• Title/Summary/Keyword: Game Education

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Predictors of Children's and Adolescents' Game Addiction : Impulsivity, Communication with Parents and Expectation about the Internet Games (충동성, 부모와의 의사소통 및 인터넷 게임에 대한 기대가 아동, 청소년의 게임 중독에 미치는 영향)

  • Choi Na-Ya;Han Eu-Gene
    • Journal of Families and Better Life
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    • v.24 no.2 s.80
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    • pp.209-219
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    • 2006
  • The purpose of this study was to investigate the relative effect of individual-, parents-, and game-related variables on game addiction. Totally, 1065 10 to 18-year-olds participated and completed questionnaires. Male students had more tendency to game addition than female students. No difference in the level of addiction, however, was appeared among elementary, junior-high, and high school groups, which means that many young children are already Same-addicted. More severely addicted children and adolescents showed higher level of impulsivity, more difficulties in communication with their parents, and more expectation of psychological gratification and interpersonal relationship through the internet games. The relative effects of these independent variables to game addiction were different among gender*school groups. Firstly, impulsivity was significant only in boys of elementary group. Secondly, for the junior-high group, communication with father and mother was important to boys and girls, repectively. Lastly, expected gratification from gaming itself mainly predicted high school students' game addiction, irrespective of gender. The findings of this study suggest that earlier intervention to young garners should be carried out. It is also indicated that parents' and teachers' role for guidance of the internet games would be different with children's gender and developmental stages.

Narrative Structure in "World of Warcraft" ("World of Warcraft"의 서사 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.45-53
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    • 2008
  • This paper analyzed the narrative construction of ‘World of Warcraft’ which is very popular worldwide. Narratology and ludology should be interrelated in the larger area of art, rather than existing as separate fields. Dramatic narrative constructions of game would be made when the rules of game emerge with the circumstances of play. This paper reviews how 'World of Warcraft' generates its tremendous popularity through analyzing the overall narratives of 'World of Warcraft' and sub-narratives such as quest, PvP and hunting systems. The distinctive feature of this game is its well-designed story flow which is emerged by both underlying linear original story and non-linear multi-scenario that offers rich interactivities to the game users.

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Q-learning to improve learning speed using Minimax algorithm (미니맥스 알고리즘을 이용한 학습속도 개선을 위한 Q러닝)

  • Shin, YongWoo
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.99-106
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    • 2018
  • Board games have many game characters and many state spaces. Therefore, games must be long learning. This paper used reinforcement learning algorithm. But, there is weakness with reinforcement learning. At the beginning of learning, reinforcement learning has the drawback of slow learning speed. Therefore, we tried to improve the learning speed by using the heuristic using the knowledge of the problem domain considering the game tree when there is the same best value during learning. In order to compare the existing character the improved one. I produced a board game. So I compete with one-sided attacking character. Improved character attacked the opponent's one considering the game tree. As a result of experiment, improved character's capability was improved on learning speed.

An improvement of the learning speed through Influence Map on Reinforcement Learning (영향력분포도를 이용한 강화학습의 학습속도개선)

  • Shin, Yong-Woo
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.109-116
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    • 2017
  • It takes quite amount of time to study a board game because there are many game characters and many state spaces are exist for board games. Therefore, game must do learning long. But, there is weakness with reinforcement learning. On Learning early, the learning speed becomes slow. If there were equal result that both are considered to be best ones during the course of learning stage, Heuristic which utilizes learning of problem area of Jul-Gonu was used to improve the speed of learning. To compare a normal character to an improved one, a board game was created, and then they fought against each other. As a result, improved character's ability was improved on learning speed.

A Study on Characteristics of Serious Game User through Implementation of Mobile Sequence Game (모바일 수열 게임 개발을 통한 기능성 게임 사용자의 특성에 관한 연구)

  • Hong, Min;Lee, Hwa-Min
    • The KIPS Transactions:PartA
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    • v.19A no.3
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    • pp.155-160
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    • 2012
  • This paper designed a smartphone application with sequence problems which users can improve their learning ability and this application is implemented as serious game which is designed for the special purposes of education with entertainment and game-like fun at anytime and anywhere during the spare time. Also to prove learning effects through sequence of number application under ubiquitous environment which is popular these days, the proposed serious game which has various types of sequence questions is implemented based on the iphone and android environments. User characteristics and learning effects which are based on game record of proposed application are analyzed according to socio-demographic characteristics.

A Study on Impact of Game Overindulgence and Addiction on Game Companies Loyalty, Product Loyalty, and Profitability (게임 과몰입 및 중독이 게임 기업 충성도, 제품 충성도, 수익성에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.133-144
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    • 2015
  • This study aims to establish the concepts of overindulgence and addiction and present proposals on game policies and marketing for game companies by identifying relationship among game product loyalty, game company loyalty, and game company profitability from the psychological viewpoint (game overindulgence and addiction) of online and mobile gamers. Accordingly, this study has the following implications. First, government should realize the fact even gamers are confused over differences in such concepts concerning game and have processes to reestablish game overindulgence and game addiction and follow policies to establish such images. Second, loyalty to game products should be enhanced by highlighting the features to buy items and additional contents through game networks as well as features to share contents and records generated within games for those with overindulgence. Moreover, companies should strengthen publicity to increase loyalty to game companies. Conversely, the focus should be on game product image rather than corporate image. Third, game companies should engage in strategies for the game's direction, development, and marketing to establish positive brand based on game products and help become the brand of the corporation itself. Fourth, there is a necessity to increase gamers and study their satisfaction rate based on game development and efficient marketing.

Development of Adventure-Game style Program for Figure Learning (도형 학습을 위한 어드벤처 게임형 학습 프로그램 개발)

  • Lee, Jae-Mu;Kim, Min-Hee
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.33-42
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    • 2006
  • This study is aimed to develop adventure-game style learning program for offering different levels curriculum in mathematics and figure areas in elementary schools. The 7th mathematics curriculum introduced different levels curriculum considering learners' ability, aptitude, requirement, interest so that it could improve learners' growth potential and educational efficiency. But in reality, it is quite difficult to increase educational efficiency by conducting individual learning classes according to students' ability due to the big differences among students' levels in addition to high population in each classroom. The purpose of this study is to offer different levels curriculum based on van Hiele theory and develop adventure-game style learning program to increase interests of the learners. This program can improve students' academic achievement by offering differentiated curriculums to learners who need advanced or supplementary learning materials. And it also enhances leaners' spatial-perceptual ability by offering various operating activities in figures learning.

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Development of Korean Scale for Measuring Children's Online Game Addiction Tendency (아동의 온라인 게임 중독 성향 측정을 위한 한국형 검사 척도 개발)

  • Lee, Chul-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.10 no.6
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    • pp.29-38
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    • 2007
  • The purpose of this study is developing of Korean scale for measuring elementary school pupil's online game addiction tendency by scientific development process. The pilot test was conducted in three times, and the items analysis, reliability analysis, and factor analysis was conducted at every test, so the inquiries for main survey composed of 30 inquiry items was decided. Some referential variables was included in the inquiries for main survey such as inquiry items for testing the actual using conditions and attitude of online game, the aggressive behavior scale, the impulsive behavior scale, the solitude scale, and the self-control scale. 2,584 fifth and sixth grade students in elementary school participated in main survey. For main survey results, items analysis and reliability analysis was conducted and validity was verified by exploratory factor analysis and correlation analysis. Finally, the final inquiry items composed of 7 factors, 30 items and the grouping criterion were developed through the standardization process.

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Development and Evaluation of a Game-Based Lesson Plan Applied to the 'Food Culture' Unit of the High School Home Economics Class (고등학교 가정과 식생활 문화 단원에 적용한 게임 기반의 교수·학습 과정안 개발 및 평가)

  • Choi, Seong-Youn;Chae, Jung-Hyun
    • Human Ecology Research
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    • v.54 no.3
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    • pp.333-349
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    • 2016
  • This study develops and evaluates a game-based lesson plan applied to the 'Food Culture' unit of a high school Home Economics class. We developed, implemented, and evaluated lesson plans for seven periods that contained 'the Korean food table setting card,' 'the world's food culture card,' and the procedure for cards games according to the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) model. 'The Korean food table setting card' consisted of 'the Korean food table setting order card' to easily understand 10 types of Korean traditional daily meals based on pictures and 'the Korean food table setting food card' to easily understand Korean traditional food based on 104 kinds of food picture and quick response (QR) code. 'The world's food culture card' consisted of 'the world's food culture quiz card' to help learners easily understand influential food culture formation factors, features of food culture, typical foods from 16 countries, and 'the world's traditional food card' to help learners easily understand typical foods from 16 countries through 63 kinds of pictures. Respective 'game guides' were also developed. High school students who studied the game-based Home Economics classes and who participated in the 'Food Culture' unit, could easily and enjoyably learn the food culture of Korea (and other countries), actively participate in learning activities, and understood the content of food culture. In addition, they evaluated that the game-based instruction was easy to remember with minimal memorizing.

Middle-School Programming Classes Utilizing App Inventor Game Creation and the Analysis of their Educational Outcomes (앱 인벤터 게임 작성을 활용한 중학생의 프로그래밍 수업 및 학습 성과 분석)

  • Kim, Sungkyung;Kim, Sangchul
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.49-60
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    • 2018
  • In many countries, recently computer programming eduction has become mandatory for K-12 students. Generally since programming is difficult for K-12 students to learn, a lot of previous works have been published in which the study motivation and class satisfaction increased when game programming was applied to programming classes. We investigated a research in which we used game programming in the programming classes for middle-school students, and analyzed educational effects. In this paper, we described the specification of the games and our class model that were applied in the research. Also, we analyzed changes made to computation thinking abilities, creative thinking abilities, and perceived support for programming after the programming classes. As a result, it was found that those abilities and the perceived support were increased. Additionally, we applied Havruta learning, a kind of paired learning, in the programming class, and have known that it increased the educational outcome with respect to the traditional method.