  • Choi, Hun;Yoon, Young-doo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.544-545
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    • 2013
  • Recently it has been increasing interest of serious game which make broadened to wide area in game field. Among these, educatioonal serious game is not only satisfied with the purpose of fun and education but also has been looking ar new ways of teaching with distribution of digital textbook. It can lead to change the way we understand things using the revitalization on the basis of serious game competitions. The purpose of this study was to analysis of educational game and game competition and to develop the efficient management stragies.

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Pre-Service Primary Teachers' Mathematical Investigation Through Transforming Mathematical Games (수학적 게임 변형을 통한 초등 예비교사의 수학적 탐구 경험)

  • Lee, Dong-Hwan
    • Journal of Educational Research in Mathematics
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    • v.26 no.1
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    • pp.143-157
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    • 2016
  • This study aims to find out the feasibility and effectiveness of mathematical games as a way to provide primary pre-service teachers with doing mathematics. The game had induced the active participation of elementary pre-service teachers. Through transforming the game, the teachers have been able to experience of mathematical problem posing and generating mathematical representation. Based on this, we discuss the role of mathematical games as a method of pre-service teacher education.

Effectiveness Analysis and Utilization of Game System for Military Education and Training (국방 교육훈련을 위한 게임 효과분석 및 활용방안)

  • Park, Heungsoon;Lee, Yunho
    • Journal of Internet Computing and Services
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    • v.23 no.1
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    • pp.95-103
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    • 2022
  • The goal of education and training in military is to foster strong combatants who can fight and defeat enemies. The Korean military is deeply aware of the importance of education & training, and has been introducing various advanced training systems so far. Despite these efforts, however, the military environment to maintain and strengthen the level of training is becoming increasingly difficult. In this study, it was conducted on the effectiveness analysis and utilization of the game system for military education & training through literature review. As a result of literature analysis, the introduction of the game system could be expected to have various effects throughout the cognitive and behavioral areas. Based on this effect analysis, the concept and shape of game system operation for each purpose were derived, and an improved plan using the game system was proposed.

A Study on Game Production Education through Recent Trend Analysis of 3D Game Engine (3D 게임 엔진의 최신 동향 분석을 통한 게임 제작 교육에 관한 연구)

  • Lee, Myoun-Jae
    • Journal of the Korea Convergence Society
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    • v.4 no.1
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    • pp.15-20
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    • 2013
  • Game engines that allow you to reuse the necessary software components in the development of the game. There are representative game engines such as unreal engine, cry engine, unity3D engine. This paper describes recent game engine technologies, discuss next game engine trend focused on those game engines. And then, proposes educational methods on game production.

The Development of the Game Addiction Remedy Program based on Scratch Programming (스크래치 프로그래밍을 활용한 게임중독 치료 프로그램의 개발)

  • Han, Seon-Kwan;Kim, Soo-Hwan;Seo, Jung-Bo
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.61-68
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    • 2010
  • In this paper, we proposed the education program using Scratch as an alternative activity for the remedy program of game addiction. We tried to find the solution through computer and game that affect the problem of game addiction. We choose the high-risk students about game addiction disposition and took a programming lesson for educational game development with consultation class. We also analysed the effectiveness of our remedy program. We found the positive results between before and after the program and we analysed that game connectivity rates were decreased during recess time. In interview and observation about students, we found that the students were changed to the positive tendency about game addiction. We expect this program will give many help for solving the problem of game addiction, if this research is applied to the regular class in elementary school.

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A Case Study on the Game Industry Optimized Human Resource Development Program (게임업계 맞춤형 인력양성 사례연구(계약학과를 중심으로))

  • Kwon, Yongman
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.71-80
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    • 2013
  • The purpose of this paper is to analyze the results & performance of the optimized human resource development program, which was progressed by Gachon University in the past three years. Gachon University since 2009, with the support of the government, has launched a "Game Project Track" and also has carried out curriculum development and student education with cooperative companies in the field of game industry. Furthermore, Game Project Track, with companies, has pursued special lecture & intern training during vacation in order to strengthen students' ability to adapt on-site. As a results of co-education, 25 students have received the award in the external competitions, and also 39 students(97.5%) of 40 graduated from this course have been employed by cooperative companies.

Adaptation and Upgrade of Scrum Based Methodology for Game Development Education(CKG-Scrum 1.1) (스크럼 기반의 게임개발교육 방법론 적용 및 개선 (CKG-Scrum 1.1))

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.221-222
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    • 2013
  • 대학에서 게임 개발 교육을 수행할 때 체계적인 방법론을 적용하는 것이 필요하나, 대부분의 방법론이 복잡하고, 또 사전에 방법론에 대한 교육을 시키기도 어려워 학교 교육에서 적용하기 어렵다는 문제가 있다. 여러 방법론 중 대표적인 애자일 방법론인 스크럼은 단기간의 개발을 지원할 수 있고, 상대적으로 쉬운 구조를 가지고 있어 학기 기반의 프로젝트 교육에 적합한 특성을 가지고 있다. 본 논문에서는 기존의 스크럼 방법론을 한 학기의 게임 개발 프로젝트 교육에 적합하도록 최적화한 CK-Scrum 방법론을 실제로 적용한 사례를 분석하고, 문제점을 보완하여 새로 개선된 CK-Scrum 1.1 방법론을 제시한다. 이 방법론으로 학생들이 프로젝트를 수행하며 품질이 높은 게임을 개발하고 방법론에 대한 학습도 병행할 수 있다.

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A Study of Educational Computer Games for Computer Literacy (컴퓨터 소양 능력 신장을 위한 교육용 컴퓨터 게임에 관한 연구)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.8 no.3
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    • pp.397-402
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    • 2004
  • In this paper, via analysis a education method of chapter for computer basic knowledge, whether educational computer game one of various education methods is able to extend computer basic knowledge, we taught and analyzed applied result, then we wanted to find possibility that educational computer games is possible to be contributed in computer education of elementary school. For extending of computer literacy of student, we did computer class with educational game. As a result, we could got a more effective outcome that student felt a fun and participated in class more active than normal class. Therefore, If we will use educational computer games to aim to raise abilities of computer literacy and problem solving that will be contributed in education which is coincided with knowledge basis society of informational period.

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