• Title/Summary/Keyword: Game-type Learning

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A study on Hangul serious mobile game for Infant based on R. Caillois's theory (로제 카이와(R.Caillois)의 놀이 유형에 근거한 유아용 한글 기능성 모바일 게임 연구)

  • Lee, Sooyeon;Kim, Jaewoong
    • Cartoon and Animation Studies
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    • s.35
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    • pp.291-312
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    • 2014
  • This study is based on the theory of R.Caillois about element of play which is motivated to infant for studying Hangul. The ultimate goal of play has to be accompanied by pleasure. And learning means permanent changes from experiences for the individual's. Play and learning, these two elements are united to the genre of serious game since the GBL (game based learning) was lead. Most importantly, in order to achieve their own Hangul learning is the fun. Coupled with fun and learning has an important issue for flow because concentration is low in infants than adults. In this case study is to know about fun factor has been applied effectively to Hangul serious mobile game. 20 Infant Hangul mobile serious games of Google Android mobile game section were selected as a case study based on more than 10,000 downloads and user's review rate by April 22, 2014. After that is currently available on the market can play a variety of cases of infant learning Hangul from previous research of R.Caillois offers four categories of play. R.Caillois of Agon, Mimicry, Alea, Ilinx have unique characteristics in comparison with its functional characteristics Hangul four are present any role in Hangul serious mobile games. As a result of the cases selected and the rules of the game will include a maximum of two of the most common types of Agon. Each attribute of the play, rather than one single factor is applied to four kinds of game play performance when properties are distributed to experience together gave the best flow. As a result of this study will be a based research for infants Hangul serious mobile game reflects the properties of the elements of a fun game that you want to combine learning.

A Study on the Differences in Learning-Activity Preferences between Gifted and Average Students according to Thinking Styles (사고 유형에 따른 영재 아동과 일반 아동의 학습 선호 활동의 차이 연구)

  • Shin, Jong-Ho;Seo, Jeong-Hee;Choi, Jae-Hyeok;Kim, Yong-Nam;Kim, Yun-Keun;Lee, Byun-Joo
    • Journal of Korean Elementary Science Education
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    • v.25 no.spc5
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    • pp.495-506
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    • 2007
  • This study investigated the differences in learning activity preferences according to different thinking styles between gifted and average students. A cluster analysis procedure was performed to classify students on the basis of thinking styles. Two clusters of different thinking styles were deduced: the gifted group with a high level thinking style (cluster 1), and the average group with a low level thinking style (cluster 2). The gifted group (cluster 1) preferred projects, simulations, discussions and game activities to other types of loaming activities. Gifted students and average students also were clustered into each three unique subgroups with respect to levels and patterns in thinking styles, and these subgroups also showed different learning preferences. The clusters of gifted students included the self-regulated learning type (cluster a), cooperative-learning type (cluster b), and the passive-learning type (cluster c). The clusters of average students included the independent learning type (cluster i), no-preference learning type(cluster ii), and the no-motivation & teacher-directed learning type (cluster iii). Theses clusters indicated significant differences not only in thinking styles but also in terms of preferences regarding learning activities. Theses findings are discussed in terms of their educational implications.

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On the Bayesian Fecision Making Model of 2-Person Coordination Game (2인 조정게임의 베이지안 의사결정모형)

  • 김정훈;정민용
    • Journal of the Korean Operations Research and Management Science Society
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    • v.22 no.3
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    • pp.113-143
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    • 1997
  • Most of the conflict problems between 2 persons can be represented as a bi-matrix game, because player's utilities, in general, are non-zero sum and change according to the progress of game. In the bi-matrix game the equilibrium point set which satisfies the Pareto optimality can be a good bargaining or coordination solution. Under the condition of incomplete information about the risk attitudes of the players, the bargaining or coordination solution depends on additional elements, namely, the players' methods of making inferences when they reach a node in the extensive form of the game that is off the equilibrium path. So the investigation about the players' inference type and its effects on the solution is essential. In addition to that, the effect of an individual's aversion to risk on various solutions in conflict problems, as expressed in his (her) utility function, must be considered. Those kinds of incomplete information make decision maker Bayesian, since it is often impossible to get correct information for building a decision making model. In Baysian point of view, this paper represents an analytic frame for guessing and learning opponent's attitude to risk for getting better reward. As an example for that analytic frame. 2 persons'bi-matrix game is considered. This example explains that a bi-matrix game can be transformed into a kind of matrix game through the players' implicitly cooperative attitude and the need of arbitration.

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Comparative Evaluation of Machine Learning Models for Predicting Soccer Injury Types

  • Davronbek Malikov;Jaeho Kim;Jung Kyu Park
    • Journal of the Korean Society of Industry Convergence
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    • v.27 no.2_1
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    • pp.257-268
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    • 2024
  • Soccer is type of sport that carries a high risk of injury. Injury is not only cause in the unlucky soccer carrier and also team performance as well as financial effects can be worse since soccer is a team-based game. The duration of recovery from a soccer injury typically relies on its type and severity. Therefore, we conduct this research in order to predict the probability of players injury type using machine learning technologies in this paper. Furthermore, we compare different machine learning models to find the best fit model. This paper utilizes various supervised classification machine learning models, including Decision Tree, Random Forest, K-Nearest Neighbors (KNN), and Naive Bayes. Moreover, based on our finding the KNN and Decision models achieved the highest accuracy rates at 70%, surpassing other models. The Random Forest model followed closely with an accuracy score of 62%. Among the evaluated models, the Naive Bayes model demonstrated the lowest accuracy at 56%. We gathered information about 54 professional soccer players who are playing in the top five European leagues based on their career history. We gathered information about 54 professional soccer players who are playing in the top five European leagues based on their career history.

An Efficient Load Balancing Scheme for Gaming Server Using Proximal Policy Optimization Algorithm

  • Kim, Hye-Young
    • Journal of Information Processing Systems
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    • v.17 no.2
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    • pp.297-305
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    • 2021
  • Large amount of data is being generated in gaming servers due to the increase in the number of users and the variety of game services being provided. In particular, load balancing schemes for gaming servers are crucial consideration. The existing literature proposes algorithms that distribute loads in servers by mostly concentrating on load balancing and cooperative offloading. However, many proposed schemes impose heavy restrictions and assumptions, and such a limited service classification method is not enough to satisfy the wide range of service requirements. We propose a load balancing agent that combines the dynamic allocation programming method, a type of greedy algorithm, and proximal policy optimization, a reinforcement learning. Also, we compare performances of our proposed scheme and those of a scheme from previous literature, ProGreGA, by running a simulation.

Design and Implementation of a Serious Educational Game for Youth Gatekeeper (또래 자살예방 지킴이를 위한 교육용 기능성 게임 개발)

  • Park, Changhoon;Lee, Jee-Sook;Ko, Ki-Sook
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.145-154
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    • 2017
  • In the age of low fertility and aging society, youth suicide is not the problem of a certain class but it should be recognized as an urgent and important social problem to be solved by our society. We aim to support the training of youth gatekeeper who can acquire the right attitude and understanding of suicide for adolescents, detect premature suicide signs of peer friends and link them to specialized institutions. In this paper, we propose a scenario based learning program that is linked to the concrete situation that the young people can sympathize with and a serious educational game of visual novel type that encourages participation of youth. We expect that the proposed serious game will improve the accessibility of educational facilities and youths through smart devices.

Implementation and Performance Evaluation of the Learning System for Chinese Characters in Edutainment - Performance Evaluation using the Cronbach's coefficient alpha and Analysis of variance- (Edutainment식 한자 학습 시스템의 구현 및 성능 평가 - 크론박 알파와 분산분석을 이용한 성능평가 -)

  • Lee Eun-Ah;Kim Tai-Suk
    • Journal of the Korea Society for Simulation
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    • v.14 no.4
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    • pp.9-18
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    • 2005
  • In this paper, the system is implemented in four ways , For those who want to learn Chinese characters using the internet, and To make the learning more interesting and entertaining. Four different learning methods have been provided , using the transition process of Chinese characters, games, animations, and an illustration of the relationships between Chinese Characters and korean letters. The subjects of the evaluation were freshmen polled about the Chinese character learning system. The evaluation methods are : the validity of the research content is evaluated using the Cronbach's coefficient alpha and the performance of the system is evaluated by F-type of Analysis of variance.

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A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.

Development of Puzzle-type Mobile Game Contents for Computer Education (컴퓨터 학습을 위한 퍼즐형 모바일 게임 콘텐츠 개발)

  • Park, Min-Kyung;Han, Keun-Woo;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.87-95
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    • 2005
  • A large part of the wireless Internet contents which the young people access through their mobile phones is mobile games. However, mobile games currently available in the market are mostly simple entertainment packages, and there are hardly any educational game contents. This research divided the middle school computer education curriculum into five parts-common PC knowledge, operating systems, word processor, Internet, and multimedia-and designed and implemented a crossword puzzles mobile game. The mobile game designed in this research was given an emphasis to allow access of school lesson contents anywhere and anytime through actual mobile telecommunication networks, so that the students may experience less barrier to more fun and entertaining educational contents. The developed educational mobile game was applied on 2nd year middle school students. The mobile game had positive educational effects.

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The Effect of Dance Educational of Physical and Emotional on Experience Dance Game (댄스게임 체험에 따른 신체적·정서적 무용교육효과)

  • Lee, Ji-Seol;An, Byong-Ju
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.65-75
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    • 2012
  • This study aims at identifying the physical, emotional effect on dance education by using "Dance Central" among Xbox-360 Games. In order to achieve the target, this study adopts case study methodology through Dance Central program among qualitative methods. The participants of this study were 8 adults who do not have experienced dance games from a homogeneous group composed of persons into who are called the Net Generation. The period of this study was from July 18, 2011 to August 14, 2011, during which the observation was conducted for 5 weeks. In total, 15 times of participant observation were made. Dance game experience Through data collection and analysis Participatory Video, self-reports, un-Structured interview, Observations. As a result of the study, the educational effect of aspects physical, emotional and the of dance game was analyzed into dance educational aspect. Educational effect on physical aspect was divided into subjects of 'preceded rhythm and familiarity of dance moves', 'changes by type of moves' and 'dance game requiring active physical activities'. Emotional learning effect was divided into subjects including, 'alleviation of stress'. 'changes of fun by stage and concentration' and 'dance game which has no risk of addiction'.