• Title/Summary/Keyword: 교육 게이미피케이션

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Analysis of the educational effects of gamification social studies lesson in elementary school using game for education (교육용 게임을 활용한 초등학교 게이미피케이션 사회수업의 교육적 효과 분석)

  • Kim, Young-Hyun
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.21-30
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    • 2020
  • The purpose of this study is to analyze the educational effect of social studies lesson in elementary school using gamification. the social studies lesson using gamification was divided into an experimental group and a control group, and then the cognitive and affective areas were evaluated and their impressions of the lesson were investigated. the experimental group students who experienced the gamification class showed significant growth and change in social studies learning academic achievement, learning motivation, learning interest, and learning efficacy compared to the control group.

An Analysis of Global Gamification Cases in CS Education (해외 CS 교육 게이미피케이션 사례 분석)

  • Kang, Seungheon;Park, Sungjin;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.39-50
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    • 2017
  • 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.

The Effect of Teaching Profession Class using Gamification on the Academic self-efficacy and Learning Flow of Pre-service Early Childhood Teachers (게이미피케이션을 활용한 교직수업이 예비유아교사의 학업적 자기효능감과 학습몰입에 미치는 영향)

  • Kim, Minjeong
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.329-340
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    • 2022
  • The aim of this study is to examine the effect of teaching profession class using gamification on the academic self-efficacy and learning flow of pre-service early childhood teachers. 75 freshmen in the 2022 Early Childhood Education Department at A University located in Gyeonggi were participated and experienced 8 gamification-using classes over 12 weeks of 1 st semester. To examine the effectiveness of the class using gamification on academic self-efficacy and learning flow, a paired t-test for the pre-post test was conducted by analyzing the data of 65 students who faithfully answered both tests. Results of this study illustrated teaching profession class using gamification significantly improved the academic self-efficacy and its sub-factor, confidence of pre-service early childhood teachers, moreover, it also had a positive effect on learning flow and its sub-factor, cognitive learning flow of them. This study proved the effectiveness of the gamification-using class and provided subsequent studies for improving the quality of the gamification-using class.

A Case study of "Branded Contents" applied Gamification concepts (게이미피케이션 개념을 적용한 브랜디드 콘텐츠 사례 연구)

  • Na, Ji Young;Park, Young Il;Kim, Hye Bin
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.45-56
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    • 2016
  • This paper researches on the cases wherein the concept of gamification is applied to branded content. Gamification is the application of game elements to non-game fields, and it is being actively utilized in the areas of education, marketing, medical, sports, and shopping. Especially, the concept of gamification is applied to branded content and wherein marketing (advertisements) are expanded into entertainment content. This paper studies the methods on how the concept of gamification affects marketing, and application in the expansion of branded content into entertainment content. To achieve this, this paper looked into the concepts and characteristics of gamification and branded content, and analyzed the methods on how the elements of game (goal, competition, feedback, reward) were applied to five kinds of real cases. Finally, this paper verified that gamification is an efficient method of extending branded content into entertainment content.

The elements of Gamification in John Dewey's pedagogy (존 듀이의 교육학에 나타난 게이미피케이션의 요소들)

  • Park, Joo-Hee
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.7-16
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    • 2017
  • In this paper, it is suggested that the elements constituting the gay empire are similar to the main pedagogical concept of John Dewey, a representative educational philosopher. I analyzed some factors that make up the concept of gamification by connecting them with the following five attributes. Continuity, interaction, interest, growth, and educational experience are the main factors that contribute to sustainability. Based on the theoretical analysis of the main concept, I try to find out the relation between the game and education, and understand the meaning of the gamification, not the game.

The Effect of Gamification-based Classes on Learning Motivation and Learning Immersion of Junior College Students (게이미피케이션을 기반으로 한 수업이 전문대학생의 학습동기 및 학습몰입에 미치는 영향)

  • Kyoung Mee Kim;Chae Young Cho
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.437-442
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    • 2023
  • The purpose of this study is to verify the effect of gamification-based classes on the learning motivation and learning immersion of junior college students and to explore the meaning. This study was conducted on 80 students from two departments as part of the teaching and learning community activities supported by the D University Teaching and Learning Development Center in Busan. The research problem of this study is, first, does gamification-based classes affect the strengthening of learning motivation of junior college students? Second, does gamification-based classes affect the learning immersion of junior college students?. As a result of conducting a survey before and after the application of gamification-based classes and examining the effectiveness, gamification-based classes showed statistically significant changes in all categories of learners' learning motivation, learning immersion. Through this, it can be seen that gamification-based classes are valuable as teaching and learning methods suitable for improving the learning motivation and learning immersion of junior college students.

Gamification in Smart Learning Design to Enhance Speaking Skills for EFL Young Learners (초등 학습자의 영어 말하기 능력 향상을 위한 교육 게이미피케이션 접목 스마트 러닝 설계)

  • Choi, Junghye Fran
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.7-16
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    • 2016
  • This research aims to suggest a gamified smart learning design for Korean EFL young learners' speaking proficiency. Gamification is the use of game-thinking and game mechanics in non-game contexts to engage users in solving problems. Thus, the gamified smart learning as gamification in education is designed not only to elicit students' participation but also to enhance speaking skills. Especially, this research based on the results of a pilot study is focused on easing the burden of homework as well as engaging the speaking English game for the primary students with a relatively short attention span. The game elements utilized in this study are competition, rewards, customized characterization and so on. Kakao Talk is selected for this gamified smart learning research because of its ease of accessibility, and multiple applicable functions for language learning such as voice recording, text messaging and sharing videos or photos. Gamification in smart learning can be a means of productive approach to contemporary EFL teaching and learning.

A Development of Online Gamification for Adolescents Social Entrepreneurship Education (청소년 사회적 기업가정신 교육을 위한 온라인 게이미피케이션 개발)

  • Park, Sung JIn;Heo, Eun Hye;In, Jaehyun;Hong, Miji
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.25-34
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    • 2021
  • 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.

Development of a board game-based gamification learning model for training on the principles of artificial intelligence learning in elementary courses (초등과정 인공지능 학습원리 이해를 위한 보드게임 기반 게이미피케이션 교육 실증)

  • Kim, Jinsu;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.23 no.3
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    • pp.229-235
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    • 2019
  • 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.

A Case Study of Museum Gamification in Korea and abroad (국내외 박물관의 게이미피케이션 사례 연구)

  • Son, So-Hee;Min, Seo-Yun;Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.109-120
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    • 2018
  • Gamification is an important technology for the museum experience in the future, but there is a lack in both its application and academic studies in Korea. Therefore this study targets the technical strategies of museum gamification by studying domestic and international cases. For this purpose, this study analyzes and compares the cases as personalization, and audience interaction of museum experience and sees how the structure of the digital program affects the museum experience in detail by applying MDA framework to the comparisons. For visitors' active interaction with the museums, gamification should be designed in a way to contribute to visual expression of self identity, utilization of the museum space, constructivist learning free from limit on space and time, and interaction with other people.