• Title/Summary/Keyword: 직업 훈련 게임

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Effect of Barista Job Training Game on Occupational Self Efficacy of Persons with Intellectual Disability (기능성 게임을 이용한 바리스타 직무훈련이 지적장애인의 직무효능감에 미치는 영향)

  • Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.63-70
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    • 2017
  • Occupational self-efficacy is one of the factors necessary for successful occupational rehabilitation of persons with intellectual disabilities. In this research, we investigated to see whether participating in a game-based training for job affects occupational self-efficacy. We compared a group who played a job-training game during traditional training with a group who participated only in traditional training. The results indicate that overall occupational self-efficacy of the game-based training group was affected significantly compared to the control group. Among the four subcategories, problem solving self efficacy and stress management self-efficacy showed significant improvement.

Research on the Development of NCS-based Game Curriculum Focused on the Game Contents Dept. of Kimpo Univ. (NCS기반 게임교육과정 개발에 관한 연구 : 김포대학교 게임콘텐츠과를 중심으로)

  • Kwon, Yong Man
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.381-387
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    • 2019
  • Since the development of NCS-based curriculum in field of game education is not well studied, so we carried out research on the curriculum development of game contents department of Kimpo University as the first study to link game education and NCS. In order to develop the NCS-based game education course, we analyzed the game industry environment and conducted a demand survey on the game industry officials to derive the vocational basic subjects required for game contents creation. In addition, we analyzed the types of manpower training by using on-site experts (SME). SME also designed the NCS curriculum by matching the manpower type comparing with NCS classification and capacity unit, analyzing the usefulness of each Capacity unit, and finally, by arranging each NCS and non-NCS subjects by semester. This research is meaningful as the first study linking NCS and game content creation, and it will be a reference for other education institutions planning game education course based on NCS. It also can be used as a basic material for researching game education quality management (CQI) as well as improvement methods for future game education courses.

How to Use Serious Games in School Settings and its Influencing Factors (교육 현장에서의 기능성 게임 활용과 영향 요인)

  • Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.79-88
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    • 2014
  • In this research, we investigated how interactive digital serious games could be used in traditional, offline, school classrooms. We asked four teachers from four different schools to use a job training serious game in their traditional job training curriculum and the teachers used the game in anyway they intended. As a result, the two main ways to integrate gaming into traditional curriculum were gaming within the curriculum and gaming outside the curriculum, although both methods were used to support the main curriculum. When the game was used outside the curriculum, teachers almost always had the students play the game during the computer lab class. Students also played games voluntarily during recess and at home. The factors that affected how the game was used were teacher, student, and location and accessibility of the computer.

A Study on Internet Addiction of Teenagers and College Students, and Development of Therapeutic Techniques (청소년과 대학생의 인터넷 중독 실태 및 치료기법 개발에 관한 연구)

  • Lee, Hun-Jae
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.3
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    • pp.157-165
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    • 2012
  • The purpose of this study is to treat the students addicted to the internet by implementing a program using computers. In order to accomplish the purpose, the program was created by combining the game making activities using scratch programming, self-examination activities, and future occupation search activities. This treatment program will have major positive effects on the students who are addicted to the internet. First, it will be effective for reducing the time for using the internet and it will also improve the addictiveness such as being immersed in playing games. Second, there will be a change in attitude toward the internet and an improvement in intellectual capacity of the students. They will realize the fun of making and sharing the programs with friends, and their thinking skills will be improved by getting training for algorithmic and creative thinking. Third, this treatment program will have positive effects on the students' affective domain. They will have deeper and wider perspective on occupation by searching their future occupation, and discover the meta-ego through self-examination., which in turn, help them gain confidence and feel a sense of accomplishment.