• Title/Summary/Keyword: 게임활용

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Effects of Game-Based-Digital Textbook on the Basic Arithmetic Abilities and the Task Attention of Students with Mental Retardation (게임기반 디지털 교과서 활용이 정신지체 학생의 기초연산 수행능력 및 과제집중에 미치는 효과)

  • Lee, Tae-Su;Yi, Seung-Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.484-495
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    • 2012
  • The purpose of this study was to investigate the effects of game-based-digital textbook on the basic arithmetic abilities and the task attention of students with mental retardation. To do this, 38 students with mental retardation participated and were assigned to the three groups. The first group only used the traditional text book, the second group only used the game-based-digital textbook, and the third group used both the traditional textbook and the game-based-digital textbook. The third group using both the traditional textbook and the game-based-digital textbook revealed more higher improvement than the other two groups in the basic arithmetic and the task attention.

A Research of Learning Assessment, Learning Flow, Learning Satisfaction of Elementary School Music Classes Utilizing Rhythm Action Game based on the Smart Device (스마트 디바이스 기반 리듬액션 게임을 활용한 초등학교 음악 감상수업에서의 학습 평가, 학습 몰입, 학습 만족 연구)

  • Kwak, So-Jung;Kihl, Tae-Suk
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.113-122
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    • 2012
  • This study is focused on the effect and satisfaction of Education of Music Appreciation by utilizing music game. In order to come up with the result, the study has conducted an experimental comparison using 107 male and female 4th grade students at G-elementary school in Gyeonggi-do. As a result, the class that teaches with the game has relatively higher learning assessment, study involvement and in particular, has a significantly increased satisfaction level than the class that only uses music appreciation. In addition, it analyzes that study involvement and satisfaction has an effect on learning assessment. The results of this research deemed to contribute direction of planning on learning contents by applying Smart Devices in regular school classes.

A Study on Game Content Development Methodology for Mathematics Learning to Raise Mathematical Intuition: for Elementary Geometry Learning (수학적 직관을 키우는 게임 콘텐츠 개발 방법 연구 : 초등 기하 영역을 중심으로)

  • Kim, Yoseob;Woo, Tack;Joo, Heeyoung
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.95-110
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    • 2013
  • Current up-to-date courses of study put emphasis on raising creative students. However, the cramming methods of teaching mathematics in the school seems far from the creativity and the number of students who feels mathematics difficult is increasing. To overcome this situation, the government proposed 'the mathematics education using storytelling', which leads to lots of developments of mathematics using serious game in many areas. However most of the current serious games couldn't do away with the deductive framework of mathematics, which makes it impossible to achieve the purpose of raising creative students. This is because existing mathematics serious games have not deeply contemplated many aspects such as the purpose and theories of teaching and teaching mathematics. Therefore, in order to overcome the limitations of cramming methods in existing mathematics educations, this research proposes the new method of developing serious game contents for elementary geometry that is useful to improve mathematical intuition, based on RME, the theory of teaching/learning mathematics.

Development and Effect of the Creative Problem Solving Capacity Education Program for University Freshmen Using Game component (게임적 요소를 활용한 대학 신입생의 창의적 문제해결 교육 프로그램 개발 및 효과)

  • Jeon, Shin-young;Park, Joo-Hee
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.139-150
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    • 2021
  • This study analyzed the effectiveness by developing an online program to enhance collaborative problem-solving capabilities for college freshmen using gamification. According to the research results, the operational model of the online program for enhancing collaborative problem-solving capabilities using gamification was presented in five stages: 1 preparation, 2 team building, 3 assessment, 4 feedback, and 5 achievement sharing. The results of the "pre-test" and post T-test of creative problem-solving capabilities, the variables related to creative problem-solving skills, academic challenge, creative thinking ability, and convergence value creation have been significantly improved. What should be discussed in the future is the need to experience collaborative problem solving process online, and to develop game design and platform that can discuss and communicate.

Research on Career Education Game Development Utilizing the Concept of Digital Transformation (디지털 전환 개념을 활용한 진로 교육용 게임 개발 연구)

  • Kwang-Hee Cho;Su-In Kim;Sung-Ho Ahn;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.543-548
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    • 2023
  • This study emphasizes the need to understand digital transformation and addresses the development process of functional mobile games with the theme of digital transformation. Through previous research, we found that existing mobile games do not reflect the changes in industries and jobs in the future. In this study, we designed and developed an educational mobile game that can help young people develop digital literacy skills and understand core skills for future changes in industrial structure and jobs due to digital transformation. It utilizes Unity 3D and combines the best features of puzzle, card, and board games. While there may be limitations in terms of expertise in developing educational content, it is important to note that we have presented content that can provide a futuristic view of careers through a game that is highly preferred by students. Considering the direct and indirect educational effects of the game, it is expected to be useful as a vocational education content in the classroom through tablet devices that have recently been distributed in schools.

Game System for Autonomous Level Design Based on ChatGPT (ChatGPT 기반의 자율형 레벨 디자인을 위한 게임 시스템)

  • Do-Hoon Jung;Jun-Gyeong Lee;Sung-Jun Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.4
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    • pp.113-119
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    • 2024
  • In this paper, a model was devised to change the numerical values that affect the game balance by using Chat-GPT for game balancing. Based on the usability of Chat-GPT shown in several studies and cases using Chat-GPT, Chat-GPT is automated to directly adjust detailed and objective in-game numerical values. In this paper, the format of Chat-GPT responses was consistently adjusted so that the numerical values required for game balancing could be obtained directly from the answers. As an experimental method, it was confirmed that four players autonomously designed the game level through five rounds to adjust the balance. These studies suggest the possibility that games can be produced using Chat-GPT in the future.

A Study on the Effectiveness Factors of Serious Games in Cross-Media Environment (크로스미디어 환경에서 기능성 게임의 효과성 요소에 관한 연구)

  • Ja-Won Gu;HaiBiao-Huang;Wan-Bok Lee;Seuc-Ho Ryu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.5
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    • pp.47-52
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    • 2024
  • This study defined three elements of game ability and effectiveness that functional games must have in a cross-media environment where one content is distributed through various media through previous research. We sought to reveal the impact of each element on the relevant content and cross-media content, as well as the impact when cross-media content is used in parallel. To this end, a case of digital content using a picture book and a smartphone app targeting traditional craft learning was produced by itself, and the results of its use were collected as a questionnaire. As a result, the effectiveness of the three effectiveness factors of functional games was confirmed, and the relationship between the cross-media environment and content was revealed, revealing the positive possibility of using cross-media.

A study on the determinants of game over-flow in adolescents : Focusing on differences according to the level of school (청소년의 게임 과몰입 영향요인에 관한 연구 : 학교급(초·중·고)에 따른 차이를 중심으로)

  • Kwak, Eun-A;Choi, Jin-Ho
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.33-46
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    • 2020
  • The purpose of this study was to examine the differences in the factors that determine the game immersion of adolescents by the level of school. The results of this research showed that among the internal variables, loneliness, self-control, and among the psychological variables, game leadership, game subjective norm, and game efficacy played a common role in game addiction in all groups. To be specific the factors determining game overflow by the level of the school were identified as discriminatory. These findings can help making policies or developing a program on adolescent's overflow.

Design and Implementation of a Mobile Game in Cellular Phones (핸드폰에서 할 수 있는 모바일 게임의 설계 및 구현)

  • Lee, Jae-Chan;Park, Sung-Keun;Choi, Jun-Young;J.Bae, Jae-Hak
    • Annual Conference of KIPS
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    • 2002.11c
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    • pp.2313-2316
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    • 2002
  • 무선 인터넷 인구의 증가로 인하여 다양한 무선 인터넷 컨텐츠가 필요하다. 온라인 게임의 장점과 핸드폰의 이동성을 접목하여 핸드폰에서 할 수 있는 모바일 게임을 설계 및 구현하였다. 이 게임은 클라이언트-서버 구조를 가지고 있으며 PC 게임과 모바일이 연동하여 게임을 할 수 있는 방식을 사용하고있다. 누구든지 쉽게 장소에 구애받지 않고 게임을 할 수 있고 혼자서도 게임이 가능하다. 이 게임에 사용한 클라이언트-서버 통신 모듈은 게임뿐만 아니라 핸드폰에서 실행 가능한 다양한 Application개발에 활용될 수 있다.

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Avoiding Trial-and-Error based Elements for Game Scripting (게임 스크립트를 위한 시행착오 회피 요소)

  • Jung, ChanYong
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.19-28
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    • 2014
  • Scripting is often used in games for novices at programming to enable implementation of the game. In this paper we examine the trial-and-error elements taken to implement game programming and identify the useful features for game scripting. This paper presents complemental elements based on avoiding trial-and-error, and discusses complementary statements implementation of this proposal, where the complementary statements were written in C# on Unity3D engine. The approach is compared and contrasted to the existing approach.