• Title/Summary/Keyword: learning fun

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Balancing Fun and Learning through a User Interface: A Case Study of Wii Game

  • Kim, Si Jung;Lee, Kichol;Park, Yeonjeong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.7
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    • pp.3638-3653
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    • 2019
  • Designing a user interface is important because the user interface determines the level of physical and mental engagement of the user resulting in their level of learning. This paper investigated how physical engagement through a different user interfaces is associated with fun and learning and presented a theoretical physical engagement model called, PEM, developed based on an empirical user study. The PEM model describes how a game user interface is associated with the level of fun and learning, particularly in playing a full body engaged game. There are many different types of games but the Wii Tennis, an embodied interactive game, was chosen as an instance of full body engaged game. A user study with 32 participant's age ranged from 21 to 40 years old revealed that there is a positive correlation between both fun and learning and the level of physical engagement through two different user interfaces. The results of the study showed that the extent of fun and learning are associated with the physical engagement of the player through an interface. As an implication from the study, the result recommend that the level of user engagement is realized by an effective user interface, and the level of physical engagement is determined by the level of authenticity bridged by the user interface.

Analysis of the Relationships among Fun, the Learning Satisfaction, and the Flow in Social Service Personnel Job Training Education (사회복무요원 직무교육 재미요인과 학습만족, 몰입 간 관계 분석)

  • Lee, Seung-Hoon;Yu, Byeong-Min
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.674-683
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    • 2015
  • 'Fun' may be a basic desire of all human beings, but studies that combine both education and enjoyment were very limited, with the exception of the sports and games subjects. As a result, this study focused on the fun induced from the actual site of education, beginning under the premise that this can increase the effectiveness of education. In particular, it has been concluded that more fun is especially required in compulsory education that disregards one's opinion, with the Social Service Personnel that are required to undergo two weeks of compulsory job training selected as the test subjects. In order to comprehend how the 'fun factor' from the Social Service Personnel' job training influences the educational effectiveness, the causal relationship between learning flow, group flow and learning satisfaction has been proven using the structural equation model. Through this, the median between fun and education was found, as well as whether fun education has an actual effect on educational effectiveness. In addition, it is an opportuniy to emphasise the need for enjoyable education for not just Social Service Personnel, but for all involuntary learners.

Analysis of Learning and Fun Elements Inherent in Dance Game (댄스게임에 내재된 학습과 재미요소 분석)

  • Lee, Ji Seol
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.155-170
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    • 2015
  • This study aims to investigate the Learning and fun aspects of dance games by examining their instructive values. Dance Central 2 was analysed with a focus on its educational functions by observing dance moves. Therefore this study looked into the game's educational elements that create learning effects and fun elements that attract continuous and voluntary participation. Analysis was implemented based on the physical, cognitive, and emotional aspects for Learning elements and the aspects of graphics, sound, video, rewards, target-setting, difficulty levels, and control for fun elements. As a result, it was found that the practice and performance modes of Dance Central 2 have elements that can improve players dance skills. Of course, there may be difference in players' participation and effects depending on their goals and objectives. Consequently, the continuous use of the dance game supported by player's dance skills and commitment will improve learning.

A Study on Combination Aspects of Fun and Learning in Educational Serious Games (교육용 기능성 게임의 재미와 학습 요소 결합 양상 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.15-24
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    • 2011
  • The convergence of education and game came from efforts to compensate for the boredom of learning. As the digital technology has been developed, this new integrated field accrued to the birth of the Educational Serious Game. It has been noted on both side of industry and academic research. Despite all natural concerns, studies of the educational Serious Game tend to show the partial directivity on the learning aspects rather than the nature of the Educational Serious Game. Therefore in this study the combination aspects of fun and learning in the Educational Serious Game through various case studies is to analyse.

An Exploratory Study For Online Game-Based Learning Theory (온라인 게임과 학습과의 관련성 분석 연구)

  • Jo, Il-Hyun
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.59-68
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    • 2007
  • Online games are getting more popular among today's fun-seeking young students. The immersive power of these Internet-based games is so strong that many educators consider the integration of the games and learning to enhance learner motivation. However, the online games, which are primarily aiming g for 'fun', have cognitive, emotional, and social features and impacts that are different from the so-called 'educational' games. Therefore an interdisciplinary approach for better understanding of the online game in regard to its impact on learning and fun should be essential. In this study, the researcher will analyze relevant literature and theories from cognitive psychology, media and communication theory, and Ludology to grasp holistic understanding of online game phenomena, which will serve as basis of further research and development in this emerging area.

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Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

The Impact of Presence on Users' Trust in Serious Educational Games (교육기능성 게임에서 실재감이 사용자 신뢰에 미치는 영향에 대한 실증적 연구)

  • Choi, Hun;Choi, Yoo-Jung
    • Management & Information Systems Review
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    • v.34 no.1
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    • pp.51-63
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    • 2015
  • This study investigated how presence will affect the user's trust in educational serious game. To achieve our research purposes, we divide presence into two parts: virtual presence and social presence and identify the relationship between trust and trustworthiness. and also, we separate out trust such as trust in learning and trust in fun according to users purposes. We conduct the survey using the english serious game for university student. The results show that presence significantly influence on trustworthiness and also trustworthiness effect on trust in learning and fun.

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A Study on the History and Development of Serious Games for Education in Korea (한국 교육용 기능성 게임의 역사와 발전 방향 고찰)

  • Yoon, Hyung Sup
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.101-110
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    • 2020
  • In this study I divided the development history of educational serious games into three periods. from 1995 to 2020 in Korea. I drew out some characteristics of each period. And I analyzed the correlation between the level of technology and learning effects or fun. so I found out some results. According to my analysis, the level of technology and learning effects and fun are not related to successful factors. While play style which is familiar and accessible to students like casual game has been commercially successful. It also confirmed that well-balanced games between fun and learning effects are a key factor in commercial success.

A Study on the Influence of Cybernetics in Architecture of Cedric Price -Focused on 'Fun Palace' Project- (세드릭 프라이스의 건축에 나타나는 사이버네틱스의 영향 -'펀 팰리스' 프로젝트를 중심으로-)

  • Kim, Jung Soo
    • Journal of architectural history
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    • v.26 no.5
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    • pp.7-18
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    • 2017
  • The 1960s in Britain was the period of rapid economic and social change. Under this circumstance, the visionary architect Cedric Price designed the Fun Palace, of which idea came from the theatre producer, Joan Littlewood. They hoped this place to be an improvisational learning space, so Price proposed the building as 'kit of parts' which can respond to programmatic indeterminacy. Cybernetics was introduced to control this flexibility dramatically changed the character of the project from 'theatre of people' to 'interactive machine'. That resulted in the change of the status of user from subjective human beings to abstract data in the cybernetic algorithm as well, and led the project to a completely opposite direction from that Price intended. After Fun Palace, cybernetics technology could still be found in his other projects, and it can be assumed that this was because the algorithmic system of cybernetics were on the same line of thought of Price's idea - anti-building or 'kit of parts'. The effects of cybernetics varied in projects; Similar negative effect in Fun Palace can be found in Generator project, but on the other hand, in Potteries Thinkbelt project, cybernetics showed a positive aspect by contribution to the development of project on the formal analogy of algorithmic network.

The Effect of Digital Storytelling Type on the Learner's Fun and Comprehension in Virtual Reality (가상현실에서 디지털 스토리텔링 형태가 학습자의 재미와 이해에 미치는 영향)

  • Shin, Bok-Jin;Park, Hyung-Sung
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.417-425
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    • 2008
  • The purpose of this study is to explore the educational potential of digital story telling in Second Life with three-dimensional virtual reality. Virtual reality such a Second Life can provide to learner chance with the rich learning environment through fidelity. In this study, we have been measured the fun and comprehension among three groups on digital storytelling types. Through the result of experimental, comprehension was no significant but fun was different among three groups on storytelling. we have the result that experiential activity in virtual reality that provide to get the identification as a main character, good environment is influenced the fun to learner via engagement facilitation.

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