• Title/Summary/Keyword: learning by game

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Developing & Applying a Template-based Game-type Learning Contents Authoring Tool (템플릿 기반 게임형 학습콘텐츠 저작 도구의 구현 및 적용)

  • Kim, Hye Sun;Kim, Cheol Min;Kim, Seong Baeg
    • The Journal of Korean Association of Computer Education
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    • v.10 no.1
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    • pp.41-53
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    • 2007
  • Recently, there has been much research to improve immersiveness and learning achievement using the edutainment that combines learning with game. However, from the viewpoint of instructors, there has been little research to solve technical difficulties and to reduce the authoring time in tailoring a game-type learning content. Therefore, in this paper, we propose an authoring tool, which enable instructors to tailor game-type learning contents reflecting their own preferences in spite of no backgrounds of technical skills. The authoring tool proposed has key features to hide authoring handicaps and reduce authoring time by providing the overall template for customized game-type learning contents based on template concept. To evaluate the effectiveness of the authoring tool, we applied it to teachers and elementary school students. From the evaluation, the result represented that instructors can make their own learning contents without being aware of technical problems within a short time. Also, the result showed that the learning achievement degree and immersive depth of students have been significantly improved.

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The Effect of Multi-faceted Learning by Application Game-based Student Response System in Nursing Education : Focusing on Kahoot! (간호교육에서 게임기반 학생응답시스템을 적용한 다각적인 학습효과 : Kahoot!을 중심으로)

  • Kim, Yu-Jeong
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.255-265
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    • 2021
  • The purpose of this study was to examine the effects of Kahoot!(Game-based Student Response System) on nursing education. This study used an one group Pretest-posttest design. Participants were 179 nursing students from one D university located in Gwangju, Korea. The Kahoot!(Game-based Student Response System) was provided for 6 times. Data were collected between August 26 and October 25, 2019. The collected data was analyzed by descriptive statistics, paired t-test, pearson's correlation coefficient and stepwise multiple regression using IBM SPSS 21.0 program. The results showed that learning engagement(t=-6.257, p=.000) was significantly higher than levels before Kahoot!(Game-based Student Response System), critical thinking disposition(t=-2.163, p=.032) was significantly higher than levels before Kahoot!(Game-based Student Response System), problem solving ability(t=-3.032, p=.003) was significantly higher than levels before Kahoot!(Game-based Student Response System). Significant relationships were found among learning engagement(r=.375, p=.000), critical thinking disposition(r=.286, p=.000), problem solving ability(r=.291, p=.000) and learning satisfaction. The results of stepwise multiple regression indicates that learning engagement(β=.307, p=.000), problem solving ability(β=.158, p=.041) predicts 15.2% in learning satisfaction(F=16.905, p=.000). In conclusion, Kahoot!(Game-based Student Response System) is effective in improving learning engagement and problem solving ability to nursing education.

V-Killer: An English Vocabulary Game using Searching and Ranking based on Mobile (V-Killer: 검색과 랭킹을 이용한 모바일 기반의 영어 단어 맞추기 게임)

  • Jung, Eun-Ji;Lee, Hyun-Joo;Kwon, Jin-Hee;Song, Hye-Ju;Park, Young-Ho;Lee, Jong-Woo;Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.17-26
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    • 2009
  • Recently, an interest in mobile games is increasing according to the extension of the high speed network infra and the development of mobile devices. Specially, the mobile game for learning can help to reinforce an academic performance and an interest for a brief time anytime anywhere. Thus, we propose new mobile contents named V-Killer which combines learning with a game. V-Killer is a word puzzle game which has functions of ranking and searching. The game can get feedback on your learning or progress and choose the degree of difficulty according to the ability of the user. The game lead to an interaction of user and games as sets questions by user, in addition, it is easy to operate and has a simple construction. In the paper, we implement the proposed game on the mobile and present the game.

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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.

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.

Design and Implementation of Reinforcement Learning Agent Using PPO Algorithim for Match 3 Gameplay (매치 3 게임 플레이를 위한 PPO 알고리즘을 이용한 강화학습 에이전트의 설계 및 구현)

  • Park, Dae-Geun;Lee, Wan-Bok
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.1-6
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    • 2021
  • Most of the match-3 puzzle games supports automatic play using the MCTS algorithm. However, implementing reinforcement learning agents is not an easy job because it requires both the knowledge of machine learning and the way of complex interactions within the development environment. This study proposes a method in which we can easily design reinforcement learning agents and implement game play agents by applying PPO(Proximal Policy Optimization) algorithms. And we could identify the performance was increased about 44% than the conventional method. The tools we used are the Unity 3D game engine and Unity ML SDK. The experimental result shows that agents became to learn game rules and make better strategic decisions as experiments go on. On average, the puzzle gameplay agents implemented in this study played puzzle games better than normal people. It is expected that the designed agent could be used to speed up the game level design process.

Path analysis for academic self-efficacy, the motivation and learning attitude on the learning through game making activity (게임 제작을 통한 학습에서 학업적 자기효능감, 학습동기 및 학습태도에 대한 경로분석)

  • Park, Hyung-Sung
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.33-40
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    • 2012
  • The purpose of this study is to find the relationship of academic self-efficacy, motivation, computer learning attitudes on the learning through game making activity. Through this study, it was confirmed structural relationship of the variables for learner's participant and academic goal achievement in learning with digital games. The structural equating model in this study, also indicates that academic self-efficacy, which was consisting of assignment level, self-efficacy, confidence affects meaningfully on motivation and computer learning attitudes. It is important factor that Learner's attitudes for the task and regulate of learning process in learning with digital games, which was focused on learning by doing.

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Design and Implementation of Socket-based Multi-player Game Service for Elementary Mathematics Learning (초등 수학 학습을 위한 소켓 기반 멀티플레이형 게임 서비스의 설계 및 구현)

  • Kim, Sung Wan
    • Journal of Service Research and Studies
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    • v.6 no.2
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    • pp.175-184
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    • 2016
  • The educational computer game service, due to its entertainment role, is a very attractive tool for students to raise their interests in learning. Especially mathematics, the most difficult subject for many students, is one of the typical subjects in which the educational computer game service can be efficiently applied. Most of the previous game services is for single or two learners. And learner only have to simply submit a solution for the proposed math expression in the game. In this paper a multi-player game service based on TCP/IP socket programming technique is designed and implemented to join in the game for multiple learners. In addition, we design a game rule to improve learners' number sense by letting them arrange various ways to solve the problem. Finally, using the requirements of educational game service, we evaluate the proposed game service and its usability.

Design of an Infant's App using AI for increasing Learning Effect (학습효과 증대를 위한 인공지능을 이용한 영유아 앱 설계)

  • Oh, Sun Jin
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.733-738
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    • 2020
  • It is really hard to find an infant's App, especially for the age under 5, even though there are lots of Apps developed and distributed nowadays. The selection of the proper infant's App is difficult since the infants' App should be useful, safe and helpful for the development of their intelligence. In this research, we design the useful infant's App for the development of their intelligence by applying the AI technology for increasing the learning effect in order to satisfy the characteristics of the infants' needs. A proposed App is the collection of interesting games for infants such as picture puzzle game, coloring shapes game, pasting stickers game, and fake mobile phone feature enables them to play interesting phone game. Furthermore, the proposed App is also designed to collect and analyze the log information generated while they are playing games, share and compare with other infants' log information to increase the learning effect. After then, it figures out and learns their game tendency, intelligibility, workmanship, and apply them to the next game in order to increase their interests and concentration of the game.

Case Study and Development of Quest-Based Learning Using QR Code (QR코드를 활용한 퀘스트 기반학습 개발 및 적용사례 연구)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.79-88
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    • 2011
  • The purpose of this study is to confirm meaning for quest-based learning designed as one of learning methods with new media, which the contents were made of QR code based on smart-phone. For this purpose, this study conducted 8 times of class during one month with 32 elementary third graders. And analysis for the result of this study was carried out MANOVA focus on four sub-factor of motivation. The results showed positive effect for quest-based learning in attention and confidence factor on motivation. Quest-based learning of gaming version as a learning method using various media can use a learning method for facilitation of learner participation, supporting of learning by doing.