• Title/Summary/Keyword: Game Education

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A Study on Design of a Serious Game of 'Law and Order' for Both Parents and Children (부모와 자녀가 함께 하는 법질서 기능성 게임설계 연구)

  • Kim, Byoung-Wook;Kim, KyungSik;Kang, JoonMo;Park, HyungJoon
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.29-40
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    • 2015
  • Education of 'Law and Order' is necessary in our recent society. However it is so difficult subject for students in the elementary schools to be learned efficiently. In this research, we have studied how to utilize the game as an educational contents with good effects of the game. And we have designed a game in which children could experience various situations where they had to make decisions based on proper law and order. Parents were also encouraged to participate and play along the game with role balances as mentors to their children. The effectiveness was tested with experience of the developed prototype game and questions. Through the study we expect and hope to use games as effective learning tools for children in the future.

Serious Game Design and Implementation for Kids (유아용 기능성게임 설계 및 구현)

  • You, GiWon;Yoon, SeonJeong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.19-28
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    • 2015
  • According to the Infant Educational Law, learning of the children are encouraged through playing, but there are not many tools to learn. Educational Serious Game is a game developed for the purpose of learning. And so, in this paper, we produced serious games for education learning for young children. Contents of the game is the digestive system. And we utilized touch and drag which are kinds of intuitive interface of the mobile platform being able to play easy. At the end of each stage, and it contained a scene that can learn the characteristics of the digestive system. After producing this game, we supplemented something that is inadequate through testing. In addition, the learning effect of the game was confirmed by interviews with the teachers. We hope this will be a fun and informative game for the digestive tract to the children.

Delphi Study on Game Content Valuation Model Element Extraction and Analysis (게임 컨텐츠 가치 평가 모델 분석 및 요소 추출에 관한 연구)

  • Lee, Sung Tae;Cho, Ok Hue
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.145-155
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    • 2018
  • This study aims to extract additional elements to the existing game value evaluation using Delphi technique to 23 game experts. As a result of reviewing the characteristics of the development model using the evaluation model of the existing game contents, it was found that the evaluation factor was selected when selecting the content. The Delphi analysis was conducted two times, the first was the expert FGI and the second was the Delphi questionnaire. More detailed elements were presented in the related items such as results, technology transfer and dissemination, and details for promoting commercialization. Through focus group interviews, we extracted additional factors and predicted market size, growth potential, regulatory and market appeal and risk through market analysis of content success in the game industry. This will allow the industry to understand market size, growth potential, regulation, market appeal and risk through a market analysis of its success targets. This study suggests that the proposed evaluation factors can be applied to the entire game and cultural contents industry and will also help to construct market factors such as market value evaluation of contents, goal and goal setting, selection of entry method, and strategic factors.

A Study of the Relationship between Computer Game Use and Psychosocial Development in Mid-to Later Adulthood (중노년기 성인들의 컴퓨터 게임이용과 심리사회적 발달 관계에 대한 연구)

  • An, Jeong-Shin
    • 한국노년학
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    • v.30 no.3
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    • pp.727-741
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    • 2010
  • To examine the relationship between computer game use and psychosocial development in mid-to later adulthood, this study included 486 adults over 50 years old with computer game use, self-esteem, generativity, psychological well-being, relationship with children and grandchildren. Results showed that the adults in mid to later adulthood using computer game reported diverse attractive characteristics of computer game and game helped their daily life in diverse dimensions. Second, the adults using computer game reported higher self-esteem than the one not using it. Finally, the adults who perceived the computer game more positive reported better relationships with children and grandchildren, higher generativity, and higher psychological well-being. Based on the research results, developing of adult education program using computer game as a way of recreation was discussed.

Reaction of Student for the Field Application of ESE Program - Focusing on the Global Climate Game - (지구계교육 프로그램의 적용에 따른 학습자의 반응 - 지구 기후 게임을 중심으로 -)

  • Kang, Hyun-A;Cho, Kyu-Seong
    • Journal of the Korean earth science society
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    • v.23 no.4
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    • pp.299-308
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    • 2002
  • While the 7th national education curriculum is gradually proceeding, science education tries various teaching-learning method for integration in science education. The first purpose of this study is to investigate Earth Systems Education(ESE), which is approaching method to integrate science education, especially in its focus on planet Earth. Also, the second purpose is to know what the reactions of students are obtained after 'The Global Climate Game' in ESE active learning program is applied to the field. The results of this study are as follows; ESE is to propose the integrated approaching method of searching for natures and ESE teaching-learning method is to try to overcome fixed conventional teaching-learning method focus on the text book, and practical application of ESE teaching-learning method is that we can develope the student-emphasized instructional program through the discussional cooperation-teaming models, role-play instructional models. In this study, 'The Global Climate Game' found that was suitable of understanding about relating of atmosphere, hydrosphere, lithosphere and biosphere composing Earth System. Reaction of most students for ESE was showed a positive change of aspect affective region and ESE active learning program is more efficient to improve schoolwork achivement and students positive attitude toward science subject than conventional teaching-learning method. Thus if ESE active learning program is applied for a long time, the general positive attitude of students concerning science will be increased, and then the students is expected to extend the ability of application of science in their life.

Visual Customizing Editor for Educational Games (학습자의 특성을 고려한 교육용 게임 시각 디자인 요소)

  • Jang, Hye-Jung;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Kyung, Byung-Pyo
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.369-373
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    • 2012
  • Educational game is applied by learner's customized education based on its characteristics inducing user's interests and motives and drawing spontaneousness. And, the perception is gradually improved. At present, educational game customized by learners is provided by only the form of character customizing. Therefore, this study suggested visual customizing editor which can provide visual factors to learners in game for more efficient educational game. It will improve interests and motives of learners and increase concentration, so studying effects will be improved.

Prototype of Educational Game for Development of Creativity (창의력 계발을 위한 학습게임의 프로토타입 제시)

  • Ahn, Seong-Hye;Song, Su-Mi
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.112-119
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    • 2008
  • Today, changing to knowledge information society, creativity education is thought important in each educational institution according as the importance of creativity is emphasized more. But it focused on development of intelligence that put special stress on scholastic subject. Therefore, this paper wished to present direction of development of educational game that can develop creativity and synthetic ability to solve problem through learner's voluntary interest and participation. As a result, the researcher drew element of fun and component of storytelling of educational game that was based on design of leaning for development of creativity, a previous research, that was based on the concept of creativity and theory of multiple intelligence, and presented a development example with storyboard, interface design and element of graphic for the production of prototype of educational game, after design game structure.

A method for discrete event simulation and building information modelling integration using a game engine

  • Sandoval, Carlos A. Osorio;Tizani, Walid;Koch, Christian
    • Advances in Computational Design
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    • v.3 no.4
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    • pp.405-418
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    • 2018
  • Building Information Modelling (BIM) and Discrete Event Simulation (DES) are tools widely used in the context of the construction industry. While BIM is used to represent the physical and functional characteristics of a facility, DES models are used to represent its construction process. Integrating both is beneficial to those interested in the field of construction management since it has many potential applications. Game engines provide a human navigable 3D virtual environment in which the integrated BIM and DES models can be visualised and interacted with. This paper reports the experience obtained while developing a simulator prototype which integrates a BIM and a DES model of a single construction activity within a commercial game engine. The simulator prototype allows the user to visualise how the duration of the construction activity is affected by different input parameters interactively. It provides an environment to conduct DES studies using the user's own BIM models. This approach could increase the use of DES technologies in the context of construction management and engineering outside the research community. The presented work is the first step towards the development of a serious game for construction management education and was carried out to determine the suitable IT tools for its development.

3D Network Game Development for Education and Publicity of Resource Recycling Study on Contents Technology (자원재활용 교육홍보를 위한 3D 네트워크 게임 개발)

  • Oh Seung-Taek;Jun Byung-Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.407-411
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    • 2005
  • In this research, we develop 3D online racing game to aid the comprehension about resource recycling, in the way of provoking children's interest and satisfying scientific curiosity, using 3D graphic editor and DirectX programming tool. This game is developed for children to experience the collection and classification procedure of recycling resources by only taking part in a game naturally, and to learn recycling-process contents produced using animation technique. Especially, we make this game to utilize it as an educational and public medium at home and abroad, and to interchange with foreign institutes, by offering korean version as well as english version. As a result, this game can be used as educational contents about resource recycling, because it is developed in the style that children can enjoy it directly.

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Design Framework for Math Educational Serious game Based on Cognitive Psychology (인지 심리적 모형을 기반으로 한 초등 수학 교육용 기능성게임 디자인 설계전략)

  • Choi, Eun young
    • Cartoon and Animation Studies
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    • s.45
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    • pp.299-320
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    • 2016
  • The interests of education methods using Serious games have been increasing recently. But resu,lt-oriented game design framework have not been reflected intrinsic motivation. To increase usage of educational serious game as resource, it is needed game design framework for providing the immersion and collaborative active learning that cognitive Psychologic theories recommend. By outlining the background of the serious game design framework and exemplifying its use, a constructive structure to examine purposed based games is introduced.