• Title/Summary/Keyword: gamification

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Comparative Analysis of Perception of Museum Tourists applying Gamification using Social Media Big Data (소셜미디어 빅데이터를 활용한 게이미피케이션 적용 박물관 관람객 인식 비교 분석)

  • Se-won Jeon;Youn-Ju Ahn;Gi-Hwan Ryu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.169-175
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    • 2023
  • This paper analyzes museum-related big data using museums and gamification using social media big data, identifies and compares the perceptions of visitors mentioned in social media, and presents ways to use gamification. Based on the collected data, this paper aims to provide data by comparing and analyzing the perception of visitors to the museum and visitors to the museum using gamification. This paper investigates the perception of visitors through social media analysis using TEXTOM, a social media analysis tool, to identify differences in perception. As a result of the analysis, it was found that compared to museums that were previously viewed in the form of exhibitions, they felt fun and interest in visiting museums using geikipication. In addition, based on the analysis results of keywords and related keywords, the perception, motivation, and type of viewing of the museum of the National Museum of Korea and the Independence Hall of Korea were confirmed. In addition, it can be seen that the sense of achievement of visitors who visited the museum using gamification is higher than that of the existing museum. It is believed that by developing and activating game-related content in future museum visits, many visitors will be able to increase their interest in the museum and feel fun and interested. The results of the study are believed to be meaningful as basic data to grasp the overall perception of visitors to the museum, and based on this, it is expected that visitors will be able to see and experience the museum in various ways.

Theories, Strategies and Elements of Gamified MOOCs: A Systematic Literature Review

  • Alexandros Papadimitriou
    • Asia pacific journal of information systems
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    • v.34 no.1
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    • pp.248-291
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    • 2024
  • A few years before, MOOCs appeared and developed at a rapid pace. Various MOOC methods, theories, strategies, elements, and techniques were used to improve distance education. In their development, their weaknesses like dropout, low participation, low completion rate, low engagement, and others have emerged that are addressed by recent studies including that of gamified and adaptive gamified MOOCs. This article presents the most important theories, strategies, and elements used in gamification and their usefulness and contribution to MOOCs, with the ultimate goal of proving rich information to researchers, application designers, and practitioners of gamified and adaptive gamified MOOCs.

A Validation of Differences in Academical Achievement among Bartle's Player Types in Educational Gamification Environments (교육 게이미피케이션 환경에서 바틀의 플레이어 유형간 학업 성취도 차이 검증)

  • Park, Sungjin;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.25-36
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    • 2017
  • The purpose of this study is to verify the difference in academic achievement among Bartle's player types in an educational gamification environment. For the research, we conducted a questionnaire survey of 250 students who took courses at the K - university in $2^{nd}$ semester, 2016. A total of 235 people participated a survey. The Overall score data and player type questionnaire results were combined and statistical analysis was used to validate the difference in academic achievement. According to the results, there was a significant difference in academic achievement by each type of players. The result of this study may be used to design a gamified curriculum considering the characteristics of learner's player types.

A Study on the Online Study Platform Using Gamification's Badge Rewards and Storytelling Method (게이미피케이션의 배지 보상과 스토리텔링 방식을 활용한 온라인 스터디 플랫폼 연구)

  • Chang, Ye-Jun;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.145-150
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    • 2021
  • The trend of learning as an online study platform continues, and motivation of learners for continued use of the platform is also becoming important. In addition to learning, various services use gamification techniques that excite users for continued use. This study analyzes successful service cases and proposes guidelines applicable to learning platforms to present ways to increase learners' interest and efficiency in online study platforms using reward systems and storytelling techniques among gamification elements. Based on the three guidelines drawn through this study, it can contribute to the digitization of educational infrastructure by increasing the immersion of learners within the online study platform that will be more commercialized in the future.

BlockChain Technology Core Principle Education of Elementary School Student Using Gamification (게이미피케이션을 활용한 초등학생 블록체인기술 핵심원리 교육 탐구)

  • Kim, Jinsu;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.23 no.2
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    • pp.141-148
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    • 2019
  • We proposed a curriculum that can learn the principle of blockchain by using the gamification which can bring up the interest and concentration of the students by connecting the contents of the class with the game. The proposed method is to educate the blockchain in a game format and to solve the problem that can be easily accessed in everyday life by applying the blockchain. By strengthening the thinking ability of computing, By growing information processing capacity, communication capacity, and community capacity, students can naturally enhance their education capacity. It is expected that the blockchain curriculum using the proposed gamification can be used to improve the information curriculum.

Effects of Using Gamification-Based Quiz on Recalling Formulaic Sequences (게이미피케이션 기반의 퀴즈 활동이 정형화 배열 회상에 미치는 영향)

  • Lee, Ji-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.589-596
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    • 2022
  • This study aims to investigate the effect of an educational gamification-based quiz on the recall of formulaic sequences (FS). The experiment involved 87 freshmen enrolled in general English classes at a university in Seoul. As material, EFL textbooks based on content from popular franchises, such as the Marvel Cinematic Universe, Twilight, and Harry Potter, were used. The experiment was carried out as follows: first, vocabulary learning, second, reading comprehension, and third, writing. The fourth activity proceeded differently in two groups. The experimental group used gamification-based quiz to practice FS, whereas the comparison group summarized the reading. FS was evaluated using meaning recall and form recall. Consequently, no difference was found between the groups on meaning recall tests of FS, but the experimental group had a significantly higher average score than the comparison group on the post-test on the form recall of FS.

A Verification of Cognition Improvement of Science and Engineering using Gamification (게이미피케이션을 활용한 과학과 공학의 인식 개선 검증)

  • Park, Sungjin;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.37-46
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    • 2018
  • Purpose of this study was to improve students' negative perception of 'difficulties' in science & engineering. a survey tool consisting of four questionnaire for research had developed. For the experiment, this study used the gamified contents and used to 58 students of A University in Chuncheon. According to the results of the analysis, it was found that the gamified contents influenced a positive in improving the negative perception of science & engineering. Based on the results of this study, we will discuss the sustainability of knowledge acquisition along with the improvement of negative perception of science & engineering.

The Development and Practice of Design Thinking Methodology Based on Gamification : Focusing on University Loyalty Program (게임화 기반 디자인 사고 방법론의 개발과 실제 : 대학교 로열티 프로그램을 중심으로)

  • Na, Juyeoun;Jun, Hee Ra;Chen, Yujeong;Choi, Hye Young;Park, Do-Hyung
    • Journal of Information Technology Services
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    • v.15 no.2
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    • pp.65-80
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    • 2016
  • Currently, many universities offer a variety of programs for students to improve their knowledge and expertise for their career development. Because each program's success depends on students' active participation and passion, the university makes a lot of efforts to motivate them enhance the loyalty toward the school. Several universities in Korea operate their own loyalty program based on their students' activities. However, we need to develop a distinctive loyalty program to suit universities' education environment because the purpose of education is different from existing commercial purpose. This study shows the process that improves problems of loyalty programs that are operated by the K University and suggests new ideas based on design thinking methods. Also, this study includes a process that changes standardized and involuntary loyalty program to interesting loyalty program that induces students' voluntary participation through combining with gamification concept. The method that we suggest in this study is expected to extend various fields.

Evolution of Entertainment Program Format (방송 예능프로그램 포맷의 진화)

  • Roh, Dong-Ryul
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.55-63
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    • 2015
  • One of the most notable changes in entertainment programs has been the gamification since 1991. The comparative analysis of 255 weekend entertainment programs run by terrestrial broadcasters between 1991 and 1998 and between 2008 and 2014 indicates that entertainment programs have emigrated from the variety format to the reality, and that adopted entangled plots than interwoven ones more and more, using mission performances and competition heavily. Further, even within the reality format, different competitive factors and plot composition are adding the diversity in the end results immensely. The interaction among the gamification, plots and competitive factors is quite likely to drive creative changes in the broadcast formats in the years to come.