• Title/Summary/Keyword: Educational games

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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.

The Effect of Algorithm Learning by Playing on Learning Motivation and Achievement (놀이를 통한 알고리즘 학습이 학습동기 및 학업성취도에 미치는 영향)

  • Kwon, EunJung;Lee, EunKyoung;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.12 no.6
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    • pp.33-39
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    • 2009
  • Abstract characteristic of algorithm may disturb improving learners' motivation and learning. Therefore, a design of teaching and learning method requires to minimize the learner's intrinsic cognitive load and to maximize the learning motivation. We developed an algorithm learning program by playing to enhance learning motivation and achievement for vocational high school students. And then, we implemented the developed program in vocational high school classes and analysed the educational effects of the developed program. We found that the developed program was helpful in enhancing learners' learning motivation and achievement level. It means that doing the activities, such as playing games, helps learners to acquire an algorithm concept that has abstract nature and is difficult to understand.

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A Status Analysis of the Education Game Graphic Design in the Universities: Focusing on Comparison of Education between USA and Korea (대학의 게임그래픽디자인 교육과정 현황분석: 미국과 한국의 교육과정비교를 중심으로)

  • Shin, Hyun-Suk
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.114-121
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    • 2017
  • The game industry, which is based on high technology, requires specialized personnel. In particular, game graphic design, which occupies the visual area of games, is a fusion of technology and design. In this study, we classify and analyze the curriculum status of US and Korean game - related universities, which is the world 's top game industry. US universities ranked 10 universities in the ranking through official evaluation agencies, and Korea compared 10 universities with relatively well-publicized educational courses through the official homepage. In this analysis, it is necessary to study the curriculum that can complement the creativity and flexibility of game graphic design course by preparing creative subjects for securing professors who have experience in field work and developing various game graphic designs.

Research on The Educational Courseware Based on VR Content

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.502-509
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    • 2022
  • With the development of media technology, virtual reality (VR) technology is widely used in education, medical care, aerospace, entertainment and other fields. Among them, application in teaching courseware is a relatively new topic. Compared with traditional coursewares, virtual games visualized and extruded abstract teaching contents. Thus it strengthened teaching effects and expanded dimensions of learning. We hypothesized that virtual coursewares could increase users'sense of presence and enhance their focus. In this study, virtual courseswares were compared with traditional coursewares. At the same time, its feasibility and advantages of application were analyzed through literature researching, practical researching and statistical analysis from questionnaires. Furthermore, we designed a teaching system for VR coursewares and explored its performance in multidimensional and contextual teaching situations. It was found that Virtual coursewares have changed the boring traditional teaching methods. The teaching content was displayed in the form of three-dimensional images, videos and sounds through VR equipment, which effectively improved teaching efficiency. In addition, the feasibility of virtual courseware was demonstrated through factor analysis in questionnaires. Compared with traditional teaching courseware, VR coursewares can attract students' attention and improve learning efficiency. It provides a good example and is valuable for the research of virtual realities in education.

Formation Of Tolerance Of Higher Education Seekers As The Main Feature Of A Modern Specialist

  • Fabian, Myroslava;Kuzmenko, Nadiia;Zamrozevych-Shadrina, Svitlana;Perevozniuk, Viktoriia;Tolcheyeva, Tetiana;Kramarenko, Iryna
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.289-293
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    • 2022
  • "Tolerance" is considered as an important professional quality of a modern specialist, which is manifested in an active moral position and readiness for constructive interaction with other participants in the pedagogical process; characterized by the manifestation of humanity, tolerance, friendliness, focus on resolving conflict situations in the professional sphere on a non-violent basis. The article considers scientific approaches to understanding the phenomenon of "tolerance". There are a number of factors that significantly affect the formation of tolerance in students. The way to the formation of tolerance is the rejection of social prejudices, negative social stereotypes, the development of an objective attitude to man regardless of his individual characteristics, the formation of skills of tolerant interpersonal interaction, the use of lectures, discussions, games and training in educational work. The purpose of this article is to highlight communicative tolerance as a necessary component of pedagogical practice of future professionals. It was emphasized that tolerance is the basis of religious tolerance and peace, prevention of all kinds of extremism, which are of particular importance for a multinational and multi-religious Ukraine.

Animated Game-Based Learning of Data Structures In Professional Education

  • Waseemullah, Waseemullah;Kazi, Abdul Karim;Hyder, Muhammad Faraz;Basit, Faraz Abdul
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.1-6
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    • 2022
  • Teaching and learning are one of the major issues during this pandemic (COVID-19). Since the pandemic started, there are many changes in teaching and learning styles as everything related to studies started online. Game-Based Learning has got remarkable importance in the educational system and pedagogy as an effective way of increasing student inspiration and engagement. In this field, most of the work has been carried out in digital games. This research uses an Animated Game-Based Learning design in enhancing student engagement and perception of learning. In teaching Computer Science (CS) concepts in higher education, to enhance the pedagogy activities in CS concepts, more specifically the concepts of "Data Structures (DS)" i.e., Array, Stack, and Queue concepts are focused. This study aims to observe the difference in students' learning with the use of different learning methods i.e., the traditional learning (TL) method and the Animated Game-Based Learning (AGBL) Method. The experimental results show that learning DS concepts has been improved by the AGBL method as compared to the TL method.

Development of a Structured Debriefing for Business Simulation Games and Its Effect on College Students' Business Knowledge and Entrepreneurship Competencies

  • Jieun LEE;Yugyeong KIM;Hyunwoo HWANG
    • Educational Technology International
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    • v.25 no.1
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    • pp.93-127
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    • 2024
  • This study evaluates the effect of structured debriefing for a business simulation game for university students. The program provides an authentic learning experience of real-world business management by allowing learners to make decisions related to R&D, marketing, production, and finance through a business simulation game, and check the results in real time. In 2022, University A and B each ran a business simulation game-based program as an extra-curricular activity. University A conducted a traditional instructor-led debriefing where the instructor explained the summarized process and results, while University B implemented a structured debriefing which had been developed based on Gibbs' and 3D models. To assess the effect of the structured debriefing compared to the traditional instructor-led debriefing, business knowledge and entrepreneurship competencies were measured three times. Repeated measures ANOVA was used to test for the differences between the two groups and to examine interaction effects between group and time. The structured debriefing group achieved statistically significantly higher academic scores than the traditional instructor-led debriefing group at the post-test and in 2 weeks. There was no statistically significant difference between the groups in terms of entrepreneurship competencies. There was no interaction effect between group and time, both in academic achievement and in entrepreneurship competencies. In conclusion, the simulation game-based program integrated with the structured debriefing session is more likely to have a stronger impact on academic achievement and its retention.

Interprofessional Education Collaboration between Chung Ang Medical School and Sungshin Nursing School (전문직 간 교육을 위한 학교 간 협동 사례: 중앙대학교 의과대학과 성신여자대학교 간호대학)

  • Young Ju Kim
    • Korean Medical Education Review
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    • v.26 no.2
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    • pp.108-117
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    • 2024
  • Interprofessional collaboration is crucial for patient-centered care and safety. Since healthcare students will be part of interprofessional teams in the future, they need to understand the unique contributions of various healthcare professions to patient care and develop skills in collaboration, communication, leadership, and mutual respect. In response to this need, healthcare faculties have adopted interprofessional education as an innovative teaching method. However, traditional health education has typically taken place within individual schools, resulting in a limited understanding of other professional roles and identities. In our study, we introduced an interprofessional education model involving two different colleges. A total of 152 undergraduate students, comprising 101 medical students from Chung Ang University and 51 nursing students from Sungshin Women's University, participated in the program. A one-day interprofessional education program was conducted to promote collaboration between medical and nursing students. The program included team building and communication games, scenario-based simulations, such as a "room of errors," and tabletop exercises. Key factors for successful interprofessional education include carefully planned scheduling, leadership, and commitment from participating colleges, faculty support and training, the use of diverse teaching methods and technology, and alignment regarding educational directions among the faculty. We believe that this model may provide valuable insights for healthcare institutions aiming to develop and implement interprofessional curricula.

The effects of economy education through MMORPG (온라인 게임을 통한 아동 경제 학습 효과 분석)

  • Wi, John-H.;Oh, Na-Ra;Kim, Yang-Eun
    • Journal of Korea Game Society
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    • v.5 no.4
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    • pp.13-22
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    • 2005
  • The research is a study on the effects of MMORPG (Massively Multi-player Online Role Playing Game) utilized in educational program. We investigated the possibilities of online game as an educational tool, especially in the field of economy education. Students have been taught market, price, profit, scarcity of goods etc., and then they played an online game we provided. Students manufactured cyber goods and also sold or bought various materials to maximize their profits. A experimental group was compared with a control group on measures of economic self-efficacy, motivation for economic learning, and attitude for economic learning, economic self-efficacy and motivation for economic leaning scales consist of 2 factors and attitude for economic leaning consists of 1 factor. Participants were 5th grade elementary school students(experimental group: 154, control group: 158). After the experiment, students' self-efficacy and motivations for economy learning have increased significantly. It has been found that students understand more easily the difficult economic terms such as' inflation', 'price setting', 'scarcity of goods etc. Their motivations for economy learning also increased significantly. This result indicates that online games have the potentiality that can be utilized as an educational tool.

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Design of method to analyze UI structure of contents based on the Morphology (형태적 관점의 콘텐츠 UI구조 분석 방법 설계)

  • Yun, Bong Shik
    • Smart Media Journal
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    • v.8 no.4
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    • pp.58-63
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    • 2019
  • The growth of the mobile device market has changed the education market and led to the quantitative growth of various media education. In particular, smart devices, which have better interaction than existing PCs or consoles, can develop more user-friendly content, allowing various types of educational content and inducing changes in traditional education methods for consumers. Although many researchers recently suggest viable development methods or marketing elements of contents, development companies, and developers, until now, merely rely on the human senses. Therefore, it is necessary to study the actual user's smart-device based usability and experience environment. This study aims to propose an intuitive statistical processing method for analyzing the usability of game-type educational contents in terms of form, for popular games that have been released as a basis for analyzing the user experience environment. In particular, because the game industry has a sufficient number of similar examples, it is possible to conduct research based on big data and to use them for immediate decision-making between multiple co-developers through the analysis method proposed by the research. It is expected to become an analytical model that can communicate with other industries because it is effective in securing data sources.