• Title/Summary/Keyword: Educational Game Design

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Research on the Components of Children's Educational Game Achievement System

  • Shi, Kun;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.9
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    • pp.1299-1310
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    • 2021
  • Under the background of the rapid development of digital educational games, we have to evidently research the elements of the achievement system of children's DEG (Digital Educational Game), and analyze the relations between the elements and make a profound study on the achievement system and its components on the impact of player's attitude. Compared with the existing research, the research contents and methods are innovative and reliable. The results show that players have a positive attitude towards the DEG achievement system, DEG achievement system has important value and role for educational games. Which is made of five elements: symbol, reward, logic, social interaction, and knowledge. The five elements interact with each other and have a positive impact on players' attitudes. DEG achievement system with five elements will bring players a positive experience. These findings provide a detailed study of the components of the achievement system. With all of these, we can explain the role and relationship of the components, and provide new ideas and empirical evidence for the design and development of children's educational game achievement system. The above findings provide a detailed description of the components of the DEG achievement system, explain the role and value of each component, and the relationships and patterns among the components, it provides a new perspective and empirical evidence for the design and development of the children's system DEG results.

Component analysis and reformative plan for Educational On-Line Game - especially on the User Interface Design elements - (교육용 온라인 게임의 구성요소분석 및 개선방안 -사용자 인터페이스 디자인 요소 중심으로-)

  • Kim, Hyo-Suk;Sung, Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.1
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    • pp.199-205
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    • 2009
  • Supporting the interactive relation between gamer and computer, and offering the game world information, the user interface in online games plays an important role for a gamer to lead game into the intended direction. The purpose of this study is to analyse a currently utilized online game with educational implications and to analyse its user interface design elements, in order to suggest the strategy how to reformative educational online games.

A G-Learning Model of Interworking with Gameplay and Learning Play by Motivation Mechanisms (동기유발 기제를 한 게임플레이와 학습플레이 연동형 G러닝 모델)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.3-11
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    • 2011
  • The learning by computer games, is in the spotlight as an effective education method for the game generation. The current design methods for educational games is to design all needed game elements and learning elements which should be included in. So to design an educational game for motivation and learning effects, is generally difficult. In this paper, we propose the G-learning model IGLM which is interworked with gameplay and learning play by motivation mechanism, in order to solve the difficult problem. The comparative analysis of the proposed model IGLM on the design difficulty with the current design methods for educational games or G-learning, shows the proposed method can be a solution of the design difficult problem and is the best on the difficulty of, the freedom of, and the scope of designing the component parts of educational games or G-learning.

Design Strategy for the Implementation of Cooperative Group Games in Motion Based Arcade Game System

  • Joh, Yun-Sook
    • International Journal of Contents
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    • v.7 no.4
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    • pp.10-18
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    • 2011
  • Cooperative Group Games (CGG) emphasize participation, challenges and fun by cooperation among group members rather than competition. CGGs have been proven to be an efficient education method that teaches the value of cultivating cooperation skills, discipline, and sense of public order for tackling problems together through various types of interactions. When integrated with computer game technology, the general classic CGG can be reborn with new educational and entertaining aspects. To combine the joy of physical movement of group games and the richness of computer game contents, a motion based arcade CGG has been developed in this study, based on the original ideas and structures of classic off-line CGGs. While implementing the classic game concepts in arcade environment, various design attributes have been considered and applied, which were supposed to promote cooperative game play. Overall, the process of the implementation and test results of our four CGGs suggest several design strategies for effective arcade CGGs.

Design and Implementation of Educational problem solving game (교육용 문제 풀기 게임 설계 및 구현)

  • Seo, Jeong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.2
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    • pp.83-89
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    • 2010
  • The reality is that existing games are commercial or violent rather than informative. So, such a phenomenon resulted in many social problems. To solve such problems, I designed and implemented a game which is not violent but educative and child-friendly. In this thesis, an educative game is defined and its characteristics are described. I designed the user interface of the game for children, proposed relevant algorithms, and showed resultant screens of the game. Also, I compared the game with the existing games in order to prove that my game is non-violent, non-commercial, and rather educative. This ladder rejection game is different from the existing game in terms of design, functions, and contents of the screen. This paper contains specific explanations about the supplemented ladder rejection game. First, the design of this ladder rejection game extended fundamental principles of the existing game and added new diverse functions.

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.

The development of Metadata Prototype for Educational Game (교육용 게임을 위한 메타데이터 프로토타입 개발)

  • Yoon, Sean-Jeang;Yoon, Tae-Soo
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.3-13
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    • 2008
  • We think that it is important to develop the metadata for educational game. Because they are applicable to game contents, separate learning sources and studying components in the game-based LCMS. But markets of eduainment and educational games are newborn field, so systematic development of metadata is not advanced yet. Therefore in this paper, we first established the design process of educational game metadata, and then according to the rule, we suggested this as a prototype. And we defined the extracted data as metadata for educational game through inspection of an expert group. If these metadata prototype are operated by adopting through standardization stage of public institutes, we can provide the convenience of searching, managing and recycling these metadata to learner, instructor and the developing institute. And we can also expect the prevention of overlapping investment.

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Implementation and Design of Metadata and Quality Evaluation Management Systems for Educational Serious Game (교육용기능성게임을 위한 메타데이터와 품질평가 관리 시스템의 설계 및 구현)

  • Yoon, Seon-Jeong;Park, Hee-Sook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.4
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    • pp.1020-1027
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    • 2013
  • Today, Educational serious games are occupying a large portion of the serious game market but there is a lack of the quality evaluation systems for providing useful quality evaluation information about educational serious game to user or developer. Although the existing metadata management system for serious game is developed, the system had not provided a function to manage the quality evaluation information for educational serious game. Therefor the development of quality evaluation management system of educational serious game is a very important challenge. We proposed design of the system for managing a metadata and a quality evaluation for educational serious game. The advantage of our system is that the system provide a lot of reliable useful information for general users and developers, and support an easy and convenient tool to manage the metadata and quality information to managers.

A Research for Functional Game based on AR Smartcare : Focusing on infant and child safety education (AR기반의 스마트케어를 위한 기능성게임 연구 : 영유아 안전교육을 중심으로)

  • Jung, Suk-Ho;Ko, Jung-Woon;Heo, Seol-Hwa;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.25-36
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    • 2019
  • Outdoor play for young children can promote the development of physical development, emotional development, and creativity development. However, due to safety accidents that occur in outdoor play, outdoor play is not progressed sufficiently. In this paper, we have developed smart functional educational games for AR education which can be easily used in early childhood education. In order to maximize the educational effect of the developed game and to provide customized education on the field, we conducted a focus group interview with a group of in - service child care teachers in the game design stage. Through this, we developed a functional game with AR system and verified the educational effect.

3D Character Production for Dialog Syntax-based Educational Contents Authoring System (대화구문기반 교육용 콘텐츠 저작 시스템을 위한 3D 캐릭터 제작)

  • Kim, Nam-Jae;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.1 no.1
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    • pp.69-75
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    • 2010
  • The importance of a using the visual media in English education has been increased. By an importance of Characters in English language content, the more effort is needed for a learner to show the English pronunciation and a realistic implementation. In this paper, we tried to review the Syntax-based Educational Contents Authoring System. For the more realistic lip-sync character, 3D character to enhance the efficiency of the education was constructed. We used a chart of the association structure analysis of mouth's shape. we produced an optimized 3D character through a process of a concept, a modeling, a mapping and an animating design. For more effective educational content for 3D character creation, the next research will be continuously a 3d Character added to a hand motion and body motion in order to show an effective communication example.