• Title/Summary/Keyword: Educational Game Service

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Design and Implementation of Socket-based Multi-player Game Service for Elementary Mathematics Learning (초등 수학 학습을 위한 소켓 기반 멀티플레이형 게임 서비스의 설계 및 구현)

  • Kim, Sung Wan
    • Journal of Service Research and Studies
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    • v.6 no.2
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    • pp.175-184
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    • 2016
  • The educational computer game service, due to its entertainment role, is a very attractive tool for students to raise their interests in learning. Especially mathematics, the most difficult subject for many students, is one of the typical subjects in which the educational computer game service can be efficiently applied. Most of the previous game services is for single or two learners. And learner only have to simply submit a solution for the proposed math expression in the game. In this paper a multi-player game service based on TCP/IP socket programming technique is designed and implemented to join in the game for multiple learners. In addition, we design a game rule to improve learners' number sense by letting them arrange various ways to solve the problem. Finally, using the requirements of educational game service, we evaluate the proposed game service and its usability.

Pre-Service Primary Teachers' Mathematical Investigation Through Transforming Mathematical Games (수학적 게임 변형을 통한 초등 예비교사의 수학적 탐구 경험)

  • Lee, Dong-Hwan
    • Journal of Educational Research in Mathematics
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    • v.26 no.1
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    • pp.143-157
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    • 2016
  • This study aims to find out the feasibility and effectiveness of mathematical games as a way to provide primary pre-service teachers with doing mathematics. The game had induced the active participation of elementary pre-service teachers. Through transforming the game, the teachers have been able to experience of mathematical problem posing and generating mathematical representation. Based on this, we discuss the role of mathematical games as a method of pre-service teacher education.

A Study on Factors of Reuse of Edutainment Contents - In the Context on Educational of Games - (에듀테인먼트 콘텐츠 재이용 요인에 관한 연구 - 교육용 게임을 중심으로 -)

  • Lee, Ji-Hun;Kim, Hyun-Soo
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.99-112
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    • 2010
  • The game for education should newly be newly recognized in the view of user and development to bring out the particularity of game for education combined with educational factors and interest is needed. This study is conducted to concretely look at the effects of factors to reuse edutainment contents and educational games on reusing of the service, and examine characteristic difference between the factors and the degree of importance and weight. In addition, by structurally analyzing the factors the influence of reuse factors of game for education can be observed to propose methods to activated industry of game for education. The purpose of this research is to propose marketable method to increase the rate of reuse and to sustain consistent use of game for education.

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.

Analysis of Educational Elements of Educational Online Games - Focused on Real Farm Games - (교육용 온라인 게임의 교육적 요소 분석 - 레알팜 게임을 중심으로 -)

  • Jung, Mi-A;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.173-180
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    • 2020
  • According to KISA, many people play smartphone games. stress relieving, time is the reason to beat. Attempts to combine mobile games and education in the Korean game market are continuing. Studies have shown that using commercial games for education can be effective. Also, researches for activation educational games are increasing. Creating educational games requires a lot of time and money. Due to the nature of mobile games, the service is often terminated without updating. If you are able to acquire a naturally educational part while playing mobile games, you will see the effect of one pair of fun and education, both at once. We analyzed the education factors of the game with 'Real Farm' which is a simulation farm game. We focused on analyzing information acquisition and utilization part through indirect experience which is characteristic of simulation and examined educational factors based on design elements of educational game. This can signal the positive aspects of the game and the educational content of existing games. If you use smartphones as a pedagogy, you can expect a positive perception of games and an increase in the average life expectancy of mobile games.

Application of Variant Game Elements System for Phonics Education (파닉스 적용 사례로 본 게임 요소 가변 시스템)

  • Seo, Eun-Hye;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.113-121
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    • 2010
  • This study proposes an educational game system that fit for portable internet environment as a solution to disadvantages of conventional education systems such as lack of understanding learners' learning level and one-way learning. The study analyses conventional e-Learning contents and platforms and proposes a new system adequate for high contents reusability and user-demand service. The learning contents that mainly consist of animations and games can be adjusted to learners' level, and therefore, learners can study according to various scenarios, not constrained in a fixed pattern. Our system is expected to bring much more fun to learners and the education can be conducted more effectively. To show the effectiveness of our system, an example of english pronunciation game was illustrated. As a result, the week points of the conventional e-Learning was overcame and new features of the interactivity was adopted to build a more effective educational game system.

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.

UCG, An Edutainment Game System based on Web 2.0 (Web2.0 기반 에듀테인먼트 게임 시스템, UCG)

  • Noh, Yong-Deok;Jang, Young-Seok;Cha, Sang-Il;Chung, Mun-Ki;Kim, Sung-Goo
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.9
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    • pp.892-896
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    • 2008
  • One of drawbacks of the current edutainment game system is that its frame is fixed with limited contents. Under the condition of the above game structures, nobody can select one's interesting contents to increase educational efficiency easily. To overcome such a problem, we will propose the system named UCG(User Combinative Game) based on Web 2.0 in which users can make a choice among various educational contents and select game frames. The structure of the UCG system and its process are shown in this paper.

A research on Characteristics of the Spatial Compositions in Kindergarten -The Case Study of Kindergarten in Daegu Area- (피유치원의 공간구성적 특성에 관한 연구 -대구지역 유치원 사례를 중심으로-)

  • Jeong, Chang-Won
    • Journal of the Korean Society of Industry Convergence
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    • v.16 no.3
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    • pp.75-83
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    • 2013
  • The purpose of this study was to investigate its characteristics of the spatial compositions at several kindergartens in Daegu area. Through this, the study is intended to provide the basic data of the efficient building planning and facility operations in the kindergarten. The results of this study are as follows. 1) Recently, the spatial compositions of kindergarten was classified as education, educational aids, educational support, teacher / administration, and public service area. 2) The concept of special classroom space was set up in all the surveyed facilities. This space was used for small-scale events, meals, and game features. 3) Support staff, including teachers, are insufficient for the service space. 4) The size of total land area of the facility's public service area was affecting. 5) The Lobby and aisle space of the surveyed facilities was used as a multipurpose space. 6) In response to diverse educational content, the direction to plan should be seperated by multi-space.

Educational effect of Disital-storytelling technique: A Systematic Review (디지털스토리텔링기법의 교육적 효과에 대한 체계적 문헌고찰)

  • Seo, Hee-Kyung
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.37-46
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    • 2019
  • As the development of IT technology and Web services have changed recently, education environment combined with high-tech digital content is becoming a new trend with the demands of educational consumers. In Korea, however, there is no systematic discussion on the issue, and there is not enough evidence to verify the effectiveness of the research. Therefore, we will systematically analyze the educational effects of Digital Storytelling to create an educational environment that meets the new horizon of intelligent web and personalized service provision in the Web3.0 era, In this study, 12 domestic experimental studies that verify the educational effects of digital storytelling were systematically analyzed, compared with overseas cases, and proposed development plans in the Web3.0 era.