• Title/Summary/Keyword: Educational games

Search Result 266, Processing Time 0.03 seconds

Development and Evaluation of the Educational Program Regarding Life Safety for Children of Low Grade Elementary Schools (초등학교 저학년 아동의 생활안전 교육프로그램 개발 및 효과연구)

  • Doo Kyoung-Ja;Yoon Yong- Hee
    • Journal of the Korean Home Economics Association
    • /
    • v.44 no.4 s.218
    • /
    • pp.75-86
    • /
    • 2006
  • The purpose of this study was to develop and evaluate the educational program of life safety for low grade elementary school students. The objectives of the life safety education were established, and the contents and instructions of the educational program were organized according to the needs of the 560 children and their mothers. Both experimental and control groups were evaluated before, immediately after and 3 weeks after the education in terms of knowledge about safety, attitudes and behaviors. The results of this study were as follows: 1. Twelve contents for safety education consisted of safety for electronic games, playing facility, mobile exercise machines, elevator/escalators, traffic and prevention for injury, pricking/cutting, collision/fall/slippery, drowning, burning, electric shock, food toxicity and child missing/sexual harassment/kidnapping. 2. The score of knowledge for safety, attitude, and behavior of the experimental group was improved after the post-tests. Thus, the educational effects were demonstrated to be significant in all evaluation sections.

A Study on Combination Aspects of Fun and Learning in Educational Serious Games (교육용 기능성 게임의 재미와 학습 요소 결합 양상 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
    • /
    • v.11 no.1
    • /
    • pp.15-24
    • /
    • 2011
  • The convergence of education and game came from efforts to compensate for the boredom of learning. As the digital technology has been developed, this new integrated field accrued to the birth of the Educational Serious Game. It has been noted on both side of industry and academic research. Despite all natural concerns, studies of the educational Serious Game tend to show the partial directivity on the learning aspects rather than the nature of the Educational Serious Game. Therefore in this study the combination aspects of fun and learning in the Educational Serious Game through various case studies is to analyse.

The development of Metadata Prototype for Educational Game (교육용 게임을 위한 메타데이터 프로토타입 개발)

  • Yoon, Sean-Jeang;Yoon, Tae-Soo
    • Journal of Korea Game Society
    • /
    • v.8 no.1
    • /
    • pp.3-13
    • /
    • 2008
  • We think that it is important to develop the metadata for educational game. Because they are applicable to game contents, separate learning sources and studying components in the game-based LCMS. But markets of eduainment and educational games are newborn field, so systematic development of metadata is not advanced yet. Therefore in this paper, we first established the design process of educational game metadata, and then according to the rule, we suggested this as a prototype. And we defined the extracted data as metadata for educational game through inspection of an expert group. If these metadata prototype are operated by adopting through standardization stage of public institutes, we can provide the convenience of searching, managing and recycling these metadata to learner, instructor and the developing institute. And we can also expect the prevention of overlapping investment.

  • PDF

A study on analysis of CAI program type for the science CAI programs developed by KEDI and teachers in KOREA (과학 CAI 프로그램의 유형 분석)

  • Kim, Young-Min;Lee, Mee-Kyeoung;Kim, Hee-Jung
    • Journal of The Korean Association For Science Education
    • /
    • v.14 no.1
    • /
    • pp.24-33
    • /
    • 1994
  • This study is aimed at categorizing the CAl programs through analyzing the 82 science CAl programs developed by KEDI( Korean Educational Development Institutes ) and the 19 science CAl programs developed by the teachers who won the prizes in the first national educational software contest. The findings are as follows. 1) The main types of science CAl programs developed by KEDI are hybrid design type of tutorials and simulations, tutorials, and hybrid design type of instructional games and drill and practice. The other type of programs are very few. 2) The main types of science CAl programs developed by the teachers, who won the prizes in 1st educational software contest, are tutorials and hybrid design type of tutorials and simulations. There is no other type of programs except only two simulation type programs. 3) The science CAl programs developed by KEDI as well as by teachers who won the prizes in the contest are biased in two or three types, and the trend is severe in the programs developed by the teachers.

  • PDF

A Suggestion of Conceptual Model of Industrial-Educational Cooperation through Practical Game Development (게임제작 사례를 통한 산학협동 개념모델)

  • Eun, Kwang-Ha
    • Journal of Korea Game Society
    • /
    • v.10 no.3
    • /
    • pp.3-13
    • /
    • 2010
  • This study suggests about industrial-educational cooperation model through a case study by practical training by industrial-educational cooperation. Practical training of game development process is organized as industrial-educational cooperation pipe-line to represent whole process model, and step-cases about this are described. The purpose of this study is for learners to experience practical industry development process in a direct or indirect way. And above all, educators role in each stages of development is also important. This study would be used as a reference data about practical training and studies related with industrial-educational cooperation.

A Study on the Development of Tourism Souvenirs for the Domestic MZ Generation with Smart Glass and Map (MAP) - Examples of Jeju Tourism Focusing on Board Games and IP Design (스마트글라스와 지도(MAP)를 접목한 국내 MZ세대를 위한 관광 기념품 개발에 관한 연구 - 보드게임 및 IP디자인을 중심으로 제주관광을 예시)

  • Seung-Hyun Lee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.1
    • /
    • pp.37-43
    • /
    • 2023
  • This study concluded that smart glass can combine realistic media and reasonable technologies to compensate for the disappointment of simple one-dimensional board game contents, suggest various games to board game contents that were only possible through advertisements and promotions, and can promote board games, tourism services, and insufficient tourism contents. Content development is highly complete as an educational content in that it can be omitted or repeated by customers, and it is expected to be a board game using interesting smart glasses for the MZ generation.

Contents Analysis of Vocabulary Learning Game Application on Smart-Phone and Tablet PC for Young Children's Language Learning (유아 언어학습용 단어게임 애플리케이션 분석)

  • Hyun, Eunja;Yeon, Hyemin;Jang, Juyeon;Lee, Eunyoung
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.11
    • /
    • pp.551-561
    • /
    • 2013
  • The purpose of this study was firstly, to evaluate the contents of vocabulary game applications for young children's language learning. and secondly, to examine whether there is any differences between Korean and English word games in terms of the evaluation score. For this purpose, the word game applications in smart phone and tablet PC were analyzed, which included 30 Korean word games and another 30 English ones. The criteria to evaluate the contents were developed based on Children's Software Evaluation Instrument developed by CTR, the multimedia evaluation standard by Hee Sook Park, Young Joo Lee, and mobile contents evaluation standard by Soo Ui Choi. As a result, the educational value got the highest score whereas the design characteristics area got the lowest score in the whole evaluation analysis. And English word game applications mostly got higher score than Korean versions. The result of this study would suggest the way to evaluate educational game applications in use and to contribute to developing educational game contents aimed at young children's language learning.

A Research for Functional Game based on AR Smartcare : Focusing on infant and child safety education (AR기반의 스마트케어를 위한 기능성게임 연구 : 영유아 안전교육을 중심으로)

  • Jung, Suk-Ho;Ko, Jung-Woon;Heo, Seol-Hwa;Kyung, Byung-Pyo
    • Journal of Korea Game Society
    • /
    • v.19 no.1
    • /
    • pp.25-36
    • /
    • 2019
  • Outdoor play for young children can promote the development of physical development, emotional development, and creativity development. However, due to safety accidents that occur in outdoor play, outdoor play is not progressed sufficiently. In this paper, we have developed smart functional educational games for AR education which can be easily used in early childhood education. In order to maximize the educational effect of the developed game and to provide customized education on the field, we conducted a focus group interview with a group of in - service child care teachers in the game design stage. Through this, we developed a functional game with AR system and verified the educational effect.

The Correlation between Unplugged Activities using SW Educational Board Games and the Computational Thinking of Elementary School Students (SW교육용 보드게임 활용 언플러그드 활동과 초등학생의 컴퓨팅 사고력의 관계)

  • Lee, Jaeho;Park, Injung
    • Journal of Creative Information Culture
    • /
    • v.6 no.2
    • /
    • pp.89-99
    • /
    • 2020
  • The purpose of this study is to statistically analyze the correlation between unplugged activities using SW educational board games and computational thinking ability of elementary school students, and then find a method of SW education through the results. The study was conducted with 40 students in the 5th grade at an Elementary School in Incheon. Students participated at unplugged activities using a board game for SW education with 12 hours of teacher guidance and 10 hours of free activities. After that, a post-test was conducted to analyze the degree of improvement in computational thinking ability. As the results, it was confirmed that the comprehensive computational thinking ability was improved, and that the four areas of the sub-domains of computational thinking ability were improved to a significant level. These results suggest that providing a basic SW education experience by utilizing a board game for SW education helps to improve students' computational thinking ability.

Visual Customizing Editor for Educational Games (학습자의 특성을 고려한 교육용 게임 시각 디자인 요소)

  • Jang, Hye-Jung;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Kyung, Byung-Pyo
    • Journal of Digital Convergence
    • /
    • v.10 no.6
    • /
    • pp.369-373
    • /
    • 2012
  • Educational game is applied by learner's customized education based on its characteristics inducing user's interests and motives and drawing spontaneousness. And, the perception is gradually improved. At present, educational game customized by learners is provided by only the form of character customizing. Therefore, this study suggested visual customizing editor which can provide visual factors to learners in game for more efficient educational game. It will improve interests and motives of learners and increase concentration, so studying effects will be improved.