• Title/Summary/Keyword: Group game

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The Effect of Game-Based Student Response System(GSRS) on Nursing Education : Focusing on Learning Engagement (간호교육에서의 게임기반 학생응답시스템(GSRS) 적용 효과: 학습몰입을 중심으로)

  • Hwang, Ji-Won;Kim, Jung-Ae;Hwang, Seul-Gi
    • Journal of Convergence for Information Technology
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    • v.11 no.1
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    • pp.156-166
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    • 2021
  • The purpose of this study is to find out the impact of classes using a game-based student response system on learning engagement. It is an experimental study that compares learning engagement in classes (experimental groups) and lecture-style classes (comparative groups) that utilize GSRS in nursing education. A total of 211 nursing students participated from October 2019 to December 2019. The differences in learning engagement between the two groups were analyzed as t-test and correlation analysis was conducted on related factors. There was a difference between the comparison group and the experimental group in overall learning engagement(p=.013) and emotional engagement(p=.002). This is meaningful in that it has verified the learning engagement effect of the GSRS for the first time in Korea.

An Exploratory Study on the Social Capital and Subjective Well-Being in Social Network Games (소셜 네트워크 게임(SNG)에서의 사회적 자본과 주관적 행복감에 관한 탐색적 연구)

  • Park, Hyun-Ah;Kim, Hyoung-Il;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.105-116
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    • 2011
  • In this research, we investigated users' social capital and subjective well-being in social network games. We had Focus Group Interview(FGI) and analyzed the interview data. Our finding is that the social capital was either decreasing or slightly increasing only between acquaintances, with the subjective well-being increasing, affected by the users' achievements, continuous caring, and interaction with NPCs, while not affected by the social capital. Our research also found the independent increase of subjective well being, not being affected by the increase of social capital.

An Analysis of Factors InFluencing Copyright Protection Decision-Making among Korean eSports Game Users (e-스포츠 콘텐츠 이용자들의 저작권보호 의사결정에 대한 영향요인 분석)

  • Choi, Eui-Yul;Jeon, Yong-Bae
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.723-732
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    • 2014
  • The purpose of this study was to examine the factors influencing copyright protection decision-making among Korean eSports game users. Data collection was conducted over a month at an eSports arena located in Seoul. Of the surveys collected, 354 valid data (88.5% of response rate) were analyzed in SPSS Ver. 20.0 through descriptive statistics, correlation and multiple regression analysis. The results showed that copyright protection decision-making regarding eSports contents was significantly influenced by legal/moral norm, perceive group norm, and past habit/behavior. Among the factors, legal/moral norm was found to be the most influential on copyright protection decision-making.

The Information Leisure Activity of the Aging Generation and the Analysis of Meaning (노년기 소비자의 정보화 여가활동 연구와 의미 분석)

  • Kim, Yeon-Jeong
    • Journal of Family Resource Management and Policy Review
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    • v.14 no.4
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    • pp.323-340
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    • 2010
  • Many social and environmental changes have emerged due to the increasing size of the aging generation. This study explored the current status of the information leisure activity of the aging generation (computer use activity, internet service participation, social community participation and blogging, UCC, etc.) and the need for serious games among elderly consumers. It analyzed the current status of serious game and information leisure span as determined by experts on elderly care at the aging welfare institute. The research methods involved applying content analysis and focus group interviews. The results were as follows: The elderly are willing to enjoy the internet and economics networks. In particular, economic investment, economic news, health, meetings, and communication are the main internet search categories. The results for serious games are less interesting than those for IT participation. The components of usefulness in terms of serious games, as identified by care experts, are simplicity, a user-friendly interface, efficacy, and certainty in using the game device. Care experts recognize that serious games represent a supplementary device to traditional physical and emotional therapy.

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An Efficient Flocking Behaviors for Large Flocks by Using Representative Boid (대표 보이드를 이용한 대규모 무리의 효율적인 무리짓기)

  • Lee, Jae-Moon
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.87-95
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    • 2008
  • This paper proposes an algorithm for efficient behaviors of boids which freely move and have no predefined position. By finding the kNN and computing the value of behavioral characteristic of a boid approximately, the proposed algorithm improves the conventional spatial partitioning one. To do this, this paper defines and uses the representative boid which has the average direction and position for a group of boids. The proposed algorithm was implemented and compared with the conventional one experimentally. The results of the experimental comparisons show that the proposed algorithm outperforms the conventional one about $-5{\sim}130%$ in terms of the ratio of the number of rendering frames per the second.

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High Density Crowd Simulation based on SPH (Smoothed Particle Hydrodynamics 기반 고 밀집 군중 시뮬레이션 기법)

  • Kang, Shin-Jin;Lee, Jung;Kim, Soo-Kyun
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.193-199
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    • 2011
  • Producing high density crowd simulation is time-consuming task as increasing the number of individuals in the crowds. In this paper, we propose a new control technique that can create realistic high density crowd simulation by using Smoothed Particle Hydrodynamics (SPH) method from fluid simulation field. Equations in SPH method are modified for evacuation, distance maintenance, and group maintenance forces for individual behaviors in the crowds. Experimental results showed that the proposed system could enable natural high density crowd simulation efficiently.

A Study of Usability Analysis on 'Low-Budget' Mobile Game Development (저비용 모바일 게임 개발사례 분석을 통한 사용성 연구)

  • Ahn, Duck-ki;Kim, Suk-rae
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.355-363
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    • 2019
  • This study is an analytical case study focusing on 'low-budget' mobile game development centered on both short-term development and small-scale collaboration. This study set up the assumption of four months as development period limited by three developers along with step by step productional documentation. In the previous study, we set up the responsibilities of the development personnels to analyze the effective process of the practical production. Furthermore, the study analyzed the usability verification of both advantages and disadvantages for conducting the quantitative survey with developer's feedbacks. The study is to provide the essential guideline for 'low-budget' development group with effective pipeline.

Metabus culture and intellectual property. (메타버스 문화와 지적재산)

  • Seok, yeonseon;Kim, Soo dong;Kim, Deok min;Bae, Shin hoon;Jeong, Hyung won
    • Journal of Integrative Natural Science
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    • v.15 no.1
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    • pp.27-36
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    • 2022
  • Metabus, currently represented by Second Life on the Internet, is the next-generation 3DCG Internet world in which the 2D Internet world has evolved, and has grown as a new ICT culture of mankind that can replace real society with virtual society. As such, the reason why the world of metabus has rapidly expanded is that the era of 3D Internet has arrived due to the evolution of the Internet, which only used information, and the spread of 5G communication in user-participating WEB. However, there are many situations in which laws do not exist in this virtual world and various illegal acts occur. As the Internet culture developed earlier, illegal activities by users began to appear, and as the legal responsibility of Internet providers was discussed, mankind quickly passed the Millennium Copyright Act or introduced new copyright protection measures such as technical protection, transmission rights, and rights management information. Therefore, this paper reviews and studies how to accept and further grow this new metabus culture, including the viewpoint of intellectual property.

Effectiveness of G-Learning Math Class in Increase of Math Achievement of K-5 Students in USA (G러닝 수학 수업이 미국 초등학교 5학년 학생의 수학 성취도 향상에 미치는 영향)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.79-90
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    • 2012
  • This study suggests effects and procedure of G-Learning math class which had implemented toward a class of K-5 for 6 weeks in La Ballona elementary school located in Culver City, LA in USA. For designing G-Learning math class, developing the G-Learning contents, constructing teaching and learning model, publishing the teacher and student's book and conducting teacher training were carried out. As for the results, the achievement score of G-Learning class rose 12 points which marked higher improvement than the compare class. Also in G-Learning class, the score of 1/3 lower achievement group increased 22 points and 1/3 higher achievement group rose 9 points with statistical significance. Moreover, after G-Learning math class, interest and awareness to effectiveness toward G-Learning math was positively increased.

The Academic Effect of G-learning Method on the Motivation of Mathematics of Elementary School Students (G러닝 프로그램의 초등학교 수학교육에서의 효과 - 외재적/내재적 학습동기 향상을 중심으로)

  • Kim, Tae-Yeon;Wi, Jung-Hyun;Yi, Soon-Hyung
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.43-51
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    • 2012
  • The purpose of this study is to find out whether G-learning method can raise students' academic motivation of the mathematics in elementary school. The subjects were 687 students in the same school. They were divided into two groups, control group and experimental group. Written tests were taken before and after the semester to evaluate the students' motivation of the mathematics. According to the results, the participation in G-learning program improved their academic achievements of mathematics. Experimental group showed statistically significant improvement in intrinsic motivation. On the contrary, control group showed statistically significant improvement in extrinsic motivation. This means that G-learning method make students study mathematics on their own initiative.