• Title/Summary/Keyword: Education Game

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Study on User Play of Motion-Based Game : Focused on Empirical Research about Game Play in Families (가정 내 체감형 게임 플레이의 실험 관찰 연구)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.7-14
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    • 2014
  • This study examined user experiences of motion-based games. Focusing on the playing experiences, in-depth interviews and survey were conducted on seven families with various family members detailing the gameplay. These qualitative methods were conducted interpretive way such as a month-long participant observation. As a result, the game Sensible meantime, the results were excluded from the game with the older generation of women and the elderly, leading to game culture game is trying to communicate was confirmed.

A Study of Game Development Procedure for Creative Convergence Education (창의 융합형 교육을 위한 게임 개발 절차)

  • Chan-Il Park
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.63-64
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    • 2023
  • 4차 산업의 활성화와 더불어 창의 융합형 인력 양성이 중요한 요소로 자리 매김하고 있다. 인문학적 상상력, 과학기술 창조력, 인성, 융합, 가치 등이 창의 융합형 교육에서 중요한 요소이다. 본 논문에서는 창의 융합형 교육을 위한 게임 개발 절차를 제안한다. 게임개발 절차로 사전준비, 아이디어발상, 팀구성, 기술공유, 구현 그리고 결과공유 절차를 창의 융합형 인재 개발의 주요 요소와 연결하여 제안한다.

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The Suggestion of Educational Model Based on Internet Games (인터넷 게임을 기반으로 한 교육모텔 제시)

  • 김종훈;김우경
    • Journal of the Korea Computer Industry Society
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    • v.2 no.6
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    • pp.759-774
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    • 2001
  • This research has the theoretical faces of education with the internet games are based on the Networking and interactive features be caused by network focused on cooperative education, and presentation about educational game model. It includes educational features about various internet games(adventure game, simulation game). Educational game model is a definite model can realize the learning with internet game according to each stages of educational games are based on the networking.

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Predictors of On-Line Game Addiction of Junior-High School Students (중학생의 온라인게임 중독 위험 예측변인 분석)

  • Boo, Jung-Min;Kweon, Soon-Yong
    • Journal of Fisheries and Marine Sciences Education
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    • v.20 no.3
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    • pp.390-399
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    • 2008
  • The purpose of this study is to clarify variables dichotomizing adolescents into online game addiction-latency group and non-addiction group. Based on ecologic theory, individual system(self-esteem, self-control, depression, stress-coping strategy), family system(parental support), and social system(teachers' support and peer-group support) were suggest for variables affecting online game addiction of adolescents. 612 adolescents were tested for game addiction, self-esteem, self-control, depression, stress-coping strategy, and social supports from parents, teachers, and peer group. Independent t-tests showed between-group differences in self-esteem, self-control, depression, aggressive, and negative-avoiding stress-coping strategies, parental support, and peer-group support. Binary logistic regression analyses revealed that aggressive stress-coping strategy of social system and peer-group support of social system had significant influences on the division of the groups.

Intensive Treatment Program for Students with Game Addiction based on Multiple Intelligences (다중지능이론 기반의 게임중독치료 프로그램)

  • Jun, SooJin;Kim, SooHwan;Lee, WonGyu;Han, SunGwan
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.13-23
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    • 2014
  • For this paper, we developed a game-addiction therapy program for students with gaming addiction based on multiple intelligences (MI) and verified its effects. The participants were 54 elementary students selected through a game addiction test in Incheon City, Korea. We tested the students' MI to facilitate program development. the students with gaming addiction showed strengths in the Bodily-kinesthetic, Naturalist, and Spatial intelligences whilst showing weaknesses in the Logical-mathematical, Intrapersonal, and Interpersonal intelligences as opposed to normal students who had opposite results. We arranged the program around various gaming and playing activities to engage their stronger intelligences; we added activities to address their weakness (i.e., Logical-mathematical, Intrapersonal, and Interpersonal intelligences). This study has shown that this program lowered the game immersion level of the students and was helpful in turning their attention to other activities. There were significant differences between pretest and posttest game addiction scores (p<0.001). Their weekly gaming time and computer usage decreased rapidly. Satisfaction with the game addiction therapy program based on MI was very high.

Effects of Game Development Organization on Game Development Result (게임개발 조직의 특성이 게임개발 성과에 미치는 영향)

  • Baek, Seunghee
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.83-94
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    • 2018
  • This study is to find out how to improve the efficiency of game development by analyzing the effects of the characteristics of game development organization on game development performance. The characteristics of the game development organization were set as independent variables, consisting of game project management characteristics, PM characteristics, game development team characteristics, and organizational culture. Game performance is divided into game project performance and game development final performance. As a result, the characteristics of the four game development organizations were found to be a significant factors in the game project performance and game development final performance. This study suggests that the environment that can focus on game development and appropriate management education for managers are needed to enhance the competence of members in game development team.

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.

The Effect of Science Class with Game on Learning Motivation and Academic Achievement of Elementary Students (게임을 활용한 과학수업이 초등학생의 과학 학습 동기 및 학업성취도에 미치는 영향)

  • You, Eun-Ju;So, Keum Hyun
    • Journal of Science Education
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    • v.40 no.2
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    • pp.103-115
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    • 2016
  • This study was conducted to examine the effect of elementary science class using game on scientific learning motivation and academic achievement of elementary students. Two third grade classes were divided into experimental group and comparison group to treat the experimental group with elementary science class using game. General class according to teacher manual was implemented for the comparison group. Elementary science class applying game was conducted for 11 sessions throughout the experimental period of 8 weeks. The results of this study were as follows. First, elementary science class with game was effective in improving scientific learning motivation. Second, elementary science class with game had significant effect on improvement of academic achievement. The study results showed that elementary science class with game was effective for scientific learning motivation and academic achievement of elementary students.

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 Case of Fusion-based Education Game for Game Design (게임 디자인을 위한 융합 기반의 교육용 게임 접근 사례)

  • Eun, Kwang-Ha
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.557-562
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    • 2014
  • Recently, to make game gotten out of negative perception of game addiction and gradually established as an immersion-centric and ositive and new game culture of the digital era from a culture perspective, the necessity of development of game composed of various materials has been emerging. In other words, the important part to make the environment of game industry which is growing into a higher value-added business expanded in a short space of time as the base culture together with the public in cultural aspects is the development of game material which enables more various objects to approach besides the development of material focused on profit. Above all things, it is the easily accessible material through fusion sith the diverse contents by using elements of interaction, function, system which game itself has. In this connection, this study suggested design approach process ti fuse the material of positive function into game and also proposed the development case ay each level.