Browse > Article
http://dx.doi.org/10.14352/jkaie.2019.23.3.229

Development of a board game-based gamification learning model for training on the principles of artificial intelligence learning in elementary courses  

Kim, Jinsu (Jeju National University Cybersecurity Human Resource Institute)
Park, Namje (Jeju National University Cybersecurity Human Resource Institute)
Publication Information
Journal of The Korean Association of Information Education / v.23, no.3, 2019 , pp. 229-235 More about this Journal
Abstract
By combining the elements of the game or game in education, it improves the interest of the students and improves academic achievement by creating an environment where they can participate directly. We propose a curriculum that can learn the core principles of the elementary curriculum through fusion. The proposed curriculum helps students to understand the principles of the elementary curriculum by learning the artificial intelligence method in board game form. Learning methods that incorporate such elements of the game will enable learners to learn the principles of IT so that they can develop their ability to understand objects from various perspectives and enhance their thinking skills. It is expected that the elementary artificial intelligence curriculum that incorporates the proposed gamification will contribute to the development of the information science curriculum, which has been highlighted recently from the 2015 curriculum.
Keywords
elementary education; gamification; artificial intelligence(AI); computational thinking; board game;
Citations & Related Records
Times Cited By KSCI : 1  (Citation Analysis)
연도 인용수 순위
1 Korea Institute of Curriculum & Evaluation(2008), Study of Classroom Learning at Home and Abroad(I).
2 Jinsu Kim, Namje Park, Geonwoo Kim and Seunghun Jin (2019), CCTV Video Processing Metadata Security Scheme Using Character Order Preserving-Transformation in the Emerging Multimedia, Journal of ELECTRONICS.
3 Donghyeok Lee, Namje Park, Geonwoo Kim and Seunghun Jin (2018), De-identification of metering data for smart grid personal security in intelligent CCTV-based P2P cloud computing environment, Journal of Peer-to-Peer Networking and Applications, 11(6), 1299-1308.   DOI
4 Jimin Kim(2014), The Development and Implementation of a Gamification-applied Museum Education Program : Case study linked to Elementary School, Master's Thesis, Kyunghee University.
5 Sitzmann, T. (2011) A Meta-analytic Examination of the Instructional Effectiveness of Computer-based Simulation Games. Personnel Psychology. 64(2), 489-528.   DOI
6 Donghyeok Lee, Namje Park (2017), Electronic identity information hiding methods using a secret sharing scheme in multimedia-centric internet of things environment, Journal of Personal And Ubiquitous Computing.
7 Donghyeok Lee, Namje Park (2016), Geocasting-based synchronization of Almanac on the maritime cloud for distributed smart surveillance, Journal of Supercomputing.
8 Kapp, K. M. (2012) The Gamification of Learning and Instruction. Pfeiffer.
9 Klabbers, H. G. (1999). Three Easy Pieces: A Taxanomy on Gaming. In The International Simulation & Gaming Yearbook: Simulations and Games for Strategy and Policy Planning. Kogan Page.
10 Namje Park, Hyochan Bang (2014), Mobile middleware platform for secure vessel traffic system in IoT service environment", Journal of SECURITY AND COMMUNICATION NETWORKS.
11 Namje Park, Namhi Kang (2015), Mutual Authentication Scheme in Secure Internet of Things Technology for Comfortable Lifestyle, Journal of Sensors (Basel), 16(1), 1-16.   DOI
12 Livingston, S. A. & Stoll, C. S.(1973). Simulation games :An introduction for the Social Studies teacher, Tress Press.
13 Kapsu Kim, Youngki Park (2017), A Development and Application of the Teaching and Learning Model of Artificial Intelligence Education for Elementary Students, Journal of KAIE, 21(1).
14 Incheol Kim (2013), Utilizing Computer Games for Effective AI Education, Journal of KSFCG, 26(3), 109-118.
15 Elena Nunez Castellar, Jan Van Looy, Arnaud Szmalec, Lievende Marez (2014), Improving arithmetic skills through gameplay: Assessment of the effectiveness of an educational game in terms of cognitive and affective learning outcomes, Journal of Information Sciences, 264, 19-31.   DOI
16 Namje Park, Jin Kwak, Seungjoo Kim, Dongho Won, and Howon Kim (2006), "WIPI Mobile Platform with Secure Service for Mobile RFID Network Environment", Journal of AWNTA.
17 Namje Park, Hongxin Hu and Qun Jin (2016), Security and Privacy Mechanisms for Sensor Middleware and Application in Internet of Things (IoT), Journal of Distributed Sensor Networks, 12(1).
18 Yeonjeong Choe (2017), The Development and Implementation of a Gamification-based Museum Education Program for Elementary School Students : Focused on The National Folk Museum of Korea, Master's Thesis, Seoul National University.