• Title/Summary/Keyword: Game Learning

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Development of a Mobile Game for Smart Education of Rebar Work (철근공사 스마트 학습을 위한 모바일 게임 개발)

  • Park, U-Yeol
    • Journal of the Korea Institute of Building Construction
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    • v.22 no.2
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    • pp.219-228
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    • 2022
  • In this study, to improve educational motivation and learning outcomes, a mobile app using game elements was developed, and the effect of its application in rebar work education was analyzed. Using the 4F(Figure out-Focus-Fun design-Finalize) process, which is a game development model, a mobile learning app for rebar work was developed that considers the characteristics of college students familiar with smartphone use, and the app was developed in a manner that utilizes game mechanics such as learning missions and points to stimulate a learner's interest and improve educational motivation. The results show that the proposed app for rebar work is positively evaluated in terms of interface style, perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using, and intention to use. Therefore, it can be concluded that using the learning game app for rebar work in classes can contribute to improving a learner's performance in various aspects.

An Artificial Intelligence Game Agent Using CNN Based Records Learning and Reinforcement Learning (CNN 기반 기보학습 및 강화학습을 이용한 인공지능 게임 에이전트)

  • Jeon, Youngjin;Cho, Youngwan
    • Journal of IKEEE
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    • v.23 no.4
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    • pp.1187-1194
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    • 2019
  • This paper proposes a CNN architecture as value function network of an artificial intelligence Othello game agent and its learning scheme using reinforcement learning algorithm. We propose an approach to construct the value function network by using CNN to learn the records of professional players' real game and an approach to enhance the network parameter by learning from self-play using reinforcement learning algorithm. The performance of value function network CNN was compared with existing ANN by letting two agents using each network to play games each other. As a result, the winning rate of the CNN agent was 69.7% and 72.1% as black and white, respectively. In addition, as a result of applying the reinforcement learning, the performance of the agent was improved by showing 100% and 78% winning rate, respectively, compared with the network-based agent without the reinforcement learning.

A Method of Graphic Representation of Mathematical Sentences for Game Generation (게임세대를 위한 수학문장의 그래픽 표현방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.5-12
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    • 2012
  • The information represented by graphic is preferred more than by text to the game generation familiar to computer games in the cognitive style. The learning to solve the math problems represented by graphic is significantly effective to improve learner's problem-solving power in math education. In this paper, we proposed a method of graphic representation of mathematical sentences for effective learning of the game generation. The proposed method arranges the unit informations in the logical structure and represent the logical interrelation between the informations by symbols, line segments, or arrows using the graphic elements with good visibility for the game generation to recognize easily and to understand accurately the logical meaning. The proposed method is able to represent accurately the math sentences until the detail level that appears the tense and the voice of the sentences differently from the previous graphic representation method's ability. The proposed method could be used as learning tools and used widely to represent graphically mathematical informations for the instructional scaffolding of an educational game in oder that the game generation could learn effectively.

Design and Implementation of Digital Game-based Contents Management System for Package Tour Application (패키지 투어 애플리케이션을 위한 디지털 게임 기반 콘텐츠 관리 시스템의 설계 및 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.6
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    • pp.872-880
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    • 2022
  • This paper present a design and implementation of a Contents Management System (CMS) to be integrated into a game that uses a Digital Game-based Learning (DGBL) approach for helping tourists learn about tourism spots as a part of the Package Tour Application. In terms of design, this paper shows a system architecture that consists of a database to store the game's content such as tourism spot information, score and question configuration, score history, et cetera, a web application to manage the content and a Rest API to delivers the content to the mobile game. Meanwhile, in terms of implementation, MySQL database and PHP programming language are used. Moreover, a time response performance evaluation is conducted which resulted in between 0.77 s to 1.4 s from CMS to the database. Once successfully integrated with the game, the CMS will allow the game to be played on multiple tours simultaneously, without having to rebuild the game for every package tour group.

Implementation of Learning Puzzle Game by using Combination of Korean Alphabet (한글 자음과 모음결합을 이용한 학습용 퍼즐게임 구현)

  • Jo, Jae-Young;Kim, Yoon-Ho
    • Journal of Digital Contents Society
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    • v.7 no.4
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    • pp.257-261
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    • 2006
  • In this paper, learning oriented puzzle game which based on combination of consonant and vowel of Korean alphabet is implemented. Firstly, consonants and vowels of Korean alphabet are classified separately, and then reconstructed a word in real time. Word combinator is utilized by API based edit window and, in order to effective retrieve, initial combined syllable consonant based method is involved. Implemented Korean puzzle game can be used for improving the words learning capability for children.

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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.

An Electronic Strategy in Innovative Learning Situations and the Design of a Digital Application for Individual Learning to Combat Deviant Intellectual Currents in Light of the Saudi Vision 2030

  • Aisha Bleyhesh, Al-Amri;Khaloud, Zainaddin;Abdulrahman Ahmed, Zahid;Jehan, Sulaimani
    • International Journal of Computer Science & Network Security
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    • v.22 no.12
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    • pp.217-228
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    • 2022
  • The study aimed to build an electronic strategy in innovative learning situations for the role of education in combating intellectual currents. A total of 525 Saudi university faculty members and general education teachers were surveyed using two electronic questionnaires. Arithmetic averages and standard deviations, One-way ANOVA, Scheffé's test, Pearson's correlation coefficient, and Cronbach's alpha stability coefficient were used as statistical methods. The study statistically identifies the differences between the study sample at the level of significance (0.05). and the design of a digital application for individual learning to combat deviant intellectual currents to activate them in light of Saudi Vision 2030 by combining the theoretical academic material and turning it into a learning e-game called (crosswords). The game is equipped with hyper media that supports education with entertainment to direct ideas towards the promotion of identity, the development of values towards moderation and the consolidation of intellectual security. Additionally, the learning e-game represents awareness messages in three short films to activate the role of curricula and intellectual awareness centers to apply realistically, innovatively, and effectively.

Design and Implementation of Web based Real time Quiz-game Type Learning System for Multi-Learner Interaction (다중 학습자 상호작용을 위한 웹기반 실시간 퀴즈학습 시스템의 설계 및 구현)

  • Kim, Jong-Jin;Kim, Byeong-Su;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.5 no.3
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    • pp.351-363
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    • 2001
  • The established Web Based Learning System had not encouraged Multi-Learner Interaction. The System for Multi-Learner Interaction proposed an alternative measure. By now, this System for Multi-Learner Interaction have applied the sphere of Web Based Learning. But, Actually, the Multi-Learner's Interaction and Feedback of this System has a few effective and confidence, because this System has much time gap between Interaction and Feedback of Multi-Learner primarily. This Research propose an answer of this Problem, Web Based Real Time Quiz-game Type Learning System for Multi-Learner Interaction. Moreover, this System expect increased concentration ability for Learning and strong motivation of Learning for the greatest Learning effects in a Subject Solution course of Learners with founding Web Based Quiz-game Type Learning. So this Research will design and implement the Web Based Real Time Quiz-game Type Learning System for Multi-Learner Interaction.

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A Study on Pedagogy Researches in Serious Game Design (기능성 게임 설계에서의 교육학적 연구에 대한 고찰)

  • Ha, Soo-Cheol
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1259-1265
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    • 2017
  • While there is consensus on the educational potential of serious games, there is still a lack of methodology and tools to support analysis and evaluation as well as design. This paper intends to explore the new methodology or design direction by analyzing pedagogy-related research required for serious games. To do this, we analyzed 4DF(Four Dimensional Framework), GOM(Game Object Model), LM(Learning Mechanics)-GM(Game Mechanics) and a framework for teacher. One of the biggest issues faced by educational games is the inadequate integration of education and game principles. This is due to a variety of factors, including the fact that game designers and educational professionals do not share a common vocabulary or work domain perspective.

A Case Study On Learning Game Using An Unity Engine (Unity Engine을 이용한 학습용 게임 개발 사례)

  • Yoon, Seok-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.327-330
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    • 2016
  • 본 논문에서는 Unity 엔진을 이용한 학습용 게임개발의 구현 내용을 소개하였다. Unity 엔진을 이용하면 필드의 제작, 캐릭터 애니메이션 세팅, 스크립트 작성, Asset 관리, 레벨 디자인 등 많은 작업을 하나의 통합 환경에서 수행할 수 있다. 또한 컴파일 과정을 거치지 않아도 게임을 제작하는 도중 언제라도 실행해 볼 수 있기 때문에 개발에 걸리는 시간을 단축 할 수 있다. 본 연구의 과정은 게임 앱 설계 관련 프로젝트의 수행이나 학습용 게임 개발의 학습 모형을 제시한 사례로 활용할 수 있다.

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