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http://dx.doi.org/10.7583/JKGS.2021.21.1.25

A Development of Online Gamification for Adolescents Social Entrepreneurship Education  

Park, Sung JIn (Playwith Education Consulting)
Heo, Eun Hye (Playwith Education Consulting)
In, Jaehyun (Playwith Education Consulting)
Hong, Miji (Playwith Education Consulting)
Abstract
The purpose of this study is to develop online gamification contents to prove the social entrepreneurship of adolescents and verify the effectiveness. To implement the Agzak class, a youth social problem-solving education program, via Google spreadsheet for this study. To analyze the effectiveness of the developed contents 1378 middle school students participated in A area for the survey. According to the results, online content is more effective than offline content in understanding social problems and future talents. Based on the results of this study, it suggests further development of sustainable online education contents by gamification.
Keywords
Gamification; AGZAC Class; Non-Pacing;
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