• Title/Summary/Keyword: Game for learning

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Improvement of the Gonu game using progressive deepening in reinforcement learning (강화학습에서 점진적인 심화를 이용한 고누게임의 개선)

  • Shin, YongWoo
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.23-30
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    • 2020
  • There are many cases in the game. So, Game have to learn a lot. This paper uses reinforcement learning to improve the learning speed. However, because reinforcement learning has many cases, it slows down early in learning. So, the speed of learning was improved by using the minimax algorithm. In order to compare the improved performance, a Gonu game was produced and tested. As for the experimental results, the win rate was high, but the result of a tie occurred. The game tree was further explored using progressive deepening to reduce tie cases and win rate has improved by about 75%.

A Functional Game Application for Korean Words Learning Based on Smartphone Environments

  • Choi, YoungMee
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.259-264
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    • 2019
  • In this paper, the prototyping process for developing syllable-initial consonant-based game 'Korean Guards' is described. Users may effectively learn Korean words using alphabetically sequential approaches, but the easiness of access bestowed on the smart environments and game algorithms could be fully utilized for the functional advantages for educational purposes. This functional game is developed on Android OS and the prototypical outcome is shown.

Simulation Game-Based Learning for Middle School Students' Academic Emotions and Learning Achievement

  • JUNG, Yunha;LIM, Kyu Yon
    • Educational Technology International
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    • v.17 no.2
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    • pp.151-174
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    • 2016
  • This study examined the effects of simulation game-based learning on academic emotions (positive, negative) and achievement (factual, conceptual, procedural knowledge acquisition). Sixty-three students from a high school located in South Korea were chosen for the study. The students were assigned to either an experimental group for simulation game-based learning or a comparison group for instructor-led lectures. The results demonstrated that there was a significant difference between the comparison and experimental groups in both positive and negative academic emotions. However, there was no significant difference in factual, conceptual and procedural knowledge acquisition. The results indicate that simulation game-based learning generates more positive emotions than instructor-led lectures.

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.

Comparison of Reinforcement Learning Activation Functions to Improve the Performance of the Racing Game Learning Agent

  • Lee, Dongcheul
    • Journal of Information Processing Systems
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    • v.16 no.5
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    • pp.1074-1082
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    • 2020
  • Recently, research has been actively conducted to create artificial intelligence agents that learn games through reinforcement learning. There are several factors that determine performance when the agent learns a game, but using any of the activation functions is also an important factor. This paper compares and evaluates which activation function gets the best results if the agent learns the game through reinforcement learning in the 2D racing game environment. We built the agent using a reinforcement learning algorithm and a neural network. We evaluated the activation functions in the network by switching them together. We measured the reward, the output of the advantage function, and the output of the loss function while training and testing. As a result of performance evaluation, we found out the best activation function for the agent to learn the game. The difference between the best and the worst was 35.4%.

Games Application Methodology for History Education: Case Study of Developing a Serious Game for History Education (역사교육에 대한 게임 활용 방안: 기능성 게임 개발사례를 중심으로)

  • Jung, ChanYong
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.29-38
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    • 2018
  • Although computer games seem to be efficient tools for facilitating and supporting situated learning in Europe, GBL(game based learning) is less likely in Korea. The objectives of this paper are to address the causes of the problem and evaluate a serious game for history GBL. We review various cases of history GBL projects in European School Net, commercial games and serious games which are related to history. We draw a demand of our game's structural type, learning criterion, basic model of instruction, and executable prototype from the analysis results. Scene management educators pursue and dependencies of turning points in the history are critical differentiator. An evaluation team of educators, learners, and edu-game managers evaluates that the prototype is suitable model for application in history instruction.

"Spot the differences" Game: An Interactive Method That Engage Students in Organic Chemistry Learning

  • Cha, Jeongho;Kan, Su-Yin;Chia, Poh Wai
    • Journal of the Korean Chemical Society
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    • v.62 no.2
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    • pp.159-165
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    • 2018
  • For the first time, the spot the differences (STD) game was employed in the teaching of basic organic chemistry course. Three sets of paired pictures associated with selected topics in organic chemistry were presented to the students and they were required to spot the differences between the two pictures. Based on the students' pre and post self-assessment, the STD game resulted in several positive learning outcomes as indicated in the students' reflective writing, including knowledge recall, deeper understanding of a subject, enhanced analytical skill, motivation and fun-filled learning, learning from peers and self-empowerment in learning. The STD game is a desirable teaching and learning tool, as learning in an entertaining and interactive way is highly sought after in today's classroom, especially to novice students. In the future, the STD game can be modified and implemented to cater the needs of different courses and topics.

Improvement of Sequential Prediction Algorithm for Player's Action Prediction (플레이어 행동예측을 위한 순차예측 알고리즘의 개선)

  • Shin, Yong-Woo;Chung, Tae-Choong
    • Journal of Internet Computing and Services
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    • v.11 no.3
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    • pp.25-32
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    • 2010
  • It takes quite amount of time to study a game because there are many game characters and different stages are exist for games. This paper used reinforcement learning algorithm for characters to learn, and so they can move intelligently. On learning early, the learning speed becomes slow. Improved sequential prediction method was used to improve the speed of learning. To compare a normal learning to an improved one, a game was created. As a result, improved character‘s ability was improved 30% on learning speed.

Artificial Engine Development through Reinforcement Learning on Jul-Gonu Game (강화학습을 이용한 줄고누게임의 인공엔진개발)

  • Shin, Yong-Woo
    • Journal of Internet Computing and Services
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    • v.10 no.1
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    • pp.93-99
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    • 2009
  • Game program manufacture had been classed by 3D or on-line game etc. simply. But, atomized game programmer's kind now. So, Artificial Intelligence game programmer's role is important. This paper used reinforcement learning algorithm for Jul_Gonu board characters to learn, and so they can move intelligently. To compare a learned character to an random one, a board game was created, and then they fought against each other. As a result, learned character‘s ability was far more improved.

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Games Development Methodology as a Teaching Tool for Elementary School: Case Study of Developing History Learning Game (초등 교과 학습 도구로서의 게임 개발 방법론: 역사 게임 개발 연구 사례를 중심으로)

  • Kim, Nayoung
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.53-62
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    • 2015
  • This paper introduces an educational game development method for the purpose of designing game as part of school curriculum activities, base on experimental case of making history learning game for private elementary schools in Korea. Our first approach was to define a game as a educational learning tool like any other media and mediating platform such as smart phones or other applications. We regard user as a player, and students as a end user and decision making-customers. Unlike other game development process we brought service design methode to the development process, making a game platform that is specially designed for teachers' teaching tool, which is easy and effective to use to ther subject of teacher's intention. Based on our research case, we suggest educational games development methodology which can be better suited for games with school curriculum in learning environment.