• Title/Summary/Keyword: gamification

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The Suggestion of a Mountaineering and Trekking Convergence Education Course Using AI

  • Jae-Beom, CHOI;Chan-Woo, YOO
    • Fourth Industrial Review
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    • v.3 no.1
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    • pp.1-12
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    • 2023
  • Purpose - In Korea, where 64% of the land is forested, mountaineering is a leisure activity enjoyed by the majority of the people. As new technologies named the 4th industrial revolution spread more after the Covid-19 pandemic, we propose a human and technology convergence curriculum for mountaineering and trekking education to enjoy safety in the field of mountaineering and trekking using cutting-edge technology. Research design, data, and methodology - After examining the current state of the mountaineering industry and preceding studies on mountaineering and camping, and learning about BAC the 100 famous mountains, mountaineering gamification, and Gamification We designed an AI convergence curriculum using. Result - Understanding the topography and characteristics of mountains in Korea, acquiring mountaineering information through AI convergence, selecting mountaineering equipment suitable for the season, terrain, and weather, setting educational goals to safely climb, and deriving term project results. A total of 15 A curricula for teaching was proposed. Conclusion - Artificial intelligence technology is applied to the field of mountaineering and trekking and used as a tool, and it is expected that the base of mountaineering will be expanded through safe, efficient, fun, and sustainable education. Through this study, it is expected that the AI convergence education curriculum for mountaineering and trekking will be developed and advanced through several studies.

Impacts of Badges and Leaderboards on Academic Performance: A Meta-Analysis

  • KIM, Areum;LEE, Soo-Young
    • Educational Technology International
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    • v.23 no.2
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    • pp.207-237
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    • 2022
  • As technological changes continue to accelerate every day, meeting the needs of a shifting educational landscape requires leaving an exclusively "in-person" education behind. Gamified learning environments should be carefully designed in light of conflicting studies to suit students' needs. The purpose of this meta-analysis is to draw conclusive results regarding the application of the most commonly used game elements in education, i.e., badges and leaderboards, through a comprehensive analysis of their impact on academic performance in online learning. Review Manager (RevMan 5.4) was used to analyze eligible studies selected from Emerald, SAGE, ERIC, EBSCO, and ProQuest between January 2011 and January 2022. Analyzing 37 studies found that using leaderboards and badges in online education enhanced academic performance when compared to traditional learning without gamification (SMD = 0.39). The badge-only intervention showed a larger effect size (SMD = 0.33) than the leaderboard-only intervention (SMD = 0.27). Badges and leaderboards together exhibited a larger effect size (SMD = 0.48) than individual game elements (SMD = 0.40). The impact of the game elements on academic performance was greater in the humanities (SMD = 0.51) than in STEM fields (SMD = 0.32) and was greater for K-12 students (SMD = 0.63) than for college students (SMD = 0.31). This study contributes to a timely discussion of the use of badges and leaderboards in COVID-19 online learning trends and provides relevant data for designing integrations of online education and gamification models.

Gamification Analysis method proposal of Screen Sports (스크린 스포츠의 게이미피케이션 분석방법 제안)

  • Kil, Youngik;Ko, Ilju;Oh, Kyoungsu;Bang, Green
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.5
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    • pp.369-383
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    • 2018
  • In this paper, suggests a gamification analysis method applied to screen sports. The analysis method is through the process of comparison, collection and application. In the process of comparison, compare the characteristics of actual sports and screen sports and Data collection to complement the differences derived from the comparison process is done during the collection process. Process of application is verify for application status of Gamification. and analyzed of screen golf and screen baseball. The result shows that screen golf couldn't apply walking exercise in the comparison process, and screen baseball couldn't apply exercise elements except batting. During the collection process, driving distance and swing data were used for screen golf, and driving distance, batting average and RBI (runs batted in) data were used for screen baseball. Lastly, it was revealed during the application process that both screen golf and screen baseball provide data to users by using reward, competition and Self-expression elements of gamification. The analysis methods presented in this study can be a method to analyze screen sports, and are expected to be appropriate methods to make screen sports.

Gamification of Cultural Experience (게이미피케이션(Gamification) 문화체험 플랫폼 구축)

  • Park, Gwang-Deok;Kwon, Gu-Yoon;Shin, Jae-Yoon;Lim, Jong-Deok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.946-949
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    • 2017
  • ICT의 융합과 4차 산업혁명이 도래하면서 이론만으로 존재하던 기술들이 실현가능해졌다. 우리는 이 중에서 가상현실 기술에 초점을 맞추었고, SNL Korea에서 방영한 GTA조선에서 영감을 받아 VR기술을 게임이라는 컨텐츠와 융합하였다. 이는 공간적인 제약성을 극복하고, 생동감 있는 경험을 제공해 다문화 가정 및 관광객들에게 손쉽게 전통문화를 체험할 수 있는 좋은 기회를 마련할 것이다.

Real Time Q&A System Based on Smart Phone Using Gamification (스마트폰 기반 게임화 전략의 실시간 질의응답 시스템)

  • Yu, Do-Jun;Park, Hyun-Woo;Kwon, Soon-Kak;Lee, Jung-Hwa
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.977-979
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    • 2013
  • 본 논문은 스마트 폰 상의 SNS(Social Network Service)기반의 집단의 지식을 효율적으로 공유할 수 있도록 게임화(Gamification)전략을 도입한 질의응답 시스템을 제안한다. 질의응답 시스템은 신규 사용자 및 이미 많은 사용자가 있는 트위터와 페이스북 서비스에서 제공하는 API를 이용하여 사용자를 확보하고, 질문과 답변을 쉽게 할 수 있도록 한다. 또한 게이미피케이션 전략을 통해 사용자의 적절한 서비스 재 몰입루프를 형성한다. 따라서 제안된 시스템에 따라 서비스의 장기간 사용을 사용자에게 효율적으로 유도할 수 있다.

A Case Study on Design and Operation of Engineering Theory Classes Applying Review Games (복습게임을 활용한 공학이론 수업의 설계 및 운영 사례)

  • Kim, Gi Dae;Han, Anna
    • Journal of Engineering Education Research
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    • v.24 no.4
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    • pp.52-60
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    • 2021
  • This study designed and developed a class using review games as a way to enhance students' interest, class participation, and class comprehension in engineering theory classes, and explored their educational effectiveness. To this end, a review game strategy based on the Creative Training Technique was established and applied to three engineering theory subjects. The types of review games include Jin-jin-ga, Bingo, Challenge Golden Bell, Finding hidden terms, and Completing initial sentences. As a result of applying this review game strategy to the classes over the past decade, students' satisfaction and lecture evaluation scores significantly increased compared to before application, and it was confirmed that students' interest in and understanding of the class increased significantly. Furthermore, this gamification class strategy can be a way to increase students' participation in theory classes regardless of their major, and can be applied to non-face-to-face online classes.

Research on the Application of Gamification in Fitness App Based on Kano Model

  • Jing Ren;Chang-wook Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.136-148
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    • 2024
  • In recent years, public attention to health and wellness issues has increased. The integration of smart fitness hardware and innovative technologies have made the development of smart fitness a trend. The number of fitness applications in the market has surged, and demand for an optimal experience is increasingly high. This study selects Sweatcoin, Home Workout, Six Pack in 30 Days, and Fitness Coach & Diet as research subjects from the top ten global mobile health and fitness apps in 2022 based on download rankings. The research is based on eight gamification elements: motivation, challenge, achievement, relationships, sharing, reward, level, and competition, identified through preliminary studies. We distributed a total of 166 questionnaires to users and collected 163 valid responses for data analysis. The Kano Model was used to study the desires of fitness enthusiasts using fitness apps. To reduce the limitations of the research results, the Better-Worse Method was employed for satisfaction index analysis. Based on the final analysis, we propose suggestions for improvement for the four fitness apps to better meet user needs and create a more attractive and efficient application experience.

The effect of Virtual CSR Co-Create on Users' Gameful Pleasure

  • Fei Zhou;Songling Xu;Yuanxi Ding
    • Journal of East Asia Management
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    • v.4 no.2
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    • pp.19-38
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    • 2023
  • With the progress of information technology and the rapid development of the gamification marketing, corporate marketing through virtual CSR co-create as customer acquisition, customer retention strategy has become the hot topic, but the reality results show that the effect of virtual CSR co-create fails to reach an enterprise's marketing purposes. Based on the success model of D&M information system, from the perspective of customer engagement, this study analyzes how enterprises achieve customer engagement and bring gameful experience to customers through gamification marketing in the context of virtual CSR co-create. The empirical results show that the quality of game information -- social interaction and sense of achievement in the context of virtual CSR co-create have a significant positive impact on consumers' gameful experience, and customer engagement plays a partial mediating role between social interaction, sense of achievement and consumers' gameful experience.

The Effect of Characteristics and Perceived Privacy Risk of Mobile Location-based SNS on Intention to Use SoLoMo Applications (모바일 위치기반 SNS의 특성과 지각된 프라이버시 위험이 SoLoMo 어플리케이션의 이용의도에 미치는 영향)

  • Shin, Taeksoo;Cho, Won Sang
    • Journal of Information Technology Services
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    • v.13 no.4
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    • pp.205-230
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    • 2014
  • In recent years, the social network service (SNS) and the location-based social network service (LBSNS) industry is expanding and the competition within the field is increasing much more. Since 2010, the full-scaled studies of SNS and LBSNS have begun. With the growth of SNS and LBSNS markets, SoLoMo (Social-Local-Mobile) is also becoming the trend for applications in different fields. However, despite the importance of SoLoMo, there have been little studies on the characteristics of SoLoMo applications. The purpose of this research is to investigate the effect of characteristics and perceived privacy risk of mobile location-based SNS on intention to use SoLoMo applications. For the purpose, we proposed a SoLoMo service acceptance model with TAM (Technology Acceptance Model) and the characteristics of SoLoMo applications. The characteristics consist of three factors, i.e. SNS, location, and mobile-related factors. This study also considered a gamification and a perceived privacy risk factor influencing on SoLoMo service usage in our proposed research model. The results of our empirical analysis using partial least squares (PLS) method show that the characteristics of SoLoMo applications including SNS, location, and mobile-related features, gamification, and perceived privacy risk have partially an effect on intention to use SoLoMo applications. Based on these results, SoLoMo-related companies will be able to increase the usage of SoLoMo services by differentiating their own strategies with these factors influencing on SoLoMo services.

An Analysis of Player Types using Data Clustering in Gamification (데이터 클러스터링을 활용한 게이미피케이션 환경에서의 플레이어 유형 분석)

  • Park, Sungjin;Kang, Bumsoo;Kim, Sungsoo;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.77-88
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    • 2017
  • The purpose of this study is to compare existing player type theories using data clustering. For the study, 235 result data of the gamified class in second semester of A university at 2016 used. This study applied K-means and Silhouette to decide the appropriate number of clusters. The player types applied in this study are Bartle's 2-D and 3-D player types, Ferro's five types, and BrainHex. According to the results, Bartle's 2D player type was found to be the best in perspective of data clustering. This study also analyzed the distribution of characteristics for each player types. The results of this study are expected to have an impact on player analysis, which is used in the application of gamification or in the development process.