• Title/Summary/Keyword: Game for education

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A case study of education game - In the case of Jumbini 2 (mountain rescue operations) (교육용게임의 적용 사례 분석 - 줌비니2(산악구출작전)을 중심으로)

  • Lee, Jong-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho;Kyung, Byung Pyo
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.459-465
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    • 2013
  • In this study, an educational game named "Jumbini 2: Mountain Rescue Operation" is compared and analyzed as a case of highly effective educational as well as significant popular game. In order to develop effective game software for education, stories and structure elements of the game are examined. Significant results are found on aspects of value and effect as an educational game, analyzing based on goal, rule, competition, challenge, fantasy, safety and fun, which are general elements for educational games.

Exploring of trends and understanding to apply Serious Games for education and training (Serious Games 활용을 위한 이해와 동향)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.107-118
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    • 2008
  • The world is changing fast from the information society to the knowledge society as the amount of knowledge exploded over through development of the information communication technology. Much efforts to use serious fames for students' learning is being made actively via international and domestic. It is expected that the results of this study would suggest how to utilize serious games in learning and training. The purpose of this study is to totally understanding of serious games that made to achieve educational goal based on specific character of game in which make flow, goal achievement, satisfaction. For this, introduce the game-based learning model to apply education and training, and trends development of serious games.

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A Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning (Kinect 게임 활용 수업에서 학습자의 참여적 학습 경험에 대한 사례 연구)

  • Ryoo, EunJin;Kang, Myunghee;Park, Juyeon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.363-374
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    • 2019
  • Recently, there is an increasing interest in game based learning as a teaching method for digital native learners. This study set kinect game contributes to engaged learning as the competition and cooperation play (achievement goals, interaction), the digital game play (multisensory stimulation, fantasy and curiosity, chance, accurate feedback, control), and the body movement play (embodied cognition, presence). After performing classes using the motion recognition game developed for the elementary school history class, this study conducted semi structured interviews based on engaged learning elements of kinect game based learning for students who were successfully participating in learning. In the result, each element appeared to a successful learner. Based on these results, this study hopes to assist researchers as a basic evidence to introduce kinect game-based learning for engaged learning.

Stragies developing serious game for children safety education (아동기 안전교육을 위한 기능성게임 개발전략)

  • choi, Eun-young;Choi, Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.191-192
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    • 2016
  • The purrpose of this study is to develop safety education program to prevent child accident using serious game. Specially children need systematic education program specially cognition of accident. Serious game has entertain and education, and it can make game stage using storytelling about variable accident situation. Using serious gmae for preventing accident, it includes useful subjects such as safety education, prevent strategies, crisis management, problem solving accomplishment.

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Implementation of Open Source Embedded Software Educational Integrated Development Environment Using Portable Game Console (휴대용 게임기를 이용한 공개 SW 기반 임베디드 소프트웨어 교육 IDE 환경 구성)

  • Lee, MinSuk
    • IEMEK Journal of Embedded Systems and Applications
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    • v.7 no.2
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    • pp.113-120
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    • 2012
  • In this paper we describe the integrated development environment for embedded software education. Our environment uses a cheap and widely available portable game console, Nintendo DS-lite. We have integrated open source development tools, and have implemented download shell, remote debugger. The results are all open source, and were used for university class for real embedded software education.

A Study on the Serious Game for the Military Training (군사훈련용 기능성 게임에 관한 연구)

  • Ha, Soo-Cheol
    • Journal of National Security and Military Science
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    • s.7
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    • pp.233-270
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    • 2009
  • Serious game played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives. The main goal of a serious game is usually to train or educate users while giving them an enjoyable experience. Serous games are video games with serious purposes such as teaching or training and whose principal aim is education. The major characteristics of serious games involve pedagogy which are all of the activities that educate, train, or instruct the player. Other characteristics of serious games are that they use entertainment principles, creativity and technology to build games that carry out serious purposes. This study is to introduce a serious game for the military training and to describe the elements of game design for developing it.

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A Study on Correlation between Preference for Game Element and Game Addiction in Elementary-school Students (초등학생들의 게임요소에 대한 선호도와 게임 중독과의 상관관계 연구)

  • Shim, Jeoung-Woo;Lee, Jae-Mu
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.51-58
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    • 2009
  • The purpose of this study is to clarify correlation between preference for game element and game addiction in elementary-school students. In the current elementary-school students, the game addiction is reaching the serious situation. However, there are almost no research that specifically inquired into preference for game element in elementary-school students, and research that inquired into relationship between game element and game addiction. Therefore, this study aims to prevent game addiction by clarifying correlation between the addiction to game and the relevant game element. As a result of researching, the preference for game element was significantly higher in male students than in female students. And, the students of preferring a game were higher compared to the students of not preferring a game. The preference for the social desire satisfaction was higher in the lower academic achievements. The preference for the sensible desire satisfaction and for the intellectual desire satisfaction was the highest in students of preferring RTS game. And, the preference in students of preferring racing and action game was the lowest.

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A Study of Mathematical Game and Puzzles With Learners (학습자와 함께 하는 수학게임 및 퍼즐 활용에 관한 연구)

  • Kim, Sang-Lyong
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.3
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    • pp.567-581
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    • 2010
  • The basic direction of mathematical education for a 21st century is focused on helping student to understand mathematics and develop their problem solving abilities, mathematical dispositions and mathematical thinking. Elementary mathematics teachers should help students make sense of mathematics, confident of their ability, and make learning environment comfortable for students to participate in. The best way is to provide chances to play a game for students, considering educational value of game and new directions for mathematical education. Therefore I would like to develop an mathematical game to conform mathematical ideas, and apply it, as well as strengthen students' mathematical disposition such as confidence, flexibility, interest and curiosity to improve quality of mathematical education. If students are helped to be interested in mathematics through mathematical games, they regard mathematics as interesting and challengeable subject to let themselves think many ways.

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An Analysis of Perceptions of Teacher for Game-Based Learning (게임기반학습 활성화를 위한 교사의 인식 조사)

  • Park, Hyung-Sung;Park, Sung-Deok
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.91-101
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    • 2010
  • The purpose of this study is to analyze the teacher's perception about educational use of a game as a supportive method for teaching and learning process in the educational context. The result will be used as a good index to spread the game-based learning in the future. We have derived the following results through the investigation. Firstly, teachers have some limitation to get the topics and contents for game-based learning curriculum. Secondly, they were frequently required to design and arrange their teaching process by the level of learner's ability in the game-based learning. Thirdly, public institution has to supply various information and guideline for teachers to use the game-based learning. Finally, they demand systematic approach and executive and financial support to encourage the game-based learning.

A Serious Game Development for Historical Education Using OGRE Engine (OGRE 엔진을 이용한 역사 교육용 기능성 게임 개발)

  • Lee, Myoun-Jae;Kim, Kyoung-Nam
    • Journal of Digital Contents Society
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    • v.11 no.3
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    • pp.385-392
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    • 2010
  • At present, educational serious games which are designed for educational purpose including funny element have been developed in korea. This paper proposes a history educational game and describes how to make history educational game using OGRE engine. The OGRE engine is public, and widely used in many universities. Methods of the proposed game's development include development environment, desired plan, game scenario, game interface, method to cooperate with physics engine and so on. The proposed game is played in performing a mission that is based on historical event of our country in itself. And discrimination of the proposed game is to set a quest with actual historical events, in order to learn history beyond the simple fun in the existing history educational games. This paper should be helpful to discrimination of history educational serious game and developers to create history educational serious game with OGRE engine.