Browse > Article
http://dx.doi.org/10.9728/dcs.2018.19.5.853

Design and verification of VR gamification contents for cooperative thinking  

Jeong, Ji-Yong (Kangwon National University)
Kim, Sang-kyun (Kangwon National University)
Park, Sung-Jin (Kangwon National University)
Jang, Jin-Tae (Kangwon National University)
Kim, Sae-Ron (Studio Coin)
Publication Information
Journal of Digital Contents Society / v.19, no.5, 2018 , pp. 853-860 More about this Journal
Abstract
The purpose of this study is to analyze the effectiveness of cooperative thinking and communication ability through gamified VR contents. For the experiment, we designed the Forum VR content using gamification approach and validated its effectiveness with a survey tool. The experiment was answered after 63 elementary school students played the Forum VR content. According to the survey results, Forum VR content has positive effects on the development of collaborative spirit and communication skills of elementary school students. Based on the results of this study, it is necessary to study the systematic and technical measures to spread VR contents at educational sites, and to differentiate them according to the characteristics of the curriculum for connecting various educational topics and VR contents.
Keywords
Gamification; VR; Cooperative; Communication;
Citations & Related Records
Times Cited By KSCI : 1  (Citation Analysis)
연도 인용수 순위
1 ajunews , What is a free-learning semester system? You can experience a variety of activities such as voice acting, playing the drums, and writing[Internet].Available : http://www.ajunews.com/view/20160902171015426
2 weeklychosun, We have Avengers to face the world rather than model students[Internet]. Available :http://weekly.chosun.com/client/news/viw.asp?nNewsNumb=002500100000&ctcd=C01
3 YTN , VR is also becoming popular in educational contents ...Let's learn from experience[Internet]. Available : http://www.ytn.co.kr/_ln/0106_201707100504456603
4 CNBOX, VR Safety Education Metro Fire Escape, 2016, Available: http://www.cnboxvr.com/product.html
5 mlinestudio, KIA Service Agent VR Training Contents, 2017, Available: http://m-line.tv/project/2017_43/
6 Newstomato , Virtual Reality Has to be Above Technical Limits[Internet]. Available : http://www.newstomato.com/ReadNews.aspx?no=686429
7 G. C. Burdea and P. Coiffet, "Virtual reality technology (Vol. 1)". John Wiley & Sons, 2003.
8 P. Levy and R. Bononno, "Becoming virtual: Reality in the digital age". Da Capo Press, Incorporated, 1998.
9 Y.K.Kim, Y.S.Yoon, T.G.Oh, Y.H.HwangBo and J.H.Hwang. "Real-time VR Strategy Chess Game using Motion Recognition". Journal of Digital Contents Society, 18(1), 1-7, 2017.   DOI
10 Y.Ohta and H. Tamura, "Mixed reality: merging real and virtual worlds". Springer Publishing Company, Incorporated, 2014.
11 P. Milgram and F. Kishino, "A taxonomy of mixed reality visual displays". IEICE TRANSACTIONS on Information and Systems, 77(12), 1321-1329, 1994.
12 S. K. Kim and S. J. Park, "Learning Effects of Simulated Investment Game for Startups". International Journal of App.lied Engineering Research, 11(6), 4586-4589, 2016.
13 STAMFORD. "Gartner's 2012 Hype Cycle for Emerging Technologies identifies "Tipp.ing Point" Technologies That Will Unlock Long-Awaited Technology Scenarios", Gartner, 2012.
14 S. Deterding, D. Dixon, R. Khaled and 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, September 2011.
15 S. K. Kim, K. B. Song, B. Lockee and J. Burton, "What is Gamification in Learning and Education?. In Gamification in Learning and Education", Springer, Cham, pp. 25-38, 2018.
16 S.K.Lee, "R & D Trend and Prospect of Mixed Light Source Technology". Computer graphics , 13(2), 1-15,2007.
17 C. Gamrat, H. T. Zimmerman. "An Online Badging System Supp.orting Educators' STEM Learning." In OBIE@ LAK, pp.. 12-23. 2015
18 EduchemVR, Chemistry VR, 2016, Available: http://educhem-vr.com/
19 M. Missiroli, D. Russo and Ciancarini, P, "Cooperative Thinking, or: Computational Thinking Meets Agile". In Software Engineering Education and Training (CSEE&T), 2017 IEEE 30th Conference on, pp. 187-191, November 2017.
20 B. G. Cha, "Redefinition and perspective on communication concepts: Focusing on actual survey results" . Korean Media Scholarship, (9), 65-106, 1977
21 M. M. Chiu, "Flowing toward correct contributions during group problem solving: A statistical discourse analysis". The Journal of the Learning Sciences, 17(3), 415-463, 2008   DOI
22 H. d. Lasswell, "The structure and function of communication in society". The communication of ideas, 37, 215-228, 1948
23 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.   DOI
24 E. A. Maguire, C. D. Frith and R. G. M. Morris, "The functional neuroanatomy of comprehension and memory: the importance of prior knowledge". Brain, 122(10), 1839-1850, 1999   DOI