• Title/Summary/Keyword: Game Learning

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The Strategic Ambidexterity of Online Game Companies: The Exploitation and Exploration of NCsoft (온라인 게임회사의 전략적 양면성: 엔씨소프트의 활용과 탐험)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.115-124
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    • 2015
  • This research analyzed the case of Ncsoft to study the organizational learning, exploitation and exploration that create dynamic capability in hypercompetitive environment. First of all, we demonstrated the activities of exploitation and exploration in Ncsoft according to the life cycle of online game industry. An exploitation related to routine, learning and fit with existing environment brings about incremental innovation. In contrast, an exploration associated with non-learning, flexibility with changing environment results in radical innovation. We examined them based on the life cycle of its various game services. NCsoft that built the leading position in online game industry focused the exploitation activities at the stage of beginning period and growth, whereas NCsoft has increased the activities of exploration at period of mature. In addition, the firm conducts an exploration for its brand new game services and R&D. Conversely, An exploitation is conducted for sustainable updating of patch service and marketing and system building. The result implies that online game companies create sustainable competitive advantage using the balance between exploitation and exploration.

Chatting Pattern Based Game BOT Detection: Do They Talk Like Us?

  • Kang, Ah Reum;Kim, Huy Kang;Woo, Jiyoung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.11
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    • pp.2866-2879
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    • 2012
  • Among the various security threats in online games, the use of game bots is the most serious problem. Previous studies on game bot detection have proposed many methods to find out discriminable behaviors of bots from humans based on the fact that a bot's playing pattern is different from that of a human. In this paper, we look at the chatting data that reflects gamers' communication patterns and propose a communication pattern analysis framework for online game bot detection. In massive multi-user online role playing games (MMORPGs), game bots use chatting message in a different way from normal users. We derive four features; a network feature, a descriptive feature, a diversity feature and a text feature. To measure the diversity of communication patterns, we propose lightly summarized indices, which are computationally inexpensive and intuitive. For text features, we derive lexical, syntactic and semantic features from chatting contents using text mining techniques. To build the learning model for game bot detection, we test and compare three classification models: the random forest, logistic regression and lazy learning. We apply the proposed framework to AION operated by NCsoft, a leading online game company in Korea. As a result of our experiments, we found that the random forest outperforms the logistic regression and lazy learning. The model that employs the entire feature sets gives the highest performance with a precision value of 0.893 and a recall value of 0.965.

Intelligent Vocabulary Recommendation Agent for Educational Mobile Augmented Reality Games (교육용 모바일 증강현실 게임을 위한 지능형 어휘 추천 에이전트)

  • Kim, Jin-Il
    • Journal of Convergence for Information Technology
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    • v.9 no.2
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    • pp.108-114
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    • 2019
  • In this paper, we propose an intelligent vocabulary recommendation agent that automatically provides vocabulary corresponding to game-based learners' needs and requirements in the mobile education augmented reality game environment. The proposed agent reflects the characteristics of mobile technology and augmented reality technology as much as possible. In addition, this agent includes a vocabulary reasoning module, a single game vocabulary recommendation module, a battle game vocabulary recommendation module, a learning vocabulary list Module, and a thesaurus module. As a result, game-based learners' are generally satisfied. The precision of context vocabulary reasoning and thesaurus is 4.01 and 4.11, respectively, which shows that vocabulary related to situation of game-based learner is extracted. However, In the case of satisfaction, battle game vocabulary(3.86) is relatively low compared to single game vocabulary(3.94) because it recommends vocabulary that can be used jointly among recommendation vocabulary of individual learners.

Effects of Learning Strategy Game-Based Instruction On Self-Regulated Learning Ability (학습전략 게임 활용 학습의 자기조절학습능력 효과 분석)

  • Kim, Na-Young;Kim, Sung-Wan
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.175-178
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    • 2012
  • 이 연구에서는 학습전략 게임 활용 학습에서 자기조절학습능력의 효과를 분석하였다. 그리고 학습전략 게임 활용 학습이 학습자의 학습전략 수준에 따라 자기조절학습능력 신장에 주는 효과성을 검증하여 효과적인 게임 활용 학습 환경 설계에 시사점을 제공하고자 하였다. 연구대상으로서 103명의 초등학생에게 학습전략의 수준을 측정하고 4주간 10차시에 걸쳐 학습전략 게임 활용학습을 실시한 후 자기조절학습능력의 효과를 분석하였다. 연구결과 첫째, 학습전략 게임 활용 학습은 실험집단과 통제집단의 자기조절학습능력에 있어서 통계적으로 유의한 차이가 있었으며 특히 인지조절, 동기조절에서 유의한 차이가 있었다. 둘째, 학습전략 게임 활용 학습은 학습전략 수준별 상, 중, 하 집단의 자기조절학습능력의 향상 차원에서 통계적으로 유의한 차이를 보였으며 특히 중 집단에서 유의한 차이가 있었다.

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Math Mobile Applications Affect Arithmetic Fluency and Learning Motivation of Underachieving Students in Math (수학 모바일 애플리케이션이 수학 학습부진아동의 연산 유창성과 수학 학습동기에 미치는 영향)

  • Shin, Sunae;Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.95-104
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    • 2014
  • In this research, we investigated the effect of arithmetic learning utilizing mathematical mobile application on arithmetic fluency and learning motivation of underachieving students in math. 24 4th grade math underachievers were divided into control and experimental groups. Arithmetic learning utilizing mathematical mobile application was conducted for experimental group and arithmetic learning utilizing learning worksheets was conducted for comparative group. After three weeks, the experimental group showed increase in math fluency and motivation compared to control group. Implications are discussed.

Comparison of Deep Learning Activation Functions for Performance Improvement of a 2D Shooting Game Learning Agent (2D 슈팅 게임 학습 에이전트의 성능 향상을 위한 딥러닝 활성화 함수 비교 분석)

  • Lee, Dongcheul;Park, Byungjoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.2
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    • pp.135-141
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    • 2019
  • Recently, there has been active researches about building an artificial intelligence agent that can learn how to play a game by using re-enforcement learning. The performance of the learning can be diverse according to what kinds of deep learning activation functions they used when they train the agent. This paper compares the activation functions when we train our agent for learning how to play a 2D shooting game by using re-enforcement learning. We defined performance metrics to analyze the results and plotted them along a training time. As a result, we found ELU (Exponential Linear Unit) with a parameter 1.0 achieved best rewards than other activation functions. There was 23.6% gap between the best activation function and the worst activation function.

Application of Serious Games for Science Education in Elementary/Middle Schools: A case of Science Heroes Game Development (기초 과학 원리 이해를 위한 기능성 게임의 활용: 사이언스 히어로즈 게임 개발의 사례)

  • Baek, Seungho;Park, Ji-Young;Jee, Hyungkeun;Han, JungHyun
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.89-98
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    • 2014
  • In this paper, we have described a survey of applications and results of serious games for science education in elementary and middle school students. We constructed the educational contents and curriculum for learning natural science principles through game contents by analyzing science course of elementary and middle schools. Based on this curriculum, we developed science educational serious games 'Science Heroes' to help teaching-learning difficulty caused by abstract science concepts or spatial-temporal limitation. In our research, we carried out a serious game evaluation test for our game contents by current teachers about applicability to the real education field and supplementary points.

Effects of Game Application Science Learning on a Scientific Attitude of Middle School Students (게임 활용 과학 학습이 중학교 학생들의 과학 태도 변화에 미치는 효과)

  • Kwon, Ki-Soon;Kim, Hee-Soo
    • Journal of the Korean earth science society
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    • v.30 no.2
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    • pp.257-264
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    • 2009
  • The purpose of this study was to examine the effects of the game application learning 8th graders' scientific attitude, which was utilized as a strategy to improve the teaching skills and methods in the lesson of 'the history of the earth and diastrophism'. The subjects of this study were 120 students of 8th grade at a middle school located in a metropolitan city in Korea. To start off with homogeneity of a group, this study recruited participants by the results of a diagnostic test taken early in the year and a mid-term examination taken at the end of April. As a result, a total of 4 male classes that showed similar results on the two tests were selected and divided into two groups: one in experimental and the other in control. In addition, the top 20% students and the low 20% students were chosen for comparison of their scientific attitudes based on the results of the mid-term examination. The traditional teachings were offered to the control groups while the experimental lessons with the game activities performed at the stages of application and summary in teaching were offered to the experimental groups over 10 periods. Results of the pre- and post-test on the students' scientific attitude demonstrated that there was a statistical significance between the two groups, which suggested that the experimental group showed a meaningful improvement in the scientific attitude after experimental intervention lesson activities with game applications. Also, the more meaningful improvement in the scientific attitude was found in the lower group than in the higher group. It implies that lessons with the game activities motivated the students to voluntarily participate in school science learning by enhancing their interests. Therefore, it is suggested that game application learning be a new teaching-learning material that helps to encourage learners to actively participate in middle school science learning.

Creative 3D game programming learning using Kodu visual programming language for elementary school students (Kodu 비주얼 프로그래밍 언어를 사용한 초등학생의 창의적 3D 게임프로그래밍 학습)

  • Rim, Hwa-Kyung;Cho, Yong-Nam
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.53-61
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    • 2012
  • Kodu made by MS is a new 3D visual programming language made specifically for creating games. This language is based on creativity, problem-solving methods, and storytelling. So, it is very suitable for game programming education for kids. In this paper, we designed learning method to develop games based on elementary school students' creative thinking. The instruction was given to 27 6-grade elementary school students in 30 hours. And we applied the learning method in class. Also, we analyzed the changes in the learners' creative thinking and the learning effects of game programming.

Applying Basic Word Lists and Contents for Elementary School English Education by Mobile Games (초등학생용 모바일 영어어휘 게임을 위한 어휘목록 및 콘텐츠 적용 방법 제시)

  • Jeong, Dong-Bin;Kim, Hyun-Jung;Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.35-48
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    • 2010
  • The purpose of the present study was to suggest basic word lists and contents of English for mobile games and to propose how to apply basic word lists to mobile games for English vocabulary learning because it is possible that some potential advantages of mobile games can provide elementary school students with new learning environment for English vocabulary learning. To support this idea, firstly, the basic word lists were selected from essential word lists in the national English curriculum, the word lists from textbooks, and five randomly chosen word books. Secondly, mobile games were examined and appropriate mobile games for learning English words was selected. Lastly, the basic word lists for mobile games were applied to the selected game.