DOI QR코드

DOI QR Code

A Verification of Cognition Improvement of Science and Engineering using Gamification

게이미피케이션을 활용한 과학과 공학의 인식 개선 검증

  • Park, Sungjin (Industrial Engineering, Kangwon National University) ;
  • Kim, Sangkyun (Industrial Engineering, Kangwon National University)
  • 박성진 (강원대학교 산업공학전공) ;
  • 김상균 (강원대학교 산업공학전공)
  • Received : 2018.03.09
  • Accepted : 2018.04.20
  • Published : 2018.04.20

Abstract

Purpose of this study was to improve students' negative perception of 'difficulties' in science & engineering. a survey tool consisting of four questionnaire for research had developed. For the experiment, this study used the gamified contents and used to 58 students of A University in Chuncheon. According to the results of the analysis, it was found that the gamified contents influenced a positive in improving the negative perception of science & engineering. Based on the results of this study, we will discuss the sustainability of knowledge acquisition along with the improvement of negative perception of science & engineering.

본 연구는 학습자의 과학과 공학에 대한 '어려움'이라는 부정적 인식 개선이 목적이다. 연구를 위해 4개 구인으로 구성된 설문도구를 개발했다. 실험을 위해 게이미피케이션이 적용된 학습 콘텐츠를 사용했다. 실험은 춘천에 위치한 A 대학교 학생 58명을 대상으로 진행했다. 분석결과에 따르면, 게이미피케이션이 적용된 학습 콘텐츠가 과학 & 공학에 대한 부정적인 인식 개선에 대해 긍정적으로 작용한 것으로 나타났다. 본 연구결과를 바탕으로 과학 & 공학의 부정적 인식 개선과 더불어, 과학과 공학적 지식 습득에 대한 지속가능성에 대해 논의한다.

Keywords

References

  1. S. Deterding, D. Dixon, R. Khaled, L. Nacke. "From game design elements to gamefulness: defining gamification.", In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, pp.. 9-15, 2011
  2. I. Bunchball. Gamification 101: An introduction to the use of game dynamics to influence behavior. White paper, 9, 2010
  3. STAMFORD. "Gartner's 2012 Hype Cycle for Emerging Technologies identifies "Tipp.ing Point" Technologies That Will Unlock Long-Awaited Technology Scenarios", Gartner. 2012
  4. Kim, S., Song, K., Lockee, B., & Burton, J. (2018). What is Gamification in Learning and Education?. In Gamification in Learning and Education (pp.. 25-38). Springer, Cham.
  5. Kim, S., & Park, S. (2016). Learning Effects of Simulated Investment Game for Startups. International Journal of App.lied Engineering Research, 11(6), 4586-4589.
  6. C. Gamrat, H. T. Zimmerman. "An Online Badging System Supp.orting Educators' STEM Learning." In OBIE@ LAK, pp.. 12-23. 2015
  7. D. Dicheva, C. Dichev, G. Agre, G. Angelova. "Gamification in education: a systematic mapp.ing study." Journal of Educational Technology & Society, Vol. 18, No. 3, 2015
  8. The Best Colleges. "Top 10 easiest and hardest college degree majors of 2017". 2017. Assessed on 2018. 03.03. URL: http://www.thebestcolleges.org/top-10-easiest-and-hardest-college-degree-majors/
  9. M. Cao, J. Tian, D. Cheng, J. Liu, X. Sun. "What Makes it Difficult to Understand a Scientific Literature?", In Semantics, Knowledge and Grids (SKG), 2015 11th International Conference on, pp.. 89-96, 2015
  10. S. Park, S. Kim, "Influence of the Gamification Contents on Adults' Engineering and Science Perception.", Proceedings of Korean Game Society Conference Spring 2017.
  11. D. Johnson, E. Horton, R. Mulcahy, M. Foth. "Gamification and serious games within the domain of domestic energy consumption: A systematic review.", Renewable and Sustainable Energy Reviews, No.73, 249-264. 2017
  12. S. M. Glynn, P. Brickman, N. Armstrong, G. Taasoobshirazi. "Science motivation questionnaire II: Validation with science majors and nonscience majors.", Journal of research in science teaching, Vol. 48, No. 10, pp.1159-1176, 2011. https://doi.org/10.1002/tea.20442
  13. T. L. Wang, D. Berlin. "Construction and validation of an instrument to measure Taiwanese elementary students' attitudes toward their science class.", International Journal of Science Education, Vol. 32, No. 18, pp.2413-2428, 2010. https://doi.org/10.1080/09500690903431561
  14. K. Werbach, D. Hunter "For the win: How game thinking can revolutionize your business.", Wharton Digital Press, 2012.
  15. S. Park, S. Kim, R. , Arif, M. Ha, H. Yoon. "The Effects of Science Class app.lied Gamification Contents.", The Korean Society for School Science, Vol. 12, No. 1, pp.1-10, 2018.
  16. C. H. Su, C. H. Cheng. "A mobile gamification learning system for improving the learning motivation and achievements.", Journal of Computer Assisted Learning, Vol. 31, No. 3, pp.268-286, 2015. https://doi.org/10.1111/jcal.12088
  17. J. Arango-Lopez, S. Ruiz, J. P. Taborda, F. L. Gutierrez Vela, C. A. Collazos. "Gamification Patterns: A Catalog to Enhance the Learning Motivation." Actas del V Congreso Internacional de Videojuegos y Education(CIVE'17), 2017.
  18. M. B. Ibanez, A. Di-Serio, C. Delgado-Kloos. "Gamification for engaging computer science students in learning activities: A case study.", IEEE Transactions on learning technologies, Vol. 7, No. 3, pp.291-301, 2014. https://doi.org/10.1109/TLT.2014.2329293
  19. D. Kapp.en, P. Mirza-Babaei, L. Nacke. "Gamification of Older Adults' Physical Activity: An Eight-Week Study.", In Proceedings of the 51st Hawaii International Conference on System Sciences. 2018.
  20. A. Galbis Cordova, J. Marti Parreno, R. Curras Perez. "Higher education students' attitude towards the use of gamification for competencies development", Journal of e-Learning and Knowledge Society, Vol. 13, No.1, 2017.
  21. S. Abramovich, C. Schunn, R. M. Higashi. "Are badges useful in education?: It depends upon the type of badge and expertise of learner.", Educational Technology Research and Development, Vol. 61, No. 2, pp.217-232, 2013. https://doi.org/10.1007/s11423-013-9289-2
  22. S. Dale. "Gamification: Making work fun, or making fun of work?.", Business Information Review, Vol. 31 No. 2, pp.82-90, 2014. https://doi.org/10.1177/0266382114538350
  23. A. Bartel, G. Hagel. "Engaging students with a mobile game-based learning system in university education.", In Global Engineering Education Conference (EDUCON) 2014 IEEE, pp.. 957-960, 2014.
  24. B. Morschheuser, J. Hamari, K. Werder, J. Abe. "How to gamify? A method for designing gamification.", In Proceedings of the 50th Hawaii International Conference on System Sciences 2017. University of Hawai'i at Manoa, 2017.
  25. K. Werbach, D. Hunter. "The gamification toolkit: Dynamics, mechanics, and components for the win.", Wharton Digital Press, 2015.