DOI QR코드

DOI QR Code

An Observational Research on the Limitations and Side Effects of Gamification in Educating Human Resources

인력교육에서 게이미피케이션의 한계와 역효과에 대한 관찰연구

  • Kim, Sangkyun (System & Management Engineering, Kangwon Naitonal University)
  • 김상균 (강원대학교 시스템경영공학과)
  • Received : 2015.03.18
  • Accepted : 2015.04.16
  • Published : 2015.06.20

Abstract

Fun and happiness are the intrinsic values of the human beings. Game is one of the most efficient tools which satisfies those intrinsic values. Approaches and methods combining game and education to provide the enjoyable education environments have been increasing. As use of gamification in corporate and school education environments for human resources is increasing, significant voices of concern on the limitations and side effects of combining game and education are continuously increasing. The purpose of this paper is to energize the use of gamification in education environments by clarifying the limitations and side effects of gamification and seeking ways to overcome those factors. This paper summarizes an observational research on the limitations and side effects of gamification in education environments, and provides the interviewees' opinions on gamified classes.

재미와 행복은 인간이 추구하는 본질적 가치이다. 게임은 그러한 본질적 가치를 만족시키는 매우 편리한 수단 중 하나이다. 그 수단을 교육에 접목하여, 재미있는 교육을 추구하는 시도들이 활성화되고 있다. 기업과 학교의 인력교육 현장에서 게임의 활용도가 증가하면서, 게임을 접목한 교육방식의 한계와 역효과에 대한 우려의 목소리도 생기고 있다. 역효과와 한계점을 명확히 이해하고, 이에 대한 극복방안을 모색하여 교육 게이미피케이션을 활성화하는 것이 본 논문의 목적이다. 본 논문에서는 인력교육 현장에서 게이미피케이션을 통해 교육에 게임을 접목할 경우에 발생하는 역효과와 한계점을 관찰연구를 통해 정리하고, 이에 대한 피교육자의 의견을 인터뷰 형식으로 추가하였다.

Keywords

References

  1. Bridgeland, J., DiIulio, J. and Morison, K.B., "The silent epidemic", Gates Foundation, 2006.
  2. Grove, J., "Gamification: how competition is reinventing business, marketing & everyday life", Mashable INC, 2011.
  3. Zichermann, G. and Linder, J., "The gamification revolution: how leaders leverage game mechanics to crush the competition", McGraw-Hill, 2013.
  4. Bhasin, K., "Gamification, game-based learning, serious games: any difference?", Learning Solutions Magazine, 2014.
  5. Ahdell, R. and Andresen, G., "Games and simulations in workplace eLearning", Norwegian University of Science and Technology, 2001.
  6. Anderson, J.Q. and Rainie, L., "Gamification: experts expect game layers to expand in the future with positive and negative results", Pew Research Center, 2012.
  7. Aldrich, C., "Learning by doing", John Wiley & Sons, 2005.
  8. Gee, J.P., "Learning and Games", In The Ecology of Games: Connecting Youth, Games, and Learning, The MIT Press, 2008.
  9. Michael, D. and Chen, S., "Serious games: games that educate, train, and inform", Cengage Learning PTR, 2005.
  10. Pensky, M., "Digital game-based learning", McGraw-Hill, 2000.
  11. Quinn, C.N., "Engaging learning: designing e-learning simulation games", John Wiley & Sons, 2005.
  12. Randel, J.M., Morris, B.A., Wetzel, C.D. and Whitehill, B.V., "The effectiveness of games for educational purposes - a review of recent research", Simulation & Gaming, Vol.23, pp.261-276, 1992. https://doi.org/10.1177/1046878192233001
  13. Mayo, M.J., "Video games: a route to large-scale STEM education?". Science, Vol.323, Issue 5910, pp.79-82, 2009. https://doi.org/10.1126/science.1166900
  14. Korhonen, H., Montola, M. and Arrasvunori, J., "Understanding playful user experience through digital games", International Conference on Designing Pleasurable Products and Interfaces 2009, 2009.
  15. Kim, S., "Enjoy your education like a game", Hongreung Pub, 2014.
  16. Csikszentmihalyi, M., "Good business: leadership, flow, and the making of meaning", Penguin Books, 2004.
  17. Ryan, R. and Deci, E.L. "Intrinsic and extrinsic motivations: classic definitions and new directions", Contemporary Educational Psychology, Vol.25, No.1, pp.54-67, 2000. https://doi.org/10.1006/ceps.1999.1020
  18. Woolfolk, A. "Educational psychology", Allyn & Bacon, 2006.
  19. Brophy, J.E. "Motivating students to learn", Lawrence Erlbaum Associates, 2004.
  20. Kim, C., "Introduction to Educational Psychology", Dongmoonsa, 2009.
  21. Stipek, D.J., "Motivation to learn: integrating theory and practice", Pearson, 2001.
  22. Bartle, R., "Virtual worlds: why people play", Massively Multiplayer Game Development, Vol.2, pp.1-16, 2005.
  23. Werbach, K. and Hunter, D., "For the win: how game thinking can revolutionize your business", Wharton Digital Press, 2012.
  24. Kim, S., "Analysis of engineering students' needs for gamification", Journal on Knowledge and Data Engineering, Vol.1, No.1, pp.1-7, 2013.
  25. Groh, F., "Gamification: state of the art definition and utilization", Proceedings of the 4th Seminar on Research Trends in Media Informatics, 2012.
  26. Burke, M. and Hiltbrand, T., "How gamification will change business intelligence", Business Intelligence Journal, Vol.16, pp.8-16, 2011.
  27. Duggan, K. and Shoup, K., "Business gamification for dummies", John Wiley & Sons, 2013.

Cited by

  1. The Influence of Robot Programming Education on Learned Helplessness and the Qantity of Spontaneous Communication of Student with Learning Disabilities vol.16, pp.1, 2016, https://doi.org/10.7583/JKGS.2016.16.1.93