• Title/Summary/Keyword: Education Game

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A Study of Mathematical Game and Puzzles With Learners (학습자와 함께 하는 수학게임 및 퍼즐 활용에 관한 연구)

  • Kim, Sang-Lyong
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.3
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    • pp.567-581
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    • 2010
  • The basic direction of mathematical education for a 21st century is focused on helping student to understand mathematics and develop their problem solving abilities, mathematical dispositions and mathematical thinking. Elementary mathematics teachers should help students make sense of mathematics, confident of their ability, and make learning environment comfortable for students to participate in. The best way is to provide chances to play a game for students, considering educational value of game and new directions for mathematical education. Therefore I would like to develop an mathematical game to conform mathematical ideas, and apply it, as well as strengthen students' mathematical disposition such as confidence, flexibility, interest and curiosity to improve quality of mathematical education. If students are helped to be interested in mathematics through mathematical games, they regard mathematics as interesting and challengeable subject to let themselves think many ways.

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The relationship between PC educational puzzle game and early childhood intelligence development (PC 교육용 퍼즐 게임과 유아 지능 발달의 관계)

  • Shi, Han;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.281-284
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    • 2021
  • The importance of early childhood education has increased and early childhood education has become an important part of the education industry. Scientific and rational early childhood education can effectively promote the development of children's intelligence and is very important for the development of physical and mental health. As a rich and diverse game, educational games have been widely used not only to improve children's sense of cooperation and thinking, but also to help children develop awareness of competition and rules. Stability and personality formation stimulate young children's brain development and expect children's intellectual improvement.

Family Function, Parent-Child Communication, and Family Satisfaction Influencing Game Use among Korean Adolescents (가족기능, 부모-자녀 의사소통, 가족만족도와 청소년의 게임사용간의 상관성)

  • Seo, Mi-A
    • Korean Journal of Health Education and Promotion
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    • v.28 no.1
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    • pp.37-47
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    • 2011
  • Objectives: The purpose of this study was to explore the influential factors of family function, parent-child communication, and family satisfaction on Korean adolescents game use. Methods: The participants were 940 adolescents in Seoul. A structured questionnaire was used to collect data. The study variables were family function, parent-child communication, family satisfaction, and game use. Results: Game use was different by gender, age, time to spend in game during weekdays and weekend. Game use had significant negative correlations with family cohesion, family adaptability, communication with father, communication with mother, and family satisfaction. Multiple regression analysis showed that 20.3% of the game use was explained by gender, communication with mother, hours of playing games during weekdays, family adaptability, and hours of playing games during weekend. Conclusions: These results suggest that being male and lack of communication with mother, low family adaptability, game hours during weekdays and weekend can be potential risk factors for excessive game use in the adolescents, which should by considered in developing a prevention program for excessive game use focused on family factors.

An Analysis of Perceptions of Teacher for Game-Based Learning (게임기반학습 활성화를 위한 교사의 인식 조사)

  • Park, Hyung-Sung;Park, Sung-Deok
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.91-101
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    • 2010
  • The purpose of this study is to analyze the teacher's perception about educational use of a game as a supportive method for teaching and learning process in the educational context. The result will be used as a good index to spread the game-based learning in the future. We have derived the following results through the investigation. Firstly, teachers have some limitation to get the topics and contents for game-based learning curriculum. Secondly, they were frequently required to design and arrange their teaching process by the level of learner's ability in the game-based learning. Thirdly, public institution has to supply various information and guideline for teachers to use the game-based learning. Finally, they demand systematic approach and executive and financial support to encourage the game-based learning.

The Effects of Group Game Play Program on ADHD-Liked Children's Executive Functione-fla (집단게임놀이 프로그램이 ADHD성향 아동의 실행기능에 미치는 효과)

  • Yun, Mi-Hee;Kil, kyung-Suk
    • Journal of the Korean Home Economics Association
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    • v.47 no.4
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    • pp.25-35
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    • 2009
  • The purpose of this study is to examine the effect of group game play program on ADHD-liked children’s executive function. The game play program was implemented for children in experiment group to find out the effect of the group game play program on ADHD-liked executive function. The subjects of this study were 12 children (4th year elementary students), showing ADHD characteristics. 6 were put in experiment group and other 6 were put in control group randomly. The effectiveness of group game play on ADHD children’s executive function are as followings: The attention ability, behavior inhibition ability, cognitive flexibility of children in experiment group was improved more than in control group. It is concluded that group game play program is effective for ADHD-liked children’s executive function.

A Study on the Serious Game for the Military Training (군사훈련용 기능성 게임에 관한 연구)

  • Ha, Soo-Cheol
    • Journal of National Security and Military Science
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    • s.7
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    • pp.233-270
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    • 2009
  • Serious game played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives. The main goal of a serious game is usually to train or educate users while giving them an enjoyable experience. Serous games are video games with serious purposes such as teaching or training and whose principal aim is education. The major characteristics of serious games involve pedagogy which are all of the activities that educate, train, or instruct the player. Other characteristics of serious games are that they use entertainment principles, creativity and technology to build games that carry out serious purposes. This study is to introduce a serious game for the military training and to describe the elements of game design for developing it.

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Implementation of Open Source Embedded Software Educational Integrated Development Environment Using Portable Game Console (휴대용 게임기를 이용한 공개 SW 기반 임베디드 소프트웨어 교육 IDE 환경 구성)

  • Lee, MinSuk
    • IEMEK Journal of Embedded Systems and Applications
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    • v.7 no.2
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    • pp.113-120
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    • 2012
  • In this paper we describe the integrated development environment for embedded software education. Our environment uses a cheap and widely available portable game console, Nintendo DS-lite. We have integrated open source development tools, and have implemented download shell, remote debugger. The results are all open source, and were used for university class for real embedded software education.

Effects of Social Game Features on Addiction through Flow (소셜 게임 특징이 몰입을 통해 중독에 미치는 영향)

  • Lee, Eunjung;Byun, Sanghae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.4
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    • pp.205-218
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    • 2018
  • The purpose of this study is to examine the factors that the characteristics of Protection Motivation Theory affects the addiction of social game users in Korea and then, to verify how these factors make an impact on the addiction through the immersion. The characteristics of protection motivation theory are vulnerability, severity, efficiency, and disability, and we want to study the influence of each characteristic on social game flow and the relationship leading to addiction. The results of this research can be useful for 'social game addiction prevention education'. This study was conducted to survey the users who had experienced using the social game to verify the suggested hypothesis. As the results of the survey, first of all, vulnerability appeared to have a positive effect on the flow. Secondly, severity appeared not to have a positive impact on the flow. Thirdly, efficiency turned out to affect the flow. Fourthly, disability turned out to have a positive impact upon the flow. Lastly, flow was revealed to make a positive impact on the addiction. The results of this study will help to construct the content of 'social game addiction prevention education program'.

A Research on Effective Combination of Elementary Math and Game (초등수학과 게임의 효과적인 접목을 위한 연구)

  • Kim, Ge-won
    • Cartoon and Animation Studies
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    • s.37
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    • pp.393-411
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    • 2014
  • The volume of world market for serious game in year 2015 is expected to be about 9.6 trillion, and the volume of educational serious game market is expected to surpass half of the whole serious game market. In Korea, the development of game for educational purpose has dominated around the education enterprises since late 90s. In 2008, 'Serious Game Forum' was founded led by the Ministry of Culture, Sports, and Tourism with experts from many fields in the society and there were progressing of making policies and plans for potential development of the serious game industry, but the effects were not successful than expected. In 2012, the Ministry of Education, Science, and Technology announced commercialization policy of digital textbook by 2015 and the serious game for educational purpose got attention again. Then, the serious game market became more vigorous with the dispersion of smart devices.13) As a result, the serious games on the smart devices or interlocking between the online and smart devices became an important issue in development rather than the online only serious games. Math field has international competitive power through export in the educational serious game market which takes more than half of the serious game market. Therefore, developing serious game for math education is a good area to raise competitiveness in domestic and international game industries. Moreover, it has no received preferences from students and parents although it has high potential for positive change of individuals and society. The reason is that students recognize it as educational content rather than a game and they avoid it, while parents recognize it as game but not an education. This phenomenon happens because the game elements and educational elements are not properly mixed but focused only on education or emphasized only the fun factors of game when it was developed. Therefore, the purpose of this research is to suggest a direction of developing serious games effectively combining with elementary math for elementary students to get interested in math while playing games. The research will analyze the current elementary math textbooks and find contents which may be combined with the game genre that elementary students enjoy playing these days. This research received advice from serious game developers and math education expert group to reflect the inclination of elementary school students, and respond to the demands from parents and educational institutions, and suggested a direction of developing serious games for effective math education.

A Study on Correlation between Preference for Game Element and Game Addiction in Elementary-school Students (초등학생들의 게임요소에 대한 선호도와 게임 중독과의 상관관계 연구)

  • Shim, Jeoung-Woo;Lee, Jae-Mu
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.51-58
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    • 2009
  • The purpose of this study is to clarify correlation between preference for game element and game addiction in elementary-school students. In the current elementary-school students, the game addiction is reaching the serious situation. However, there are almost no research that specifically inquired into preference for game element in elementary-school students, and research that inquired into relationship between game element and game addiction. Therefore, this study aims to prevent game addiction by clarifying correlation between the addiction to game and the relevant game element. As a result of researching, the preference for game element was significantly higher in male students than in female students. And, the students of preferring a game were higher compared to the students of not preferring a game. The preference for the social desire satisfaction was higher in the lower academic achievements. The preference for the sensible desire satisfaction and for the intellectual desire satisfaction was the highest in students of preferring RTS game. And, the preference in students of preferring racing and action game was the lowest.

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