UndergraduateEducation Quality with MRU

Education Quality with MRU


SFC Summary of Student Feedback on G-Star Participation

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관리자 2025-12-15 10:28

Summary of Student Feedback on G-Star Participation

1. Positive Feedback

  • Networking and Experience:

    • It was a great opportunity to communicate with industry professionals, recruiters, and domestic/international talent, thereby enhancing understanding of the industry and building networks (Animation, 4th Year).

    • Overall, it was a fun experience.

  • Operations and Support:

    • The systematic guidance and organization by the faculty, especially Professor Sojin Kim and Professor Jintaek Kim, stood out.

    • The rewards for volunteers, such as the provision of meals, souvenirs (t-shirts, water bottles), and the photo booth, were very satisfying.

  • Booth Appearance:

    • The booth visuals and banners looked cool; compared to smaller booths, it looked full and visually appealing (Game Dev, 3rd Year).

2. Areas for Improvement

  • Booth Operations and Layout:
    • Flow Issues: The structure led visitors to stay only in the Game Development area and leave, resulting in almost no visitors in the opposite (right) side and specific areas like Cinematography.
    • Location Selection: Digital Design major works were placed in unnoticeable spots.
    • Ambiguous Identity: The participation of the Computer Science department did not fit the overall context, making it difficult for visitors to understand what was being presented.
  • Exhibition Content Quality:
    • Outdated Works: Many games displayed were over 4 years old rather than recent works (Game Dev).
    • Quality Concerns: 3D exhibits were shown as recorded videos rather than in playable forms, and questions were raised about whether the AI-generated videos on the main screen truly represented the school's capabilities.
    • Lack of Participation: The low participation rate of Animation students was regrettable.
  • Volunteer Motivation:
    • Motivation dropped significantly when students had to explain others' works instead of their own (there was a clear difference in attitude between 4th-year and 3rd-year students).
  • Administrative Communication (Tickets):
    • There was a lack of prior notice regarding the restricted areas for the school-provided tickets. If known beforehand, students would have purchased full passes via early bird pricing.

3. Suggestions for Next Year

  • Improvement of Exhibition Methods:
    • Display 3D Animation works with interactive software that allows visitors to view and rotate models, rather than just as videos.
    • Increase the number of monitors in the booth to showcase multiple projects simultaneously.
  • Content Updates:
    • Focus on exhibiting recent works by current students (game jams, assignments, passion projects, etc.) instead of past works, and have the creators explain them directly to boost motivation.
  • Merchandise Sales (Revenue Generation):
    • Consider selling merchandise based on student works, such as keychains, pins, and prints, similar to nearby booths. This would increase booth attractiveness and provide financial support to students."