• Title/Summary/Keyword: Game Education

Search Result 968, Processing Time 0.035 seconds

Design and Implementation of MFC based Game for Education (MFC 기반의 교육형 게임 설계 및 구현)

  • Yoon, Kyung-Seob;Lee, Hyeon-Jae
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2014.07a
    • /
    • pp.217-219
    • /
    • 2014
  • 최근 개발된 게임들을 보면 폭력성과 선정성, 사행성 등이 짙은 게임들이 매일 끊임없이 게임 시장에 업로드 되고 있다. 이런 게임들로 인해 게임에 대한 인식과 문화가 점점 나빠지고 있으며, 이미 게임에 대한 규제와 법적인 제재가 가해지고 있는 상황이다. 이런 문제점을 극복하고자 게임에 대한 인식을 개선하고, 좋은 게임 문화를 다시 돌려놓기 위해 교육적인 게임 개발 문화가 자리매김할 필요가 있다. 본 논문에서는 게임의 원리와 창의적 사고 능력 향상을 위한 교육의 개념을 융합한 블로커스(blokus)라는 보드 게임을 모티브로 네트워크 대전이 가능한 PC용 게임을 설계 구현 하였다.

  • PDF

A Study on the Feature of Using Media for Education through Longitudinal Data Analysis (종단자료 분석을 통한 청소년 미디어 교육 활용 특성 분석 연구)

  • Heo, Gyun
    • Journal of Internet Computing and Services
    • /
    • v.21 no.4
    • /
    • pp.77-85
    • /
    • 2020
  • The purpose of this study is to explore the changing trajectory of using educational media through longitudinal data analysis. We categorize the feature of using educational media as usage for learning, usage for information, and usage for the game. We explore the longitudinal changing patterns of usage for learning, usage for information, and usage for the game by LGM(Longitudinal Growth Modeling). We also find the gender difference between these longitudinal changing trajectories. We used 3,499 samples of KYPS middle school second-grade panel data. We found these results: (a) Both usage for learning and information are statically significant variability in initial level and rate of change. Both of the changing trajectories have increased. (b) Girls have a higher rate of the change both in the usage of learning and information than boys over time. (c) There is a statistically significant individual variability in initial levels and rate of change in the usage of the game over time. (d) Boys have a higher rate of initial value than girls in the usage of games, but there is no significant difference in the rate of changing trajectories.

The analysis of the Knowledge Construction Types in Educational on-line Games On the Basis of the level of the Self-Regulated Learning (자기조절학습 수준에 따른 교육용 온라인게임에서의 지식구성과정 유형 분석 연구)

  • Jung, Jae-Yeob;Kim, Keon-Seok;Park, Hyung-Sung
    • Journal of Korea Game Society
    • /
    • v.6 no.3
    • /
    • pp.51-66
    • /
    • 2006
  • According to this recent change of the educational stream, the researcher sought to find the relationship between the level of students' Self-Regulated Learning and the Knowledge Construction Process strategies they use to succeed at an educational on-line game, and attempt to make some suggestions on the design and use of educational on-line games in this study. In conclusion, the change in the education paradigm requires students to pursue and produce contextual knowledge by using various media and learning environments. Some theoretical backgrounds, related to situated learning theory and the use of supporting educational media, are necessary. As contextual educational media, On-line games can be expected to play the role of evoking fresh perspective towards all the aspects of education.

  • PDF

A Study on Mobile Game usage of adolescent from Use and Gratifications perspective (이용과 만족 관점에서 본 청소년들의 모바일게임 이용에 관한 연구)

  • Han, Kwang Hyun;Kim, Tae Ung;Kim, Young Ki
    • The Journal of Korean Association of Computer Education
    • /
    • v.8 no.2
    • /
    • pp.61-73
    • /
    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to examine the motives of adolescents for playing mobile games. Based on data collected from survey, we have identified Escape, Arousal and Fantasy, Challenge and Competition, Diversion and Relaxation, Social interaction as the key motivators for playing mobile games. We also investigated the extent to which use and gratifications are predicted by demographic factors as well as by gaming experience. Statistical results confirm that most of the demographic factors played critical roles in determining the level of motivations for playing games. The results from this research might give mobile game industry some useful guidelines for developing mobile edu-game and market expansion strategy.

  • PDF

PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
    • /
    • v.17 no.11
    • /
    • pp.467-474
    • /
    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.

Research on Career Education Game Development Utilizing the Concept of Digital Transformation (디지털 전환 개념을 활용한 진로 교육용 게임 개발 연구)

  • Kwang-Hee Cho;Su-In Kim;Sung-Ho Ahn;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.5
    • /
    • pp.543-548
    • /
    • 2023
  • This study emphasizes the need to understand digital transformation and addresses the development process of functional mobile games with the theme of digital transformation. Through previous research, we found that existing mobile games do not reflect the changes in industries and jobs in the future. In this study, we designed and developed an educational mobile game that can help young people develop digital literacy skills and understand core skills for future changes in industrial structure and jobs due to digital transformation. It utilizes Unity 3D and combines the best features of puzzle, card, and board games. While there may be limitations in terms of expertise in developing educational content, it is important to note that we have presented content that can provide a futuristic view of careers through a game that is highly preferred by students. Considering the direct and indirect educational effects of the game, it is expected to be useful as a vocational education content in the classroom through tablet devices that have recently been distributed in schools.

Adaptation and Upgrade of Scrum Based Methodology for Game Development Education(CKG-Scrum 1.1) (스크럼 기반의 게임개발교육 방법론 적용 및 개선 (CKG-Scrum 1.1))

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2013.01a
    • /
    • pp.221-222
    • /
    • 2013
  • 대학에서 게임 개발 교육을 수행할 때 체계적인 방법론을 적용하는 것이 필요하나, 대부분의 방법론이 복잡하고, 또 사전에 방법론에 대한 교육을 시키기도 어려워 학교 교육에서 적용하기 어렵다는 문제가 있다. 여러 방법론 중 대표적인 애자일 방법론인 스크럼은 단기간의 개발을 지원할 수 있고, 상대적으로 쉬운 구조를 가지고 있어 학기 기반의 프로젝트 교육에 적합한 특성을 가지고 있다. 본 논문에서는 기존의 스크럼 방법론을 한 학기의 게임 개발 프로젝트 교육에 적합하도록 최적화한 CK-Scrum 방법론을 실제로 적용한 사례를 분석하고, 문제점을 보완하여 새로 개선된 CK-Scrum 1.1 방법론을 제시한다. 이 방법론으로 학생들이 프로젝트를 수행하며 품질이 높은 게임을 개발하고 방법론에 대한 학습도 병행할 수 있다.

  • PDF

Construction Method and Mathematics Educational Aspect of the Wooden Die for Drinking Game(14-face Die) (목제주령구(木製酒令具)의 제작기법 및 수학교육적 의미)

  • Lee Kang-Sup
    • Journal for History of Mathematics
    • /
    • v.19 no.3
    • /
    • pp.43-56
    • /
    • 2006
  • This paper aims to introduce a construction method for the 'Wooden Die for Drinking Game' and to find some geometrical structures and mathematics educational viewpoints. As the results, we get two methods which are eventually same with Figure 5 and Figure 6-3. We proved the ground that classical probability of this Die's each side showing up is one out of fourteen and introduced few other empirical probabilities with Table 1 to Table 3. Also, some Chinese characters were corrected and re-interpreted. In fact, 象人打鼻 changed to 衆人打鼻, and 醜物 is interpreted as 'ugly animal' such as frog, toad, earthworm or pine caterpillar.

  • PDF

CKG-Scrum: Design of Scrum Based Methodology for Game Developlement Education (CKG-Scrum: 스크럼 기반의 게임개발교육 방법론 설계)

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2012.07a
    • /
    • pp.361-362
    • /
    • 2012
  • 대학의 게임 개발 프로젝트 교육을 수행함에 있어 개발 방법론을 적용하여 체계적인 단계를 거치도록 하는 것이 필요하나 기본의 소프트웨어 개발 방법론들은 복잡성과 기간 등의 제약으로 적용하기 어렵다. 애자일 방법론 중 하나인 스크럼은 주기적인 개발을 지원하고 있어 프로젝트 교육에 적합한 특성을 가지고 있다. 본 논문에서는 기존의 스크럼 방법론을 한 학기의 게임 개발프로젝트 교육에 적합하도록 최적화한 CK-Scrum 방법론을 제시한다. CK-Scrum 방법론을 적용할 경우 주기적으로 산출물을 생산하여 검토하고 반복적으로 개발함으로써 학생들이 프로젝트를 수행하며 품질이 높은 게임을 개발하고 방법론에 대한 학습도 병행할 수 있다.

  • PDF

NORTH KOREA NUCLEAR CRISIS; POLICIES AND STRATEGIES

  • Asghari, Nader;Gordji, Madjid Eshaghi
    • The Pure and Applied Mathematics
    • /
    • v.26 no.3
    • /
    • pp.133-156
    • /
    • 2019
  • The aim of this paper is to model North Korea and USA relationship since past until now. To this end, we have used game theory. The weakness of the existing models is that they have a static nature and can't analyze the changes of processes, strategies and results. The dynamic system of strategic games of which we have used in this article is a proper method to solve this problem. We have shown that South Korea and China play an important role in resolving the crisis.