• Title/Summary/Keyword: edutainment game

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An Educational Robot Game Framework for Programming Leaning in K-12 (프로그래밍 학습을 위한 교육용 로봇 게임 프레임워크)

  • Kwon, Dai-Young;Shim, Jae-Kwoun;Hur, Kyoung;Lee, Won-Gyu
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.1
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    • pp.89-94
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    • 2010
  • This paper proposes an educational robot game framework for novice students in k-12 to learn concepts of programming through interesting experiences. It is designed to be able to enjoy robot games without technical knowledge of robotics and programming. For this, in the proposed robot game framework, educational robots based on line-tracer are used and the programming APls that can be used for various educational programming languages are offered. And the proposed robot game framework also offers a game board to create several games with easy operations. Additionally, through experiments, it shows that novice students are able to create different games that have several game solutions for various programming using this robot game framework.

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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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A model of computer games for childhood English education (어린이 영어교육을 위한 컴퓨터 게임 모형)

  • Jeong, Dong-Bin;Kim, Joo-Eun
    • English Language & Literature Teaching
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    • v.10 no.2
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    • pp.133-158
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    • 2004
  • The purpose of the present study was to scrutinize computer games that can motivate elementary school students through their interactive "edutainment" effects. The types of elements in computer games that students find interesting as learning media and their impact were studied. The current status of Korean computer games, issues related to learning English, and methods to stimulate the motivation and interest in learning by elementary school students were explored. A computer game model for efficiently teaching English to elementary school students through a connection between computer games and education was suggested. In this model, overall games were designed with the focus on the integration of curriculum and content subjects related to learning activities. For games not to be biased toward entertainment and to have systemized learning steps, the games are composed of an introduction, presentation, practice, production and evaluation, in that order. The model suggested by this plan and composition make it possible to approach learning efficiently with entertaining games based on a systematic learning curriculum. As shown above, developing the model of educational computer games can be seen as an opportunity, which can provide amusement and interests and a broad learning experience as an additional learning method.

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A Study on The Proposal for Game Contents and The Game Factor's Abstraction Suited to The Character by Kid Age (아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠 제안에 관한 연구)

  • Kim, Ki-Young;Jeong, Jae-Wook
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2007.05a
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    • pp.85-90
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    • 2007
  • 게임산업은 21세기 정보화 사회의 문화 컨텐츠 산업의 한 분야이다. 멀티미디어, 3차원 그래픽, 3차원 음향, 가상 현실 분야, 캐릭터 산업 등과 맥락을 같이 하는 핵심 기술 집약 산업이며, 문화적 파급효과와 규모가 점점 커지고 있는 산업이다. 그러나 국내의 게임 개발 능력은 선진 미국이나 일본에 비하여 낙후되어 있다. 정책적으로 게임 개발 지원 사업이 행하여지고 있으나 게임 컨텐츠 영역보다는 인터넷 게임 혹은 3차원 그래픽 엔진 개발 등 게임 소프트웨어 엔진 개발에 치중되어 있는 것이 현실이다. 한편 미국 PC게임 시장에서 만 8세 이하의 아동용 게임 시장은 전체 게임 시장의 삼분의 일을 차지하는 거대 시장이다. 재미요소와 교육요소가 접목된 아동용 게임은 컨텐츠 위주의 산업으로 짧은 개발 기간에 고부가가치를 창출할 수 있는 산업이기 때문이다. 본 연구는 기존의 컴퓨터 게임에 관해 고찰하고, 아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠를 제안한다는 것을 목적으로 한다. 앙케이트 조사와 프로토콜 분석 및 연령별 성장기 특징의 문헌 조사를 통해 기존의 게임 장르에 추가하여 'Asports', 'Asim', 'U.J RPG', 'S+RPG'가 성장기별 아동 발달에 유익하다는 결론을 도출 할 수 있었다.

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A Study on the History and Development of Serious Games for Education in Korea (한국 교육용 기능성 게임의 역사와 발전 방향 고찰)

  • Yoon, Hyung Sup
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.101-110
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    • 2020
  • In this study I divided the development history of educational serious games into three periods. from 1995 to 2020 in Korea. I drew out some characteristics of each period. And I analyzed the correlation between the level of technology and learning effects or fun. so I found out some results. According to my analysis, the level of technology and learning effects and fun are not related to successful factors. While play style which is familiar and accessible to students like casual game has been commercially successful. It also confirmed that well-balanced games between fun and learning effects are a key factor in commercial success.

Planning of Various Storytelling Virtual Reality Game Contents for Brain Enhancement (두뇌증진을 위한 다양한 스토리텔링 가상현실 게임 콘텐츠 기획)

  • Jin, Hwa-su;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.323-325
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    • 2021
  • With the recent revitalization of virtual reality and game industries, digital therapeutics for medical purposes are emerging. Digital therapeutics refer to sports-based therapeutics such as virtual reality contents and games that are effective in preventing, managing, and treating diseases, not drugs. Through this study, we plan and develop contents for healing and brain enhancement using virtual reality technology as a therapeutic digital therapy. Through this, it can help to improve the brain of children who are dependent on electronic devices in the digital age and rarely use their brains.

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The Long Term Memory Effects of Virtual Reality Edutainment with HMD (가상현실교육게임의 장기기억효과)

  • Lee, Daeyoung;Lee, Seungje;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.69-76
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    • 2018
  • HMD makes big issues about virtual reality in these days. Experience of virtual reality may cause different effects with experience of real world, so this is the reason why comparison studies are needed. There are many works about usefulness of virtual reality education but most of studies were considered as special training. This study was started for the long term memory effect of virtual reality education game. Difference study of memory between real world education game and virtual reality education game shows virtual reality system has smaller diminution of memory than real world. And environment existence was defined as a main effect of long term memory through the test.

A Full Body Gumdo Game with an Intelligent Cyber Fencer using Multi-modal(3D Vision and Speech) Interface (멀티모달 인터페이스(3차원 시각과 음성 )를 이용한 지능적 가상검객과의 전신 검도게임)

  • 윤정원;김세환;류제하;우운택
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.4
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    • pp.420-430
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    • 2003
  • This paper presents an immersive multimodal Gumdo simulation game that allows a user to experience the whole body interaction with an intelligent cyber fencer. The proposed system consists of three modules: (i) a nondistracting multimodal interface with 3D vision and speech (ii) an intelligent cyber fencer and (iii) an immersive feedback by a big screen and sound. First, the multimodal Interface with 3D vision and speech allows a user to move around and to shout without distracting the user. Second, an intelligent cyber fencer provides the user with intelligent interactions by perception and reaction modules that are created by the analysis of real Gumdo game. Finally, an immersive audio-visual feedback by a big screen and sound effects helps a user experience an immersive interaction. The proposed system thus provides the user with an immersive Gumdo experience with the whole body movement. The suggested system can be applied to various applications such as education, exercise, art performance, etc.

A study on development methodology of web-based business simulation game (웹 기반의 경영시뮬레이션 게임 개발 방법론)

  • Kim, Hyung-Sub
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.53-60
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    • 2017
  • The time of digital era and the increasing complexity of the management environment have raised uncertainties about the future. Companies have made steady investments in education as a way to prepare for the future. In this study, design and development methodology based on web - based management simulation games (manufacturing, distribution, finance) which author participated in development was presented. The development methodology presented in this study can be roughly divided into business simulation game design methodology and business simulation game development methodology. Since there is no existing research methodology for development methodology, development model is presented based on empirical based on development case. In this paper, we propose an overall content development methodology and propose a detailed methodology of the content.

Design on the Structure of VRML Authoring Tool for Multi-user (다중 사용자용 VRML Authoring Tool 구조 설계)

  • Choi, Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.2 no.1
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    • pp.59-66
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    • 2001
  • Networked Virtual Reality systems provide a consistent virtual world to the users, possibly ditributed across long distance, and have been widely applied in the military war game, network game. edutainment, architectural areas, and shopping mall etc. Large processing requirements. however. made these systems be mainly researched on the platforms of high-performence system graphics workstations. This study paper Presents several problems when networked virtual reality systems are implemented on commodity Internet : two problems related with 3D graphical Processing, and the other related with network bandwidth and transmission delay. We also suggest solutions to these problems and analyze their performance effect based on an architectural simulation application.

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