• Title/Summary/Keyword: gamification

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Proposing the Model of a Storytelling-based Smart Board Game for Children - Case Study of the Game Development Process for Go! Space Express

  • Han, Hye-Won;Kim, Seo-Yeon;Song, Se-Jin
    • International Journal of Contents
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    • v.10 no.2
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    • pp.74-82
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    • 2014
  • This paper aims to propose the educational concept and design model of a Smart Board Game appropriate for lower elementary grade students. The Smart Board Game refers to a hybrid, or 'convergent', game format based on the offline format of the conventional board game augmented through the use of smart devices. The substantive aspects of this game format utilize the procedural deduction and problem-solving skills applicable in storytelling methodologies and games, in order to generate and propose contents ideal for the educational environment. The development of the Smart Board Game is conducted through the following stages. First, the study analyzes a number of Smart Board Games currently popular in Korea and abroad, based on identification of the key components and processes of the board game format. The subsequent review of the science curriculum for lower elementary grades aims to determine the aspects conducive for application to Smart Board Games. Lastly, the theoretical framework outlined through the previous stages is used as the basis for the proposal of a detailed model of contents for the smart board game concept.

A Study on Medical Serious Game: Classification & Possibility (의료용 기능성 게임에 대한 고찰)

  • Woo, Tack;Yeom, Jin
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.91-99
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    • 2012
  • The purpose of this paper is to study and suggest a new classification method of the medical serious games which take the second major part of serious games after the educational games. Based on the classification suggested, various possibilities of medical serious games are suggested. Especially, how movement based language and contents can be used on various kind of medical serious games such as rehabilitation and cognitive behavioral therapy is explored.

Comparison of Autonomous Learning Effectiveness between Cyber Study and Off-line Learning (사이버학습과 인쇄 매체 학습의 자율적 학습 효과성 비교)

  • Han, Jung-Yoon;Kim, Hyun-Bae
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.507-513
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    • 2013
  • The purpose of this paper is to compare the learning effectiveness of autonomous learning between on-line cyber learning using Internet media and off-line learning using printed media. In this study, each group is provided with the same learning contents and the same learning conditions. For autonomous learning the results revealed a significant difference between on-line cyber learning being not as effective as off-line learning. In order to improve the effectiveness of on-line cyber learning the negative aspects have been identified. These findings will help to improve the development of on-line learning effectiveness.

A Study on the effect of coding education and improvement of learning achievement using educational game (기능성 게임을 활용한 코딩교육의 효과 및 학습 성취도 향상을 위한 연구)

  • Kim, Nayoung
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.161-168
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    • 2017
  • This study introduces coding education using functional game and the effect of game quality on learning achievement. The purpose of this study is to analyze the effect of the difference of game quality on the learner's attitude, learning immersion, education satisfaction and preference for elementary school and junior high school students. In this study, it is meaningful to consider the effect of quality improvement of educational games on learning and we suggest that when designing an educational game, game performance and quality should be considered carefully.

Factor Analysis for Activating Game Based Digital Urban Theme Park (게임 기반 도심형 디지털 테마파크의 활성화를 위한 요소 분석)

  • Ra, Gunju;Sung, Junghwan
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.19-30
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    • 2015
  • The increasing interest in digital leisure with virtual reality has led to the emergence of digital based urban theme park. Since there were some game type based digital theme parks, which ended up failed in Korea, we analyzed game and space factors for game based digital theme park by drawing upon Maslow's need theory and the hero's journey by Joseph Campbell. We anticipate our research for analysis of game based theme park provides important groundwork on designing various digital urban theme park.

The Educatees' Perception Change of Learning Motivation and Fairness on Feedback using App (앱기반 피드백에 대한 피교육자의 학습동기 및 공정성 인식 변화)

  • Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.79-86
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    • 2015
  • Effective feedback plays a key role in education environments to motivate the students and to maintain their flow. However, there usually lacks in providing effective feedbacks in education environments due to an excessive number of students and insufficient class times. The purpose of this paper is to analyze the educatees' response on game like feedback using App. In this paper, Class123 App developed and published by BravePops was used. During one semester, Class123 App had been used in engineering class and the educatees' responses on game like feedbacks using Class123 App are analyzed. Statistical analysis results show that the feedbacks using Class123 App made positive effects to motivate the students. Especially, the positive feedbacks were more effective than the negative feedbacks.

Effects of game dynamics on consumer responses in Instagram marketing (인스타그램 마케팅의 게임 다이내믹스 차원이 소비자의 반응에 미치는 영향)

  • Shin, Jaewon;Ahn, Tae Hyeon;Lee, Hyun-Hwa
    • The Research Journal of the Costume Culture
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    • v.27 no.2
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    • pp.154-168
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    • 2019
  • The present study investigated fashion Instagram marketing, applying the concept of gamification. It set out to examine the following specific issues: 1) perceptions of flow, pleasures, dimensions of game dynamics (challenge, competition, achievement, reward, relationships among participants, and relationships between brands and consumers), and consumer responses based on frequency and involvement in exercise; 2) the effects of game dynamics dimensions on flow and pleasure; and 3) the effects of flow and pleasure on consumer responses. An online survey was used to gather data and the study analyzed a total of 200 responses. The results of the study were as follows. Perception differences were found only in relation to exercise involvement. Competition, relationships among participants, and relationships between brands and customers positively predicted flow. Among the dimensions of game dynamics, challenge, competition, reward, relationships among participants, and relationships between brands and consumers positively influenced pleasure. In addition, the study also found that pleasure and flow had positive effects on intention to participate and brand loyalty. Meanwhile, only pleasure predicted word-of-mouth. These findings suggest that fashion brands implementing Instagram as a marketing channel should seek to stimulate pleasure and fun to provoke positive consumer responses. Furthermore, the findings of the study provide practical and useful insights for fashion brands implementing Instagram marketing.

Gamified Contents Management System design for continuous and voluntary participation of Users (사용자의 지속적이며 자발적인 참여를 위한 게임화 기반의 콘텐츠 관리 시스템 설계)

  • Choi, Won-Kyum;Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.5-16
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    • 2018
  • It is very difficult, but important, to induce and maintain voluntary user engagement in content. For example, many Internet contents provide financial rewards for the user's participation and maintenance. However, there are limitations to methods such as stimulating only external motivations, such as monetary rewards, and sophisticated design and management are needed to obtain sustained and voluntary user participation in content. For this purpose, we propose a Gamified CMS that extends the existing Content Management System (CMS) by referring to the example of the Gamified Learning Management System. This will ultimately increase the participation and commitment of users in content.

Developing a Virtual Drone Flight Training Contents for Beginner (드론 기초 운항법 교육을 위한 가상드론 트레이닝 콘텐츠 제작)

  • Park, Min-Ah;Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.53-62
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    • 2019
  • A drone market is growing fast. Nevertheless, basic drone flight training contents are not actively developing or studying. For solving this problem, first, the researcher has studied a method of training basic drone flight skills and analyzed various existing drone training contents. Then, the researcher designed a game via the researched method above that trains drone flight skills. The modern gamepad, like an Xbox controller, was key mapped to operate as a standard drone radio controller. Further research will develop drone training content for specialized purpose fields.

Characteristics of Hanfu Street Snaps on TikTok (틱톡에 나타난 한푸 스트리트 스냅의 특성)

  • Zhang, Luyue;Yim, Eun-Hyuk
    • Fashion & Textile Research Journal
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    • v.24 no.5
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    • pp.519-529
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    • 2022
  • This research analyzed the characteristics of Hanfu street snaps in the Chinese version of TikTok to determine the development and meaning of Hanfu. Based on grounded theory, this study selected 102 representative cases by sorting Hanfu street snaps on TikTok according to popularity. Subsequently, through open coding, the cases were organized and summarized into five main categories. The findings are as follows: 1) The national cultural pride has enabled a greater number of Hanfu fans and groups to upload short videos promoting the Hanfu movement on TikTok to expand the influence of the activities and popularize cultural knowledge. 2) The users attempted cross-cultural communication by participating in cultural festivals in Western countries wearing Hanfu. 3) The 'See now buy now' function of TikTok enables numerous Hanfu merchants to upload short videos about Hanfu products to promote their products and boost sales. 4) As 'gamification' affects everyday life, computer game enthusiasts among them wear Hanfu in the form of role-playing. 5)As a unique "meme" phenomenon on TikTok, wearing Hanfu to make interesting videos has also become a form of entertainment. Thus, although the characteristics of Hanfu street snaps on TikTok originated from the transmission of Hanfu culture, the culture has now been transformed through social media into symbolic consumption and play culture.