• Title/Summary/Keyword: English Study Game

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Design and Implementation of a SmartPhone Serious Game for Learning English Conversation (영어 회화 학습을 위한 스마트폰 기능성 게임 설계 및 구현)

  • Jeon, Sang-Moon;Kim, Kyoung-Su;Lee, Gap-Pyoung
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.235-245
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    • 2013
  • Recent national attention on English conversation continued, smartphone game has emerged into the mainstream of game industry. In this study, smartphone serious game that combines english conversation learning and smartphone game for learning english conversation was designed and implemented. English sentence patterns separated words, phrases, and sentences was able to learn step-by-step and repeatedly. Also, Throughout the game of different type by stage was to provide interested. Test results were discovered the problem not causing continuous user interest. To compensate for this, study of a game changes element and difficulty adjusting will be followed.

A Design of Serious Game for English Words Study (영어단어 학습을 위한 기능성 게임의 설계)

  • Cho, Byung-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.165-169
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    • 2013
  • A serious game is to design for not amusement but special aim. It can be defined of the game which have various useful aspects. It is a different game which exists important the proper function through interactive action compared to general games. English education games have a goal which is the English Study in addition to amusement. It's important one which is to have an immersiveness to be accomplished studying through games for users. In this paper, an effective analysis and design method of serious game using UML, that is Objected Oriented Analysis and Design Method, and Storyboard to develop a serious game "Guessing correctly english words over playing joyfully" is presented.

Analyzing Game Interfaces for Adapting Games in English Learning and Teaching (영어 교수학습에 활용 가능한 게임 인터페이스 분석)

  • Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.131-144
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    • 2015
  • As Smart-Learning has widely spread based on the advances of smart technologies in recent days, utilization of digital content has gradually become popular in English education. Considering the present situation, therefore, it can be predicted that games will draw attention as one of the commonly utilized digital contents in the English education field. This study focuses on finding out the major interfaces in game which could be applied properly to English learning and teaching activities. To achieve the research goals, this study elicited games which were able to represent their own genre and analyzed the aforementioned games by monitoring players' gameplay video clips to determine the interfaces which got the most selections. After that, this study examined the major interfaces to find out relative linguistic attributes. By synthesizing these results and methodological aspects of the English learning and teaching, this paper suggests game interfaces, which could be applied appropriately to teaching and learning in English education.

Psychological Effects of Gamification on Young Learners: Focusing on a Serious Game for English Phoneme Discrimination (기능성게임을 활용한 게이미피케이션 영어 발음 학습이 초등학생의 정의적 영역에 미치는 영향)

  • Lee, Sun-Young;Park, Joo-Hyun;Choi, Jung-Hye Fran
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.111-122
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    • 2019
  • This study investigated the psychological effects of using a serious game with young learners in the English classroom compared with those of a dictionary application. A tablet PC-based serious game was created for the training of English phoneme discrimination for Korean 6th graders, and its psychological effects were measured using a paper-based survey and face-to-face interviews. The overall results revealed that the serious game had more positive psychological effects on young learners than the dictionary app. These findings provide supporting empirical evidence for using serious games in English classrooms.

Applying Basic Word Lists and Contents for Elementary School English Education by Mobile Games (초등학생용 모바일 영어어휘 게임을 위한 어휘목록 및 콘텐츠 적용 방법 제시)

  • Jeong, Dong-Bin;Kim, Hyun-Jung;Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.35-48
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    • 2010
  • The purpose of the present study was to suggest basic word lists and contents of English for mobile games and to propose how to apply basic word lists to mobile games for English vocabulary learning because it is possible that some potential advantages of mobile games can provide elementary school students with new learning environment for English vocabulary learning. To support this idea, firstly, the basic word lists were selected from essential word lists in the national English curriculum, the word lists from textbooks, and five randomly chosen word books. Secondly, mobile games were examined and appropriate mobile games for learning English words was selected. Lastly, the basic word lists for mobile games were applied to the selected game.

Suggesting an English Teaching Method by Utilizing the MMORPG: Focused on Goonzu Global (MMORPG를 활용한 영어교수 방법 제시: 군주 글로벌을 중심으로)

  • Jeong, Dong-Bin;Won, Eun-Sok;Kim, Hyun-Jung
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.3-16
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    • 2008
  • This study tried to look into various linguistic elements of MMORPG and suggested teaching methods to be applied in teaching and learning English. To support this idea, diverse attributes of CALL applications were investigated and suggested suitable position of MMORPG in technological stream of CALL. After that, focusing on 'Goonzu Global', the linguistic environment of MMORPG was considered. Based on aforementioned results, this study proposed an effective method to utilize MMORPG in teaching English adopting three teaching methods; collaborative method, task-based learning and problem-based learning.

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A model of computer games for childhood English education (어린이 영어교육을 위한 컴퓨터 게임 모형)

  • Jeong, Dong-Bin;Kim, Joo-Eun
    • English Language & Literature Teaching
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    • v.10 no.2
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    • pp.133-158
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    • 2004
  • The purpose of the present study was to scrutinize computer games that can motivate elementary school students through their interactive "edutainment" effects. The types of elements in computer games that students find interesting as learning media and their impact were studied. The current status of Korean computer games, issues related to learning English, and methods to stimulate the motivation and interest in learning by elementary school students were explored. A computer game model for efficiently teaching English to elementary school students through a connection between computer games and education was suggested. In this model, overall games were designed with the focus on the integration of curriculum and content subjects related to learning activities. For games not to be biased toward entertainment and to have systemized learning steps, the games are composed of an introduction, presentation, practice, production and evaluation, in that order. The model suggested by this plan and composition make it possible to approach learning efficiently with entertaining games based on a systematic learning curriculum. As shown above, developing the model of educational computer games can be seen as an opportunity, which can provide amusement and interests and a broad learning experience as an additional learning method.

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Online Recognition of Handwritten Korean and English Characters

  • Ma, Ming;Park, Dong-Won;Kim, Soo Kyun;An, Syungog
    • Journal of Information Processing Systems
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    • v.8 no.4
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    • pp.653-668
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    • 2012
  • In this study, an improved HMM based recognition model is proposed for online English and Korean handwritten characters. The pattern elements of the handwriting model are sub character strokes and ligatures. To deal with the problem of handwriting style variations, a modified Hierarchical Clustering approach is introduced to partition different writing styles into several classes. For each of the English letters and each primitive grapheme in Korean characters, one HMM that models the temporal and spatial variability of the handwriting is constructed based on each class. Then the HMMs of Korean graphemes are concatenated to form the Korean character models. The recognition of handwritten characters is implemented by a modified level building algorithm, which incorporates the Korean character combination rules within the efficient network search procedure. Due to the limitation of the HMM based method, a post-processing procedure that takes the global and structural features into account is proposed. Experiments showed that the proposed recognition system achieved a high writer independent recognition rate on unconstrained samples of both English and Korean characters. The comparison with other schemes of HMM-based recognition was also performed to evaluate the system.

A Study on Enhancing Emotional Engagement in Learning Situation - Based on Development Case of English Learning Serious Game 'Word Collectrian' (학습 장면에서 감정 개입을 촉진하기 위한 기능성 게임의 활용 - 단어 시각화 기반의 영어 학습용 기능성 게임 '워드 콜렉트리안' 제작 사례를 바탕으로)

  • Lee, Haksu;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.95-106
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    • 2012
  • Emotion is very important feature in educational situation. Because it has high influence to memory, educational achievement, motivation. This study tried to find out possibility of serious game as emotional engagement tool in educational situation. We did our pilot experiment to elementary school students who are english as second language. In this L2 learning situation, we did our basic experiment with English language learning serious game called 'Word Collectrian". Word Collectrian has some features for emotional engagement. It has interaction for dynamic word visualization, providing context video for word usage, putting visualized word on learner's virtual home. According to experimental result, word Collectrian has possibility for educational achievement and emotional engagement effect.

Contents Analysis of Vocabulary Learning Game Application on Smart-Phone and Tablet PC for Young Children's Language Learning (유아 언어학습용 단어게임 애플리케이션 분석)

  • Hyun, Eunja;Yeon, Hyemin;Jang, Juyeon;Lee, Eunyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.551-561
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    • 2013
  • The purpose of this study was firstly, to evaluate the contents of vocabulary game applications for young children's language learning. and secondly, to examine whether there is any differences between Korean and English word games in terms of the evaluation score. For this purpose, the word game applications in smart phone and tablet PC were analyzed, which included 30 Korean word games and another 30 English ones. The criteria to evaluate the contents were developed based on Children's Software Evaluation Instrument developed by CTR, the multimedia evaluation standard by Hee Sook Park, Young Joo Lee, and mobile contents evaluation standard by Soo Ui Choi. As a result, the educational value got the highest score whereas the design characteristics area got the lowest score in the whole evaluation analysis. And English word game applications mostly got higher score than Korean versions. The result of this study would suggest the way to evaluate educational game applications in use and to contribute to developing educational game contents aimed at young children's language learning.