• Title/Summary/Keyword: Educational problem solving game

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Development of an Algorithm-Based Learning Content for Improve in Creative Problem-Solving Abilities (창의적 문제해결능력 신장을 위한 알고리즘 기반 학습 콘텐츠 개발)

  • Kim, Eun-Gil;Hyun, Dong-Lim;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.23 no.1
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    • pp.105-115
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    • 2011
  • Education is focused on how to nurture creative problem-solving skills talent in rapidly changing information society. The algorithm education of computer science is effective in improvement of students' logical thinking and problem solving capability. However, the algorithm education is very difficult to teach in elementary students level. Because it is difficult to understand abstract characteristic of algorithm. Therefore we developed educational contents based on the principle of the algorithm for improve students' logical thinking and problem-solving capability in this study. And educational contents contain interesting elements of the game. So, students will be interested in algorithm learning and participate actively through developed educational contents. Furthermore, students' creative problem-solving capability may improve through algorithm learning.

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.

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.

Proposing the Model of a Storytelling-based Smart Board Game for Children - Case Study of the Game Development Process for Go! Space Express

  • Han, Hye-Won;Kim, Seo-Yeon;Song, Se-Jin
    • International Journal of Contents
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    • v.10 no.2
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    • pp.74-82
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    • 2014
  • This paper aims to propose the educational concept and design model of a Smart Board Game appropriate for lower elementary grade students. The Smart Board Game refers to a hybrid, or 'convergent', game format based on the offline format of the conventional board game augmented through the use of smart devices. The substantive aspects of this game format utilize the procedural deduction and problem-solving skills applicable in storytelling methodologies and games, in order to generate and propose contents ideal for the educational environment. The development of the Smart Board Game is conducted through the following stages. First, the study analyzes a number of Smart Board Games currently popular in Korea and abroad, based on identification of the key components and processes of the board game format. The subsequent review of the science curriculum for lower elementary grades aims to determine the aspects conducive for application to Smart Board Games. Lastly, the theoretical framework outlined through the previous stages is used as the basis for the proposal of a detailed model of contents for the smart board game concept.

A Study of an Education Network Simulation Game for Democratic Citizenship Education (민주 시민 교육을 위한 교육용 네트웍 시뮬레이션 게임에 관한 기초 연구)

  • Koo, Jung-Mo;Park, Jong-O;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.4 no.2
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    • pp.13-20
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    • 2001
  • To solve modern social problems, it is important that improve the democratic citizenship quality of people. This quality includes the rational and democratic problem-solving capacity, decision-making capacity, democratic skills and attitudes such as human dignity, dialogue, compromise. To use an educational network simulation game that has the merits of game, simulatio and network will help children to improve the democratic citizenship educaiton. This study explorers the structure, flow, system, database, interface and teaching-learning tool for this educational network simulation game.

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A Case Study on Teaching Solutions Exploration of Wythoff's Game through Using the Analogy for the Elementary Gifted Class (초등학교 영재학급에서 유추를 활용한 위도프 게임의 해법 탐구 지도 방법)

  • Bae, Sin Young;Song, Sang Hun
    • Journal of Educational Research in Mathematics
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    • v.25 no.1
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    • pp.95-111
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    • 2015
  • The purpose of this study is to analyze cases on teaching solutions exploration of Wythoff's game through using the analogy for the gifted elementary students, to suggest useful teaching methods. Students recognized structural similarity among problems on the basis of relevance of conditions of problems. The discovery of structural similarity improves the ability to solve problems. Although 2 groups-NIM game with surface similarity is not helpful in solving Wythoff's game, Queen's move game with structural similarity makes it easier for students to solve Wythoff's game. Useful teaching methods to find solutions of Wythoff's game through using the analogy are as follow. Encoding process helps students make sense of the game. It is significant to help students realize how many stones are remained and how the location of Queen can be expressed by the ordered pair. Inferring process helps students find a solution of 2 groups-NIM game and Queen's move game. It is necessary to find a winning strategy through reversely solving method. Mapping process helps students discover surface similarity and structural similarity through identifying commonalities between the two games. It is crucial to recognize the relationship among the two games based on the teaching in the Encoding process. Application process encourages students to find a solution of Wythoff's game. It is more important to find a solution by using the structural similarity of the Queen's move game rather than reversely solving method.

Effect of Board Game Design Activity for Environmental Education on High School Students' Environmental Knowledge, Environmental Literacy and Creative Engineering Problem Solving Propensity (환경교육용 보드게임 디자인 활동이 고등학생들의 환경적 지식, 환경 소양과 창의 공학적 문제해결 성향에 미치는 영향)

  • Kim, JuHui;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.117-131
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    • 2022
  • The purpose of this study is to develop a board game design activity for environmental education and to investigate how it affects high school students' environmental knowledge, environmental literacy, and creative engineering problem solving propensity. Twenty-five freshman and sophomore students belonging to the environmental club participated in this study. The board game activity was designed as 10 class hours lessons based on the engineering design process. The main data source of this study was pre-post students' conceptual maps of the environmental topics (global warming or ecosystem destruction) to measure the background knowledge on the topic. In addition, the environmental literacy measurement questionnaire and the creative engineering problem solving propensity questionnaire were collected before and after the activity. The result shows that the number of environment-related words described by the students on the post-concept map increased compared to the pre-concept map. In addition, the environmental literacy score and the creative engineering problem-solving propensity score increased significantly after performing the board game design activity. The results show that environmental lessons using board game design activities can help student develop various competencies in a good way. As above, research that combines board games and secondary education must be activated, and a new educational method and systemic support for in-service teachers who want to apply it to science classroom is required.

Program development according to the Mathematically Gifted- Creative Problem Solving (MG-CPS) model (창의적 문제해결 학습 모형에 따른 초등학교 수학영재 프로그램 개발)

  • Nam, Heung Sook;Park, Moon Hwan
    • Journal of Elementary Mathematics Education in Korea
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    • v.16 no.2
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    • pp.203-225
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    • 2012
  • The purpose of this study is to suggest a program for improvement of the mathematical creativity of mathematical gifted children in the elementary gifted class and to examine the effect of developed program. Gifted education program is developed through analyzing relevant literatures and materials. This program is based on the operation bingo game related to the area of number and operation, which accounts for the largest portion in the elementary mathematics. According to this direction, the mathematically gifted educational program has been developed. According to the results which examine the effectiveness of the creative problem solving by the developed program, students' performance ability has been gradually improved by feeding back and monitoring their problem solving process continuously.

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An exploratory study of the Educational Simulation Games for open mathematic learning (열린 수학 학습을 위한 게임의 교육적 활용 가능성 탐색)

  • 김나영
    • Journal of Educational Research in Mathematics
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    • v.8 no.1
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    • pp.327-350
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    • 1998
  • The purpose of this study is to examine the applicability of educational games to open mathematic learning and consideration to the position of educational games in mathmatical education as powerful technology. For these purposes, previous literatures about games are reviewed. The concept of simulation games are defined and explore the characteristics of games includings game structure and process. And some typical educational games - Israel games, ORDA - are introduced. The main focus of the deliberation and survey of previous literatures is educational games as meaningful learning medium of mathematics and other subjuct matters. Especially educational games take a meaningful role for an implication of applicability of games especially for higher order thinking skills like problem solving, decision making, and creativity. To realize this alternative learning method of mathematics, first of all the attituce of teachers are have to change and accumulate field studies.

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A Method of Graphic Representation of Mathematical Sentences for Game Generation (게임세대를 위한 수학문장의 그래픽 표현방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.5-12
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    • 2012
  • The information represented by graphic is preferred more than by text to the game generation familiar to computer games in the cognitive style. The learning to solve the math problems represented by graphic is significantly effective to improve learner's problem-solving power in math education. In this paper, we proposed a method of graphic representation of mathematical sentences for effective learning of the game generation. The proposed method arranges the unit informations in the logical structure and represent the logical interrelation between the informations by symbols, line segments, or arrows using the graphic elements with good visibility for the game generation to recognize easily and to understand accurately the logical meaning. The proposed method is able to represent accurately the math sentences until the detail level that appears the tense and the voice of the sentences differently from the previous graphic representation method's ability. The proposed method could be used as learning tools and used widely to represent graphically mathematical informations for the instructional scaffolding of an educational game in oder that the game generation could learn effectively.