• Title/Summary/Keyword: Game Education

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Study on Expression Pattern of Jobs in Game from Perspective of Prospective Jobs in Future (미래 유망 직업 관점에서 게임에 나타난 직업의 표현 양상 연구)

  • Kwang Hee Cho;Jung Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.181-186
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    • 2023
  • In this study, it argues that adolescents lack awareness of the Fourth Industrial Revolution and lack of job expression in games, and suggests promising future vocational education through games. Various previous studies reviewed job education, limitations, and educational effects of online games, and studied job expression in the game from the perspective of future promising jobs, and 45 out of 200 jobs appeared in mobile simulation games. It was found that 'content creators', 'drone experts', and 'software developers' were expressed as promising jobs in the future. Although it has a limitation of investigating only the main character's job, it is meaningful that it pointed out that the current game does not sufficiently cover the functional aspects of vocational education for future promising jobs and suggested the need to reflect future promising jobs.

EXISTENCE OF EQUILIBRIA IN GENERALIZED FUZZY GAMES

  • Kim, Won Kyu;Lee, Kyoung Hee
    • Journal of the Chungcheong Mathematical Society
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    • v.12 no.1
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    • pp.53-61
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    • 1999
  • The purpose of this paper is to give a new existence theorem of equilibrium in generalized fuzzy games with uncountable number of agents.

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A Study on the Mobile-based Learning Environment Using English Vocabulary Learning Game (영어 어휘 학습 게임을 이용한 모바일 기반 학습 환경에 관한 연구)

  • Ha, Jeong-Sook;Park, Jung-Ho;Bae, Young-Kwon;Lee, Tae-Wuk
    • Journal of The Korean Association of Information Education
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    • v.10 no.2
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    • pp.209-217
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    • 2006
  • For its maximum impact on the scene of school as the educational equipment, it is necessary to understand equipmental characteristics of PDA and study the basis for utilizing it educationally. In this point of view, to inquire how PDA is helpful for education more than PC, the typical educational equipment in the past, PDA-based English vocabulary learning game is developed in this study, and after that it is applied on the scene of education. The result of study showed PDA can access the content more easily than PC, and learners expressed more curiosity and expectation of PDA than PC in a recent poll. In addition, under the condition of learner's voluntary use, the present study has found that learning with PDA is helpful to enhance the academic achievement more than one with PC.

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ON A GENERALIZED BERGE STRONG EQUILIBRIUM

  • Kim, Won Kyu
    • Communications of the Korean Mathematical Society
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    • v.29 no.2
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    • pp.367-377
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    • 2014
  • In this paper, we first introduce a generalized concept of Berge strong equilibrium for a generalized game $\mathcal{G}=(X_i;T_i,f_i)_{i{\in}I}$ of normal form, and using a fixed point theorem for compact acyclic maps in admissible convex sets, we establish the existence theorem of generalized Berge strong equilibrium for the game $\mathcal{G}$ with acyclic values. Also, we have demonstrated by examples that our new approach is useful to produce generalized Berge strong equilibria.

On connected dominating set games

  • Kim, Hye-Kyung
    • Journal of the Korean Data and Information Science Society
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    • v.22 no.6
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    • pp.1275-1281
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    • 2011
  • Many authors studied cooperative games that arise from variants of dominating set games on graphs. In wireless networks, the connected dominating set is used to reduce routing table size and communication cost. In this paper, we introduce a connected dominating set game to model the cost allocation problem arising from a connected dominating set on a given graph and study its core. In addition, we give a polynomial time algorithm for determining the balancedness of the game on a tree, for finding a element of the core.

Didactic Games and Gamification in Education

  • Almalki, Mohammad Eidah Messfer
    • International Journal of Computer Science & Network Security
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    • v.22 no.4
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    • pp.417-419
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    • 2022
  • This paper undertakes educational games and gamification, their features, importance, and integration into the educational process. Besides outlining features, benefits, and difficulties, it highlights the difference between gaming, gamification, and game-based learning. The article contends that game-based learning and gamification elements such as reward, completion, and cooperation develop students' positive attitudes toward the curriculum and boost their learning motivation.

A Study on the Next Generation Game Education (차세대 게임 교육에 대한 연구)

  • Do-Kyung, KIM
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.123-126
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    • 2023
  • 최근 몇 년간 게임 산업은 급격한 성장을 보이며, 이에 따라 게임교육 역시 관심이 높아지고 있다. 이전까지는 게임이 악영향을 미치는 것으로 일반적인 인식이 있었으나, 현재는 게임을 학습에 활용하는 연구가 많이 이루어지고 있다. 이러한 게임이 교육 분야에도 활용될 수 있다는 아이디어는 이미 과거부터 제시되어 왔지만, 최근에는 이러한 아이디어가 혁신적인 게임교육 분야로 진화하고 있다. 이 논문에서는 차세대 게임교육의 발전 방향을 살펴보고, 인공지능, 가상현실 및 협력학습 기술이 어떻게 게임교육에 적용될 수 있는지 논의할 것이다.

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Design and Implementation of Cultural Property Learning Contents Using Augmented Reality (증강현실을 이용한 문화재 학습 콘텐츠 설계 및 구현)

  • Seong, Min-Je;Lee, Dae-Hyun
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.831-837
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    • 2017
  • The popularization of smart phones is increasing interest in individual customized service and various systems have been changing in order to meet such changes to satisfy facilities such as museums. Museum has the element of view, contained purpose of history education, also has role as institution that should have fun and education. In order to achieve this purpose, it is necessary to arouse sufficient interest in cultural assets, In parallel, to provide various contents of cultural assets is essential. Therefore, to provide an efficient viewing cultural assets services in this study make a study to effective method for combined education and evaluation using Unity3D engine and SDK for Vuforia called Augmented Reality development.

A Study on the Fractal and Chaos Game (프랙털 도형과 카오스 게임 탐구)

  • Kim, Soohwan;Yoon, Joonseo;Jo, Minjoon
    • Communications of Mathematical Education
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    • v.33 no.2
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    • pp.67-84
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    • 2019
  • The purpose of this study is to investigate the effectiveness of intensive inquiry activity through intensive camp for 2 hours and 3 days in summer vacation and 100 hours of classes from March to December 2018 by selecting 2 middle school students using OKMINDMAP for creative education. It is the result. The teacher was the assistant, and the research problem was selected by two students themselves, and the variation of the fractal dimension was investigated and the Chaos game was shown to be possible in the modified Sierpinski triangle.