• Title/Summary/Keyword: Game Programming

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Creative 3D game programming learning using Kodu visual programming language for elementary school students (Kodu 비주얼 프로그래밍 언어를 사용한 초등학생의 창의적 3D 게임프로그래밍 학습)

  • Rim, Hwa-Kyung;Cho, Yong-Nam
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.53-61
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    • 2012
  • Kodu made by MS is a new 3D visual programming language made specifically for creating games. This language is based on creativity, problem-solving methods, and storytelling. So, it is very suitable for game programming education for kids. In this paper, we designed learning method to develop games based on elementary school students' creative thinking. The instruction was given to 27 6-grade elementary school students in 30 hours. And we applied the learning method in class. Also, we analyzed the changes in the learners' creative thinking and the learning effects of game programming.

The Development of Instruction Model for SW Education using the Minecraft Platform (마인크래프트 플랫폼을 이용한 소프트웨어교육 교수학습 모형)

  • Lee, Myungsuk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.3
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    • pp.119-128
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    • 2019
  • Minecraft game is a sandboxed game based on a high degree of users' freedom; the game encourages its users to recreate various play patterns to increase their immersion. Although recently there were many studies that use Minecraft game techniques to improve the teaching methods but still not well adapted due to being applications-based techniques. In this paper, we present a teaching model that utilizes the same concept of the Minecraft games in where learners customize the class concepts based on their needs. Moreover, Minecraft-based learning games attempt to be used for learner-led, creativity and programming instruction, to overcome these use-cases limitations, by our study we aim to include the Minecraft-based learning games in class teaching activities, theoretical and practical lessons. In this way, we intend to increase interest in programming lessons, and to increase immersion as another way of game learning. In the future, we attempt to measure various effects of the uses of Minecraft-game-based teaching in programming classes compare to the traditionally used methods.

Developing a Subset Sum Problem based Puzzle Game for Learning Mathematical Programming (수리계획법 학습을 위한 부분집합총합문제 기반 퍼즐 게임 개발)

  • Kim, Jun-Woo;Im, Kwang-Hyuk
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.680-689
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    • 2013
  • In recent, much attention has been paid to the educational serious games that provide both fun and learning effects. However, most educational games have been targeted at the infants and children, and it is still hard to use such games in higher education. On the contrary, this paper aims to develop an educational game for teaching mathematical programming to the undergraduates. It is well known that most puzzle games can be transformed into associated optimization problem and vice versa, and this paper proposes a simple educational game based on the subset sum problem. This game enables the users to play the puzzle and construct their own mathematical programming model for solving it. Moreover, the users are provided with appropriate instructions for modeling and their models are evaluated by using the data automatically generated. It is expected that the educational game in this paper will be helpful for teaching basic programming models to the students in industrial engineering or management science.

A Method for Solving Vector-payoff Game (벡타이득게임의 해법)

  • 박순달
    • Journal of the Korean Operations Research and Management Science Society
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    • v.6 no.2
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    • pp.21-23
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    • 1981
  • It is known that two-person zero-sum game with vector payoff can be reduced to a multiple objective linear programming. However, in this case, solutions for the game nay not be one, but many, In many cases in reality, one may need only one solution rather than all solutions. This paper develops a method to find a practical solution for the game by linear programming.

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A numerical solver for quantitative pursuit-evasion game (정량적 추적자-회피자 게임을 위한 수치해석기)

  • 이훈구;탁민제
    • 제어로봇시스템학회:학술대회논문집
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    • 1996.10b
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    • pp.474-477
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    • 1996
  • In this paper, a numerical method is developed to solve the 2 dimensional missile/target persuit-evasion game. The numerical solver for the problem is composed of two parts: parametrization of the kinematic equations of motion using collocation and optimization of the parametrized minimax problem using a nonlinear programming. A numerical example is solved to verify the performance of the proposed numerical scheme.

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Design Patterns for Android Game Programming (안드로이드 게임 프로그래밍을 위한 설계 패턴)

  • Kim, Dong Kwan
    • Journal of the Korea Convergence Society
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    • v.9 no.8
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    • pp.17-24
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    • 2018
  • Design patterns can be classified as software reuse technique that might provide effective solutions to specific problems that occur repeatedly in software development. In particular, object-oriented design patterns are incorporated into various software platforms and frameworks to increase software productivity. This paper aims to support general guidelines relating to design patterns for Android-based game programming. The proper use of the design pattern could be effective in not only for software development productivity, but also for post-development software maintenance. This paper provides fundamental procedures and case studies for applying design patterns to game programming on the Android platform. Typical object-oriented design patterns such as MVP, Singleton, Observer, and State have been applied to the development of Android game programs.

A Preliminary Study on Serious Game for C Language Study of Beginners : freCman (초보자를 위한 C 언어 학습 기능성 게임 개발 사례 : 프레C맨)

  • Hwang, Kitae;Jung, Inhwan
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.199-206
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    • 2015
  • This paper introduces a serious game called freCman developed for C programming language beginners. Since key words, syntax, and programming structure of C programming language are unfamiliar for them, they feel uneasy and have many difficulties to study. We developed three games such as shooting star C, finding hidden errors, unscrambling C codes through which C beginners can study C language easily. Also we developed CTS(Code to Speech) which speeches C source codes like English statements so that C beginners can be familiar with C key words and statements. To prove effectiveness of the freCman, some experiments have been conducted with C language beginners. Experiment results show that the freCman helps beginners studying C programming language much.

Developing the Game Based Programming Language Teaching Materials for the Gifted of Information (정보영재를 위한 게임 기반 프로그래밍 언어 교재의 개발)

  • Kang, Shin-Cheon;Kim, Kyng-Hyun;Kim, Eui-Jeong
    • Journal of Gifted/Talented Education
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    • v.16 no.1
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    • pp.61-79
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    • 2006
  • The purpose of this study is to develop the programming language teaching materials for the gifted of information with using the game. There are many curricula for teaching the information and technology to the gifted of information. There are not differences between these programs and the general IT curricula. The gifted of information has some complains about his curriculum(58/60, 96.67%). So this study developed the alternative programming language teaching materials for the gifted of information. This study concluded the effects of alternative materials for teaching programming language depend on learners' academic achievement about programming language with game activity. This study also looks forward to being able to indicate new direction to develop the teaching materials for the gifted of information.

Analysis on Research Cases of Software Education related Game Programming (게임 프로그래밍에 관한 소프트웨어 교육 연구 사례 분석)

  • Han, Jeong-min;Jung, Ungyeol;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.275-276
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    • 2018
  • 디지털 혁명 시대를 살아갈 학생들에게 컴퓨팅 사고력 함양을 위한 소프트웨어 교육은 필수적이다. 특히 게임 소프트웨어를 개발하는 프로젝트 수업은 학생들의 학습 동기를 유발하고, 흥미로운 학습 환경을 제공할 수 있다. 따라서 본 연구에서는 게임 프로그래밍에 관한 소프트웨어 교육 연구 사례를 분석하고 시사점을 도출하였다. 이러한 연구가 소프트웨어 교육의 목적에 적합한 게임 프로그래밍 교수학습 방법을 개발하는데 도움을 줄 것이라 기대하기 때문이다.

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Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.417-423
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    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.