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http://dx.doi.org/10.7583/JKGS.2017.12.6.39

An Analysis of Global Gamification Cases in CS Education  

Kang, Seungheon (Dept. of System Management Engineering, Kangwon National University)
Park, Sungjin (Dept. of System Management Engineering, Kangwon National University)
Kim, Sangkyun (Dept. of System Management Engineering, Kangwon National University)
Abstract
Gamification in education widely used in the field of computer science (CS). The purpose of this study is to analyze the pre-studies of gamification cases in CS education and suggest the direction of CS education. For the study, an empirical research method was applied. Through keyword search, 1220 pre-studies were collected, among which 55 were compressed through the first and second extraction processes. In the results section, this study summarized the presented year, applied subject, subject of education, results and limitations. Additional study not only will analyze gamification of CS Education and compare with this study's results, but it will suggest the development direction of gamification in CS education in Korea.
Keywords
Gamification; Computer Science Education;
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