• Title/Summary/Keyword: Educational games

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Developing a Subset Sum Problem based Puzzle Game for Learning Mathematical Programming (수리계획법 학습을 위한 부분집합총합문제 기반 퍼즐 게임 개발)

  • Kim, Jun-Woo;Im, Kwang-Hyuk
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.680-689
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    • 2013
  • In recent, much attention has been paid to the educational serious games that provide both fun and learning effects. However, most educational games have been targeted at the infants and children, and it is still hard to use such games in higher education. On the contrary, this paper aims to develop an educational game for teaching mathematical programming to the undergraduates. It is well known that most puzzle games can be transformed into associated optimization problem and vice versa, and this paper proposes a simple educational game based on the subset sum problem. This game enables the users to play the puzzle and construct their own mathematical programming model for solving it. Moreover, the users are provided with appropriate instructions for modeling and their models are evaluated by using the data automatically generated. It is expected that the educational game in this paper will be helpful for teaching basic programming models to the students in industrial engineering or management science.

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.

Effects of the Internet Game Addiction Prevention Educational Program on Self-control and Time Spent on Internet Games by Elementary School Students (인터넷게임중독 예방교육프로그램이 초등학생의 자기통제성과 인터넷게임 사용시간에 미치는 효과)

  • Yang, Mi-Kyung;Oh, Won-Oak
    • Child Health Nursing Research
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    • v.13 no.3
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    • pp.282-290
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    • 2007
  • Purpose: The purpose of this study was to examine the effects of EP-IGAP(Internet Game Addiction Prevention Educational Program) on increasing the self-control and decreasing the time spent on internet games. Method: The research design was a quasi-experiment, repeated measures design with non-equivalent control group. Participants in this study were 269 elementary school students of elementary school(134 for the experimental group, 135 for the control group). The instruments used in this study were the Self-control of Internet Game Scale and Time spent on internet games per week. The experimental group participated in the EP-IGAP for 6 weeks. Results: After the intervention, the experimental group showed a significant increase in self-control related to internet games. But, there was no statistical difference in the time spent on internet games between the two groups. Conclusion: These results suggest that EP-IGAP is effective in increasing the self-control related to internet games in elementary school students. Further research is needed to modify the EP-IGAP.

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Comparison of Learning Immersion Experiences According to Cognitive Style in Online Edu-games (온라인 교육용 게임에서의 인지양식에 따른 학습 몰입경험 비교)

  • Kang, Eun-Kyougn;Kim, Han-Il
    • The Journal of Korean Association of Computer Education
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    • v.13 no.4
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    • pp.61-68
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    • 2010
  • One often thinks that those doing any activity on the Internet are likely to be addicted to it so that they tend to rather restrain the educational use of what the Internet can provide. However, the online edu-games deserve a good learning material which can not only provoke learners' interest but also draw out a smoother interaction between teachers and learners. Even the preliminary study on immersion verified that the Internet could work positively for the learners. Considering that online edu-games can be a useful tool for individual learning, more studies on immersion should be conducted focusing on the individualization in the future. This paper shows the differences among the components of learning immersion depending on the different individual cognitive styles in the online edu-games.

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Exploring of trends and understanding to apply Serious Games for education and training (Serious Games 활용을 위한 이해와 동향)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.107-118
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    • 2008
  • The world is changing fast from the information society to the knowledge society as the amount of knowledge exploded over through development of the information communication technology. Much efforts to use serious fames for students' learning is being made actively via international and domestic. It is expected that the results of this study would suggest how to utilize serious games in learning and training. The purpose of this study is to totally understanding of serious games that made to achieve educational goal based on specific character of game in which make flow, goal achievement, satisfaction. For this, introduce the game-based learning model to apply education and training, and trends development of serious games.

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Suggestions for Vitalizing Korean Educational Games Industry Based on Case Study Analysis (국내 교육용 기능성게임 활성화를 위한 해외 사례 연구)

  • Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.17-28
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    • 2018
  • Despite the Korean Government's efforts, serious games industry still finds difficult to thrive in Korea. The purpose of this study was to analyze systematically why serious games industry is slow to grow in South Korea and to make future suggestions for policy by studying the case of FCPS program. For future suggestions, the government should support the ecology rather than the games themselves by building more infrastructures, suuporting more software, and considering human factors. Responsible play and digital citizenship must also be emphasized.

Design and Implementation of Web-based Cooperative Learning System using Games (게임을 이용한 웹기반 협동학습 시스템의 설계 및 구현)

  • Lee, Ji-Sun;Hong, Euy-Seok
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.381-390
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    • 2008
  • As computer technology is in progress and many educational methods have been emerged, web-based cooperative learning and educational games have gained a lot of interests. Some cooperative learning systems and game-based educational systems have been suggested, but few cooperative learning systems use games. This paper builds a new web-based cooperative learning system using games that enables learners to actively participate and have high interests in learning. In our system, cooperation study is performed in each group and a group member competes with other group members using games. A crossword puzzle game is adopted because of ease to use and fit with cooperative learning scenarios. Our suggested system is implemented and used by two classes of high school students to evaluate this system. The experimental results show that our system effectively improve students' learning interests and increase their academic achievement.

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.

A Study on the Status and Vitalizations of Serious Game Competition: Focusing on Serious Educational Game (기능성게임대회 현황 및 발전방향에 대한 연구 : 교육기능성게임을 중심으로)

  • Choi, Hun;Yoon, Young-Doo
    • Cartoon and Animation Studies
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    • s.33
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    • pp.579-595
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    • 2013
  • Recently, there has been an increasing interest of serious games escaping it's negative views on games in general, broadening and widening the area in the scopes of game field. Among these, educational serious games not only satisfy both the purpose of enjoyment and educational values, but also has been looking for new ways of distribution of the digital textbooks and utilizing them to the best of their potentials. This can change the ways we understand things by using the revitalization on the basis of serious game competitions. The purpose of this study was to analyze educational game and game competition and to develop the efficient management strategies.

A Study on Pedagogy Researches in Serious Game Design (기능성 게임 설계에서의 교육학적 연구에 대한 고찰)

  • Ha, Soo-Cheol
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1259-1265
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    • 2017
  • While there is consensus on the educational potential of serious games, there is still a lack of methodology and tools to support analysis and evaluation as well as design. This paper intends to explore the new methodology or design direction by analyzing pedagogy-related research required for serious games. To do this, we analyzed 4DF(Four Dimensional Framework), GOM(Game Object Model), LM(Learning Mechanics)-GM(Game Mechanics) and a framework for teacher. One of the biggest issues faced by educational games is the inadequate integration of education and game principles. This is due to a variety of factors, including the fact that game designers and educational professionals do not share a common vocabulary or work domain perspective.