• Title/Summary/Keyword: 게임기반학습

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Development of Evaluation Criteria and Analysis For Game-type Learning Program Based on HCI (HCI 이론에 기반한 게임형 학습 프로그램 평가 준거 개발 및 적용)

  • Lee, Jeong-Hee;Lee, Jae-Mu
    • Journal of The Korean Association of Information Education
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    • v.11 no.1
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    • pp.1-9
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    • 2007
  • The purpose of this study is to develope a criterion for evaluation on game-type learning programs by the application of HCI(Human Computer Interaction) theory. And to analyze game-type learning programs for elementary students on the criterion developed in this study. The HCI theory, which deals with principles or methods for developing systems people can use conveniently and pleasantly, has been applied to overall area of program development. And it also has been widely used to evaluate learning programs. However, there have been few studies on a game-type learning program evaluation on the basis of the HCI theory. This paper shows that evaluation criteria are developed on three viewpoint bases : usefulness, usability, and affect which are as elements in HCI. And analyzes the game-type learning programs from these three points of view. The evaluation criteria developed in this study can be applied to a basis for evaluation on game-type learning programs, and the analysis will be able to be a useful guide to game programers as well as its users.

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Development and Application of an Educational Game based on Virtues Education for Relieving Online Game Addiction of Elementary School Students (초등학생의 온라인 게임 중독 완화를 위한 덕 교육 기반 교육용 게임의 개발과 적용)

  • Han, Ji-Hye;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.589-603
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    • 2010
  • Game addiction is the one of side effects from current knowledge-based society, So it is very important to find students with game addiction and treat them as early as possible. In this paper, first of all, a measure scale is developed for diagnosing game addiction. The scale is made based on the literature reviews. Also, a game model is developed based on virtues education. The proposed model has the following characteristics. First, it can induce active participation of students. Second, it helps students find and decide a moral standard related to online game addiction for themselves. Third, students can learn a moral standard naturally through narratives related to various real-life situations. The followings are concluded after applying the proposed game to elementary school students with game addiction. First, game addiction is relieved for those students, specially for "high risk" and "potential" groups. Second, the proposed game can improve respect to others and individual responsibility.

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The Case Study on the Tablet based STEAM G Learning Platform Development (태블릿 기반 G러닝 STEAM 플랫폼 개발 사례 분석)

  • Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.69-78
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    • 2014
  • The purpose of this paper is to analyze a developing process of 3D STEAM based G learning contents. STEAM means Science, Technology, Engineering, Art, Mathematics. It is focused on to raise students interest on science and technology through integrating the subjects together. Also it's purpose is to raise students understanding capabilities on technology convergence and problem solving. Therefore, this paper focused on the analysis of the development of 3D STEAM based G learning contents. Science topic, 'solar system and stars' was decided as a G learning based contents. Students showed higher immersion and motivation on the contents.

V-Killer: An English Vocabulary Game using Searching and Ranking based on Mobile (V-Killer: 검색과 랭킹을 이용한 모바일 기반의 영어 단어 맞추기 게임)

  • Jung, Eun-Ji;Lee, Hyun-Joo;Kwon, Jin-Hee;Song, Hye-Ju;Park, Young-Ho;Lee, Jong-Woo;Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.17-26
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    • 2009
  • Recently, an interest in mobile games is increasing according to the extension of the high speed network infra and the development of mobile devices. Specially, the mobile game for learning can help to reinforce an academic performance and an interest for a brief time anytime anywhere. Thus, we propose new mobile contents named V-Killer which combines learning with a game. V-Killer is a word puzzle game which has functions of ranking and searching. The game can get feedback on your learning or progress and choose the degree of difficulty according to the ability of the user. The game lead to an interaction of user and games as sets questions by user, in addition, it is easy to operate and has a simple construction. In the paper, we implement the proposed game on the mobile and present the game.

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Effectiveness of G-learning Contents as an Educational Tool : The Analysis of G-learning Math in Elementary School (학습 도구로서 G러닝 콘텐츠의 활용과 학습 효과 분석 -초등학교 수학 교과 적용을 중심으로-)

  • Wi, Jong-Hyun;Song, In-Su
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.55-62
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    • 2011
  • G-learning, based on online game, virtual reality activities and communities, is considered as a fresh, differentiated idea at learning which drives learners' interest and attention. The paper is to analyzed effectiveness of G-learning at the mathematics classes in elementary school. Fourth, fifth and sixth grade students in Seoul are selected as an experimental groups and their achievement scores are measured. The difference between G learning group and textbook group was significant. This result shows that G-learning has a positive effect on learning.

Analysis of the educational effect of non-face-to-face classes in elementary school social studies using minecraft (마인크래프트를 활용한 초등 사회과 비대면 수업의 교육적 효과 분석)

  • Kim, Young-Hyun
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.85-94
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    • 2021
  • The purpose of this study is to analyze the educational effect of non-face-to-face classes in elementary school social studies using Minecraft. the fourth grade of elementary school is divided into experimental and control groups, and social studies using Minecraft are conducted for one semester. As a result of the study, the experimental group students who experienced elementary social studies classes using Minecraft showed a significant increase in achievement, learning attitude, and sense of place compared to the control group, focusing on questions, explanations, and opinions in the Minecraft virtual space It was confirmed that they were cooperating with each other.

A Case Study on Running a Game-based Programming Class for Lower Grades (저학년을 위한 게임 기반 프로그래밍 수업 운영 사례 연구)

  • Do-hyeon Choi
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.151-157
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    • 2024
  • Most of the existing game-based education programmes for lower grades are simple block-coding studies, and there is a lack of examples of programming-intensive classes. In this study, we implemented a Minecraft-based Python coding fundamentals class for 3 classes at a local elementary school during a 2-week school holiday. The learning programme was reorganised from the standard learning programme on the official website, such as building quests through LAN-PARTY and self-scripting in-game, to improve class interest and motivation. In addition, we analysed the satisfaction and preferences of the class topics through a survey, and obtained meaningful results for future educational program development. This study is significant as a basic research for the design and development of game-based educational programmes for all age groups.

Strategy of Information Education Using IT Games (IT기반 게임을 활용한 정보교육 전략)

  • Baek, Sung-Hyun;Han, Sun-Kwan
    • 한국정보교육학회:학술대회논문집
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    • 2007.08a
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    • pp.117-122
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    • 2007
  • 게임은 누구나 선호함에 틀림없는 IT가 가져다 준 훌륭한 놀이이다. 그러나 이러한 훌륭한 놀이가 교육적인 측면으로 조직적이고 체계적으로 구현되지 못하고 있다. 본 연구에서는 여러 장르의 게임을 분석하여 교육에의 시사점을 찾고, 특히 게임을 만드는 것이 정보교육에 어떻게 효과적인지를 연구한다. 게임을 만드는 것은 그것을 직접하는 것보다 자기주도적 학습, 창의적 사고력과 과제 집착력을 향상시키는데 큰 도움을 줄 것이다. 게임을 만드는 활동을 기초로 정보교육 시스템을 설계하고자 한다.

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An Implementation of Intelligent Game Characters using Neural Networks (신경망을 이용한 지능형 게임 캐릭터의 구현)

  • Cho Byeong-heon;Jung Sung-hoon;Seong Yeong-rak;Oh Ha-ryoung
    • The KIPS Transactions:PartB
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    • v.11B no.7 s.96
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    • pp.831-840
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    • 2004
  • In this paper, we propose a scheme to implement intelligent game characters based on neural networks. Neural networks that implement in-telligent game character receive the action of an opponent character and the distance between them, decide intelligent character's action, and output the decision. The neural networks are trained by reinforcement learning using the scores acquired by the actions of two characters as reinforcement values. To show the usefulness of the proposed scheme, a simple fighting action game is implemented and various experiments are performed. Experimental results show that proposed intelligent characters can learn the rule of the game. The proposed scheme can be ap-plied to massively multiple online games as well as fighting action games.

Development of Game Programming Education Model 4E for Pre-Service Teachers (예비교사를 위한 게임 프로그래밍 교육모델 4E 개발)

  • Sung, Younghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.561-571
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    • 2019
  • Programming education generally includes problem analysis process, automation through algorithms and programming, and generalization process. It is a good software education method for students in improving computing thinking. However, it was found that beginners had difficulties in understanding instruction usage, writing algorithms, and implementing programming. In this study, we developed a game programming education model and curriculum for programming education of pre-service teachers. The 4E model consisted of empathy, exploration, engagement and evaluation. In addition, it is configured to learn game core elements and core command blocks by each stage. To help the pre-service teachers understand the use of various programming blocks, a three-step teaching and learning method was presented, consisting of example learning, self-game creation, and team-based projects. As a result of applying and verifying the curriculum for 15 weeks, it showed significant results in the 4E model and pre-service teachers' perception of block programming competence and the level of computational thinking on the submitted game project results was also high.