• Title/Summary/Keyword: Game for education

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Analysis and Improvement on the College Convergence Education with Game Departments (국내대학 게임학과의 융합교육 현황과 개선방안)

  • Park, Jin-Won;Baek, Hyun-Deok
    • Journal of Engineering Education Research
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    • v.17 no.2
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    • pp.68-74
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    • 2014
  • Game industry demands for talented workers from game scenario writing, graphic design and computer game programming areas, which are the three heterogeneous parts of computer game making. This paper deals with the analysis on the college convergence education, surveying the curriculums of game departments in Korean universities and with how to proceed for game programmers to the direction of convergence education for computer game making. Most of the game departments are focusing on game programming area, whereas only 2 departments among 14 surveyed are teaching the game graphic design topics. Observing the curriculum changes for sampled game departments reveals that around 30% of the majoring classes are directly game related. Game programmers are to be advised to fulfill their programming skill first and later expand their ability to game graphic design skill.

The Study on Relief of Elementary Students' Game Addiction through the Online Game Development Project Learning (온라인 게임 개발 프로젝트 학습을 통한 초등학생들의 게임 중독 개선 연구)

  • Baek, Sung-Hyun;Kim, Soo-Hwan;Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
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    • v.13 no.4
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    • pp.471-478
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    • 2009
  • In this paper, we intend to relive game addiction by educating game programming for students that suffer from game addiction. We had analyzed popular games at the present day and extracted factors related to information education from game programming tool. In addition, we had designed the practical lesson plan based on the instructional design model. We had applied the game programming project to students for a year and the results were as follows. First, we verified the drop of addiction propensity by performing the examination of game addiction scale with before and after T-test. Second, according to the results of analysis based on grounded theory, it saved game time and relieved game addiction. In conclusion, this study shows that the game programming project relieved game addiction.

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Korea-China Game Design Department Education System Status Comparison and Analysis - A Study on Development Plan for Nurturing Game Professionals (한중 게임디자인학과 교육시스템 현황비교 및 분석 - 게임전문인재 양성을 위한 발전 방안 연구)

  • Zheng, Shuai;Lee, Dong Lyeor
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.235-240
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    • 2021
  • Recently, the number of users has risen sharply while the development speed of the Chinese game industry is rapidly developing. The game industry has already become a promising industry in China's cultural industry. With the rapid development of the Chinese game industry, the demand for specialized game designers and game development personnel is urgent. Still, at present, it is difficult for graduates to get a job at a game company every year even if a new game design department is established at a Chinese university. This may be due to a conflict between the education of the game major in the game market. In this paper, we present a customized development strategy while summarizing the problems that existed in the Chinese game design department in the rapidly developing background of the game industry, Try to provide a valuable opinion. and use it as a reference for the future development of education in the Chinese game major.

Development and Application of an Educational Game based on Virtues Education for Relieving Online Game Addiction of Elementary School Students (초등학생의 온라인 게임 중독 완화를 위한 덕 교육 기반 교육용 게임의 개발과 적용)

  • Han, Ji-Hye;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.589-603
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    • 2010
  • Game addiction is the one of side effects from current knowledge-based society, So it is very important to find students with game addiction and treat them as early as possible. In this paper, first of all, a measure scale is developed for diagnosing game addiction. The scale is made based on the literature reviews. Also, a game model is developed based on virtues education. The proposed model has the following characteristics. First, it can induce active participation of students. Second, it helps students find and decide a moral standard related to online game addiction for themselves. Third, students can learn a moral standard naturally through narratives related to various real-life situations. The followings are concluded after applying the proposed game to elementary school students with game addiction. First, game addiction is relieved for those students, specially for "high risk" and "potential" groups. Second, the proposed game can improve respect to others and individual responsibility.

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Development of a Computer Game "Ecopoly" for Education on Relationship between Environment and Economy

  • Komuro, Tasuya;Matsumoto, Toshiyuki
    • Industrial Engineering and Management Systems
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    • v.10 no.4
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    • pp.264-271
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    • 2011
  • It is necessary for humans who have been facing environmental problems to build a sustainable society in which economic activities coexist with nature. To realize such goals, it is essential to promote and enhance environmental education, and to raise global awareness of environmental issues. As a preceding study, a board game "Ecopoly" based on the Kyoto protocol and the estate dealings game, was developed and the validity of environmental education was verified. This study further aims to develop a computer game "Ecopoly", based on the board game which enables us to learn the relationship between environmental problems and economic activities, and to learn more about environmental problems. This computer game enables to concentrate on it by automatic complicated calculations, and to get a higher visual effect compared with the board game. Experimental testing of the game was conducted with 13 college student subjects, and the validity of the game was verified.

A plan for the Development of Chinese Game Industry -Curriculum Suggestions for Training Professionals in Chinese Universities (중국 게임 산업의 발전을 위한 전문 인력 양성 방안 -중국내 대학의 게임 전문 인력 양성 커리큘럼 제안)

  • Shuai, Zheng;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.325-332
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    • 2020
  • Most of the games developed or marketed in the Chinese game market are developed and serviced in foreign countries or are produced in Korea (China) and marketed as services of foreign game companies. If China wants to become the world's game development powerhouse, I think that professional education in multiple methods is the top priority. In particular, I think that a specialized game design department is necessary at a university in China. In this paper, we investigate the game design departments of universities in the United States and the game development powers in South Korea and the Korean game development powers to analyze the educational system of the game design department. Through comparative analysis, a Chinese university finds the necessary elements when establishing a new game design department, and trains advanced game developers in the game field at the Chinese Department of Digital Media Arts. If this study is helpful to the game education in China, it will be studied in the future for the master's program and the doctoral program.

The Effects of Elementary Students' Perception of the Game Programming Using KODU (KODU 기반의 게임 프로그래밍에 대한 초등학생들의 인식 변화)

  • Jeong, Youngsik;Yu, Jeongsu
    • Journal of The Korean Association of Information Education
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    • v.18 no.3
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    • pp.453-460
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    • 2014
  • In this study, we develop a teaching and learning model for elementary students on game programming using KODU. The developed model consists of four steps: introducing the game programming, making the game, playing the game, and modifying the game. After teaching the students, we conduct a survey to gather their opinions on the game making tool and activities. The results show that the students are satisfied with KODU and prefer make a game to play a game. Game programming educating with KODU can keep elementary students from game addiction while increasing confidence in their studies.

The Development of the Game Addiction Remedy Program based on Scratch Programming (스크래치 프로그래밍을 활용한 게임중독 치료 프로그램의 개발)

  • Han, Seon-Kwan;Kim, Soo-Hwan;Seo, Jung-Bo
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.61-68
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    • 2010
  • In this paper, we proposed the education program using Scratch as an alternative activity for the remedy program of game addiction. We tried to find the solution through computer and game that affect the problem of game addiction. We choose the high-risk students about game addiction disposition and took a programming lesson for educational game development with consultation class. We also analysed the effectiveness of our remedy program. We found the positive results between before and after the program and we analysed that game connectivity rates were decreased during recess time. In interview and observation about students, we found that the students were changed to the positive tendency about game addiction. We expect this program will give many help for solving the problem of game addiction, if this research is applied to the regular class in elementary school.

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Designing and Implementing Serious Game for Programming Education (프로그래밍 교육을 위한 기능성 게임의 설계와 구현)

  • Jung, ChanYong
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.143-150
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    • 2016
  • Programming is a difficult meat for novices. Educatees nowadays start to play games before they first attend formal education. Serious games offer tools that may have potential to support programming trainers to become more engaged on their learning through a learn while having fun approach. This paper aims to design and implement serious game for programming education. Our serious game substitutes game rules and objects for elements of programming language. We will begin by describing the game mechanics, followed by the general system architecture, finalizing with a small conclusion. We also discuss the implications of our work for the development of the serious game that support the identified features and teach programming concepts.

Board Game Design for Disaster Safety Education for Elementary School Students Based on Learning Motivation Theory (학습동기이론 기반의 초등학생 재난안전 교육을 위한 보드게임 설계)

  • Kim Mira;Jung Hyungwon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.1
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    • pp.59-74
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    • 2024
  • In order to improve safety consciousness due to the increase in disasters and safety accidents, safety education is necessary to prepare for disasters with interest in safety. This study is a board game design for disaster safety education for elementary school students based on Keller's learning motivation theory. By considering the school safety curriculum and the safety education contents of the School Safety Mutual Aid Association and the Ministry of Public Administration and Security, the content and goals of learning were derived and the order of learning was determined. When designing game content, the fun elements of the game were applied to Keller's learning motivation inducing factors such as attention concentration (A), relevance (R), confidence (C), satisfaction (S), and educational game design elements to induce the achievement of learning goals at the game planning stage. It is expected that the existing safety education focusing on lecture-style and audiovisual will be supplemented and used in the educational field.