Citation Export
DC Field | Value | Language |
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dc.contributor.author | 백재순 | - |
dc.contributor.author | 오규환 | - |
dc.date.issued | 2019-06 | - |
dc.identifier.issn | 1976-6513 | - |
dc.identifier.uri | https://aurora.ajou.ac.kr/handle/2018.oak/35034 | - |
dc.description.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. | - |
dc.language.iso | Eng | - |
dc.publisher | (사)한국컴퓨터게임학회 | - |
dc.title | The Effect of Game Making Activities using Game Engine on Youth's Software Education | - |
dc.title.alternative | 게임엔진을 통한 게임창작활동이 청소년의 소프트웨어 교육에 미치는 영향 | - |
dc.type | Article | - |
dc.citation.endPage | 57 | - |
dc.citation.number | 2 | - |
dc.citation.startPage | 49 | - |
dc.citation.title | 한국컴퓨터게임학회논문지 | - |
dc.citation.volume | 32 | - |
dc.identifier.bibliographicCitation | 한국컴퓨터게임학회논문지, Vol.32 No.2, pp.49-57 | - |
dc.identifier.doi | 10.22819/kscg.2019.32.2.005 | - |
dc.subject.keyword | Software Education | - |
dc.subject.keyword | Game Making Activity | - |
dc.type.other | Article | - |
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