• Title/Summary/Keyword: Game Education

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Three Dimensional(3D) Education Game Development for Treatment Assistance with High-Functioning Autism

  • Tae-In Jang;Hyung-Joon Baek;Sojeong Lee;Hayoon Jo;Yuri Yoon;Janghwan Kim;R. Young Chul Kim;Chaeyun Seo
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.309-316
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    • 2024
  • Due to rapid socio-economic development and environmental changes, particularly autism spectrum disorder (ASD) in the context of Attention Deficit Hyperactivity Disorder (ADHD) and high-functioning autism, has become a significant social issue. This issue is increasingly recognized from a societal perspective rather than just an individual or family problem. But there remains a lack of information in frontline education. Traditionally, treatment for ASD has been conducted in specialized institutions, or by professional doctors, therapists, and counselors. There are still several challenges such as 1) accessibility to hospitals and transportation for children with ASD, 2) the maturity and competence of therapists, and 3) the lack of appropriate educational content. To solve these problems, we propose a supplementary 3D educational game process for children with high-functioning autism that utilize speech recognition technology and games designed for continuous and repetitive learning. Our proposed game content can be used at home, which incorporates Speech-To-Text (STT) technology and mini-games to help children indirectly experience and learn to handle unexpected real-life situations. With this approach, we will expect that the children can develop social skills and enhance the efficiency of their treatment.

A Study on the Narrative Education of ORPG in Respect to a Play of Thinking (`사유(思惟)의 놀이'로서 ORPG의 서사 교육적 활용 연구)

  • Kim, Dae-Jin
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.25-38
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    • 2010
  • This study examines the possibility of applying ORPG to narrative education in schools. At first, in terms of applying games to education, the choice of the appropriate games for various subjects and lessons seems to be limited. Also there is not much active research being done in the classroom promoting students to create their own games. As a substitute, this article suggests ORPG, known as 'a play of thinking', could possibly be applied to narrative education. In ORPG, gamer's thoughts are defined as 'a thinking of being conscious of hallucinations(幻)' and 'a thinking of a 彈指神功'. The students are encouraged to create 'scenarios of ORPG' and directly experience them by participating as gamer. Focusing on these two class circumstances, the practical effects of applying ORPG to narrative educational field was reviewed and, additionally the students' feedback was surveyed. As a result, two meaningful educational effects were drawn out which may show the positive potential of ORPG being used in narrative education.

A Production of Edutainment Contents Using Augmented Reality (증강현실을 적용한 에듀테인먼트 콘텐츠 제작)

  • Jeong, Yeon-Chul;Cha, Jae-Gwan
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.79-87
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    • 2015
  • Education tools expressed in texts and images turned into the edutainment such as a education and playing experience. Augmented reality(AR) technology in the field of edutainment was possible to have an amused-education by maximizing experiences. Recently, it is also served in a variety of mobile applications which exploit AR technology. The paper is to describe on the practical measures for the experience of education through designing and implementing edutainment contents. The implementation makes use of a engine 'Vuforia', and a platform 'Unity 3D'.

Increased Computing Thinking abilities with teaching-learning design based on game production (게임제작을 학습주제로 한 교수학습설계로 컴퓨팅 사고력 신장)

  • Kim, Jung Sook;Lee, Tae Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.211-213
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    • 2017
  • 효율적인 학습활동을 위해 중요한 것 중 하나는 학습자의 학습의지다. 학습자의 학습동기를 유발할 수 있는 게임을 학습과 접목하여 학습내용으로 설정하고 프로그래밍 교육을 설계해보고자 한다. 교육도구로는 학습자들에게 친숙한 도구이자 일상생활에서 떼어놓을 수 없는 스마트 폰을 활용하고자 하며 프로그램으로는 앱 제작 프로그램인 앱 인벤터를 활용하고자 한다. 본 게임제작기반 교수학습설계를 통해 다양한 경우의 컴퓨팅 사고력을 훈련함으로 분석력, 논리력, 창의력 향상을 통한 문제해결력 신장과 제4차산업혁명시대에 적응할 수 있는 창의적 인재양성을 기대한다.

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Design of Game Programming Classes for Improving Computational Thinking in Elementary School Students (초등학생의 컴퓨팅 사고력 향상을 위한 게임 프로그래밍 수업 설계)

  • Kim, Eun Ji;Lee, Tae Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.265-268
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    • 2018
  • 컴퓨팅 사고력의 함양을 위해서는 알고리즘을 설계하는 단계가 선행되어야 한다. 그러나 알고리즘 설계와 프로그래밍 구현 활동으로 이루어지는 소프트웨어 교육에서 구체적 조작기에 해당하는 초등학생들에게 추상적인 개념을 필요로 하는 알고리즘은 어려울 수밖에 없다. 학습자들의 흥미를 유도하기 위한 전략 중 하나로 게임 프로그래밍을 활용할 수 있다. 게임 프로그래밍은 또한 문제해결력, 학업성취도, 자기효능감을 향상시킨다. 따라서 본 연구에서는 엔트리와 자연어 알고리즘을 활용하여 초등학생의 컴퓨팅 사고력 향상을 위한 게임 프로그래밍 수업을 설계하고자 한다.

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Game Development Training Program Design Using Physical computing For Elementary School Students (초등학생을 위한 피지컬 컴퓨팅 활용 게임 개발 교육 프로그램 설계)

  • Han, Jeong-Min;Yi, So-Yul;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.109-112
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    • 2018
  • 본 연구는 피지컬 컴퓨팅 교육과 게임 개발 프로그래밍 교육의 효과성을 결합하여 피지컬 컴퓨팅 게임 개발 교육 프로그램을 개발하였다. 초등학생을 위한 피지컬 컴퓨팅 도구로 보드형 교구인 코드이노를 선정하였다. 보드형 피지컬 컴퓨팅 도구에 대한 검토와 게임 개발 소프트웨어 교육에 대한 연구를 바탕으로, EPL을 학습한 학생들을 대상으로 실시하게 될 초등학생을 위한 코드이노 기반 게임 개발 소프트웨어 교육 프로그램을 제안한다.

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Anti-doping education and dietary supplementation practice in Korean elite university athletes

  • Kim, Jong-Kyu;Lee, Nam-Ju;Kim, Eung-Joon;Ki, Sun-kyung;Yoon, Jae-Ryang;Lee, Mi-Sook
    • Nutrition Research and Practice
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    • v.5 no.4
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    • pp.349-356
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    • 2011
  • This study was conducted to investigate relationships and gender differences in dietary supplement (DS) and oriental supplement (OS) prevalence as well as anti-doping awareness during training and the game period. Korea National Sport University athletes (343 male and 136 female) participated in this study and completed DS and OS practice and anti-doping awareness questionnaires. Forty-six percent of athletes used DS during the training period, and there was significantly higher DS use in females (53%) compared to males (43%) (P < 0.05). Twenty-eight percent of athletes used OS, and there was significantly higher OS use in females (35%) than males (26%) (P < 0.05) during the training period. The primary reason of DS use was to supply energy both in males (36%) and females (28%). The main reason for male athletes' OS use was to supply energy (41 %). Meanwhile, the reasons for female athletes' OS use were to supply energy (23%), to maintain health (19%), and to improve recovery ability (20%), which showed a significant gender difference (P < 0.05). Athletes rated their perceived degree of satisfaction, perceived importance, and beliefs in efficacy of DS and OS use all over 50% during the training period, and no gender differences were detected. In a comparison between athletes educated about anti-doping (at least more than one time) and non-received athletes, DS and OS use during the training period was 2.30 (1.47-3.60) and 1.71 (1.03-2.82), respectively. DS and OS use immediately before the game period was 2.38 (1.50-3.80) and 3.99 (1.20-13.28), respectively.Elite athletes' anti-doping education was highly related to increased DS use during the training period and immediately before the game. Although elite athletes use various DS and OS during the training period and before the game period, doping education for elite athletes is related with DS and OS use during the training period and before the game.

An Analysis on Lessons and Actual Teaching of 'Game Activities' in Elementary Mathematics Textbooks (수학 교과서의 '재미있는 놀이' 차시의 내용 및 지도 실태 분석)

  • Yoon, Su-Ryoun;Kang, Wan;Paik, Seok-Yoon
    • Education of Primary School Mathematics
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    • v.12 no.1
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    • pp.39-55
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    • 2009
  • For this study, the 'Game Activities' lessons presented in the math textbooks from the 1st grade to the 6th were examined in terms of learning materials, the learning members' make-up, the playing structures, and the relation with the contents. In addition, the survey by means of questionnaires was conducted to analyze the actual condition of teachers' guidance in the field. The findings from this research were as follows: First, as for the activities presented in the textbooks, it turned out that too much emphasis is placed upon plays mainly using learning materials such as cards and dice played by teams of two. In addition, there have been shown negative aspects in various ways of plays putting too much emphasis on certain types of plays such as and structures. As for the relation with the contents, although lots of efforts were taken to connect the playing activity to the lesson contents, there were units presenting plays based on the preceding lesson's repeated activity, ones that have weak link with the contents. Second, it turned out that the teachers had negative attitude on the guidance using the 'Game Activities' lesson, although they were aware of the effects of playing in math learning. This seemed to result from the delicate variety and insufficient preparation for the play. Besides, the findings indicate that the appreciation and activity of the 'Game Activities' lesson presented as a way of performance evaluation. for play need to be provided in school or classrooms for teachers and students to make good use of them.

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The Effect of Myungsimbogam Lessons on Information and Communication Ethics (정보통신윤리의식에 대한 명심보감 학습의 효과)

  • Son, Kyung-Ho;Lee, Soo-Jung
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.165-172
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    • 2012
  • Information-oriented society caused by development of computer and communication has benefited us with a convenient life. However, its side effects are widespread, which increases the need of the education of information and communication ethics. In this study, we take an approach of virtue education to cultivate information and communication ethics, as virtue is required to make a desirable information-oriented society. Lessons of Myungsimbogam were administered to the 6th grade elementary school students for nine weeks. The results demonstrated positive effects in internet addiction, chat addiction, and netiquette for the experimental group. However, no positive effects in game addiction were found.

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The Study on Arbitration of Contents Dispute in Mobile Game (모바일게임 관련 콘텐츠분쟁조정 현황 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.121-130
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    • 2013
  • This paper aims to grasp the status of dispute and relevant issues, focusing on cases resolved by the Contents Dispute Resolution Committee. In consequence, this paper reviewed and addressed many issues like the mobile game of pre-school children, game disputes between telecommunication service providers and other domestic companies, responsibility of game-developing companies, necessity of efforts (led by the service providers) for establishing the system to prevent damage, and increase of awareness on damage redeemed by companies. Additionally, this study enables us to understand that the system of dispute resolution pays a pivotal role to help disputers resolve issues in a reasonable way and that self-imposed confidence is absolutely required in the mobile open market.