• Title/Summary/Keyword: 게임활용

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A Study on Enhancing Emotional Engagement in Learning Situation - Based on Development Case of English Learning Serious Game 'Word Collectrian' (학습 장면에서 감정 개입을 촉진하기 위한 기능성 게임의 활용 - 단어 시각화 기반의 영어 학습용 기능성 게임 '워드 콜렉트리안' 제작 사례를 바탕으로)

  • Lee, Haksu;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.95-106
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    • 2012
  • Emotion is very important feature in educational situation. Because it has high influence to memory, educational achievement, motivation. This study tried to find out possibility of serious game as emotional engagement tool in educational situation. We did our pilot experiment to elementary school students who are english as second language. In this L2 learning situation, we did our basic experiment with English language learning serious game called 'Word Collectrian". Word Collectrian has some features for emotional engagement. It has interaction for dynamic word visualization, providing context video for word usage, putting visualized word on learner's virtual home. According to experimental result, word Collectrian has possibility for educational achievement and emotional engagement effect.

Middle-School Programming Classes Utilizing App Inventor Game Creation and the Analysis of their Educational Outcomes (앱 인벤터 게임 작성을 활용한 중학생의 프로그래밍 수업 및 학습 성과 분석)

  • Kim, Sungkyung;Kim, Sangchul
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.49-60
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    • 2018
  • In many countries, recently computer programming eduction has become mandatory for K-12 students. Generally since programming is difficult for K-12 students to learn, a lot of previous works have been published in which the study motivation and class satisfaction increased when game programming was applied to programming classes. We investigated a research in which we used game programming in the programming classes for middle-school students, and analyzed educational effects. In this paper, we described the specification of the games and our class model that were applied in the research. Also, we analyzed changes made to computation thinking abilities, creative thinking abilities, and perceived support for programming after the programming classes. As a result, it was found that those abilities and the perceived support were increased. Additionally, we applied Havruta learning, a kind of paired learning, in the programming class, and have known that it increased the educational outcome with respect to the traditional method.

Reality and the subject of Korea Game Education (국내 게임교육의 현실과 과제)

  • Choi, Hak-Hyun;Kim, Jung-Hee
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.11-15
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    • 2002
  • As Game Industry progresses, importance of Game Education is on the increase gradually. In this paper, we refer to reality of Korea Game Education. And we present the subject of Korea Game Education like establishment of proper education target, application of hardware, operation of technical software and organization of professional humanware.

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Mobile Game Information Offer Strategy in VPN Environment (VPN환경에서 모바일게임 정보제공 전략)

  • Shin, Seung-Jung
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.94-101
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    • 2001
  • Although the latest break-through of mobile industry has limited customers' free time to PC games, today's advancement of wireless mobile communication made this trend move to more specialized and diversified games implemented into cellular phones. Therefore, this paper intends to provide information on mobile games and strategic skills to prove its relative effects.

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A study on Match 3 GamePlay based on meta-layer (메타레이어 기반 매치 3 게임 플레이에 대한 연구)

  • Shin, Yuchul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.609-610
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    • 2021
  • 본 논문에서는 매치 3 게임에서 사용되고 있는 수집, 이야기, 꾸미기 등을 활용한 메타 레이어를 통한 게임 플레이에 대한 특징에 대해서 알아보고, 향후 매치 3게임의 게임 플레이 방식의 변화에 대한 연구 방향성에 대한 기준을 제시한다.

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A Study on the Development of Coloring Game Aesthetic by the Application of Hallyu Korean Wave Image (한류 이미지 활용에 대한 컬러링 게임 미적요소 발전방향 연구)

  • Lee, Jun-Hee;Jung, Hyeong-Won
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.565-570
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    • 2020
  • This paper was intended to present a way to incorporate Korean content and products of Korean brands into functional coloring games that color them for the continued development of digital hallyu at this time of the world's derivation, as shown by the Korean Wave, a word that means more and more people like Korean culture worldwide. For the development of the Korean digital convergence functional game industry that can solve users' leisure time, we will compare and analyze the advanced image cuts provided by coloring games that have been commercialized and serviced, and seek ways to utilize the image of Hallyu contents that are not provided in existing coloring games. In the image cuts used in functional coloring games, we will find ways to utilize differentiated Hallyu content image cuts and study and present the direction of development of aesthetic elements of coloring games. Research on Korean Wave content, which has made use of our own aesthetic elements, should continue, and functional games using digital mobile device devices and game content elements utilizing Korean images in the Korean game industry will help spread Korean pop culture and digital Hallyu.

Mobile Game Control using Gesture Recognition (제스처 인식을 활용한 모바일 게임 제어)

  • Lee, Yong-Cheol;Oh, Chi-Min;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.629-638
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    • 2011
  • Mobile game have an advantage of mobility, portability, and simple interface. These advantages are useful for gesture recognition based game which should not have much content quantity and complex interface. This paper suggests gesture recognition based mobile game content with user movement could be applied directly to the mobile game wherever recognition system is equipped. Gesture is recognized by obtaining user area in image from the depth image of TOF camera and going through SVM(Support Vectorn Machine) using EOH(Edge Of Histogram) features of user area. And we confirmed that gesture recognition can be utilized to user input of mobile game content. Proposed technique can be applied to a variety of content, but this paper shows a simple way of game contents which is consisted of moving and jumping newly.

Type of attitude analysis of the Auto-play mobile games using user (모바일 게임 자동플레이 사용 유저의 유형별 태도분석)

  • Lee, Seung-Jae;Paik, Paul Chul-Ho
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.163-172
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    • 2016
  • This study analyzes the attitudes of users who use the automatic-play function of mobile-games. It also observes changes in different emotions to enjoyment. For the analysis, the Q methodology appropriate for the subjectivity study was used, and it classified two types of attitudes based on the analysis. After the classification, it defined the characteristic of each type based on Lazzaro's theory on classification of fun. Types with high rate of convenience feature dependency utilize automatic-play feature to play games for collecting and growth, and they prefer managing the game outdoors. Another type enjoyed the experience of problem solving through games. They want the process to be a good skill to possess in game-play. There was also a tendency to perceive oneself as the game's character. Both types were responded positively to using automatic-play to play mobile-games. This is expected to be used as important data for game production, leading to usability evaluation for analyzing the emotional sensitivity of mobile game users.

A Study on the Educational Game Design for Practicing Energy Saving in Elementary School Students (초등학생의 에너지 절약 실천을 위한 교육용 Game Design 연구)

  • Park, Hyun-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.5
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    • pp.14-20
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    • 2019
  • Energy saving is becoming more and more important issue due to lack of resources and limited nature. However, There is a lack of learning status on energy saving in the school field. In particular, in elementary education on energy saving was not linked to practice, and the educational effect was insufficient. Although various kinds of learning tools are utilized, many successful cases of energy saving game strategy are introduced in overseas industry field, and game design is proposed so that energy related education can be played through games. Because energy conservation can not be effective without practice, learning using games as a tool is expected to be more effective than learning based on knowledge transfer in the classroom. We propose a defense game for energy conservation education by using the mission elements, score acquisition element, time limit element, and character element which are the interesting elements of the game designed in the previous research.

Traffic Analysis of Smart Phone Mobile Games Characteristics in Smart Phone Environment (스마트폰 환경 하에서 모바일 게임 특성에 따른 트래픽 분석에 관한 연구)

  • Choi, Su-Jin
    • Annual Conference of KIPS
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    • 2013.05a
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    • pp.407-410
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    • 2013
  • 전 세계적으로 초고속 인터넷이 보급화 되고 대중화 되는 현재 컴퓨터 온라인 게임 산업뿐만 아니라 스마트폰 모바일 게임 산업이 빠르게 성장하면서 고정된 장소에서 게임하는 시대는 가고 이동 중 게임하는 시대가 열렸다. 이와 동시에 모바일 게임 트래픽 또한 점차 증가되고 있는 실정이다. 본 논문은 모바일 게임의 트래픽 분석을 위해 서로 다른 특성의 게임인 애니팡과 드래곤 플라이트를 이용하여 모바일 속도 측정 프로그램인 벤치비로 트래픽 변동 상황을 정리하고 tPacketCapture 프로그램과 네트워크 측정 분석기인 Wireshark로 일정한 시간 간격을 두고 총 패킷의 수와 전송되는 패킷의 크기 등에 대한 체계적인 네트워크 데이터를 분석하여 시간적 제한이 있는 보드 퍼즐 게임의 특성을 지닌 애니팡은 게임 진행상에서 빈번하게 데이터 패킷이 송 수신 되고 시간적 제한이 없는 슛팅 게임의 특성을 지닌 드래곤 플라이트는 게임 시작과 종료 지점에서만 주로 데이터 패킷이 송 수신 된다는 것을 알 수 있었다. 이러한 스마트폰 모바일 게임의 트래픽 분석은 향후 모바일 게임 네트워크의 성능 평가나 다른 모바일 게임의 설계 및 개발 등에 활용 될 수 있을 것이다.