<?xml version="1.1" encoding="utf-8"?>
<article xsi:noNamespaceSchemaLocation="http://jats.nlm.nih.gov/publishing/1.1/xsd/JATS-journalpublishing1-mathml3.xsd" dtd-version="1.1" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"><front><journal-meta><journal-id journal-id-type="publisher-id">JCER</journal-id><journal-title-group><journal-title>Journal of Contemporary Educational Research</journal-title></journal-title-group><issn>2208-8466</issn><eissn>2208-8474</eissn><publisher><publisher-name>Bio-Byword Scientific Publishing Pty. Ltd.</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.26689/jcer.v5i10.2404</article-id><article-categories><subj-group subj-group-type="heading"><subject>Article</subject></subj-group></article-categories><title>Game Selection Method for Game-Based History Learning</title><url>https://artdesignp.com/journal/JCER/5/10/10.26689/jcer.v5i10.2404</url><author>LeeWoo-Hyun,LeeWon-Hyung</author><pub-date pub-type="publication-year"><year>2021</year></pub-date><volume>5</volume><issue>10</issue><history><date date-type="pub"><published-time>2021-10-27</published-time></date></history><abstract>Games that are used in research on game-based learning and serious games that are used for education are usually exclusive, making it difficult for teachers to attempt new methods in education. According to the data published in 2009 by the European Schoolnet (EUN), a network of European Ministries of Education, most of the problems that teachers face when using games in class are related to game selection. Based on the aforementioned data, this study presents a set of criteria for selecting games in order to solve the inconvenience experienced by teachers. The games, which are used as teaching materials for game-based learning, have been replaced with commercial games that are easily purchased, rather than serious games that are difficult to obtain the licensing. Based on the criteria, two games were selected in this study and the classes were conducted at the educational site. Compared to the group trained with textbooks, it has been confirmed that the effect of game-based learning was sufficient. In addition, five out of ten problems that teachers face were resolved.</abstract><keywords/></article-meta></front><body/><back><ref-list><ref id="B1" content-type="article"><label>1</label><element-citation publication-type="journal"><p>Wi J, Kim T, 2010, Academic Effectiveness of G-Learning – The Effect on the Academic Achievement of Elementary School Students. Digital Imaging Journal, 7: 67-82.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B2" content-type="article"><label>2</label><element-citation publication-type="journal"><p>Wi J, Cho D, 2020, The Effect of G-Learning Towards a Student’s Affective Domain in Math Subject. Journal of Korea Game Society, 10: 37-45.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B3" content-type="article"><label>3</label><element-citation publication-type="journal"><p>Wi J, Won S, 2014, Suggesting Effectiveness of G-Learning English Afterschool Program in Elementary Schools. Foreign Languages Education, 21: 137-163. https://doi.org/10.5392/JKCA.2012.12.10.541</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B4" content-type="article"><label>4</label><element-citation publication-type="journal"><p>Wi J, Oh N, 2005, The Effects of Economy Education through MMORPG. Journal of Korea Game Society, 5: 13-22.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B5" content-type="article"><label>5</label><element-citation publication-type="journal"><p>Wi J, Won E, 2009, Utilizing an Online Game, ‘Goonzu’. Journal of Korea Game Society, 9: 83-93.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B6" content-type="article"><label>6</label><element-citation publication-type="journal"><p>Kim Y, 2006, The Root Cause of Tension and Immersion: Why You Have to Immerse Yourself in the Game. Digital Storytelling Research, 1: 1-14.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B7" content-type="article"><label>7</label><element-citation publication-type="journal"><p>Juho H, Koivisto J, Sarsa H, 2014, Does Gamification Work? A Literature Review of Empirical Studies on Gamification, in 47th Hawaii International Conference on System Sciences 14, Waikoloa, Hawaii, 3025-3034. https://doi.org/10.1109/HICSS.2014.377</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B8" content-type="article"><label>8</label><element-citation publication-type="journal"><p>Prensky M, 2001, Digital Game-Based Learning, McGraw-Hill, New York, NY.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B9" content-type="article"><label>9</label><element-citation publication-type="journal"><p>Chen PC, 2010, New Trend of Electronic Textbooks. Education Sciences, 516: 36-40.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B10" content-type="article"><label>10</label><element-citation publication-type="journal"><p>Taevs M, Dahmani L, Zatorre RJ, et al., 2010, Semantic Elaboration in Auditory and Visual Spatial Memory. Front Psychol, 1(10). https://doi.org/10.3389/fpsyg.2010.00228</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B11" content-type="article"><label>11</label><element-citation publication-type="journal"><p>Lammert-Siepmann N, Bestgen AK, Edler D, et al., 2017, Audiovisual Communication of Object-Names Improves the Spatial Accuracy of Recalled Object-Locations in Topographic Maps. PLoS ONE, 12. https://doi.org/10.1371/journal.pone.0186065</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B12" content-type="article"><label>12</label><element-citation publication-type="journal"><p>Alvarez J, Djaouti D, 2011, An introduction to Serious game – Definitions and Concepts. Serious Games &amp; Simulation for Risks Management, 11: 10-15.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B13" content-type="article"><label>13</label><element-citation publication-type="journal"><p>Han H, 2010, A Study on Conceptual Definition and Types of Serious Games. Humanities Content, 19: 219-236.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B14" content-type="article"><label>14</label><element-citation publication-type="journal"><p>Kaasinen A, 2019, Plant Species Recognition Skills in Finnish Students and Teachers. Education Sciences, 9(85). https://doi.org/10.3390/educsci9020085</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B15" content-type="article"><label>15</label><element-citation publication-type="journal"><p>Chen MHM, Tsai ST, Chang CC, 2019, Effects of Game-Based Instruction on the Results of Primary School Children Taking a Natural Science Course. Education Sciences, 9(79). https://doi.org/10.3390/educsci9020079</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B16" content-type="article"><label>16</label><element-citation publication-type="journal"><p>Goo Y, 2006, The Effects of Teaching English Vocabulary Reading through Educational Computer Games on Learning Achievement and Interest. Chung-Ang University.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B17" content-type="article"><label>17</label><element-citation publication-type="journal"><p>Wi J, Song I, 2011, Use of G-Learning Contents as Learning Tools and Analysis of Learning Effects: Focusing on the Application of Elementary School Mathematics. Journal of the Korean Game Society, 11: 55-62. http://dx.doi.org/10.7583/JKGS.2011.11.3.055</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B18" content-type="article"><label>18</label><element-citation publication-type="journal"><p>Lim S, 2006, The Effect of English Reading Instruction with the Application of Computer Games on Children’s Achievement and Interest of English Reading: 4th Grade Children in the Elementary School. Journal of the English Linguistic Science Association of Korea, : 1-18.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B19" content-type="article"><label>19</label><element-citation publication-type="journal"><p>Yoon H, 2020, A Study on the History and Development Direction of Korean Educational Serious Games. Journal of the Korean Game Society, 20: 101-110. https://doi.org/10.7583/JKGS.2020.20.4.101</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B20" content-type="article"><label>20</label><element-citation publication-type="journal"><p>Jeong E, Lee H, 2013, A Study on the Concepts and Categorization of Serious Games Based on Strategic Purposes and Applied Theories. Journal of Korea Game Society, 26: 61-69. http://dx.doi.org/10.22819/kscg.2013.26.3.008</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B21" content-type="article"><label>21</label><element-citation publication-type="journal"><p>Felicia P, 2009, Digital Games in Schools, European Schoolnet, Brussels, Belgium, 1-41.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B22" content-type="article"><label>22</label><element-citation publication-type="journal"><p>Japan Machinery Industry Association, 2008, 2007 Serious Game Status Survey Report. Tokyo, Japan: Digital Contents Association Foundation, 66-95.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B23" content-type="article"><label>23</label><element-citation publication-type="journal"><p>Wi J, 2008, Online Game, Join Hands with Education, Hankyungsa, Seoul, Korea.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B24" content-type="article"><label>24</label><element-citation publication-type="journal"><p>Kim J, Kim H, 2014, Essay on the Possibility for Grafting Computer Simulation Game on the Historical Education: The Case of Civilization 5. Hanyang University.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B25" content-type="article"><label>25</label><element-citation publication-type="journal"><p>Hong K, Jin S, 2006, Design and Implementation of a RPG Edugame for Learning of History in Elementary School. Journal of The Korean Association of Information Education, 10: 327-340.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B26" content-type="article"><label>26</label><element-citation publication-type="journal"><p>Lee M, Kim K, 2010, A Serious Game Development for Historical Education Using OGRE Engine. Journal of Digital Contents Society, 11: 385-392.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B27" content-type="article"><label>27</label><element-citation publication-type="journal"><p>Kalypso Media Digital, 2010, Game Patrition. https://store.steampowered.com/app/33570/Patrician_III/</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B28" content-type="article"><label>28</label><element-citation publication-type="journal"><p>Mazurek MO, Engelhardt CR, 2013, Video Game Use in Boys with Autism Spectrum Disorder, ADHD Typical Development. Pediatrics, 132: 260-266. https://doi.org/10.1542/peds.2012-3956</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B29" content-type="article"><label>29</label><element-citation publication-type="journal"><p>Kron FW, Gjerde CL, Sen A, et al., 2010, Medical Student Attitudes toward Video Games and Related New Media Technologies in Medical Education. BMC Medical Education, 10: 50. https://doi.org/10.1186/1472-6920-10-50</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B30" content-type="article"><label>30</label><element-citation publication-type="journal"><p>Urguillo JC, 2010, Using Game Theory and Competition-Based Learning to Stimulate Student Motivation and Performance. Computers &amp; Education, 55: 566-575. https://doi.org/10.1016/j.compedu.2010.02.018</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B31" content-type="article"><label>31</label><element-citation publication-type="journal"><p>Dickey MD, 2011, Murder on Grimm Isle: The Impact of Game Narrative Design in an Educational Game-Based Learning Environment. British Journal of Educational Technology, 42: 456-469. https://doi.org/10.1111/j.1467-8535.2009.01032.x</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B32" content-type="article"><label>32</label><element-citation publication-type="journal"><p>Ebner M, Holzinger A, 2007, Successful Implementation of User-Centered Game Based Learning in Higher Education: An Example from Civil Engineering. Computers &amp; Education, 49: 873-890. https://doi.org/10.1016/j.compedu.2005.11.026</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B33" content-type="article"><label>33</label><element-citation publication-type="journal"><p>Fengfeng K, 2008, Alternative Goal Structures for Computer Game-Based Learning. Journal of Computer-Supported Collaborative Learning, 3: 429-445. https://doi.org/10.1007/s11412-008-9048-2</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B34" content-type="article"><label>34</label><element-citation publication-type="journal"><p>Jung Y, 2014, The Effects of Simulation Game-Based Learning on Academic Emotions and Achievement. Ewha Womans University.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B35" content-type="article"><label>35</label><element-citation publication-type="journal"><p>Pekrun R, Goetz T, Frenzel AC, et al., 2011, Measuring Emotions in Students’ Learning and Performance: The Achievement Emotions Questionnaire (AEQ). Contemporary Educational Psychology, 36: 36-48. https://doi.org/10.1016/j.cedpsych.2010.10.002</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B36" content-type="article"><label>36</label><element-citation publication-type="journal"><p>Akinsola MK, 2007, The Effect of Simulation-Games Environment on Students Achievement in and Attitudes to Mathematics in Secondary Schools. The Turkish Online Journal of Educational Technology, 6: 113-119.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B37" content-type="article"><label>37</label><element-citation publication-type="journal"><p>Sowunmi O, Aladejana F, 2013, Effect of Simulation Games and Computer Assisted Instruction on Performance in Primary Science, in Proceedings of the 2013 WEI International Academic Conference, Orlando, USA, 10-15.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B38" content-type="article"><label>38</label><element-citation publication-type="journal"><p>Microsoft Educator Center. https://education.microsoft.com/ko-kr/library?contentType=learningPath/</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B39" content-type="article"><label>39</label><element-citation publication-type="journal"><p>Ministry of Education, 1995, High School Social Studies Curriculum Commentary. Ministry of Education, Seoul, Korea, 169.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B40" content-type="article"><label>40</label><element-citation publication-type="journal"><p>Collingwood RG, 1966, The Idea of History, Oxford University Press, Oxford, England, 269.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B41" content-type="article"><label>41</label><element-citation publication-type="journal"><p>Dray WH, 1995, History as Re-enactment, Oxford University Press, Oxford, England, 53.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B42" content-type="article"><label>42</label><element-citation publication-type="journal"><p>Kim H, 2000, Re-enactment, Is it an Alternative History Teaching Method? National History Teachers’ Meeting, History Education, 49.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B43" content-type="article"><label>43</label><element-citation publication-type="journal"><p>Lee M, 1998, Possibility of Re-Enaction as a Way of Learning History. Social Studies Education, 31: 133-157.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B44" content-type="article"><label>44</label><element-citation publication-type="journal"><p>Kim B, 2006, Types and Uses of Empirical History Learning in History Education. Kookmin University.</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B45" content-type="article"><label>45</label><element-citation publication-type="journal"><p>Jung C, 2018, Games Application Methodology for History Education: Case Study of Developing a Serious Game for History Education. Journal of Korea Game Society, 18(6): 29-38. http://dx.doi.org/10.7583/JKGS.2018.18.6.29</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B46" content-type="article"><label>46</label><element-citation publication-type="journal"><p>Gounaridou A, Siamtanidou E, Dimoulas C, 2021, A Serious Game for Mediated Education on Traffic Behavior and Safety Awareness. Education Sciences, 11(127). https://doi.org/10.3390/educsci11030127</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B47" content-type="article"><label>47</label><element-citation publication-type="journal"><p>Chen MB, Wang SG, Chen YN, et al., 2020, A Preliminary Study of the Influence of Game Types on the Learning Interests of Primary School Students in Digital Games. Education Sciences, 10(96). https://doi.org/10.3390/educsci10040096</p><pub-id pub-id-type="doi"/></element-citation></ref><ref id="B48" content-type="article"><label>48</label><element-citation publication-type="journal"><p>Pombo L, Marques MM, 2020, The Potential Educational Value of Mobile Augmented Reality Games: The Case of EduPARK App. Education Sciences, 10(287). https://doi.org/10.3390/educsci10100287</p><pub-id pub-id-type="doi"/></element-citation></ref></ref-list></back></article>
