• Title/Summary/Keyword: learning by game

Search Result 403, Processing Time 0.033 seconds

Exploring meaning of the context into the educational game (교육용 게임에서 맥락의 의미 고찰)

  • Park, Hyung-Sung;Baek, Young-Kyun
    • Journal of Korea Game Society
    • /
    • v.9 no.4
    • /
    • pp.11-20
    • /
    • 2009
  • The purpose of this study is to consider a line of context into the game-based learning. By reason of that, in this study this system of the roles into interaction game, both variable and flexible, will be considered in terms of what it means and what it takes however, beyond certain reasons, it does not change applicably with the place under the category of players. Therefore, it is obvious that more systems above-mentioned need to be developed on the knowledge-based environment by using educational games as well as assigning the roles of them.

  • PDF

An Implementation of Intelligent Game Characters using Neural Networks (신경망을 이용한 지능형 게임 캐릭터의 구현)

  • Cho Byeong-heon;Jung Sung-hoon;Seong Yeong-rak;Oh Ha-ryoung
    • The KIPS Transactions:PartB
    • /
    • v.11B no.7 s.96
    • /
    • pp.831-840
    • /
    • 2004
  • In this paper, we propose a scheme to implement intelligent game characters based on neural networks. Neural networks that implement in-telligent game character receive the action of an opponent character and the distance between them, decide intelligent character's action, and output the decision. The neural networks are trained by reinforcement learning using the scores acquired by the actions of two characters as reinforcement values. To show the usefulness of the proposed scheme, a simple fighting action game is implemented and various experiments are performed. Experimental results show that proposed intelligent characters can learn the rule of the game. The proposed scheme can be ap-plied to massively multiple online games as well as fighting action games.

The Development Case of G-Learning Based Education Contents (G러닝기반 교육 콘텐츠 개발 사례)

  • Eun, Kwang-Ha;Ryu, Seuc-Ho
    • Journal of Digital Convergence
    • /
    • v.11 no.4
    • /
    • pp.397-402
    • /
    • 2013
  • The development case presented is about the development of smart education contents for development of creativity, and suggests the development contents and approach to design of software of teaching materials based on G-Learning which allow learner to interact depending on their dispositions. Above all, focusing on design approach in order to maximize interaction which is the characteristic of game, the education contents that enable learner to be immersed by education level as per learner's disposition have been developed, and it allows to compose the level of difficulty based contents according to level design plan. Also, it is the case that the contents allow for effective education by setting visual environment which enables learner to be immersed depending on learner's disposition with the realization of object which appears in respect of vision and visual Customizing of character.

A Case Study on Design of Theme-based Integrated Learning by Using QR Code (QR코드를 활용한 주제중심 통합학습 설계 사례연구)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
    • /
    • v.13 no.3
    • /
    • pp.141-152
    • /
    • 2013
  • This research aims at suggesting a case of designing theme-based integrated learning for usage smart media. New approach and direction for developing a gaming instructional design was suggested which can encourage learners to participate in. Quest-based learning, the learning environment design where learners conduct various learner-centered activities, plays an important role of reinforcing the motivation, promoting experiential and cooperative learning based on social interaction. The design using QR codes has been proved to be able to offer the learner-centered learning environment which includes social interaction strategy required for learners expanding their cognitive structure, motivation enhancing strategy encouraging their consistent participation in learning, complex problematic situation and scaffolding strategy emphasized by constructivism. And it is expected to contribute to promoting the design of theme-based integrated learning which is being demanded in the educational environment recently by combining systematic design process and strategies.

r-Learning and Educational Information Policies (r-Learning과 교육정보화 정책)

  • Lee, Jong-Yun
    • Journal of the Korea Convergence Society
    • /
    • v.1 no.1
    • /
    • pp.1-15
    • /
    • 2010
  • The Education has responsibility for predicting the social changes and cultivating global talent which the society needs. The ministry of education, science and technology in govern ment has been the concerns on social educational changes and thus built the '5 31 educational reform policy' in 1995 by the educational reform committee. As a solution of a social change, this paper reviews the three-phase educational information policies, and e-learning and u-learning which are the main technologies in educational information. Also, the technologies of e-learning can be divided into m-learning, t-learning, u-learning, r-learning, game-based learning according to the contents mass media. Among them, this paper introduces the concept of robot-learning, called r-learning, and compares it with u-learning.

Game Bot Detection Based on Action Time Interval (행위 시간 간격 기반 게임 봇 탐지 기법)

  • Kang, Yong Goo;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.28 no.5
    • /
    • pp.1153-1160
    • /
    • 2018
  • As the number of online game users increases and the market size grows, various kinds of cheating are occurring. Game bots are a typical illegal program that ensures playtime and facilitates account leveling and acquisition of various goods. In this study, we propose a method to detect game bots based on user action time interval (ATI). This technique observes the behavior of the bot in the game and selects the most frequent actions. We distinguish between normal users and game bots by applying Machine Learning to feature frequency, ATI average, and ATI standard deviation for each selected action. In order to verify the effectiveness of the proposed technique, we measured the performance using the actual log of the 'Aion' game and showed an accuracy of 97%. This method can be applied to various games because it can utilize all actions of users as well as character movements and social actions.

Understanding and Education Measures of the Prevention of Forgery and Falsification of Blockchain for Elementary School Students (초등학생 대상 블록체인 기술의 위변조 방지 핵심원리 이해와 교육방안 설계)

  • Jung, Yujin;Kim, Jinsu;Park, Namje
    • Journal of The Korean Association of Information Education
    • /
    • v.23 no.6
    • /
    • pp.513-520
    • /
    • 2019
  • The general learning method aims at conveying knowledge by conveying the contents of the learning set to numerous of learners. However, such a method is difficult to induce the interest of the learner, and the unilateral delivery method has a disadvantage in that the concentration of the learner can be lowered and the overall academic achievement can be lowered. In order to solve this problem, the gay learning method which induces the interest of the students themselves is studied, and the gay learning game which combines the education and the game can influence the learning by inducing the interest of the student. In this paper, we propose a method to prevent the forgery and falsification of the blockchain, which has been widely discussed by the 4th Industrial Revolution, as a card game, And suggests ways to contribute to the development of the process.

A study on Hangul serious mobile game for Infant based on R. Caillois's theory (로제 카이와(R.Caillois)의 놀이 유형에 근거한 유아용 한글 기능성 모바일 게임 연구)

  • Lee, Sooyeon;Kim, Jaewoong
    • Cartoon and Animation Studies
    • /
    • s.35
    • /
    • pp.291-312
    • /
    • 2014
  • This study is based on the theory of R.Caillois about element of play which is motivated to infant for studying Hangul. The ultimate goal of play has to be accompanied by pleasure. And learning means permanent changes from experiences for the individual's. Play and learning, these two elements are united to the genre of serious game since the GBL (game based learning) was lead. Most importantly, in order to achieve their own Hangul learning is the fun. Coupled with fun and learning has an important issue for flow because concentration is low in infants than adults. In this case study is to know about fun factor has been applied effectively to Hangul serious mobile game. 20 Infant Hangul mobile serious games of Google Android mobile game section were selected as a case study based on more than 10,000 downloads and user's review rate by April 22, 2014. After that is currently available on the market can play a variety of cases of infant learning Hangul from previous research of R.Caillois offers four categories of play. R.Caillois of Agon, Mimicry, Alea, Ilinx have unique characteristics in comparison with its functional characteristics Hangul four are present any role in Hangul serious mobile games. As a result of the cases selected and the rules of the game will include a maximum of two of the most common types of Agon. Each attribute of the play, rather than one single factor is applied to four kinds of game play performance when properties are distributed to experience together gave the best flow. As a result of this study will be a based research for infants Hangul serious mobile game reflects the properties of the elements of a fun game that you want to combine learning.

Research on Professional Groups through Learning of Professional Game Players (전문가 집단 양성을 위한 프로게이머 발달 및 학습 모형 연구)

  • Kim, Sa-Hoon H.;Park, Sang-Wook W.
    • Journal of Korea Game Society
    • /
    • v.10 no.4
    • /
    • pp.23-34
    • /
    • 2010
  • The current interests in e-sports is being extended to the fields of education these days. Professional game players, so called as 'Pro-Gamers', therefore, should be recognized as human resource for education, and the theoretical foundation for them needs to be established. This study examines informal learning styles, motivation, and interactions among professional game players in South Korea. The aim of this grounded theory study is to discover the trajectory of professional game players' experiences and explain what properties and interactions they are facing depending on the stage of the trajectory. This study conceptualizes educational meaning within and across the society of StarCraft Pro-Gamers, providing suggestions for the management of human resource using models constructed. Data was analyzed by interviewing 1 consultant, 2 directors and 9 Pro-Gamers. By analyzing the data, this study explored what learning strategies Pro-Gamers construct and apply in their trajectory as Pro-Gamers. It includes how they organize learning, how they formulate their motivation and goals, how they cooperate and compete, what curricula they adapt, how they become one of the ace players overcoming their slump, and how informal education works in practice in the interaction among members of a StarCraft Pro-Gamer team. Finally, in this paper the stage theory was presented. It is argued that when the stage of the players shifts (Stage Shifting). It also brings changes to proficiency properties, emotional properties, interactional properties and educational properties related to each stage. Stages are categorized by five levels: Enjoying, Struggling, Achieving, Slumping, and Recovering. Although each stage has its own properties, the stages are grouped by two main properties, one of which is a Communicative Stage and the other is a Practicing Stage.

Analysis of Visual Art Elements of Game Characters Illustrated by the Case of Glory of Kings

  • He, Yangyang;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.12 no.3
    • /
    • pp.213-219
    • /
    • 2020
  • Visual art elements can most intuitively express the information expressed by a game character and play an important role in shaping a successful game character. We compares and analyzes the role design in the skins of the "Five Tiger-like Generals" series in Glory of Kings in terms of color, line, graphic and other visual elements. Different visual elements form different visual impacts and influences, which brings people different psychological feelings and presents different emotional colors. The reasonable use of visual elements gives people a refined visual experience and a comfortable psychological feeling, adding more influencing factors to the "immersion" of the game. It not only can strongly attract the attention and love of players, but also spreads traditional culture of the nation and the country. Therefore, whether the visual art elements of a game character can be appropriately used is an important part of the success of the game work. The analysis of visual art elements of game characters has important learning and research value.