• Title/Summary/Keyword: Game for education

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A Study on the Simulation Game Design for the Problem Solving of Regional Environment Problems (지역 환경 문제 해결을 위한 시뮬레이션 게임)

  • 유혜연;이동엽;최석진
    • Hwankyungkyoyuk
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    • v.15 no.1
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    • pp.125-136
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    • 2002
  • The ultimate goal of environmental education is to train the civilian who positively participates in solving environmental problems. To do above, not only accurate knowledge but also right value about environmental problems are needed. It is reasonable decision making that choose the first of all alternatives to solve the problems by accurate knowledge and right value of an individual. Teaching reasonable decision making in environmental education is related to raise the participant civilian toward regional environmental problem solving Simulation game helps that students have a opportunity to practice decision making skills about regional problems and give self-confidence to their decision making ability. So, the aim of this study is to present simulation games which is fit to elementary environmental education. The first one is for group decision making, the second one is for individual decision making. These can make a conclusion, winner and loser of games. But last one is open-ended game and aims to make explicit a variety of opinions, issues and conflicts to problem.

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A Study on the Educational Game Design for Practicing Energy Saving in Elementary School Students (초등학생의 에너지 절약 실천을 위한 교육용 Game Design 연구)

  • Park, Hyun-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.5
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    • pp.14-20
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    • 2019
  • Energy saving is becoming more and more important issue due to lack of resources and limited nature. However, There is a lack of learning status on energy saving in the school field. In particular, in elementary education on energy saving was not linked to practice, and the educational effect was insufficient. Although various kinds of learning tools are utilized, many successful cases of energy saving game strategy are introduced in overseas industry field, and game design is proposed so that energy related education can be played through games. Because energy conservation can not be effective without practice, learning using games as a tool is expected to be more effective than learning based on knowledge transfer in the classroom. We propose a defense game for energy conservation education by using the mission elements, score acquisition element, time limit element, and character element which are the interesting elements of the game designed in the previous research.

Resolution Methods for Developer's Difficulties in the Serious Game Developing Process for Science Learning (과학 학습 기능성 게임 개발 과정에서 개발자가 겪는 어려움과 대처 방법)

  • Hwang, Hyunjung;Lee, Changhoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.121-132
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    • 2014
  • The main goal of this research is to invest the difficulties in the process of developing serious game for science learning to acquire the suggestion. We analysed the journals written by developers of game scenario on the procedure of the development and on the review of the accomplished game. Then we also interviewed the scenario developers as well as game developers. When interviewing the game developers, we passed them the thoughts and questions of scenario developers. The possible difficulties in developing serious game are form the difference of cognitions on the skills which can be embodied in the development process and interaction and communication problem between scenario developers and game developers. As a consequence of the research, we acquired some suggestions for developing serious game as follows; 1) Scenario developers and game developers must understand the concepts of serious game as well as learning theory; 2) Both scenario developers and game developers should be aware of secured technological capacity and allowed time period. 3) Scenario developer should take a part of game developer' role as using a learning contents authoring tool; 4) Scenario developers have to consistently interact with game developers in developing the games; 5) Scenario should be concretely described in detail; and 6) A Supervisor is essential to control both scenario developers and game developers.

Effect of Game based Learning Utilized Sandbox Game on Creative Problem-solving Ability and Learning Flow (샌드박스형 게임을 활용한 게임기반학습이 창의적 문제해결력과 학습몰입도에 미치는 영향)

  • Jeon, Inseong;Kim, Jeongrang
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.313-322
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    • 2016
  • The effect on creative problem solving ability and learning flow is analyzed by applying game-based learning using sandbox game, Minecraft Edu for elementary school students. It appeared to be effective when applied to sand box utilizing game-based learning than traditional lecture teaching method on creative problem solving ability and learning flow. It is found to be a significant difference observed in all sub-elements on Creative problem solving ability and it is found to be a significant difference in all sub-elements on learning flow except sense of control and transformation of time.

Family Function, Parent-Child Communication, and Family Satisfaction Influencing Game Use among Korean Adolescents (가족기능, 부모-자녀 의사소통, 가족만족도와 청소년의 게임사용간의 상관성)

  • Seo, Mi-A
    • Korean Journal of Health Education and Promotion
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    • v.28 no.1
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    • pp.37-47
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    • 2011
  • Objectives: The purpose of this study was to explore the influential factors of family function, parent-child communication, and family satisfaction on Korean adolescents game use. Methods: The participants were 940 adolescents in Seoul. A structured questionnaire was used to collect data. The study variables were family function, parent-child communication, family satisfaction, and game use. Results: Game use was different by gender, age, time to spend in game during weekdays and weekend. Game use had significant negative correlations with family cohesion, family adaptability, communication with father, communication with mother, and family satisfaction. Multiple regression analysis showed that 20.3% of the game use was explained by gender, communication with mother, hours of playing games during weekdays, family adaptability, and hours of playing games during weekend. Conclusions: These results suggest that being male and lack of communication with mother, low family adaptability, game hours during weekdays and weekend can be potential risk factors for excessive game use in the adolescents, which should by considered in developing a prevention program for excessive game use focused on family factors.

A Study on Difference in Tendency of Undergraduates with Reliance on Factors of Online Game Addiction (온라인 게임 중독 요인에 따른 대학생들의 경향 차이 연구)

  • Jeon, Mi-Yeon;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.503-506
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    • 2009
  • The purpose of this study is to suggest a countermeasure against a major cause that leads to game addiction, by grasping tendency of the actual condition for the online game use in freshmen for university and by analyzing relationship of game addiction according to factors. As a result of analyzing on relationship among sub-variables for game addiction, it could be known that the more men in gender leads to the more serious game addiction and that the longer game time given using once leads to the higher level in control loss and game addiction. Also, it was indicated that the more in group with high risk leads to the more serious in physical and mental problem. There is a suggestion that a scale related to game is developed for the expansion in counseling institution nationwide and for the preventive education targeting all the ages including undergraduates and adults as well as small children and children.

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A Game-Style Learning System for the Enhancement of Underachievers' Motivation (학습부진아의 동기유발을 위한 게임형 학습시스템)

  • Lee, Jae-Mu;Kim, Young-Tae
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.37-46
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    • 2008
  • Underachievers, having had more experience with failure in teaming, tend to lose their self-confidence and motivation for study. If they achieve more when studying, they will enhance their self-confidence and motivation and their learning accomplishments will be increased. A game-style learning system was, therefore, developed in which the learner gains self-satisfaction and motivation with a proper 'hit and win' in a game-style program. The system supplies learning content automatically and randomly while adapting to the student's level by continuously checking the learning progress. Positive effects in motivation and learning achievement were recorded when underachievers used this program.

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A Research on Effective Combination of Elementary Math and Game (초등수학과 게임의 효과적인 접목을 위한 연구)

  • Kim, Ge-won
    • Cartoon and Animation Studies
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    • s.37
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    • pp.393-411
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    • 2014
  • The volume of world market for serious game in year 2015 is expected to be about 9.6 trillion, and the volume of educational serious game market is expected to surpass half of the whole serious game market. In Korea, the development of game for educational purpose has dominated around the education enterprises since late 90s. In 2008, 'Serious Game Forum' was founded led by the Ministry of Culture, Sports, and Tourism with experts from many fields in the society and there were progressing of making policies and plans for potential development of the serious game industry, but the effects were not successful than expected. In 2012, the Ministry of Education, Science, and Technology announced commercialization policy of digital textbook by 2015 and the serious game for educational purpose got attention again. Then, the serious game market became more vigorous with the dispersion of smart devices.13) As a result, the serious games on the smart devices or interlocking between the online and smart devices became an important issue in development rather than the online only serious games. Math field has international competitive power through export in the educational serious game market which takes more than half of the serious game market. Therefore, developing serious game for math education is a good area to raise competitiveness in domestic and international game industries. Moreover, it has no received preferences from students and parents although it has high potential for positive change of individuals and society. The reason is that students recognize it as educational content rather than a game and they avoid it, while parents recognize it as game but not an education. This phenomenon happens because the game elements and educational elements are not properly mixed but focused only on education or emphasized only the fun factors of game when it was developed. Therefore, the purpose of this research is to suggest a direction of developing serious games effectively combining with elementary math for elementary students to get interested in math while playing games. The research will analyze the current elementary math textbooks and find contents which may be combined with the game genre that elementary students enjoy playing these days. This research received advice from serious game developers and math education expert group to reflect the inclination of elementary school students, and respond to the demands from parents and educational institutions, and suggested a direction of developing serious games for effective math education.