• Title/Summary/Keyword: Game for education

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A Proposal on an Edu-Game Mechanism for Effectively Knowledge by using Hierarchical Configuration (계층적 지식전달을 위한 효과적인 에듀게임 체계제안)

  • Park, Eun-Young;Park, Young-Ho;Hwang, Sin-Hee
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.83-90
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    • 2008
  • An on-line game is growing of very fast through characters of the interactive Computing and internet environment. In addition, an edu-game combing the advantages of the game and the education increase gradually. The paper proposes an edu-game system for providing knowledge through the hierarchical structure. The system differs from existing ones that combine a game and an on-line education. There are three different goals as follows. First, the paper proposes three-level of knowledge hierarchies. The method enables users to understand more easy and systematic and interesting education. Second, the graphic interface of a puzzle type is able to contact more conveniently and it provides beauties and functionalities. Third, Among them, specifically the knowledge hierarchy is not forced to users and the method also can study in detail and users can enjoy systematically e-education by using the general type of a puzzle game.

Effectiveness Analysis and Utilization of Game System for Military Education and Training (국방 교육훈련을 위한 게임 효과분석 및 활용방안)

  • Park, Heungsoon;Lee, Yunho
    • Journal of Internet Computing and Services
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    • v.23 no.1
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    • pp.95-103
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    • 2022
  • The goal of education and training in military is to foster strong combatants who can fight and defeat enemies. The Korean military is deeply aware of the importance of education & training, and has been introducing various advanced training systems so far. Despite these efforts, however, the military environment to maintain and strengthen the level of training is becoming increasingly difficult. In this study, it was conducted on the effectiveness analysis and utilization of the game system for military education & training through literature review. As a result of literature analysis, the introduction of the game system could be expected to have various effects throughout the cognitive and behavioral areas. Based on this effect analysis, the concept and shape of game system operation for each purpose were derived, and an improved plan using the game system was proposed.

The Effects of Adolescents' Social Anxiety on Their Internet Game Flow : Moderating Effect of Self-Discrepancy (청소년의 사회불안이 인터넷 게임 몰입에 미치는 영향 : 자기불일치의 중재효과를 중심으로)

  • Lim, Kang Hee;Kim, Jung Min;Jung, Hye Kyung
    • Journal of Families and Better Life
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    • v.34 no.3
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    • pp.85-94
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    • 2016
  • The study aims to investigate the effects of social anxiety and self-discrepancy on the internet game flow of adolescents, and to explore the moderating effect of self-discrepancy on the relationship between social anxiety and internet game flow. For this purpose, questionnaires on social anxiety, self-discrepancy and internet game flow were administered to 900 middle and high school students in the Gyeonggi region. The data were analyzed through frequency analysis, t-test, Pearson's correlation analysis, stepwise multiple regression analysis, and hierarchical regression analysis using SPSS Win 21. The major findings of the research are as follows. First, social anxiety and internet game flow of adolescents showed a significant difference by gender. The level of social anxiety was higher for girls than that of boys, while the level of internet game flow was higher for boys than that of girls. Self-discrepancy showed a significant difference by grade. The level of self-discrepancy was higher for middle school students than high school students. Second, self-discrepancy was the most significant predictor of the internet game flow in adolescents. Also, gender and social anxiety were significant predictors. Third, the moderating effect of self-discrepancy was found in the relationship between social anxiety and internet game flow in adolescents.

The Development Case of G-Learning Based Education Contents (G러닝기반 교육 콘텐츠 개발 사례)

  • Eun, Kwang-Ha;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.397-402
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    • 2013
  • The development case presented is about the development of smart education contents for development of creativity, and suggests the development contents and approach to design of software of teaching materials based on G-Learning which allow learner to interact depending on their dispositions. Above all, focusing on design approach in order to maximize interaction which is the characteristic of game, the education contents that enable learner to be immersed by education level as per learner's disposition have been developed, and it allows to compose the level of difficulty based contents according to level design plan. Also, it is the case that the contents allow for effective education by setting visual environment which enables learner to be immersed depending on learner's disposition with the realization of object which appears in respect of vision and visual Customizing of character.

An Experimental Analysis on the Unplugged Sorting Activity for Computer Science Education (컴퓨터과학 교육용 정렬 놀이를 위한 실험적 분석)

  • Park, Youngki
    • Journal of The Korean Association of Information Education
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    • v.22 no.6
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    • pp.671-679
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    • 2018
  • Sorting algorithms are the basic building blocks that computer science students need to learn. In recent years, sorting algorithms also have begun to be taught in K-12 classrooms using "the educational sorting game" described in CSUnplugged. However, although the educational sorting game was developed for students aged 8 and up, it is hard for K-12 teachers to play with their students because it is difficult for teachers to understand all of the algorithms and some popular algorithms do not work well in the educational sorting game. In this paper, we discuss what teachers should know, and experimentally analyze the performance of the existing algorithms when applied to the educational sorting game.

A Study on the Learning Effect of Serious Game for Diet education in Type II Diabetes (제2형 당뇨환자 식이교육 기능성 게임의 학습효과)

  • Kim, Yu-Jeong;Ahn, Tae-Hong
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.121-130
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    • 2016
  • The purpose of this study was to develop the customized diet education game (Roly-Poly 160) for type II diabetes and to test its effectiveness. The diet education game for type II diabetic is composed of three kinds of modules as Meal self-management, Card Game, and Quiz Game. Meal self-management was developed to manage the dietary information of each day and to observe changes in the 12-month period. Card game is to find a changed card based on the recommended meal menu during a limited time and Quiz game is to learn knowledge while solving the quizzes about diet. Data was collected from September 28th to October 28th, 2016 at C hospital and G hospital in G district, and 5 times for 1 hour for every 30 people with type II diabetes who applied for diabetic diet education. Knowledge of diabetes and 2 hour postprandial blood glucose were measured repeatedly before and after the experiment. After the Roly-Poly 160 experiment, the knowledge of type II diabetes was statistically significantly increased (p = 0.04), and the fasting blood glucose and the 2 hour postprandial blood glucose decreased statistically decreased (p <.05) and Roly-Poly 160 game clinical efficacy was verified.

Software Development Education through Developing a usable Multiplayer Online Game (다중 사용자 온라인 게임 개발을 통한 소프트웨어 개발 교육)

  • Yoon, Ilmi;Ng, Gary;Kwon, Oh Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.2
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    • pp.38-45
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    • 2012
  • Building a game has been used as effective and attractive way of teaching computer science. Building a usable Multi-player Game is requires important aspects of technology, teamwork and software engineering principles. The whole class was structured in to several teams and students needed to join one or two teams. Each team presented their progress, discussed future milestones and troubleshoots, updated documents for clearer communication and utilized SVN(Subversion) throughout the semester. Unlike usual class setting, all students worked collaboratively together like one company to achieve the goal. In one semester, students started from concept design and completed a working Multiplayer Online Game called "deBugger" (Fall 2009), and "World of Balance" (Fall 2011), while learning game design, 3D graphics, Game Engine, Server-client architecture, Game Protocol, network programming, database, Software Engineering principles, and large application development as a team project.

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Predictors of On-Line Game Addiction of Junior-High School Students (중학생의 온라인게임 중독 위험 예측변인 분석)

  • Boo, Jung-Min;Kweon, Soon-Yong
    • Journal of Fisheries and Marine Sciences Education
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    • v.20 no.3
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    • pp.390-399
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    • 2008
  • The purpose of this study is to clarify variables dichotomizing adolescents into online game addiction-latency group and non-addiction group. Based on ecologic theory, individual system(self-esteem, self-control, depression, stress-coping strategy), family system(parental support), and social system(teachers' support and peer-group support) were suggest for variables affecting online game addiction of adolescents. 612 adolescents were tested for game addiction, self-esteem, self-control, depression, stress-coping strategy, and social supports from parents, teachers, and peer group. Independent t-tests showed between-group differences in self-esteem, self-control, depression, aggressive, and negative-avoiding stress-coping strategies, parental support, and peer-group support. Binary logistic regression analyses revealed that aggressive stress-coping strategy of social system and peer-group support of social system had significant influences on the division of the groups.

Analyzing Game Interfaces for Adapting Games in English Learning and Teaching (영어 교수학습에 활용 가능한 게임 인터페이스 분석)

  • Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.131-144
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    • 2015
  • As Smart-Learning has widely spread based on the advances of smart technologies in recent days, utilization of digital content has gradually become popular in English education. Considering the present situation, therefore, it can be predicted that games will draw attention as one of the commonly utilized digital contents in the English education field. This study focuses on finding out the major interfaces in game which could be applied properly to English learning and teaching activities. To achieve the research goals, this study elicited games which were able to represent their own genre and analyzed the aforementioned games by monitoring players' gameplay video clips to determine the interfaces which got the most selections. After that, this study examined the major interfaces to find out relative linguistic attributes. By synthesizing these results and methodological aspects of the English learning and teaching, this paper suggests game interfaces, which could be applied appropriately to teaching and learning in English education.

Development of GPS game machine of space and a position information system

  • Lee, Dae-Young;Park, Kil-Hwan;Bae, Sang-Hyun
    • Proceedings of the KAIS Fall Conference
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    • 2003.11a
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    • pp.243-246
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    • 2003
  • This system is unionized form about GPS and a pocket game machine. This game machine of the use only for the game with an existing system but the function of various purposes which carries out service relevant to a user's position information. This system have the game function, the function to offer space guidance service by the theme interlocked with a user's position, and the traffic safety education function.

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