• 제목/요약/키워드: education game

검색결과 964건 처리시간 0.032초

모바일 학습을 위한 게임형 콘텐츠 설계 방향 (Design of Learning Contents Focus on Game to Support the Mobile Learning)

  • 박형성;백영균
    • 정보교육학회논문지
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    • 제11권2호
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    • pp.167-176
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    • 2007
  • 세계는 정보통신기술의 발달로 인해 지식의 양이 폭발적으로 증가하면서 정보화 사회에서 지식사회로 빠르게 변화하고 있다. 이런 상황에서 모바일 장치를 기반으로 하는 모바일 학습은 학습자들의 다양한 학습활동을 지원할 수 있는 중요한 기회를 제공하고 있다. 본 연구의 목적은 모바일 학습을 위한 게임형태의 콘텐츠의 개발 방향을 논의하는데 있다. 모바일 학습을 위해 모바일 장치의 단점을 보완할 수 있는 대안으로 게임형 학습콘텐츠를 개발하는 방향과 게임의 프로토타입을 제시하였다.

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Spherical Robot for Planetary Explorations: An Approach to Educating Concepts of Mechatronics and Robotics to High School Students

  • Kim, Sooyoung;Kim, Seonje;Kim, Byungkyu;Sen, Soumen
    • 항공우주시스템공학회지
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    • 제14권2호
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    • pp.36-43
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    • 2020
  • Many countries and international organizations have carried out rover missions to explore planetary surfaces. Accordingly, the demand for mechatronics education, which is closely related to building exploratory robots, is also steadily increasing. However, due to the complexity in understanding the background information needed for mechatronics, it is hard for pre-college students to study such process. In this study, we suggest an educational platform for mechatronics using a combined robot kit with a spherical robot and a smartphone application. To provide a visual understanding, the dynamic model of the robot is constructed while analyzing the error between actual driving and a simulation, and the educational algorithm of the game and a feedback method are proposed to improve the learning efficacy by considering the user's level of knowledge of mechatronics. We use this educational spherical robot to develop a curling game platform that can impart engineering education even when students lack significant knowledge.

교육용 게임을 활용한 초등학교 게이미피케이션 사회수업의 교육적 효과 분석 (Analysis of the educational effects of gamification social studies lesson in elementary school using game for education)

  • 김영현
    • 한국게임학회 논문지
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    • 제20권5호
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    • pp.21-30
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    • 2020
  • 본 연구의 목적은 게이미피케이션을 활용한 초등학교 사회수업의 교육적 효과를 분석하는 것이다. 이를 위해 게이미피케이션을 활용한 사회수업을 실험학급과 비교학급으로 나누어 실시한 후 인지·정의적 영역에 대한 평가와 수업에 대한 소감을 조사하였다. 연구 결과 게이미피케이션 수업을 경험한 실험학급 학생들은 비교학급에 비하여 사회학습 학업성취도, 학습 동기, 학습 흥미, 학습 효능감에서 유의미한 성장과 변화를 보였으며 역사적 사실, 해석, 추론, 상상적 능력도 신장 된 것으로 밝혀졌다. 또한 이러한 게이미피케이션의 긍정적인 교육적 효과는 학생들의 학습능력이나 게임에 대한 인식과 관련 없이 나타났다.

A Game Theory Based Interaction Strategy between Residential Users and an Electric Company

  • Wang, Jidong;Fang, Kaijie;Yang, Yuhao;Shi, Yingchen;Xu, Daoqiang;Zhao, Shuangshuang
    • Journal of Electrical Engineering and Technology
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    • 제13권1호
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    • pp.11-19
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    • 2018
  • With the development of smart grid technology, it has become a hotspot to increase benefits of both residential users and electric power companies through demand response technology and interactive technology. In this paper, the game theory is introduced to the interaction between residential users and an electric company, making a mutually beneficial situation for the two. This paper solves the problem of electricity pricing and load shifting in the interactive behavior by building the game-theoretic process, proposing the interaction strategy and doing the optimization. In the simulation results, the residential users decrease their cost by 11% mainly through shifting the thermal loads and the electric company improves its benefits by 5.6% though electricity pricing. Simulation analysis verifies the validity of the proposed method and shows great revenue for the economy of both sides.

Design Strategy for the Implementation of Cooperative Group Games in Motion Based Arcade Game System

  • Joh, Yun-Sook
    • International Journal of Contents
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    • 제7권4호
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    • pp.10-18
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    • 2011
  • Cooperative Group Games (CGG) emphasize participation, challenges and fun by cooperation among group members rather than competition. CGGs have been proven to be an efficient education method that teaches the value of cultivating cooperation skills, discipline, and sense of public order for tackling problems together through various types of interactions. When integrated with computer game technology, the general classic CGG can be reborn with new educational and entertaining aspects. To combine the joy of physical movement of group games and the richness of computer game contents, a motion based arcade CGG has been developed in this study, based on the original ideas and structures of classic off-line CGGs. While implementing the classic game concepts in arcade environment, various design attributes have been considered and applied, which were supposed to promote cooperative game play. Overall, the process of the implementation and test results of our four CGGs suggest several design strategies for effective arcade CGGs.

THE CORES OF PAIRED-DOMINATION GAMES

  • KIM, HYE KYUNG
    • East Asian mathematical journal
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    • 제31권5호
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    • pp.717-725
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    • 2015
  • Velzen introduced the rigid and relaxed dominating set games and showed that the rigid game being balanced is equivalent to the relaxed game being balanced in 2004. After then various variants of dominating set games were introduced and it was shown that for each variant, a rigid game being balanced is equivalent to a relaxed game being balanced. It is natural to ask if for any other variant of dominating set game, the balancedness of a rigid game and the balancedness of a relaxed game are equivalent. In this paper, we show that the answer for the question is negative by considering the rigid and relaxed paired-domination games, which is considered as a variant of dominating set games. We characterize the cores of both games and show that the rigid game being balanced is not equivalent to the relaxed game being balanced. In addition, we study the cores of paired-dominations games on paths and cycles.

A Development of Motion Detection Based Serious Game "ChoDeungGangHo" for Physical Training

  • Lee, Bum-Ro
    • 한국컴퓨터정보학회논문지
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    • 제20권11호
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    • pp.55-62
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    • 2015
  • In this paper we propose a method to analyze user's motion as a game command, and implement a sports serious game applied the motion analysis method as a command interpreter. Recently, various contents platforms appear in industrial market, the computer game contents plays an important role in these emerging platforms as a killer contents. The computer game has enough values as an independent major cultural product, moreover it has the potential to be applied in various other fields such as education, healthcare, training, and so on. It could motivate users to do something continuously, and it could also support an immersive environment in a certain special game contents such as VR game. The Serious game 'ChoDeungGangHo', implemented in this paper, is the sensory healthcare serious game based on 3D run game and fitness game. It is designed for user to train the various exercise element by just playing the game, and it also supports the user management system and the linkage of social media. We proposes the sensory serious game 'ChoDeungGangHo' as a model of commercial serious game.

멀티미디어 게임을 활용한 환경수업이 초등학생의 외래생물에 대한 인식, 학습동기 및 성취도에 미치는 영향 (The Effect of Environment Lesson using Multimedia Game on Recognition, Learning Motivation and Achievement of Elementary Students about Alien Species)

  • 박성경;배진호;심규철;여성희;소금현
    • 한국초등과학교육학회지:초등과학교육
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    • 제32권3호
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    • pp.346-360
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    • 2013
  • The purpose of this study was to develop a multimedia game program as a strategy for teaching alien species and to examine the effect of the program on recognition, motivation and achievement about alien species. In order to find the effect of developed program, 62 students among 6th graders at S Elementary School located in Gyeonggi-do were divided into two groups. Lesson with multimedia game was given to the experimental group, and the control group received traditional lesson. The results were as follows. First, the experimental and control groups showed significant difference in recognition of alien species. Second, the two groups showed statistically significant difference in learning motivation. For the subdomains of the recognition, significant results were obtained at the significance in attentiveness, relevance, confidence and satisfaction. Third, the two groups showed significant difference in academic achievement. Lastly as a result of interviewing subjects of the experimental group about lesson based on game, subjects generally had positive opinions that the new learning method is interesting and has helpful influence on the lesson.