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A Study on the educational application of historical game

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The importance of history education, regardless of country and age, is always emphasized. The importance of history education is already being emphasized in Korea, but there are many difficulties in getting students to understand history properly just by school classes, and there are also difficulties in attracting students to participate in classes. The effectiveness of education using games has been proven since 20 years ago, and the demand for game-based education is gradually increasing in the education community, which is becoming more open. Based on the effectiveness demonstrated by research on existing game-based education, this paper presents a method to evaluate and utilize commercially developed games in game-based education by improving and applying historical thinking, experiencing experiences, and problems of game-based training introduced in ESN reports. The selection conditions were based on a clear background of the times, clear historical evidence, and the existence of historical distortions, and the use of historical thinking, empirical historical experience, genre advantage, and time division factors as evaluation indicators of the selected game. In addition to the games introduced in this paper, we hope to meet the demand for game-based education through various historical games and functional games for educational purposes from the development stage.

Abstract

The importance of history education, regardless of country and age, is always emphasized. The importance of history education is already being emphasized in Korea, but there are many difficulties in getting students to understand history properly just by school classes, and there are also difficulties in attracting students to participate in classes. The effectiveness of education using games has been proven since 20 years ago, and the demand for game-based education is gradually increasing in the education community, which is becoming more open. Based on the effectiveness demonstrated by research on existing game-based education, this paper presents a method to evaluate and utilize commercially developed games in game-based education by improving and applying historical thinking, experiencing experiences, and problems of game-based training introduced in ESN reports. The selection conditions were based on a clear background of the times, clear historical evidence, and the existence of historical distortions, and the use of historical thinking, empirical historical experience, genre advantage, and time division factors as evaluation indicators of the selected game. In addition to the games introduced in this paper, we hope to meet the demand for game-based education through various historical games and functional games for educational purposes from the development stage.

참고문헌 (17)

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