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게이미피케이션을 활용한 대학 수업 탐색

A Study on the Exploration of Gamification in University Courses

  • 이진영 (상명대학교 계당교양교육원) ;
  • 이희화 (상명대학교 스포츠융합학부)
  • 투고 : 2024.09.01
  • 심사 : 2024.11.10
  • 발행 : 2024.11.30

초록

본 연구는 게이미피케이션(Gamification)을 교육 현장에 효과적으로 적용하기 위한 교과목 개발을 목표로, 게이미피케이션의 이론적 원리와 다양한 교육적 기법을 분석하였다. '게이미피케이션의 이해와 활용'이라는 교과목을 개발하여 온/오프라인 믹스 수업 형태로 진행하였으며, 학생들이 직접 게임화 전략을 개발하고 보고서를 작성하는 실습 활동을 포함하였다. 연구 결과, 학생들의 높은 참여율과 긍정적인 평가를 받았으며, 이는 게임 실습을 통해 자율적인 참여 의지를 높이고 창의적 문제 해결 능력을 배양한 결과로 분석된다. 이러한 게이미피케이션 교육 모델은 다양한 교육 현장에 적용 가능하며, 향후 연구에서는 더 많은 교육 사례를 통해 모델의 지속적인 개선이 필요하다. 게이미피케이션 교육은 학생들에게 다양한 분야의 융합적 사고와 사회적 문제해결을 위한 창의적 문제해결역량을 가져다줄것이라 사료된다. 또한 이러한 수업 활동을 통하여 학생들의 자발적이고 능동적인 수업 참여와 사회현상의 게임화를 통해 개인적 목표를 위한 내적·외적 참여 동기를 이끌어 낼 것이다.

This study aims to develop a curriculum that effectively applies gamification in educational settings by analyzing the theoretical principles of gamification and various educational techniques. The course titled "Understanding and Application of Gamification" was developed and conducted in a mixed online/offline format, including practical activities where students developed and presented their own gamification strategies. The results showed high participation rates and positive evaluations from students, attributed to increased voluntary engagement and the cultivation of creative problem-solving skills through game-based exercises. This gamification education model can be applied to various educational contexts, and future research should focus on continuous improvement through additional educational cases. Gamification education is expected to foster integrative thinking across various fields and enhance creative problem-solving skills for addressing social issues. Moreover, such classroom activities will promote voluntary and active participation in classes, and motivate both internal and external engagement for personal goals through the gamification of social phenomena.

키워드

과제정보

본 연구는 2023년도 상명대학교 교내연구비를 지원받아 수행하였음.

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