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The Effect of Game Making Activities using Game Engine on Youth's Software Education
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Publication Year
2019-06
Journal
한국컴퓨터게임학회논문지
Publisher
(사)한국컴퓨터게임학회
Citation
한국컴퓨터게임학회논문지, Vol.32 No.2, pp.49-57
Keyword
Software EducationGame Making Activity
Abstract
The aim of this study is to verify that game creative activities that can experience the whole game development process through game engine are effective tools for youth software education. Existing game creation activities tend to be only part of the game development process, mainly through programming, or simply as a one-off experience through simplified educational programming tools. Based on the game engine used in the game industry, the PBL (Project-Based Learning) model and the software class using the reconfigurable model are used to experience the whole process of actual game creation. Students participating in the class will make a game through storytelling, graphic design, and programming, and then launch the game. A survey of students who participated in the class showed that the interest and understanding of the software increased. These positive results indicate that game creative activities have value as an education. The experience of actual game creative activities is expected to enable the development of fusion software education.
ISSN
1976-6513
Language
Eng
URI
https://aurora.ajou.ac.kr/handle/2018.oak/35034
DOI
https://doi.org/10.22819/kscg.2019.32.2.005
Type
Article
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OH, Gyuhwan Image
OH, Gyuhwan오규환
Department of Digital Media
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