• Title/Summary/Keyword: Edutainment Game

Search Result 60, Processing Time 0.022 seconds

A Design and Implementation of Game-Based Humanity Education System for Elementary School Students (초등학생을 위한 게임형 인성교육시스템의 설계와 구현)

  • Kang, Jong-Bum;Jun, Woo-Chun
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2002.04a
    • /
    • pp.309-312
    • /
    • 2002
  • 인성교육은 초등학교 학생들에게 필요한 과정 중의 하나이다. 그러나 지금까지의 인성교육은 학생들에게 큰 흥미를 주지 못하고 경직된 면이 있었다. 따라서 본 연구에서는 초등학교 인성교육의 핵심을 기본생활습관형성으로 간주하여 힘든 숨관화의 과정을 Edutainment 개념을 활용하여 좀더 즐겁고 재미있는 인성교육이 이루어질 수 있도록 하였다. 본 논문에서는 에듀테인먼트의 개념을 알아보고, 인성교육의 활용실태와 접근방법을 동해 시사점을 고찰한 후 교육과정을 분석하여 기본생활습관과 관련된 내용을 재구성하였다. 이를 바탕으로 게임형 인성교육시스템을 설계하고 구현하였다.

  • PDF

A Study on the Mobile-based Learning Environment Using English Vocabulary Learning Game (영어 어휘 학습 게임을 이용한 모바일 기반 학습 환경에 관한 연구)

  • Ha, Jeong-Sook;Park, Jung-Ho;Bae, Young-Kwon;Lee, Tae-Wuk
    • Journal of The Korean Association of Information Education
    • /
    • v.10 no.2
    • /
    • pp.209-217
    • /
    • 2006
  • For its maximum impact on the scene of school as the educational equipment, it is necessary to understand equipmental characteristics of PDA and study the basis for utilizing it educationally. In this point of view, to inquire how PDA is helpful for education more than PC, the typical educational equipment in the past, PDA-based English vocabulary learning game is developed in this study, and after that it is applied on the scene of education. The result of study showed PDA can access the content more easily than PC, and learners expressed more curiosity and expectation of PDA than PC in a recent poll. In addition, under the condition of learner's voluntary use, the present study has found that learning with PDA is helpful to enhance the academic achievement more than one with PC.

  • PDF

Hangul Serious Game for Childhood using Whole Language Approach (총체적 교수법을 이용한 유아용 한글 기능성 게임 설계)

  • Zo, Bo-Ro;Kim, Soo-Kyun
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.2
    • /
    • pp.449-455
    • /
    • 2016
  • Times have changed and using smart phones is common to everyone, regardless of men and women of all ages. Especially, making educational applications is on a rising trend. This report aims to build a program, which makes young children easily meet and learn Hangul anytime, anywhere, to keep pace with the change and trend. As everyone knows, young children's Hangul learning process is changing with smart phone generalization. Young children usually learned Hangul based on paper books but now times have changed, instead, smart phones can be used to learn Hangul anytime, anywhere, and this trend is seen everywhere easily. This report explains how to build smart phone applications to make it easier to learn and understand educational Hangul plays.

Educational Characteristics of Children's Virtual Worlds (어린이용 가상세계의 교육적 특성)

  • Lyou, Chul-Gyun;An, Bo-Ra
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.1
    • /
    • pp.177-186
    • /
    • 2009
  • Virtual world is persistent 3D(2D) space through computers which supports real-time interaction. Children's virtual worlds are for children below 15. Its educational benefits are: practical experience, cooperation possibility, experience sharing, and optimized environment. Moreover, interesting factors from games can enhance the educational efficiency of virtual worlds. In order to intensify the educational efficiency, goal, motivation, relationship and advice has to be considered as well. Based upon those factors, the result of analysis of current virtual worlds shows that they have clear goal. contextualization of task and appropriate reinforcement. However, for future prosperity, continuous effort for expansion of readiness, social persuasion, scaffolding are needed.

Topic based Web Document Clustering using Named Entities (개체명을 이용한 주제기반 웹 문서 클러스터링)

  • Sung, Ki-Youn;Yun, Bo-Hyun
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.5
    • /
    • pp.29-36
    • /
    • 2010
  • Past clustering researches are focused on extraction of keyword for word similarity grouping. However, too many candidates to compare and compute bring high complexity, low speed and low accuracy. To overcome these weaknesses, this paper proposed a topical web document clustering model using not only keyword but also named entities such as person name, organization, location, and so on. By several experiments, we prove effects of our model compared with traditional model based on only keyword and analyze how different effects show according to characteristics of document collection.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
    • /
    • v.20 no.3 s.71
    • /
    • pp.151-162
    • /
    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

  • PDF

3D Massively Multiplayer Online Role Playing Game (MMORPG) Based Lecturing System (3차원 다중 사용자 온라인 게임 기반 강의 시스템)

  • Lim, Nak-Kwon;Lee, Hae-Young
    • Journal of the Korea Computer Graphics Society
    • /
    • v.16 no.1
    • /
    • pp.21-27
    • /
    • 2010
  • Today the lectures are usually practiced in a teacher-led traditional classroom system or a student-led e-learning system. Students passively follow the teacher's lectures in both systems, though. Also due to the advances in 3D Computer Graphics and Game technologies, there are trials to exploit the positive effect of games in learning. The serious games, specifically designed games for an educational goal, or existing games for a special class have been used as lectures. Still these games have a great difficulty in being integrated into the educational system technically and economically. Therefore a new 3D MMORPG based lecturing system is presented in this paper. In our new lecturing system, the characteristics of a 3D MMORPG, achievement, sociality, and immersion, are provided to motivate students to participate actively in a lecture. A teacher and students interact with each other in realtime as 3D characters in a 3D virtual classroom on-line. An ordinary teacher can also easily apply our new system to existing classes since a teacher only needs to specify a slide file to prepare a lecture. For the future work, a user study and the effect of our new lecturing system will be performed.

Behavior Generation System of Context-aware Augmented Reality Agent for Realistic Activation of agent's behavior (사실적 행동 활성화를 위한 컨텍스트 인식 증강현실 에이전트의 행동생성 시스템)

  • Shin, Hun-Yong;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.579-582
    • /
    • 2009
  • With the aid of the increasing interests of Context-aware Augmented Reality Agent (AR Agent), various researches of AR Agent have been performed to explore the possibility of the agent as novel interface and the entity responding autonomously by user's input. However, in previous works, AR Agents are lack of specific method for using various contextual information. To revolve around those problems, we propose the Behavior Generation System for Context-aware AR Agent using layered architecture. Based on Belief-Desire-Intention (BDI) model and Hierarchical Task Network (HTN) searching, the sequence of agent behavior has been selected in behavior planning layer. Then, the agent evaluates appropriateness of behaviors using previous behavior and the type of input before activation. This behavior generation system can be applied for edutainment, game, and assistant agent, which need intuitive and effective behaviors to convey information. Through this research, we expect that the Context-aware AR Agent could support for not only information delivery, but also the capability of effective communication for user.

  • PDF

Large Scale Entertainment System based on Gesture Recognition for Learning Chinese Character Contents (제스처 인식 대형 놀이 시스템 기반 한자 학습 콘텐츠)

  • Song, Dae-Hyeon;Park, Jae-Wan;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.9
    • /
    • pp.1-8
    • /
    • 2010
  • In this paper, we propose a large scale entertainment system based on gesture recognition for learning Chinese character contents. The system is consisted of parts that forecast user's posture in two infrared images and part that recognize gestures from continuous poses. And we can divide and acquire in front side pose and side pose about one pose in each IR camera. This entertainment system is immersive in nature and convenient for its gestures based controlling system. Also, it can maximize information transmission because induce immersion and interest using two large size displays and various multimedia elements. The learning Chinese character contents can master Chinese character naturally because give interest to user and supply game and education at the same time. Therefore, it can expect synergy effect that can learn playing to user combining with large entertainment system based on gesture recognition.

A Study on Character Design through Successful Cases of OSMU in Early Childhood Educational Contents (유아 교육 콘텐츠에서 OSMU 성공사례를 통한 캐릭터 디자인 연구)

  • Lee, Yu-Seop;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.17 no.11
    • /
    • pp.451-457
    • /
    • 2019
  • Reflecting the current craze for early childhood education, the demand for learning contents has soared, kids content is emerging as a key topic of the contents industry. The industry developing digital content for young learners is called the 'angel industry', it is attracting a lot of attention because of the increased demand for early childhood education. This paper selects characters used in successful digital products to study character design for OSMU children's educational contents. Through advanced research, analysis criteria were prepared and analyzed to derive general success strategies for character design. As a result, common design features in the analyzed characters were found and confirmed the need for further research. Hopefully, this study will contribute to OSMU character design and lead to improved development of educational contents and commercialization of various characters.