• Title/Summary/Keyword: Game Software Curriculum

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Analysis on the Technology Elements for Game Software Major Curriculum (게임소프트웨어전공 교과목 편성을 위한 기술요소 분석)

  • Park, Jin-Won;Seo, BeomJoo;Bae, Byung-chull;Kim, YeJin
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.95-106
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    • 2017
  • In this paper, we characterize and analyze the technology elements and their hierarchy for the college graduating students performing capstone design projects in a game software major. When graduating students in a game software major must make a game for graduation, they need to know the pertinent technologies and their hierarchy. Technology analysis for game making would mean for students to recognize how the low level technologies taught in freshman and sophomore periods are linked to the high level technologies taught in junior and senior periods. Also, the analysis would help the professors design the game software major curriculum in detail based on the levels and the hierarchy of the individual technologies.

A study of the computer game curriculum for consumer (수요자중심의 컴퓨터 게임 교과과정에 대한 연구)

  • Kim Jeong-Hoon
    • Journal of the Korea Computer Industry Society
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    • v.6 no.3
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    • pp.415-420
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    • 2005
  • Since there is difference between the technical skill of the graduates and the requirement of the game company, company's professional training expenditure is increasing. This paper suggests a new curriculum to meet the requirement of company and produce the game software professionals.

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A Study of Game Project Curriculum for Integrated Subject (통합교과로서의 게임 프로젝트 교육과정 운영방안 탐구)

  • Choi, Seung-Kwan
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.111-122
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    • 2016
  • The purpose of this study is to suggest an curriculum model of teaching scheme which performs team project learning based on Integrated project with different fields. To address this goal, the present study suggests a practical game project model under the same game-making circumstances as game industry by consisting of real case of convergence parts(game graphic, game design, game program). This project-based learning case has been conducting Integrated project education since 2008 in A educational Institute in Korea. The results of study suggest a standard of Integrated-based curriculum model and it is constructed with two parts. The first part is what students learned during project processing, such as responsibility, communication. The other part is how to construct the educational environment for integrated project. It explains how to organize and build teams, plan of integrated project, rule the role of team task, perform collaborative task, present interim/final presentation, evaluate grade. This study is expected to be utilized as a framework for the instructional design and the guideline for improving learner competency in team project learning.

Development of Demand-Oriented Curriculum in the Computer-Software Field (컴퓨터-소프트웨어 분야 수요지향적 교과과정의 개발)

  • Rho, Eunha;Pak, Suehee;Chang, Juno
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.1-13
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    • 2005
  • In this paper, to solve the imbalance between the skill factors demanded by the industry and the curriculum of the universities, demand-oriented educational contents are developed in the computer-software field. In the field, five tracks are selected: Software Development, System Integration, Embedded System Software, Multimedia and Game Software, and Business Information Technology. In each track, a curriculum with four demand-oriented courses is developed to reflect the demands of the IT industry. Detailed syllabuses and course materials are developed as well. Applying these artifacts, lectures have been performed at universities since 2004.

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The Effects of Childrens' Perception of the Kodu Software Curriculum Model based on SCC Activity Strategy (SCC 활동 전략기반 Kodu SW교육과정 모델 적용을 통한 어린이 코딩 인지 효과)

  • Sung, Younghoon;Yoo, Seounghan
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.283-292
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    • 2016
  • Based on revised 2015 curriculum, diversified SW education methods for elementary school students are researched, developed and applied. However, as most of SW education is based on English text, its coding process may be difficult for low graders of elementary school who are not familiar with English and Math. Under this situation, Kodu game lab based 'icon card board' by which coding could be learnt with ease through game and icon was developed and story activity, coding activity and collaboration activity (SCC) strategy based 17th session SW curriculum was applied and verified. As a result of research, in terms of satisfaction of students for SW class, students more than 86% recognized such class positively and a significant effect was obtained from students' interest level and learning model for coding.

Development of Game Programming Education Model 4E for Pre-Service Teachers (예비교사를 위한 게임 프로그래밍 교육모델 4E 개발)

  • Sung, Younghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.561-571
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    • 2019
  • Programming education generally includes problem analysis process, automation through algorithms and programming, and generalization process. It is a good software education method for students in improving computing thinking. However, it was found that beginners had difficulties in understanding instruction usage, writing algorithms, and implementing programming. In this study, we developed a game programming education model and curriculum for programming education of pre-service teachers. The 4E model consisted of empathy, exploration, engagement and evaluation. In addition, it is configured to learn game core elements and core command blocks by each stage. To help the pre-service teachers understand the use of various programming blocks, a three-step teaching and learning method was presented, consisting of example learning, self-game creation, and team-based projects. As a result of applying and verifying the curriculum for 15 weeks, it showed significant results in the 4E model and pre-service teachers' perception of block programming competence and the level of computational thinking on the submitted game project results was also high.

Present and Future for the Curriculums of Game Majors (게임학과 교과과정 현황과 변화 추이)

  • Park, Jin Won
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.123-130
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    • 2016
  • Twenty years have passed since the first game department was established in Korea. We now need to review and foresee the future of game department curriculums. In this paper, we characterize and analyze the current curriculums of game departments in Korean colleges. The study focuses on the detailed course works based on the game making processes, which are largely composed of game design, game programming and game graphic design. Then we analyze the past curriculum changes of the game programming and the game graphic design departments. Also, we survey the curriculums of cinema departments which are older than game departments, thus may show the hint for the future of game departments. As the results of the analysis, the curriculums of game departments have to strengthen the game design related courses and have to expand the game making exercise courses.

Unplugged Computing Education for Elementary School Traditional Folk Game-based on Yutnori (전통 민속놀이를 이용한 초등학교 언플러그드 컴퓨팅 교육-윷놀이를 중심으로)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.621-628
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    • 2019
  • The 2015 revised curriculum offers elementary students an unplugged computing education as a way to learn the concepts and principles of computer science in an easy and fun way and to improve their computational thinking. Yutnori is a traditional board game unique to Korea, which contains various contents such as history, culture, and science of our people, which helps to cultivate cultural identity of learners, and can effectively promote cooperation and communication among members. In this paper, we examined the possibility that Yutnori could be used as an unplugged computing tool in elementary school software education and convergence education. Korean traditional board game Yutnori has elements that can learn the sun and movements of heavenly bodies as well as sequential, selection, and repetitive algorithm elements. Unplugged activities that apply Korean traditional culture Yutnori is expected to help foster creative convergence talents by improving elementary school students' computational thinking, communication and community.

The Education Methodology for the Production of Stereoscopic 3D Image Contents -Focusing on University Education (3D 입체영상 콘텐츠 제작 교육 방법론 -대학교육을 중심으로)

  • Park, SungDae;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2045-2053
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    • 2016
  • Many research institutes have studied 3D stereoscopic images since the release of 3D stereoscopic film 'Avatar' in 2009. Universities have conducted research on and studied 3D stereoscopic image in various ways, and even university curriculums have adopted 3D stereoscopic image production courses. However, universities face many difficulties in purchasing expensive equipment including cameras and rigs for 3D stereoscopic image contents production training. This paper addresses the 3D stereoscopic image content production curriculum using software in university. A practical training course was carried out based on the theoretical contents and theories that must be dealt with in 3D stereoscopic image contents production curriculum. As a result, students could understand the principles of 3D stereoscopic image production and produce various 3D stereoscopic images using various software applications. In this parer, proper instructional methods for 3D stereoscopic image contents production in university are discussed through this production course.

Feasibility Analysis and Curriculum Design for the Business Simulation Learning (경영 시뮬레이션 학습의 타당성 분석 및 교수모형 설계)

  • Lee, Jae-Won;Park, Jin- Meyoung
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.309-323
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    • 2009
  • Business simulation learning is a business education method of the software applications that applied for the university's management training. Its interest is increasing as management training tools to simulate the virtual enterprise and to learn the business management knowledge, management skills, experience and problem-solving. This research was done for the feasibility analysis and management education model design of the business simulation learning. As a prior research to the introduction and operation of the university's business simulation learning curriculum, the need and literature research on the possibility recognition of classes for college students and corporate executives, a demand survey research and analysis was done and discussed the necessity and possibility of the business simulation learning for the industry and universities education area. In addition, we designed a curriculum of the business simulation learning and presented some of education models of management for the university's management training purpose by using the results of the survey research and literature analysis.