• Title, Summary, Keyword: Serious Game

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Design Framework for Math Educational Serious game Based on Cognitive Psychology (인지 심리적 모형을 기반으로 한 초등 수학 교육용 기능성게임 디자인 설계전략)

  • Choi, Eun young
    • Cartoon and Animation Studies
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    • pp.299-320
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    • 2016
  • The interests of education methods using Serious games have been increasing recently. But resu,lt-oriented game design framework have not been reflected intrinsic motivation. To increase usage of educational serious game as resource, it is needed game design framework for providing the immersion and collaborative active learning that cognitive Psychologic theories recommend. By outlining the background of the serious game design framework and exemplifying its use, a constructive structure to examine purposed based games is introduced.

The Extraction of Quality Evaluation Elements for Medical Serious Game (의료용 기능성 게임의 품질평가 요소 추출)

  • Yoon, Seon-Jeong;Ryu, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.3
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    • pp.19-26
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    • 2013
  • As the Medical Serious Games are recently proven effective, the quality evaluation of the game has become an important issue. In quality evaluation, objective criteria and evaluation elements are important. Quality evaluation of the serious game is divided into two areas : the technical (from the point of view of Program) and the non-technical (from the point of view of Content). In this study, we developed the quality evaluation element of the non-technical area to the psychotherapy and the health & rehab game according to developing process of quality evaluation model. We extracted five evaluation elements from the two kinds of medical games, and interviewed with medical experts in order to ensure the validity of them. The goodness of fit tests for the elements mentioned above were verified by conducting. Chi-square test results for the two groups did not differ significantly. In conclusion, we expect to take advantage of the results of this study to design and develop serious games for medical treatment.

A Level System Design for Achievement-assessing of Serious Game (기능성게임의 성취도 평가를 위한 레벨시스템 설계)

  • Yoon, Seon-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.9
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    • pp.2038-2044
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    • 2011
  • Serious games are selected by users according to the original goals such as education, treatment, training and so on. Therefore, those type of games are evaluated inside and outside the game about whether the goals are archived or not. Among quality test elements of serious game, assessment is about whether, in games, ability to verify goal achievement is included or not. In this paper, we examined the achievement-assessing function of serious game through several cases. Furthermore, to utilize for developing serious games for English learning, we designed a level system which achievement-assessing function is applied to. In this level system, we used 'competition and reward' as the core elements of game, and designed the system through simulation of which grades are level-designed along the user's English proficiency level based on notice of MEST(Ministry of Education, Science and Technology). This paper is expected to be useful reference for designing English learning game containing achievement assessing function.

Psycho-therapeutic Elements in Serious Game for Therapy (치료용 기능성 게임에서의 심리 치료적 요소)

  • Yoon, Seon-Jeong;Ryu, Mi-Young
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.31-41
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    • 2012
  • The purpose of serious game for therapy is not to cure patients directly, but to have them cause psychological change, and get positive treatment will. In this study, we extracted 5 elements to be considered to design efficient serious games for psychological therapy through precedent data's analysis. For verification of the extracted elements, we intensively analyzed 2 elements. Those are 'Re-Mission' of which the effect was already proven, and 'SIMS2' which was designed to get the effect of treatment which patients who may experience difficulties in real-world can obtain in virtual space through previous experiences. As a result, material stability, reality, consistency with characters and self-determination of game progress are applied to all the analyzed games, But interactivity with reality is not applied. However, previous researches and validated questionnaire show that interactivity with reality is appropriate element. Consequently, the results of this study will be important materials in designing more efficient serious games for therapy.

Design and Implementation of Serious Game based on AVR Microcontrollerin Virtual Serial Ports (가상 시리얼 포트에서 AVR 마이크로콘트롤러를 기초로 한 기능성 게임의 설계 및 구현)

  • Ko, YoungHyuk
    • The Journal of The Institute of Internet, Broadcasting and Communication
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    • v.12 no.6
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    • pp.105-109
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    • 2012
  • This paper proposed a method which enabled the designing and implementation of a serious game based on AVR microcontroller on a virtual serial port before making the actual circuit by performing simulation, and which made it possible to develop a serious game. The implemented serious game implemented a mole game which can be enjoyed by one person, a love game with which a male gamer and a female gamer can play, and a marathon game in which a gamer can run the marathon while listening to cheerful music and looking at a region he/she wants to visit. The development of a microcontroller device that provides those functions showed that not only does the device make it possible to develop games more easily and conveniently through the implementation of a game using virtual serial communications with a board designed by an ISIS simulator, but also it reduces trials and errors during game development.

A Study on Characteristics of Serious Game User through Implementation of Mobile Sequence Game (모바일 수열 게임 개발을 통한 기능성 게임 사용자의 특성에 관한 연구)

  • Hong, Min;Lee, Hwa-Min
    • The KIPS Transactions:PartA
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    • v.19A no.3
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    • pp.155-160
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    • 2012
  • This paper designed a smartphone application with sequence problems which users can improve their learning ability and this application is implemented as serious game which is designed for the special purposes of education with entertainment and game-like fun at anytime and anywhere during the spare time. Also to prove learning effects through sequence of number application under ubiquitous environment which is popular these days, the proposed serious game which has various types of sequence questions is implemented based on the iphone and android environments. User characteristics and learning effects which are based on game record of proposed application are analyzed according to socio-demographic characteristics.

Development of the Game for Increasing Intensive Power using EEG Signal (뇌파신호를 이용한 집중력 향상 게임 구현)

  • Lee, Chang-Jo
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.23-28
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    • 2009
  • There are a lot of games which have good benefits in the game genre such as serious game. In this paper we implement an serious game for increasing intensive power by calculating the index of the intensive power based on EEG signal. First we explain the definition of the EEG and the classification of the brainwaves and we depict the method for increasing the intensive power. Then we apply the index of the intensive power to the game production to train the intensive power. At last we make an experiment on the effect of an game which increases the intensive power and the analysis shows the increase of the intensive power.

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A Study on Pedagogical Elements of Serious Game (기능성 게임의 교육학 요소에 관한 연구)

  • Ha, Soo-Cheol
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1677-1684
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    • 2017
  • In this paper, we tried to combine the findings obtained from pedagogical analysis of serious game, which is a study of Soo-Cheol Ha [2, 3], and learning theories such as behaviorism, cognitivism, constructivism, situated learning, and other theories. Based on the previous research, we propose pedagogical elements of serious games based on theories and researches from models and other studies using learning theory. The suggested elements were applied on GSS(Global Startup Simulation), which is a serious game, and the results were confirmed through questionnaire evaluation of learners who are learning through it.

An Empirical Study on the Development of Survey Instruments for Recovering Trust and Commitment on the Serious Geme (교육기능성 게임에서 신뢰 회복 및 몰입에 대한 설문 척도 개발)

  • Choi, Hun;Choi, Eun-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • pp.538-539
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    • 2013
  • Recently it has been increasing interest of serious game which make broadened to wide area in game field. Among these, educatioonal serious game is not only satisfied with the purpose of fun and education but also has been looking ar new ways of teaching with distribution of digital textbook. It can lead to change the way we understand things using the revitalization on the basis of serious game competitions. The purpose of this study was to analysis of educational game and game competition and to develop the efficient management stragies.

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On the Analysis of ACQ Effect in Serious Game Contents by Listening Type (기능성 게임콘텐츠의 음향 청취방법이 뇌 활성화지수에 미치는 효과)

  • Min, Yong-Sik;Yoo, Hunter
    • The Journal of the Acoustical Society of Korea
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    • v.29 no.4
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    • pp.237-242
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    • 2010
  • To do an experimental analysis in this paper, we divided two non-equivalent control groups, such as pre and post test groups for difference listening types by serious game contents. From these test groups, we can achieve the most ability of its activity quotient (ACQ) effect is a phonic type and the next one is an aural type. The purpose of this paper is focused on the quantitative analysis of the human's brain quotient (BQ) derived from serious educational game contents.