• Title/Summary/Keyword: Math game

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Actual G-Math Game Design for Directly Constructivism (직접적 구성주의에 의한 실체적 G-Math 게임 디자인)

  • Lee, Ji-Won;Chang, Hee-Dong;Park, Sung-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.39-40
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    • 2012
  • G-러닝 게임은 게임의 집중력과 재미 요소를 기반으로 학습의 목적을 가진 콘텐츠로, 최근 아동 교육용 G-러닝 게임의 시장 규모가 증가하고 있다. 그러나 기존에 연구된 G-러닝 게임은 교육성과 게임성의 디자인 방향이 일치하지 않아 균형 있는 효과를 기대하기 어렵다. 본 논문에서는 초등학교 4학년을 대상의 분수 학습을 위한 G-러닝 게임의 게임디자인 방법을 논한다. 분수 개념은 4학년 교과 과정 중 학습 난이도가 높고 이해가 어려워 단순 교수법보다 구성주의 학습법이 적합하다. 게임과 교육의 융합을 위한 디자인의 일환으로 G-Math 게임을 개발하였다. G-Math 게임은 구성주의 학습방법을 기초하여 ETC(탐구, 협동, 대화, 이해)이론으로 디자인 하였다. 본 연구는 G러닝 게임의 교육성과 게임성을 융합함과 동시에 효과적인 학습 방법을 디자인함으로서 G-Math에 특화된 콘텐츠를 제공한다.

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The Effects of Children's Forest Math Game Activities on Their Understanding of Number and Space Concept (유아의 숲 체험 수학놀이 활동이 수와 공간 개념 이해에 미치는 효과)

  • Kang, Young-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.11
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    • pp.473-480
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    • 2018
  • This study is intended to look into the effects of children's forest math game activities on their understanding of number and space concept. To achieve this, an evaluation was carried out to 20 4-year-old children in each group - experimental group and control group - by an evaluation sheet after forest math game activities during a total of 16 sessions 4 times a week for 4 weeks. The findings are as follows. First, children's forest math game activities had an effect on their understanding of number and space concept. Second, the difference between experimental group and control group showed that the experimental group received higher evaluation in the classifying and order finding items than the control group. It was confirmed that classifying and order finding in the forest math game were factors to help children's mathematical problem-understanding abilities. This implies that their forest math game activities have a positive effect on their mathematical problem-understanding abilities. Consequently, active forest math game activities for children are needed to help them understand the concept of number in the process of classifying task objects and solving tasks in order.

A Research on Effective Combination of Elementary Math and Game (초등수학과 게임의 효과적인 접목을 위한 연구)

  • Kim, Ge-won
    • Cartoon and Animation Studies
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    • s.37
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    • pp.393-411
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    • 2014
  • The volume of world market for serious game in year 2015 is expected to be about 9.6 trillion, and the volume of educational serious game market is expected to surpass half of the whole serious game market. In Korea, the development of game for educational purpose has dominated around the education enterprises since late 90s. In 2008, 'Serious Game Forum' was founded led by the Ministry of Culture, Sports, and Tourism with experts from many fields in the society and there were progressing of making policies and plans for potential development of the serious game industry, but the effects were not successful than expected. In 2012, the Ministry of Education, Science, and Technology announced commercialization policy of digital textbook by 2015 and the serious game for educational purpose got attention again. Then, the serious game market became more vigorous with the dispersion of smart devices.13) As a result, the serious games on the smart devices or interlocking between the online and smart devices became an important issue in development rather than the online only serious games. Math field has international competitive power through export in the educational serious game market which takes more than half of the serious game market. Therefore, developing serious game for math education is a good area to raise competitiveness in domestic and international game industries. Moreover, it has no received preferences from students and parents although it has high potential for positive change of individuals and society. The reason is that students recognize it as educational content rather than a game and they avoid it, while parents recognize it as game but not an education. This phenomenon happens because the game elements and educational elements are not properly mixed but focused only on education or emphasized only the fun factors of game when it was developed. Therefore, the purpose of this research is to suggest a direction of developing serious games effectively combining with elementary math for elementary students to get interested in math while playing games. The research will analyze the current elementary math textbooks and find contents which may be combined with the game genre that elementary students enjoy playing these days. This research received advice from serious game developers and math education expert group to reflect the inclination of elementary school students, and respond to the demands from parents and educational institutions, and suggested a direction of developing serious games for effective math education.

The Impact of Child/Teacher Initiated Math Games on Children's Mathematical Ability (유아와 교사의 주도적 수학게임 교수-학습방법이 유아의 수학적 능력에 미치는 영향)

  • Kim, So Hyang;Ahn, Gyoung Suk
    • Korean Journal of Child Studies
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    • v.28 no.3
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    • pp.133-148
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    • 2007
  • The 90 children in this study were grouped with 30 each in the experimental group, and the 2 comparison groups. Research methods over 8 weeks were in the sequence starting from teacher/assistant teacher education, then pretest, followed by development-adaptation of experimental model of math games, and post-test. The experimental group conducted child-initiated math games, comparison group I children proceeded with teacher-initiated math games, and comparison group II children proceeded with co-initiated math games. Statistical evaluation was by ANOVA and ANCOVA. Findings were that the child-initiated math game group scored higher on children's mathematical ability than the two comparison groups. Boys in the experimental group scored higher on children's mathematical ability than girls.

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Math Mobile Applications Affect Arithmetic Fluency and Learning Motivation of Underachieving Students in Math (수학 모바일 애플리케이션이 수학 학습부진아동의 연산 유창성과 수학 학습동기에 미치는 영향)

  • Shin, Sunae;Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.95-104
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    • 2014
  • In this research, we investigated the effect of arithmetic learning utilizing mathematical mobile application on arithmetic fluency and learning motivation of underachieving students in math. 24 4th grade math underachievers were divided into control and experimental groups. Arithmetic learning utilizing mathematical mobile application was conducted for experimental group and arithmetic learning utilizing learning worksheets was conducted for comparative group. After three weeks, the experimental group showed increase in math fluency and motivation compared to control group. Implications are discussed.

Visual Sentences for Educational Math Games

  • Chang, Hee-Dong
    • 한국게임학회지
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    • v.8 no.1
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    • pp.32-38
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    • 2011
  • The help or guide sentences of educational math games which use mathematical statements need to represent graphical forms for the learners of the game generation whose cognitive style is graphic first. In this paper, we proposed an object-based visual representation method for mathematical statements. It has object-based description rules to use graphical symbols and mathematical symbols with text words. It is easy to describe or to understand accurately mathematical meaning and is also fast for learners to read for understanding. The proposed method is good for learners of the game generation to get the help as scaffolding for learning math by educational games.

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The Effect of G-Learning Towards a Student's Affective Domain in Math Subject (수학 교과에서 G러닝이 학습자의 정의적 영역에 미치는 영향)

  • Wi, Jong-Hyun;Cho, Doo-Young
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.37-45
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    • 2010
  • The purpose of this paper is to analyze a positive educational effect of G learning(online game based learning). G learning has become an effective learning tool for constructivism based learning. Therefore, the paper developed G learning 'SKY math' and applied it to the elementary students. Through the analysis, the fact has been found that students' attitude and confidence for Math changed positively.

A Method of Graphic Representation of Mathematical Sentences for Game Generation (게임세대를 위한 수학문장의 그래픽 표현방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.5-12
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    • 2012
  • The information represented by graphic is preferred more than by text to the game generation familiar to computer games in the cognitive style. The learning to solve the math problems represented by graphic is significantly effective to improve learner's problem-solving power in math education. In this paper, we proposed a method of graphic representation of mathematical sentences for effective learning of the game generation. The proposed method arranges the unit informations in the logical structure and represent the logical interrelation between the informations by symbols, line segments, or arrows using the graphic elements with good visibility for the game generation to recognize easily and to understand accurately the logical meaning. The proposed method is able to represent accurately the math sentences until the detail level that appears the tense and the voice of the sentences differently from the previous graphic representation method's ability. The proposed method could be used as learning tools and used widely to represent graphically mathematical informations for the instructional scaffolding of an educational game in oder that the game generation could learn effectively.

Design and Application of Term Project Model for Game Mathematics in Flipped Learning Environments (플립드러닝 환경에서 게임수학 텀프로젝트 모형 설계 및 적용)

  • Choi, Youngmee
    • Journal of Korea Multimedia Society
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    • v.20 no.7
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    • pp.1102-1112
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    • 2017
  • The purpose of this study is to design and application of term project model for Game Math in flipped learning environment. In the term project self study model, students interacts with multi-instruction materials and multi-tutors on flipped learning. We develop a case for game update term project and implement it to a real Game Math classroom. As a result, we show the positive learning experiences focused on effects of technology and human relation through survey.

Effectiveness of G-Learning Math Class in Increase of Math Achievement of K-5 Students in USA (G러닝 수학 수업이 미국 초등학교 5학년 학생의 수학 성취도 향상에 미치는 영향)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.79-90
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    • 2012
  • This study suggests effects and procedure of G-Learning math class which had implemented toward a class of K-5 for 6 weeks in La Ballona elementary school located in Culver City, LA in USA. For designing G-Learning math class, developing the G-Learning contents, constructing teaching and learning model, publishing the teacher and student's book and conducting teacher training were carried out. As for the results, the achievement score of G-Learning class rose 12 points which marked higher improvement than the compare class. Also in G-Learning class, the score of 1/3 lower achievement group increased 22 points and 1/3 higher achievement group rose 9 points with statistical significance. Moreover, after G-Learning math class, interest and awareness to effectiveness toward G-Learning math was positively increased.