DOI QR코드

DOI QR Code

A Study on Design of a Serious Game of 'Law and Order' for Both Parents and Children

부모와 자녀가 함께 하는 법질서 기능성 게임설계 연구

  • Received : 2015.11.10
  • Accepted : 2015.12.17
  • Published : 2015.12.20

Abstract

Education of 'Law and Order' is necessary in our recent society. However it is so difficult subject for students in the elementary schools to be learned efficiently. In this research, we have studied how to utilize the game as an educational contents with good effects of the game. And we have designed a game in which children could experience various situations where they had to make decisions based on proper law and order. Parents were also encouraged to participate and play along the game with role balances as mentors to their children. The effectiveness was tested with experience of the developed prototype game and questions. Through the study we expect and hope to use games as effective learning tools for children in the future.

법과 질서 교육은 현대사회에서 반드시 필요한 교육이다. 그러나 초등학생들에게는 접근하기 어려운 주제로서, 학습 효율을 높이기 쉽지 않다. 본 연구에서는 게임을 교육 콘텐츠로 접목하는 효율적 학습 방식으로 게임의 순기능을 활용하는 방식을 연구하였다. 아이들은 게임을 통해서 다양한 법질서 상황을 만나면서 다양한 생각과 판단을 하도록 게임을 설계하였다. 법과 질서 교육에 아이의 가장 훌륭한 멘토인 부모가 참석하여 적절한 역할 밸런스를 담당하도록 게임 콘텐츠를 설계하였다. 프로토타입으로 제작한 게임 체험과 설문을 통해서 부모와 아이가 함께하는 교육 게임의 효율성을 테스트하였다. 본 연구를 통해 향후에도 아이들의 교육에 게임이라는 콘텐츠가 좋은 학습 도구가 될 수 있다는 점을 보이는데 기여하고자 한다.

Keywords

References

  1. Ministry of Culture, Sports and Tourism, "National research activities Report", 2014.
  2. Ministry of Culture, Sports and Tourism․ Korea Creative Content Agency, 2014 White Paper on Korean Games.
  3. Dong-Pyo Hong, "Corporatre Stratery of Digital Convergence", Korea Information Society Development Institute, 2005
  4. http://www.icivics.org
  5. Young-A Kim. "A study on the domestic and international case studies and psychological healing direction to move in the future Law love Cyber Land content through serious games. Ministry of Justice", 2011.
  6. Gwang-Hwa En, "Case planning process through a functional approach game creation", The Korea Contents Association, Paper, 10(6), 197-204. 2010.
  7. Seong-Rak Choi․O-Yeong Kwon(2010). "Trend analysis tendencies of gamers": White Paper on Korean Games Information, Korea Game Society, Paper, 10(2), 67-80, 2010
  8. Hye-Won Han, "Digital game storytelling", Salrim, 25-44, 2005
  9. Sang-Min Hwang, "Research and student characteristics such forms of learning in cyberspace", Korea Education and Research Information Service, Research report, 90-92.
  10. De Grazia, S, Of Time, Work and Leisure. New York: Vintage Books, 1994
  11. Godbey, G, Leisure in Your Life : An Exploration (4th ed), Pennsylvania : Venture Publishing, 1994
  12. Kelly, J. R, Leisure (3rd ed) New Jersey: Prentice Hall, 1994
  13. Marying, P, Qualitative Content Analysis. Qualitative Social Research, 1(2), 12-20, 2000.
  14. Hauser & Schiffer,:Evaluation of Serious Games, 12(2), 32-38, 2000
  15. David Wortley, "Rapid Serious Games Development with Thinking Words", SGSC13 Master Class, 26-27, 2013