• Title/Summary/Keyword: Game for learning

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A Study on the Adoption of Characteristics of Educational Game for Edutainment Contents Development - through a Case Study of English Vocabulary Learning Came for Children (에듀테인먼트 컨텐츠 개발을 위한 게임 요인 적용에 관한 연구 - 어린이용 영어 단어 학습 게임 컨텐츠 개발을 중심으로)

  • 박수정;김현정
    • Archives of design research
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    • v.16 no.2
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    • pp.271-280
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    • 2003
  • In digital age, multimedia technology has changed the learning method as a learner-directed way. CD-rom and internet that are major two multimedia learning way, has aimed at edutainment which combine education and entertainment. However, existing educational contents can only induce temporary learning motivation, and are in short of entertaining factors enough to induce continuous and ingenuous learning motivation. Therefore, in order to be used by users efficiently, educational software have to adapt characteristics of educational game more actively. In this paper, adoption method of characteristics of educational game in learning contents is sought and the specific example of adoption is demonstrated by a case study of developing vocabulary learning educational game.

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Implementation of Digital Game-based Learning Feature for Package Tour Management Application (패키지 투어 관리 애플리케이션을 위한 디지털 게임 기반의 학습 기능 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1004-1012
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    • 2022
  • This paper contains the implementation of a game as a feature of a package tour management application with the Digital Game-based Learning approach that helps tourists learn about tourism spots. The game is written in Java language for an Android smartphone that is designed to be integrated with Content Management System (CMS) to manage the game's contents and assets. The game contains one tourism spots introductory level and five quiz game levels with each having a reward (points) and punishment (time penalty) system, then summed the results to obtain the total score from all levels. The total score will determine a tourist's performance and be listed on an online leaderboard to increase competitiveness among tourists. The conducted performance evaluation of the game shows satisfactory results of 0.9 seconds of response time from the database to the game. Implementing the game presented in this paper will potentially reduce the burden of the tour guide and increase the efficiency of managing the tour group.

A Study on Characteristics of Serious Game User through Implementation of Mobile Sequence Game (모바일 수열 게임 개발을 통한 기능성 게임 사용자의 특성에 관한 연구)

  • Hong, Min;Lee, Hwa-Min
    • The KIPS Transactions:PartA
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    • v.19A no.3
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    • pp.155-160
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    • 2012
  • This paper designed a smartphone application with sequence problems which users can improve their learning ability and this application is implemented as serious game which is designed for the special purposes of education with entertainment and game-like fun at anytime and anywhere during the spare time. Also to prove learning effects through sequence of number application under ubiquitous environment which is popular these days, the proposed serious game which has various types of sequence questions is implemented based on the iphone and android environments. User characteristics and learning effects which are based on game record of proposed application are analyzed according to socio-demographic characteristics.

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.

Analysis of Learning and Fun Elements Inherent in Dance Game (댄스게임에 내재된 학습과 재미요소 분석)

  • Lee, Ji Seol
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.155-170
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    • 2015
  • This study aims to investigate the Learning and fun aspects of dance games by examining their instructive values. Dance Central 2 was analysed with a focus on its educational functions by observing dance moves. Therefore this study looked into the game's educational elements that create learning effects and fun elements that attract continuous and voluntary participation. Analysis was implemented based on the physical, cognitive, and emotional aspects for Learning elements and the aspects of graphics, sound, video, rewards, target-setting, difficulty levels, and control for fun elements. As a result, it was found that the practice and performance modes of Dance Central 2 have elements that can improve players dance skills. Of course, there may be difference in players' participation and effects depending on their goals and objectives. Consequently, the continuous use of the dance game supported by player's dance skills and commitment will improve learning.

Prediction of English Premier League Game Using an Ensemble Technique (앙상블 기법을 통한 잉글리시 프리미어리그 경기결과 예측)

  • Yi, Jae Hyun;Lee, Soo Won
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.5
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    • pp.161-168
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    • 2020
  • Predicting outcome of the sports enables teams to establish their strategy by analyzing variables that affect overall game flow and wins and losses. Many studies have been conducted on the prediction of the outcome of sports events through statistical techniques and machine learning techniques. Predictive performance is the most important in a game prediction model. However, statistical and machine learning models show different optimal performance depending on the characteristics of the data used for learning. In this paper, we propose a new ensemble model to predict English Premier League soccer games using statistical models and the machine learning models which showed good performance in predicting the results of the soccer games and this model is possible to select a model that performs best when predicting the data even if the data are different. The proposed ensemble model predicts game results by learning the final prediction model with the game prediction results of each single model and the actual game results. Experimental results for the proposed model show higher performance than the single models.

Design and Implementation of Socket-based Multi-player Game Service for Elementary Mathematics Learning (초등 수학 학습을 위한 소켓 기반 멀티플레이형 게임 서비스의 설계 및 구현)

  • Kim, Sung Wan
    • Journal of Service Research and Studies
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    • v.6 no.2
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    • pp.175-184
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    • 2016
  • The educational computer game service, due to its entertainment role, is a very attractive tool for students to raise their interests in learning. Especially mathematics, the most difficult subject for many students, is one of the typical subjects in which the educational computer game service can be efficiently applied. Most of the previous game services is for single or two learners. And learner only have to simply submit a solution for the proposed math expression in the game. In this paper a multi-player game service based on TCP/IP socket programming technique is designed and implemented to join in the game for multiple learners. In addition, we design a game rule to improve learners' number sense by letting them arrange various ways to solve the problem. Finally, using the requirements of educational game service, we evaluate the proposed game service and its usability.

The Use of Internet in Creating an Effective Distance Learning - Focused on Business Simulation Game - (인터넷을 이용한 효과적인 원격수업의 운영 - 경영모의게임을 중심으로 -)

  • Gim, Gwang-Yong
    • Asia pacific journal of information systems
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    • v.8 no.1
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    • pp.125-144
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    • 1998
  • This article describes the use of Internet as a means of operating the class which is business simulation game. The aims of investigation are to summarize the characteristics of distance learning using information technology, to find proper operating procedures for the internet class focusing on small group formation, to check the major factors affecting the teaching effectiveness, and to suggest the business simulation game as a proper distance learning class using internet.

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V-Killer: An English Vocabulary Game using Searching and Ranking based on Mobile (V-Killer: 검색과 랭킹을 이용한 모바일 기반의 영어 단어 맞추기 게임)

  • Jung, Eun-Ji;Lee, Hyun-Joo;Kwon, Jin-Hee;Song, Hye-Ju;Park, Young-Ho;Lee, Jong-Woo;Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.17-26
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    • 2009
  • Recently, an interest in mobile games is increasing according to the extension of the high speed network infra and the development of mobile devices. Specially, the mobile game for learning can help to reinforce an academic performance and an interest for a brief time anytime anywhere. Thus, we propose new mobile contents named V-Killer which combines learning with a game. V-Killer is a word puzzle game which has functions of ranking and searching. The game can get feedback on your learning or progress and choose the degree of difficulty according to the ability of the user. The game lead to an interaction of user and games as sets questions by user, in addition, it is easy to operate and has a simple construction. In the paper, we implement the proposed game on the mobile and present the game.

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Comparison of Learning Performance by Reinforcement Learning Agent Visibility Information Difference (강화학습 에이전트 시야 정보 차이에 의한 학습 성능 비교)

  • Kim, Chan Sub;Jang, Si-Hwan;Yang, Seong-Il;Kang, Shin Jin
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.17-28
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    • 2021
  • Reinforcement learning, in which artificial intelligence develops itself to find the best solution to problems, is a technology that is highly valuable in many fields. In particular, the game field has the advantage of providing a virtual environment for problem-solving to reinforcement learning artificial intelligence, and reinforcement learning agents solve problems about their environment by identifying information about their situation and environment using observations. In this experiment, the instant dungeon environment of the RPG game was simplified and produced and various observation variables related to the field of view were set to the agent. As a result of the experiment, it was possible to figure out how much each set variable affects the learning speed, and these results can be referred to in the study of game RPG reinforcement learning.