• 제목, 요약, 키워드: Serious Game

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Design and Implementation of Metadata Management System for Serious Game (기능성 게임을 위한 메타데이터 관리 시스템의 설계 및 구현)

  • Yoon, Sun-Jung;Park, Hee-Sook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.4
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    • pp.893-900
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    • 2010
  • One of the most interests is currently a field related with serious game. Also, the scale of serious game industry is rapid quantitative growth every year. For effective management of metadata of serious game is an important issue so that we propose design of integrated management system for effective management of metadata of serious game. The system provide a service based on internet. Users(general users, developers, experts and managers of metadata) of serious game who can carry out effectively works using proposed system such as new metadata information input, existing metadata information search, generated document files(HTML, XML, EXCEL, MS-WORD) as search results saving into their owns local computer system and so on.

A Research on Effective Combination of Elementary Math and Game (초등수학과 게임의 효과적인 접목을 위한 연구)

  • Kim, Ge-won
    • Cartoon and Animation Studies
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    • pp.393-411
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    • 2014
  • The volume of world market for serious game in year 2015 is expected to be about 9.6 trillion, and the volume of educational serious game market is expected to surpass half of the whole serious game market. In Korea, the development of game for educational purpose has dominated around the education enterprises since late 90s. In 2008, 'Serious Game Forum' was founded led by the Ministry of Culture, Sports, and Tourism with experts from many fields in the society and there were progressing of making policies and plans for potential development of the serious game industry, but the effects were not successful than expected. In 2012, the Ministry of Education, Science, and Technology announced commercialization policy of digital textbook by 2015 and the serious game for educational purpose got attention again. Then, the serious game market became more vigorous with the dispersion of smart devices.13) As a result, the serious games on the smart devices or interlocking between the online and smart devices became an important issue in development rather than the online only serious games. Math field has international competitive power through export in the educational serious game market which takes more than half of the serious game market. Therefore, developing serious game for math education is a good area to raise competitiveness in domestic and international game industries. Moreover, it has no received preferences from students and parents although it has high potential for positive change of individuals and society. The reason is that students recognize it as educational content rather than a game and they avoid it, while parents recognize it as game but not an education. This phenomenon happens because the game elements and educational elements are not properly mixed but focused only on education or emphasized only the fun factors of game when it was developed. Therefore, the purpose of this research is to suggest a direction of developing serious games effectively combining with elementary math for elementary students to get interested in math while playing games. The research will analyze the current elementary math textbooks and find contents which may be combined with the game genre that elementary students enjoy playing these days. This research received advice from serious game developers and math education expert group to reflect the inclination of elementary school students, and respond to the demands from parents and educational institutions, and suggested a direction of developing serious games for effective math education.

A Design Consideration Element and Serious Game for Disabled person (장애인을 위한 기능성 게임 및 디자인 고려 사항)

  • Seo, Jeong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.1
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    • pp.81-87
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    • 2011
  • This Serious Game is on the issue for its positive role recently. A Serious Game helps the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. The Serious Game can be usefully applied to education and training in the areas of scientific technology and industrial technology. This Paper described trend and classification of Serious Game, and proposed design consideration element for disabled person, and proved the result through question investigation.

A Study on the Status and Vitalizations of Serious Game Competition: Focusing on Serious Educational Game (기능성게임대회 현황 및 발전방향에 대한 연구 : 교육기능성게임을 중심으로)

  • Choi, Hun;Yoon, Young-Doo
    • Cartoon and Animation Studies
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    • pp.579-595
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    • 2013
  • Recently, there has been an increasing interest of serious games escaping it's negative views on games in general, broadening and widening the area in the scopes of game field. Among these, educational serious games not only satisfy both the purpose of enjoyment and educational values, but also has been looking for new ways of distribution of the digital textbooks and utilizing them to the best of their potentials. This can change the ways we understand things by using the revitalization on the basis of serious game competitions. The purpose of this study was to analyze educational game and game competition and to develop the efficient management strategies.

A Case Study on the Development of a Serious Game "Happy Class" for Preventing Cyber Bullying (사이버불링 예방 기능성 게임 "해피 클래스" 개발사례 연구)

  • Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.45-60
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    • 2020
  • Cyber bullying is increasing these days and becoming a serious social problem that gives rise to issues such as school violence and cyber crimes. We had developed a serious game-based education program for teenagers who are familiar with computer games. After pilot test the educational effect was also found to be high. I have found the followings in this case study. Serious game is effective media for cyber bullying prevention education. Second, cooperation between content experts and game development experts is essential to develop educational games.

The Proposal of Quality Evaluation Element Developing Method for Serious Game Metadata (기능성게임 메타데이터 품질평가요소 개발방법 제안)

  • Park, Hee-Sook;Yoon, Seon-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • pp.245-248
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    • 2012
  • Called G-learning the domestic history of the serious game is only a mere 10-odd years or so but in recent years, due to the increased interest of users and industry for the serious game and serious games industry has been the continued growth of large quantity. Current the various types of serious games have been developed and the demand for serious games is increasing rapidly. Therefore that is becoming an important issue the problem of including a quality evaluation elements into serious game metadata to make the right choice of users for the high-quality serious games. In this paper, we recognize deeply the need for quality evaluation element development for serious game and we propose a method and a process for developing the quality evaluation elements of serious game. Also, we develop a draft of the quality evaluation elements for serious game using proposed method.

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Mathematics education game based on augmented reality (증강현실을 기반으로 한 수학교육 게임)

  • Lee, Hye-Sun;Lee, Jong-Weon
    • 한국HCI학회:학술대회논문집
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    • pp.817-822
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    • 2008
  • The computer game industry has been developed gradually because of development of graphics and communication industry, Games have an important role to peoples in various ages in their leisure life. Game has been changed into various forms with its development. With this movement, it is not only for simple amusement, but starts trying to use them for educational object. It is called Serious Game that intends to particular object and effect. Serious game has the important meaning to get some new useful things through its enjoyment which is the essence of games. Many people in various field have tried many categories of contents. Especially, education stands out among the other fields. Fields related with education have been studied extensively. This paper would suggest mathematics education game based on Augmented Reality. It is a board game for infants and young students. Augmented Reality is used to extend user's experience and multiplicity of the game. We also offer users a tool that helps them to create their own board for their active game participation.

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Implementation and Design of Metadata and Quality Evaluation Management Systems for Educational Serious Game (교육용기능성게임을 위한 메타데이터와 품질평가 관리 시스템의 설계 및 구현)

  • Yoon, Seon-Jeong;Park, Hee-Sook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.4
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    • pp.1020-1027
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    • 2013
  • Today, Educational serious games are occupying a large portion of the serious game market but there is a lack of the quality evaluation systems for providing useful quality evaluation information about educational serious game to user or developer. Although the existing metadata management system for serious game is developed, the system had not provided a function to manage the quality evaluation information for educational serious game. Therefor the development of quality evaluation management system of educational serious game is a very important challenge. We proposed design of the system for managing a metadata and a quality evaluation for educational serious game. The advantage of our system is that the system provide a lot of reliable useful information for general users and developers, and support an easy and convenient tool to manage the metadata and quality information to managers.

Psychological Effects of Gamification on Young Learners: Focusing on a Serious Game for English Phoneme Discrimination (기능성게임을 활용한 게이미피케이션 영어 발음 학습이 초등학생의 정의적 영역에 미치는 영향)

  • Lee, Sun-Young;Park, Joo-Hyun;Choi, Jung-Hye Fran
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.111-122
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    • 2019
  • This study investigated the psychological effects of using a serious game with young learners in the English classroom compared with those of a dictionary application. A tablet PC-based serious game was created for the training of English phoneme discrimination for Korean 6th graders, and its psychological effects were measured using a paper-based survey and face-to-face interviews. The overall results revealed that the serious game had more positive psychological effects on young learners than the dictionary app. These findings provide supporting empirical evidence for using serious games in English classrooms.

A Study on Applying Design Thinking to Serious Game for Sexual violence prevention (디자인씽킹을 적용한 성폭력예방 기능성 게임)

  • Jung, Hea-In;Yang, Yong-Chil
    • Journal of Digital Contents Society
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    • v.18 no.2
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    • pp.319-327
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    • 2017
  • This study was conducted with preliminary to develop the game contents for designing of sexual violence prevention serious game for school teachers. It is proposed to use of sexual violence prevention serious game with the analysis of the audience and a new approach. For this purpose, Gordon method and Service Blueprint method were applied in design thinking. The results from analyzing the audiences were to reflect the components of corresponding with the goal of the serious game, and interest and motivation for continuing education. Also, it was proposed to give the certificate of education participation to teachers attended in the serious game in-service education.