• Title/Summary/Keyword: Game Activity

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Analysis of Korea Science Academy and Min Jok Leadership Academy Students's Leisure Activity Actual Condition (한국과학영재학교와 민족사관고 학생의 여가활동실태 분석)

  • Lee, Hoon-Sik;Song, Kang-Young;An, Jeong-Deok
    • The Journal of the Korea Contents Association
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    • v.7 no.3
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    • pp.101-109
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    • 2007
  • The purpose of this study was to analyse the actual condition of leisure activity in the case of Korea Science Academy students(KSA) and Min Jok Leadership Academy(MLA) students. The participants consisted of KSA students(male:122, female:44) and MLA students(male:71, female:113) with voluntary consent. 1) KSA and MLA's male students showed the highest ratio for participation in the sports, KSA's female students in the taste-culture activity and MLA's female students in the sight-seeing. 2) Mental stress treatment showed the highest ratio in the response to the question asking the principal straight motive of leisure activity, and $75\sim80%$ students considered the leisure activity as an important means to maintain health and physical fitness. 3) The students's 30% answered that they participate by themselves, and KSA male's 51% and female's 40%, MLA male's 40% and female's 48% participated in leisure. Activity planlessly. 4) In weekdays, KSA's male students enjoyed mostly the sport for leisure activity, but taste-culture activity showed the bighest ratio in the case of MLA students and KSA female students. 5)The mae students, 38% of KSA and 54% students of MLA did not play computer game at al in weekdays, and 70% of the female students in total did not play computer game. KSA's male students spent more time in playing computer game than MLA's male students did 6) The biggest reason for being unable to participate in the leisure activity was the insuficiency of time due to homework or studying for quiz. The laziness also showed high po-centage of $19\sim25%$ varying between the groups.

Broad-games development and application using regional cultural contents (지역문화콘텐츠를 활용한 도시마케팅 보드게임 제작 및 활용)

  • Lee, Jung-Jun;Lim, Young-Hwan
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.531-539
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    • 2011
  • A board-game is the genre which is the oldest among various game genres. Reflecting the issues, aspects & trend of the era, It contains social & cultural sources. For family activity, socializing & human networking, It is regarded such a good alternative leisure replacing on-line video game causing negative infection. In this research, for city marketing usage, we develop a specifically designed board-game with the source of historical people, must-see sights & local products. Also educational & commercial purposes are seriously considered.

A Study of the Physical Experience Using Serious Game Design Traffic Safety Education for Children applied using 3D Depth Gesture Recognition Technology (3차원 동작인식기술을 적용한 어린이 교통안전교육 체감형 기능성 게임디자인 연구)

  • Jang, Chang-Ik
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.5-14
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    • 2012
  • The purpose of this paper is to demonstrate how three-dimensional gesture recognition technology, in children's traffic safety programs, can be an effective solution for instructing children in the safest ways to interact with traffic. In terms of traffic accidents, walking unaccompanied is the most dangerous traffic related activity for children. By using a three-dimensional serous game training program that implements gesture recognition, more accurate real life scenarios can be implemented in existing children's traffic training programs. The implementation of this technology will increase the possibility of changing the habits and attitudes of children, which in turn will lower the amount of walking related traffic accidents in children.

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.

The Effects of Game Properties and Gratifications on Continuance Intention of Location-Based Augmented Reality Game (게임 속성과 충족 변수가 위치 기반 증강현실 게임의 지속 사용 의도에 미치는 영향)

  • Lee, Gyu-Dong
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.498-507
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    • 2020
  • Since the launch of Pokémon GO in 2016, the game has been loved for many users. Although the number of Pokémon GO users has declined, lots of users still enjoy the location-based augmented reality game. From the perspective of game properties and Use & Gratifications theory, this paper investigated the antecedents of continuance intention of Pokémon GO. A total of 258 responses from Pokémon Go users was collected by an online survey. The result of regression analysis showed that attitude toward game characters, attitude toward random game elements, social interaction, competition, and physical activity increased continuance intention. Perceived cost, however, decreased continuance intention. Implications for researchers and practitioners were discussed.

An Analysis on Open-ended Problem Solving of Gifted Students (수학 영재학생의 개방형 문제 해결 사례 분석)

  • Choi, Su A;Kang, Hong Jae
    • East Asian mathematical journal
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    • v.32 no.4
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    • pp.545-563
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    • 2016
  • The aim of this study was to observe processes and implication to a given program for the 20 gifted children grade 5 by making the number from 1 to 100 with natural numbers 4,4,9 and 9. Revelation of creativity, mathematical tendency of students and meaningful responses were observed by the qualitative records of this game activity and the analysis of result. The major result of a study is as follows: The mathematical creativities of students were revealed and developed by this activity. And the mathematical attitude were changed and developed, so student could actively participate. And students could experience collaborative and social composition learning by presentations and discussion, competition with a permissive atmosphere and open-game rule. It was meaningful that mathematical ideas (negative number, square root, factorial, [x]: the largest integer not greater than x, absolute value, percent, exponent, logarithm etc.) were suggested and motivated by students themselves.

An Analysis of The Repetitive Sound Effects Influencing on Game User's Flow (반복사운드 활용이 게임 유저의 몰입에 미치는 영향 분석)

  • Kim, Wan-Suk;Yun, Jae-Sun;Lim, Chan;Min, Byung-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.149-156
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    • 2010
  • There are elements for the game user get into the emotion of flow (the mental state of operation in which the person is fully immersed in what he or she is doing by a feeling of energized focus, full involvement, and success in the process of the activity). In game contents, for example, a considerable sophisticated application of 'sound' is one of the important elements must be considered for a qualified game development process. If a proper audio condition is satisfied, a game user is intrinsically solving problems by auditorial sense and the participant get into immersing into the game spontaneously. There are elements in game contents storytelling for the user to be in flow condition, this study will be analyzing a game user's flowing, especially with repetitive usage of sound. To be accurate, 'flow analysis' of Csikszentmihalyi. M, and 'flow factors' of Donna L. Hoffman & Thomas P. Novak, in addition, would be proper references in the research. comparing to a precedent study that analyzed a game and flow focused on visual elements. Ponpoko(Sigma Enterprise Inc., 1981) and Bio Hazard 4(Capcom, 2007) will be given as the main texts. To achieve the desired proposition in the study, user's reaction is monitored by listening repeatable and ordinary sound. Questionnaires are including Frequency Analysis, MANOVA(multivariate analysis of variance).

Effects of Virtual Reality Exercise Program on Muscle Activity and Balance Abilities in Elderly Women (가상현실 운동프로그램이 여성노인의 근활성도와 균형능력에 미치는 영향)

  • Lee, Joon-Hee;Park, Seong-Ung;Kang, Jeong-Il;Yang, Dae-Jung;Park, Seung-Kyu
    • The Journal of Korean Physical Therapy
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    • v.23 no.4
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    • pp.37-44
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    • 2011
  • Purpose: The aim of this study was to investigate the effects of an exercise program using a virtual reality game and a gait exercise program using a treadmill on % maximum voluntary isometric contraction (%MVIC) and static and dynamic balancing capabilities. Methods: A total of 26 elderly women were included in the study. 13 women were assigned to an exercise program using a virtual reality game, and 13 to a gait exercise program using a treadmill. The subjects performed the exercise for 40 min per session, three sessions per week, for eight weeks. Results: The %MVIC of the vastus medialis was significantly increased from $28.91{\pm}2.03%$ to $32.98{\pm}2.6%$ in the virtual reality game exercise group (p<0.00). The %MVIC of the vastus lateralis was significantly increased from $27.17{\pm}1.93%$ to $31.50{\pm}2.18%$ (p<0.00) in the gait exercise program group. The whole path length with both feet on the floor and eyes open was significantly decreased from $1570.92{\pm}820.6mm$ to $1343.62{\pm}242.41mm$ (p<0.00). The whole path length with both feet on the floor and eyes closed was significantly decreased from $1819.85{\pm}361.14mm$ to $1581.05{\pm}285.11mm$ (p<0.00). The length of a functional reach was significantly increased from $25.2{\pm}4.23cm$ to $27.68{\pm}4.04cm$ (p<0.00). Conclusion: The exercise program using a virtual reality game is effective for improving the %MVIC and static and dynamic balancing capabilities in elderly women aged 65 years and more.

Developing the Game Based Programming Language Teaching Materials for the Gifted of Information (정보영재를 위한 게임 기반 프로그래밍 언어 교재의 개발)

  • Kang, Shin-Cheon;Kim, Kyng-Hyun;Kim, Eui-Jeong
    • Journal of Gifted/Talented Education
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    • v.16 no.1
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    • pp.61-79
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    • 2006
  • The purpose of this study is to develop the programming language teaching materials for the gifted of information with using the game. There are many curricula for teaching the information and technology to the gifted of information. There are not differences between these programs and the general IT curricula. The gifted of information has some complains about his curriculum(58/60, 96.67%). So this study developed the alternative programming language teaching materials for the gifted of information. This study concluded the effects of alternative materials for teaching programming language depend on learners' academic achievement about programming language with game activity. This study also looks forward to being able to indicate new direction to develop the teaching materials for the gifted of information.

Characteristics of Junior Ranger Activity Books of U.S. National Parks and Their Implications for Geomorphological Education in Korea (미국 국립공원 주니어레인저 워크북 특성 및 국내 지형교육에의 시사점)

  • Kim, Taeho
    • Journal of The Geomorphological Association of Korea
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    • v.28 no.1
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    • pp.101-114
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    • 2021
  • Junior Ranger is a self-directed interpretation program for young visitors at national parks in the United States. The success of this program can be largely attributed to the role of an activity book which is given an applicant free of charge at a visitor center. This study aims to analyze the main characteristics of activity books for 14 national parks' Junior Ranger and to draw some implications for Korean geomorphological education. Although the activity books are varied in size, volume and printing, all of them offer diverse activities which are composed of different contents related to park resources in four fields and are performed in different ways such as Q&A, picture and word game, and creative activity. The time-consuming activities including attendance at a ranger-led program prevent the participant from making a superficial visit to be a junior ranger. The implications of the study are as follows: Firstly, the geomorphological education for children is needed to be strongly based on field experience learning and to be more carried out using a way of game rather than conventional Q&A, suggesting that it encourages students not to lose their interest for learning. Secondly, it is also necessary for the learning contents to be focused on various resources related to landform as well as landform itself. In addition, a creative activity such as writing verse or drawing feeling should be more applied to the geomorphological education in order to enhance their effects on affective domain beyond cognitive one. It is likely to be an alternative approach to understand landform by internalizing a sense of landform.