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Games Application Methodology for History Education: Case Study of Developing a Serious Game for History Education

역사교육에 대한 게임 활용 방안: 기능성 게임 개발사례를 중심으로

  • 정찬용 (장안대학교 IT학부 게임컨텐츠과)
  • Received : 2018.11.19
  • Accepted : 2018.12.18
  • Published : 2018.12.20

Abstract

Although computer games seem to be efficient tools for facilitating and supporting situated learning in Europe, GBL(game based learning) is less likely in Korea. The objectives of this paper are to address the causes of the problem and evaluate a serious game for history GBL. We review various cases of history GBL projects in European School Net, commercial games and serious games which are related to history. We draw a demand of our game's structural type, learning criterion, basic model of instruction, and executable prototype from the analysis results. Scene management educators pursue and dependencies of turning points in the history are critical differentiator. An evaluation team of educators, learners, and edu-game managers evaluates that the prototype is suitable model for application in history instruction.

유럽을 중심으로 게임을 활용하는 다양한 교육 방안이 수업에 적용되고 있음에도 불구하고 국내에서 게임기반 학습(GBL) 비율은 아직 낮은 수준에 머물러 있다. 이 연구는 역사교육 GBL의 실천적 활용을 고취하기 위한 학제연구로 사례분석과 유형분류를 통하여 설계 요구사항과 학습준거, 수업모형을 도출한 후 수업에 적용하기 위한 실행 프로토타입을 개발하였다. 핵심적인 차별화 형식요소는 수업목표에 따라 교육자가 직접 지정할 수 있는 씬 관리와 역사적 전환점에 종속되도록 게임 흐름을 통제하는 개념이다. 교육자와 학습자, 교육게임 개발운용책임자로 구성된 평가단에 의한 반복적 타당성 평가를 통하여 프로토타입을 확정하였다.

Keywords

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[Fig. 1] Patrician 3(left) and Farm Frenzy(right)

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[Fig. 2] Screen shot of our serious game

[Table 1] Distribution of respondents by country and use of games at school in Europe [7]

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[Table 2] Main obstacles to using games in teaching in Europe [7]

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[Table 3] Educational process at school in Privas, France[7].

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[Table 4] American history games after the year 2010

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[Table 5] The task of our game scenario

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