• Title/Summary/Keyword: computer games

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Individual, Cooperative and Collaborative Works with Educational Games of Mathematics for Computers

  • Cannone, Giacomo;Hernandez, Josefa;Palarea, Maria Mercedes;Socas, Martin M.
    • Research in Mathematical Education
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    • v.11 no.2
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    • pp.101-126
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    • 2007
  • We analyze the possibilities of using Information and Communication Technologies as a resource in the teaching/learning of Mathematics and we show the results of concrete experiments carried out with the games: "Adibu", "La ciudad perdida" and "Drood en el planeta siete", with fourteen students and two primary school teachers in a school in Santa Cruz de Tenerife (Spain). Our analysis of the games is made within a global framework in which individual, cooperative and collaborative learning are considered, taking as reference the theoretical frameworks set out by Piaget, Vygotsky, and the principles of collaborative learning (Computer Supported Collaborative Learning).

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A Study on the Serious Game for the Military Training (군사훈련용 기능성 게임에 관한 연구)

  • Ha, Soo-Cheol
    • Journal of National Security and Military Science
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    • s.7
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    • pp.233-270
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    • 2009
  • Serious game played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives. The main goal of a serious game is usually to train or educate users while giving them an enjoyable experience. Serous games are video games with serious purposes such as teaching or training and whose principal aim is education. The major characteristics of serious games involve pedagogy which are all of the activities that educate, train, or instruct the player. Other characteristics of serious games are that they use entertainment principles, creativity and technology to build games that carry out serious purposes. This study is to introduce a serious game for the military training and to describe the elements of game design for developing it.

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Orbital Dungeon Generation: A Method for Creating Dungeons Quickly and Dynamically

  • Udjaja, Yogi
    • Journal of information and communication convergence engineering
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    • v.20 no.1
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    • pp.41-48
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    • 2022
  • With the development of technology, the procedures for making systems are altered. Jobs that were initially difficult with technology have become easier. Likewise with work as a developer. In this era, it takes work that can be done quickly, precisely, and accurately. Inspired by the Copernicus' theory that the sun is the center of the solar system, this research aims to create a plugin that is integrated with the Unity game engine so that it can create dungeons quickly and dynamically using the orbital dungeon generation method. In general, games that have several dungeons are role playing games genre with the roguelike subgenre, where games of this type are widely adopted by well-known games. This method is expected to be employed by developers, especially game developers, to simplify and speed up the creation of games using dungeons, because the complexity of the system that is made can be adjusted according to needs.

The Role of Didactic Games and Exercises in the Sensory Development of Preschoolers

  • Zdanevych, Larysa;Chagovets, Alla;Gontar, Zoriana;Onyschuk, Iryna;Lanetska, Yulia
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.61-66
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    • 2022
  • The main purpose of the article is to analyze the key aspects of didactic games and exercises in the sensory development of preschoolers. The relevance of the chosen subject determines the fact that there are a number of problems in the specifics of the development of preschoolers and their characteristics, which manifest themselves individually. The importance of using didactic games and exercises in the development of preschoolers has been proved. The methodology includes a number of theoretical and practical methods, which together form the research methodology. Based on the results of the study, key aspects of the importance of the influence of dadactic games and exercises in the sensory development of preschoolers were identified. Further research requires the question of analyzing modern technologies for the formation of modern methods of sensory development for preschoolers.

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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Didactic Games and Gamification in Education

  • Almalki, Mohammad Eidah Messfer
    • International Journal of Computer Science & Network Security
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    • v.22 no.4
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    • pp.417-419
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    • 2022
  • This paper undertakes educational games and gamification, their features, importance, and integration into the educational process. Besides outlining features, benefits, and difficulties, it highlights the difference between gaming, gamification, and game-based learning. The article contends that game-based learning and gamification elements such as reward, completion, and cooperation develop students' positive attitudes toward the curriculum and boost their learning motivation.

Factors on Internet Game Addiction among Adolescents (청소년의 인터넷게임 중독 영향 요인)

  • Park, Hyun-Sook;Kwon, Yun-Hee;Park, Kyung-Min
    • Journal of Korean Academy of Nursing
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    • v.37 no.5
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    • pp.754-761
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    • 2007
  • Purpose: The purpose of this study was to explore factors related to internet game addiction for adolescents. Method: This study was a cross-sectional survey, and data was collected through self-report questionnaires. Data was analyzed using the SPSS program. Results: In logistic regression analysis, the risk of being addicted to internet games was 2.22 times higher in males than females. Adolescents with low and middle academic performance also had a higher risk(2.08 times and 2.54 times) to become addicted to internet games. For the location of the computer, the risk of becoming addicted to internet games were .01 times lower in the living room or brother or sisters' room than in their own room. The risk of becoming addicted to internet games was 1.18 times higher in the higher usage time of internet games. The risk of becoming addicted to internet games was .49 times lower in the more accepting and autonomic parents' rearing attitude and .02 times lower in the high self-efficacy group than the low group. Conclusion: The result of this study suggests that there are noticeable relationships between internet game addiction and gender, academic performance, location of computer, usage time of internet games, parents' rearing attitude, and self efficacy.

Analysis on the Usage of Internet Games for Children with Decision Tree Rules (의사결정규칙을 이용한 아동의 교육용 인터넷 게임 활용실태 분석)

  • Kim, Yong-Dae;Jung, Hui-Suk;Choi, Eun-Jeong;Park, Byung-Sun;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.5 no.3
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    • pp.389-400
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    • 2001
  • The Internet Game is widespreaded quickly on web, and there are many kinds of funny games for users to use easily, so that can be applied to ICT(Information Communication Technology)education. In this paper, we provide the analysis on the usage of Internet games for children and teachers that is conducted by the decision tree algorithm, which is one of the popular data mining techniques. The results show the pattern of children's and teachers' usages of Internet games.

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3D Game Development For Dementia Prevention (치매 예방을 위한 3D 게임 개발)

  • He, Guan-Feng;Kang, Sun-Kyung;Choi, Wuk-Ho;Jung, Sung-Tae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.233-236
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    • 2011
  • This paper proposes to use gesture recognition technology to develop 3D game for prevention of dementia. In the game, the user can choose camera mode or mouse mode to play game. In the game design, We focused on the characteristics of dementia, Developed four types of games, Including Memory training game, Math game, Logical training game and 3D visual sense training game. Each type of game is composed by a number of small games. Common feature of all the game is random, This ensures that when user play games, Basically the game will not have the same situation. For the older elderly, If can take 10 minutes a day to play the game and has always insisted on playing, For dementia preventive have a positive effect.

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Identifying Critical Factors for Successful Games by Applying Topic Modeling

  • Kwak, Mookyung;Park, Ji Su;Shon, Jin Gon
    • Journal of Information Processing Systems
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    • v.18 no.1
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    • pp.130-145
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    • 2022
  • Games are widely used in many fields, but not all games are successful. Then what makes games successful? The question gave us the motivation of this paper, which is to identify critical factors for successful games with topic modeling technique. It is supposed that game reviews written by experts sit on abundant insights and topics of how games succeed. To excavate these insights and topics, latent Dirichlet allocation, a topic modeling analysis technique, was used. This statistical approach provided words that implicate topics behind them. Fifty topics were inferred based on these words, and these topics were categorized by stimulation-response-desiregoal (SRDG) model, which makes a streamlined flow of how players engage in video games. This approach can provide game designers with critical factors for successful games. Furthermore, from this research result, we are going to develop a model for immersive game experiences to explain why some games are more addictive than others and how successful gamification works.