• Title/Summary/Keyword: Game Education

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Development of an Algorithm-Based Learning Content for Improve in Creative Problem-Solving Abilities (창의적 문제해결능력 신장을 위한 알고리즘 기반 학습 콘텐츠 개발)

  • Kim, Eun-Gil;Hyun, Dong-Lim;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.23 no.1
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    • pp.105-115
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    • 2011
  • Education is focused on how to nurture creative problem-solving skills talent in rapidly changing information society. The algorithm education of computer science is effective in improvement of students' logical thinking and problem solving capability. However, the algorithm education is very difficult to teach in elementary students level. Because it is difficult to understand abstract characteristic of algorithm. Therefore we developed educational contents based on the principle of the algorithm for improve students' logical thinking and problem-solving capability in this study. And educational contents contain interesting elements of the game. So, students will be interested in algorithm learning and participate actively through developed educational contents. Furthermore, students' creative problem-solving capability may improve through algorithm learning.

Are Academically Gifted Kids More Cooperative? An Analysis of Social Preference and Interactions in Social Dilemma Situations Among Academically Gifted Kids (영재들은 협력도 잘 할까? : 사회적 딜레마에서 영재들의 사회적 선호 및 상호작용 분석)

  • Kim, Nayoung;Choi, Minsik
    • Journal of Gifted/Talented Education
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    • v.27 no.1
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    • pp.59-80
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    • 2017
  • In this study, we investigate social preference of gifted students by analyzing their behaviors in social dilemma situations. We conducted an experimental study using ultimatum games and public goods games with 132 academically gifted middle school students who attended the Ewha-Seodaemun Center for gifted education from 2012 to 2016. We also experimented the same games with 87 regular students for comparative analysis. The result of ultimatum game experiment shows that there is no statistical difference in the proposed share of both groups. Their proposed share ranges from 37% to 38% as expected in other similar studies. However, the rejection rate of the respondents to the proposals with small share are significantly higher among gifted students than among their regular counterparts. This result implies that the gifted students show stronger negative reciprocity, meaning that they tend to punish selfish behaviors even when it takes some costs. In finitely repeated public goods game experiments, the results show that both groups' contribution rates decrease toward the end of the experiments. However, the gifted students show strategic cooperation by attempting to increase the other members' contribution rate within an experimental group. This implies that gifted students tend to care more about how to increase their own expected rewards by reciprocating other students' behaviors.

A Study on Relationship of Computer Games and Study Achievement (컴퓨터 게임과 학업성취도와의 관계 연구)

  • Koo, Sung-Ok;Maeng, Seung Ryol;Yoo, Kwan-Hee
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.79-86
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    • 2005
  • Educational objectives are the most important items because not only they must be decided first in the circulation process of curriculum but also they should be the basis for the process of curriculum. The establishment of objectives is very important because it can determine success or failure of computer education. In this paper, questionnaire research is conducted and analyzed for male students of middle schools in Chungbuk province, Korea to determine that it's reasonable for computer games to be perceived negatively. The results of the research are as follows. 48% of them are represented to play computer game almost everyday, and 8% to play it scarcely. So most of students are enjoying it regardless of their grade. If students whose grades are ranked upper level start playing games, they're tend to quit it within 1 or 2 hours. And they enjoy role-playing or simulation game. In general, they do not play action games. If their grades are ranked lower level start playing games, a lot of them continue to play longer than 3 hours like game addict. And in this level, there exist students who barely play games. In middle level, there are no apparent characteristics. According to the result of the research, there is no correlation between frequency of playing games and academic achievements. So it's no problem to relieve worries if one often play computer games, his or her grade will get down. In case that the grades of students are ranked upper level, however, there are few who continue to play games longer than 3 hours.

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WEIGHT NASH EQUILIBRIA FOR GENERALIZED MULTIOBJECTIVE GAMES

  • Kim, Won Kyu
    • Journal of the Chungcheong Mathematical Society
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    • v.13 no.1
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    • pp.13-20
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    • 2000
  • The purpose of this paper is to give a new existence theorem of a generalized weight Nash equilibrium for generalized multiobjective games by using the quasi-variational inequality due to Yuan.

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NEW EXISTENCE OF SOCIAL EQUILIBRIA IN GENERALIZED NASH GAMES WITH INSATIABILITY

  • Kim, Won Kyu
    • Journal of the Chungcheong Mathematical Society
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    • v.23 no.4
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    • pp.691-698
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    • 2010
  • In this paper, we first introduce a new model of strategic Nash game with insatiability, and next give two social equilibrium existence theorems for general strategic games which are comparable with the previous results due to Arrow and Debreu, Debreu, and Chang in several aspects.

Development of STEAM Program Based on Gamification for Students of Elementary School (게이미피케이션을 적용한 초등학생 융합인재교육(STEAM) 프로그램 개발)

  • Kwak, Sojung;Kwon, Jieun
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.71-79
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    • 2018
  • As the age that importance of convergence is bigger develops, there is growing different tries and changes in the education sector to train talents necessary for the future age. This paper is aimed at applying gamification factors that can attract elementary school students to participate in classes and cause interests as well as developing a STEAM program for elementary school students. Also, the purpose of this article is to propose educational values and possibility of the STEAM program which gamification factors applied to, and effective methods. For doing this, first, we conducted a study in relationship between the theological background and education on gamification factors based on literature surveys. Second, the STEAM program for elementary school students applying gamification factors and a program called 'My Little Building Forest' were developed. We made three-step contents for classes and activities and textbooks and kits and others with a theme, "principles of the cognitive science on depth perception". Third, developed programs apply to real classes as demonstrating them. We analyzed results through surveys on levels of satisfaction and interviews for teachers and others. Fourth, we discuss possibilities and values and limitations and others on the STEAM program applying gamification factors as we are based on results of analysis. We hope that we maximize impacts of the STEAM education through this education and contribute to train talents to lead age of the convergence.

Serious Game Scenario Design for Earthquake Response Education and Training in the Gyeongsangbuk-do Province (지진대응 교육 및 훈련을 위한 Serious Game 시나리오 설계방법론 개발 -경상북도를 사례로-)

  • Kim, Seong-Jae;Choi, Ji-Hyang;Nam, Kwang-Hyun
    • Journal of the Society of Disaster Information
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    • v.17 no.4
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    • pp.769-777
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    • 2021
  • Purpose: Earthquake disasters are frequently occur unpredictable situations due to various variables and unexpected situations. As a result, the work process itself is not uniform, making it difficult for public officials in the disaster safety department to familiarize themselves with the earthquake field manual. This paper is specifically and accurately grasp the current work situation conducted by the Disaster and Safety Countermeasures Headquarters of the Gyeongsangbuk-do Office and present a plan for designing serious game scenarios necessary for field manual learning. Method: In this study, scenarios were designed based on the GBS(Goal Based Scenario) model, and in the process of assigning missions and roles based on the Gyeongsangbuk-do earthquake field manual, public officials related to earthquakes were able to acquire knowledge and skills to solve practical tasks. Result: Scenario data of the proposed technique was implemented as a systematic procedure by processing various earthquake-related information into logical data and simplifying and abstracting it for game expression for earthquake situation training. Conclusion: In the event of an earthquake due to learning through serious games, related public officials of Gyeongsangbuk-do provincial are expected to be able to respond quickly to various earthquake disasters.

An Overview of Using Serious Games for the Effective Development in Health and Medicine (보건 의료용 기능성 게임의 효과적 개발 방향 연구)

  • Lee, Hye Rim;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.73-90
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    • 2013
  • Serious games allow learners to experience situations that are impossible in the real world for various purposes. To date the major applications of serious games include military, government, education, corporate and healthcare applications. This paper aims to provide an overview of the applications of serious games for various health-related purposes, particularly for Health and Medicine education, health risk prevention, behavioral intervention, and disease self-management. These games identified numerous papers reporting empirical evidence about the impacts and outcomes. There is potential promise for serious games to improve health outcomes. We discuss implications of using serious games for health-related purposes and future direction for research in this area.