• Title/Summary/Keyword: Games education

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The Suggestion of Educational Model Based on Internet Games (인터넷 게임을 기반으로 한 교육모텔 제시)

  • 김종훈;김우경
    • Journal of the Korea Computer Industry Society
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    • v.2 no.6
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    • pp.759-774
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    • 2001
  • This research has the theoretical faces of education with the internet games are based on the Networking and interactive features be caused by network focused on cooperative education, and presentation about educational game model. It includes educational features about various internet games(adventure game, simulation game). Educational game model is a definite model can realize the learning with internet game according to each stages of educational games are based on the networking.

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Pre-Service Primary Teachers' Mathematical Investigation Through Transforming Mathematical Games (수학적 게임 변형을 통한 초등 예비교사의 수학적 탐구 경험)

  • Lee, Dong-Hwan
    • Journal of Educational Research in Mathematics
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    • v.26 no.1
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    • pp.143-157
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    • 2016
  • This study aims to find out the feasibility and effectiveness of mathematical games as a way to provide primary pre-service teachers with doing mathematics. The game had induced the active participation of elementary pre-service teachers. Through transforming the game, the teachers have been able to experience of mathematical problem posing and generating mathematical representation. Based on this, we discuss the role of mathematical games as a method of pre-service teacher education.

A Comparative Analysis of Design Methods for Educational Games (교육용 게임디자인 방법들의 비교분석)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.25-35
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    • 2010
  • The generation who have had experienced computer games while growing up, are called game generation. The game generation has quite different styles of thinking and behavior from other generations. But present education methods for the game generation are not basically different from the education methods for other generations. Prensky argued that digital game-based learning is one of the few ways to meet the needs of the information age for the game generation. In this paper, we analyze the suitability of 4 design methods for educational games in comparison which were selected by the literatures survey. The suitability analysis was performed on the overall design method, the game design method, the education design method, the explicit of the design method, and the pros and cons. We suggest research topics on design methods for educational games which are needed to research in the future, based on the analyzed results.

A Study on Mobile Game usage of adolescent from Use and Gratifications perspective (이용과 만족 관점에서 본 청소년들의 모바일게임 이용에 관한 연구)

  • Han, Kwang Hyun;Kim, Tae Ung;Kim, Young Ki
    • The Journal of Korean Association of Computer Education
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    • v.8 no.2
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    • pp.61-73
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to examine the motives of adolescents for playing mobile games. Based on data collected from survey, we have identified Escape, Arousal and Fantasy, Challenge and Competition, Diversion and Relaxation, Social interaction as the key motivators for playing mobile games. We also investigated the extent to which use and gratifications are predicted by demographic factors as well as by gaming experience. Statistical results confirm that most of the demographic factors played critical roles in determining the level of motivations for playing games. The results from this research might give mobile game industry some useful guidelines for developing mobile edu-game and market expansion strategy.

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Effects of an Empowerment Education Program in the Prevention of Internet Games Addiction in Middle School Students (중학생의 인터넷게임중독 예방을 위한 임파워먼트교육프로그램의 효과)

  • Joo, Ae-Ran;Park, In-Hyae
    • Journal of Korean Academy of Nursing
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    • v.40 no.2
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    • pp.255-263
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    • 2010
  • Purpose: The purpose of this study was to determine effects of an empowerment education program (EEP) on internet games addiction, empowerment, and stress in middle school students. Methods: The EEP used in this study was based on the Freire' Empowerment Education Model. The research design of this study was a non-equivalent control group pretest-posttest design for 48 middle school students, who were conveniently assigned to an experimental group or a control group. The data were collected from May 29 to June 19, 2005. Data were analyzed using SPSS/PC program with frequencies, $\chi^2$-test, Fisher exact test, t-test, mean, standard deviation and ANCOVA. Results: 1) The first hypothesis that, "the experimental group would have higher empowerment scores than the control group. "was supported. 2) The second hypothesis that, "the experimental group would have lower internet games addiction scores than the control group."was supported. 3) The third hypothesis that, "the experimental group would have lower stress scores than the control group." was supported. Conclusion: We suggest, therefore, that the EEP should be used with adolescent to help them control their stress, internet games addiction and to increase their empowerment.

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.

Study on Expression Pattern of Jobs in Game from Perspective of Prospective Jobs in Future (미래 유망 직업 관점에서 게임에 나타난 직업의 표현 양상 연구)

  • Kwang Hee Cho;Jung Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.181-186
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    • 2023
  • In this study, it argues that adolescents lack awareness of the Fourth Industrial Revolution and lack of job expression in games, and suggests promising future vocational education through games. Various previous studies reviewed job education, limitations, and educational effects of online games, and studied job expression in the game from the perspective of future promising jobs, and 45 out of 200 jobs appeared in mobile simulation games. It was found that 'content creators', 'drone experts', and 'software developers' were expressed as promising jobs in the future. Although it has a limitation of investigating only the main character's job, it is meaningful that it pointed out that the current game does not sufficiently cover the functional aspects of vocational education for future promising jobs and suggested the need to reflect future promising jobs.

A Case Study of a Planning Process through Developing Serious Games (기능성게임 제작을 통한 기획접근 프로세스 사례)

  • Eun, Kwang-Ha
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.197-204
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    • 2010
  • This study explains the planning practical training that researches the process of functional game planning approach by developing functional games. The main focus of this study is the practical training process of planning which is an important part of game development jobs by developing games with proper functional materials, 'Framework of Planning Functional Game', and the verification of framework by developing functional games. This paper suggests that the functional game planning approach with the right function requires progressive/quantitative standard, which is different from typical process. Therefore, this paper is useful as reference materials of a functional game education through the cases of games developed by the progressive/quantitative approach standard.

Effects on Extension of Mathematical Communication Ability by Applying of Computational-Strategy Games (계산 전략 게임 적용이 수학적 의사소통 능력 신장에 미치는 영향)

  • 박병서
    • Education of Primary School Mathematics
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    • v.3 no.2
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    • pp.133-142
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    • 1999
  • When the game is used in mathematics loaming, students take pleasure of game in themselves and communicate through interaction with other students naturally. It is important because the game is activity for intellectual growth and social development. Also students have had affirmative attitude about mathematics by Emu. The communication in mathematics loaming helps that linking informal and intuitive thinking of students with abstract and basic mathematical language and that it also helps changing from the dependent situation to teacher to the self-directive teaming of students. The purpose of this thesis is to effect on extension of mathematical communication ability to the second grade of elementary school students by applying of computational-strategy games. It has conclusion as follows. Application of computational-strategy games had effected on extension of mathematical communication ability importantly. When students have mathematical communication through computational-strategy games, at the beginning, the words which students used was long, incorrect, and unnecessary words. But at the later, students became to use clear, correct concise words as they connect their routine language with mathematical symbol. Therefore we can make sure that mathematical communication ability of the second grade students' is extended by applying of computational-strategy games.

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A Survey Analysis of Elementary Children's Home Video Games (국민학교 아동의 전자오락에 관한 실태조사)

  • Hyun, On Kang;Lee, Hong Sook
    • Korean Journal of Child Studies
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    • v.15 no.2
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    • pp.55-68
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    • 1994
  • A survey analysis of home video games was carried out for 1,018 elementary school children. Children responded to a questionnaire consisting of sociodemographic variables, degree of game participation(frequency and mean time), control behavior(eg. resting during games, lightening interior), and physical symptoms(eg. eyestrain, headache, trembling, paralyses) during and/or after playing games. Statistical analysis was done by frequency, percentile, and chitest. The results showed that many children enjoyed video games frequently and played continually, that few children did control behavior during games. Main variables related to degree of game playing and control behavior were sex, game experience, parent's education, and mother's activity. In particular, the results implied that the level of physical symptoms during and/or after game differed by lighting factors.

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