• Title/Summary/Keyword: Game Education

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A Study on Convergence system of IT Technology and Exercise Rehabilitation (IT기술과 운동재활의 융복합 체계 연구)

  • Kang, Seungae
    • Convergence Security Journal
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    • v.13 no.3
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    • pp.3-8
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    • 2013
  • Recently, the technology and services make progress in IT sector to facilitate the rehabilitation, as well as the exercise that aims to promote the health. To provide the opportunity for new services, various challenges have to be fulfilled, including the blurring boundaries among industries, spread of new technologies, and various demands. Seizing on this opportunity, the fusion and convergence have been accelerated. The trends towards the fusion and convergence are inherent in content industry and spreading to other sectors, which makes the cultural desire of customers fulfilled in a more diverse manner. In particular, the research has been conducted, using the game, in the new technology cultural contents which have shown noticeable fusion and convergence between IT and exercise rehabilitation areas. Such games can be classified into the motion-based game, serious game, and virtual reality game. Those game contents are forming the market fast based on the contents for education, sports, exercise rehabilitation, healthcare, etc., and have very great potential for growth. This study is intended to analyze the fusion and convergence system of exercise rehabilitation through those games and present a direction for future development.

The Effects of Tetris Game on the Cognitive Abilities of Students with Mental Retardation (테트리스 게임이 정신지체를 가진 학생의 인지능력에 미치는 효과)

  • Lee, Tae-Su;Yi, Seung-Hoon
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.77-85
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    • 2012
  • The purpose of this study was to investigate the effects of Tetris game on the cognitive abilities of students with mental retardation. Especially, this study focused on the arrangement of figures and the task attention. To do this, 33 students with mental retardation in a middle school participated and were assigned to the two treatment group. The experimental group did the Tetris game three times a week for 4 weeks, but the control group didn't the Tetris game. The experimental group revealed more higher improvement than the control group in the arrangement of figures and the task attention. The Tetris game can be used as an educational program to improve the cognitive abilities of students with mental retardation.

Longitudinal Trajectories of Computer Game Use among School Age Children: Using Latent Class Growth Model (학령기 아동의 게임 사용시간 변화궤적 분석 : 잠재계층성장분석(LCGM)을 활용하여)

  • Kim, Dong Ha
    • Korean Journal of Social Welfare Studies
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    • v.48 no.2
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    • pp.303-329
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    • 2017
  • This study aimed to explore the trajectories of computer game use of school age children and to identify the related predictors. The data for this study used Korean Children and Youth Panel data covering from the second year to the sixth year of elementary school. A total of 1,959 participants were analyzed. Latent class growth model was employed to explore the trajectories of computer game use and multinomial logistic regression was conducted to identify the significant predictors. Main results indicated that three types of trajectories were identified: low game using group, high initial using-fluctuating group, and high increasing game using group. Each group was found to be associated deferentially with sex, aggression, attention deficit, main caregiver's education, siblings, parent absence after-school, neglecting, family income, family trip, school grades, and peer relationship. Based on these findings, this study emphasized the importance of predictive intervention for the game user among early school age children and suggested useful practical strategies.

Analysis of Korean Gamers' Personality Patterns with respect to the Victim/Attacker of the Misogyny and the Misandry in Game Playing (게임 내 이성 혐오 가해자와 피해자의 성격 패턴 분석)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.11
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    • pp.1481-1488
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    • 2018
  • As female gamers are rapidly increasing, the misogyny and the misandry in game playing situation are also increasing. Recent #Gamergate and GodGunbae incident exhibit that such discriminative/hate behaviour in game playing can be developed into real physical threat or crime. In this paper, we investigate and analyze young Korean game players on how the attackers group, victims group, and gender-issue-indifferent group behave differently in game playing through survey. We found that male gamers had high hostile sexism against female gamers especially on females' game attitude and streotyped hatred with respect to the gender ${\times}$ group interaction. In big-5 personality test, however, it is not clear if attackers and victims had a noticeable different personality patterns. In result, we verify that there exist gender stereotype and high hostile sexism among young Korean gamers. Active gender-equality education on their adolescent period is necessary to avoid such destructive hatred in game playing.

Incorporation of Brainteaser Game in Basic Organic Chemistry Course to Enhance Students' Attitude and Academic Achievement

  • Cha, Jeongho;Kan, Su-Yin;Wahab, Nurul Huda Abdul;Aziz, Ahmad Nazif;Chia, Poh Wai
    • Journal of the Korean Chemical Society
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    • v.61 no.4
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    • pp.218-222
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    • 2017
  • Game shows are capable of grabbing students' attention in a lecture, and at the same time offers much delight to students to learn in a more interesting and entertaining way. A mind game was developed and incorporated into the teaching of basic organic chemistry course at the Universiti Malaysia Terengganu. The modified brainteaser game is comprised of a set of problems associated with vocabulary or concepts in basic organic chemistry, whereby students were required to solve within a stipulated time frame. Students' attitude changes were then evaluated with the administration of Attitude toward the Subject of Chemistry Inventory Version 2 (ASCIv2) questionnaire. The result of this study revealed that the intervention group experienced a significant change in attitude towards the course as compared to the control group. The intervention group also experienced a positive learning environment, resulting in an increased academic performance and interest.

Effect of Serious Games on Disability Player Performance by Ability Levels (장애 아동 플레이어 능력의 차이에 따른 기능성 게임 효과의 차이)

  • Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.149-156
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    • 2015
  • In this research, the effect of serious game on the task performance of adolescents with intellectual disabilities was investigated. A total of 31 students participated in a pre-post-with-control-group-design study. Results indicate that among the high-, moderate-, and low- ability students, the moderate-ability students gained the most from the game, in both speed and accuracy. From the results we can understand that game-based training has the most effect on the moderate level students. Also, the findings of this study show that serious games can be effective training tools for this population.

An Effective Implementation of Inverse Kinematics Module through Geometric Interpretation (기하학 해석을 통한 역운동학 모듈의 효과적인 구현)

  • Kang, Jong-Ho;Kim, Kyung-Sik;Yoo, Kwan-Hee
    • Journal of Korea Game Society
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    • v.4 no.4
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    • pp.19-24
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    • 2004
  • In this paper, we have proposed a new geometric solution of inverse kinematics of high instinct, while traditional solutions of inverse kinematics requires high level of mathematical knowledge. It was possible to use the inverse kinematics without mathematical knowledge because 3D vectors of directions of folded bones could be calculated by our method in the inverse kinematic model of two bones. The proposed method can be utilized easily by graphic designers who have little knowledge of mathematics of inverse kinematics

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Design and Implementation of the Mobile Flash for Flash Game on Mobile Terminals (휴대 단말기에서 플래시 게임을 위한 Mobile Flash의 설계 및 구현)

  • Oh, Hwang-Seok;Lee, Jae-Young;Kim, Man-Soo;Lee, Chung-Hwan
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.11-16
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    • 2005
  • As an improvement of the CPU performance of mobile terminals and an increase of user requirements for multimedia services, various multimedia services and applications have been developed and served over mobile platforms. In this paper, we describe the design and implementation of the Mobile Flash which is one of the famous services in mobile platforms with the limitation of hardware resources. The Mobile flash is an optimized solution for mobile terminals of the Flash, which has been used in the Internet browsers not less than 95% in the world for playing various types of contents such as animations, games, contents for education, e-commerce.

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Dynamic Level Design with Wandering Agent (배회 에이전트에 의한 동적 레벨 디자인)

  • Kim, Jong-Ho;Cho, Hyung-Je;Han, Sung-Ho
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.25-30
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    • 2005
  • Until now, the level design for games has played a very important role in the process of developing games since it has been mapped out and applied so the game players have fun to certain level in playing games. So as game becomes more complex the number of game designers also grow and to make diverse levels, work force and working hours also should grow larger. In this treatise, it suggest a way where level's structure is changing dynamically so with only one level you can experience diverse levels by introducing wandering agent to the level structure. Also, I am trying to show the possibility of balance between the players by wandering agent.

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Learning Map as Omniscient View for Learning Interaction in Educational Games (교육용 게임의 학습 인터렉션을 위한 전지적 뷰로서 학습맵)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.3-8
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    • 2011
  • The learning by computer games, is in the spotlight as an effective education method for the game generation. The educational games need to provide additionally an omniscient view of the learning as an objective viewpoint for storytelling of learning. The omniscient viewpoint needs good readability in real-time, and to provide systematically overall and detailed informations of learning. In this paper, we propose the visual learning map as the omniscient view for storytelling of learning. The proposed learning map is composed of the district map, the topic map, and the progress map for the omniscient view of the learning. The proposed learning map is represented by several visual diagrams for real-time readability. The proposed learning map can apply to all the educational games which provide the game minimaps.