A case study of education game - In the case of Jumbini 2 (mountain rescue operations)

교육용게임의 적용 사례 분석 - 줌비니2(산악구출작전)을 중심으로

  • 이종호 (서울호서전문학교 디지털애니메이션과) ;
  • 이동열 (공주대학교 게임디자인학과) ;
  • 이완복 (공주대학교 게임디자인학과) ;
  • 유석호 (공주대학교 게임디자인학과) ;
  • 경병표 (공주대학교 게임디자인학과)
  • Received : 2013.01.31
  • Accepted : 2013.04.20
  • Published : 2013.04.28


In this study, an educational game named "Jumbini 2: Mountain Rescue Operation" is compared and analyzed as a case of highly effective educational as well as significant popular game. In order to develop effective game software for education, stories and structure elements of the game are examined. Significant results are found on aspects of value and effect as an educational game, analyzing based on goal, rule, competition, challenge, fantasy, safety and fun, which are general elements for educational games.