• Title/Summary/Keyword: 교육용게임

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A Study on Combination Aspects of Fun and Learning in Educational Serious Games (교육용 기능성 게임의 재미와 학습 요소 결합 양상 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.15-24
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    • 2011
  • The convergence of education and game came from efforts to compensate for the boredom of learning. As the digital technology has been developed, this new integrated field accrued to the birth of the Educational Serious Game. It has been noted on both side of industry and academic research. Despite all natural concerns, studies of the educational Serious Game tend to show the partial directivity on the learning aspects rather than the nature of the Educational Serious Game. Therefore in this study the combination aspects of fun and learning in the Educational Serious Game through various case studies is to analyse.

Visual Customizing Editor for Educational Games (학습자의 특성을 고려한 교육용 게임 시각 디자인 요소)

  • Jang, Hye-Jung;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Kyung, Byung-Pyo
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.369-373
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    • 2012
  • Educational game is applied by learner's customized education based on its characteristics inducing user's interests and motives and drawing spontaneousness. And, the perception is gradually improved. At present, educational game customized by learners is provided by only the form of character customizing. Therefore, this study suggested visual customizing editor which can provide visual factors to learners in game for more efficient educational game. It will improve interests and motives of learners and increase concentration, so studying effects will be improved.

Developing a Subset Sum Problem based Puzzle Game for Learning Mathematical Programming (수리계획법 학습을 위한 부분집합총합문제 기반 퍼즐 게임 개발)

  • Kim, Jun-Woo;Im, Kwang-Hyuk
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.680-689
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    • 2013
  • In recent, much attention has been paid to the educational serious games that provide both fun and learning effects. However, most educational games have been targeted at the infants and children, and it is still hard to use such games in higher education. On the contrary, this paper aims to develop an educational game for teaching mathematical programming to the undergraduates. It is well known that most puzzle games can be transformed into associated optimization problem and vice versa, and this paper proposes a simple educational game based on the subset sum problem. This game enables the users to play the puzzle and construct their own mathematical programming model for solving it. Moreover, the users are provided with appropriate instructions for modeling and their models are evaluated by using the data automatically generated. It is expected that the educational game in this paper will be helpful for teaching basic programming models to the students in industrial engineering or management science.

A Study on Effects of Edu-Games: Focused on Narratives and Platforms (교육용 게임의 효과성 연구: 내러티브와 플랫폼을 중심으로)

  • Lee, Ji-Young;Jang, Yei-Beech;Ryu, Seung-Ho
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.568-574
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    • 2007
  • 본 실험은 교육을 목적으로 설계된 게임이 그 종류에 따라 사용자의 반응에 차이를 미치는가를 살펴보기 위한 것으로 이를 위해 본 연구는 게임의 다양한 분류 중에서 특히 내러티브와 플랫폼의 존재 여부에 주목하여, 그 특성을 중심으로 사용자의 게임에 관한 평가를 분석하는데 초점을 두고 있다. 이를 위해 두 개의 실험집단을 구성하여 각 집단이 온라인 게임, PSP 게임, 모바일 게임으로 각 플랫폼에서 상용화되어 있는 교육용 게임을 일정 시간 경험하여 보도록 하되, 한 집단에는 내러티브가 제공되고, 다른 집단에는 내러티브가 제공되지 않도록 하여 각 집단 및 플랫폼간의 차이를 비교분석하였다.

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The Design and An Implementation of Educational Flash Games for Children (아동을 위한 교육용 플래시 게임 설계 및 구현)

  • Yoo, Hang-Suk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.43-46
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    • 2013
  • 본 논문은 아동을 위한 교육용 플래시 게임을 설계 및 구현하였다. 교육용 게임을 통하여 아동들에게 폭력적인 요소를 배제하고, 게임을 통하여 영어 단어 맞추기 게임, 한글 단어 맞추기 게임, 산수공부 게임, 역사공부 게임 등에 대한 게임 화면설계, 메뉴설계, 속성 설정, 알고리즘, 게임 실행 및 구현 결과에 대한 내용을 기술하였고, 게임에 대한 가능성을 보였다. 게임을 통하여 아동들의 두되 발달에 도움이 되고, 학습에 유익하도록 하는 게임을 설계 구현하였고, 그 화면의 결과를 기술하였다. 아동들에게 폭력적이지 않고, 흥미도 유발하고, 또한 성장기에 유익하도록 하는 장점이 있다.

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A Study on the Educational Game Design for Practicing Energy Saving in Elementary School Students (초등학생의 에너지 절약 실천을 위한 교육용 Game Design 연구)

  • Park, Hyun-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.5
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    • pp.14-20
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    • 2019
  • Energy saving is becoming more and more important issue due to lack of resources and limited nature. However, There is a lack of learning status on energy saving in the school field. In particular, in elementary education on energy saving was not linked to practice, and the educational effect was insufficient. Although various kinds of learning tools are utilized, many successful cases of energy saving game strategy are introduced in overseas industry field, and game design is proposed so that energy related education can be played through games. Because energy conservation can not be effective without practice, learning using games as a tool is expected to be more effective than learning based on knowledge transfer in the classroom. We propose a defense game for energy conservation education by using the mission elements, score acquisition element, time limit element, and character element which are the interesting elements of the game designed in the previous research.

A Proposal of Mini-Game Application Model for Achieving an Effective Learning in Educational Game (교육용 게임의 효과적인 학습을 위한 미니게임 활용 모델에 대한 제안)

  • Yoon Sun-Jung;Kim Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.6 no.8
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    • pp.133-143
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    • 2006
  • Today, most of games permit interaction between user and game freely. Therefore it is difficult to progress the story-line of the primary stage. Especially in educational game surroundings, we have more difficulties in achieving original purpose of education. In this paper, we proposed the applied model of mini-game which was inserted into main-game in order to control interaction between user and game. On the basis of this model, we derived valuation elements by mini-game implementation types from developing the educational game in which involved mini-game. We looked around whether the educational game achieved the educational goal of first stage or not. Comparing with some excellent ones picked up by public authorities, we evaluated the educational game. As the result of evaluation, we could find that the application of mini-game had very high effectiveness in attainment of teaming goal, studying of well-balanced, and induction of learning motivation. And we found that the application also had very affirmative effect to the practical objects of primary stage in overall sphere.

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Games Development Methodology as a Teaching Tool for Elementary School: Case Study of Developing History Learning Game (초등 교과 학습 도구로서의 게임 개발 방법론: 역사 게임 개발 연구 사례를 중심으로)

  • Kim, Nayoung
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.53-62
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    • 2015
  • This paper introduces an educational game development method for the purpose of designing game as part of school curriculum activities, base on experimental case of making history learning game for private elementary schools in Korea. Our first approach was to define a game as a educational learning tool like any other media and mediating platform such as smart phones or other applications. We regard user as a player, and students as a end user and decision making-customers. Unlike other game development process we brought service design methode to the development process, making a game platform that is specially designed for teachers' teaching tool, which is easy and effective to use to ther subject of teacher's intention. Based on our research case, we suggest educational games development methodology which can be better suited for games with school curriculum in learning environment.

The Effect of the Action Levels of Educational Game on the Intrinsic Motivation of the Learners by their Personality Types (교육용 게임의 액션수준이 성격유형에 따라 내적동기에 미치는 효과)

  • Park, Hyung-Sung;Wee, Nam-Hwan
    • Journal of The Korean Association of Information Education
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    • v.11 no.3
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    • pp.259-266
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    • 2007
  • Much efforts to use educational games for students' learning is being made actively at home. In this study the action levels of the educational game and the learners' personality types are main variables to be explored. It is expected that the results of this study would suggest how to utilize educational games in teaching and learning. The above is the result of the research about the level of action of educational games, the type of the personality, and the intrinsic motivation. It is considered that the result can be enough information for learners, parents of students and teachers who try to use and develop educational games. For example, it can be an idea to construct menus considering characteristics of learners in various steps of designing and developing educational games. And it can help to improve learners' intrinsic motivation especially if games are developed, distinguishing games for extrovert learners from those for introvert learners.

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Improvement of Quality Evaluation of Educational On-line Game Software (교육용 온라인 게임 소프트웨어의 품질평가 개선)

  • Myung Won-Shig;Han Jun-Tak
    • The Journal of the Korea Contents Association
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    • v.6 no.5
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    • pp.104-112
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    • 2006
  • Game industry developed much from fast development of an information communication technology and an internet technology. Game industry is getting attention by high value-added industry in 21th century And genre of various game appeared. On-line game is taking charge of important role of latest IT industry Now, game software market for education is expanded, but a lot of side effects exist because of wrong game software. In this paper, we investigate existent researches about quality evaluation of on-line game's qualitative improvement. Also, we present improving quality evaluation constituent additionally.

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