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An Analysis of Global Gamification Cases in CS Education

해외 CS 교육 게이미피케이션 사례 분석

  • Kang, Seungheon (Dept. of System Management Engineering, Kangwon National University) ;
  • Park, Sungjin (Dept. of System Management Engineering, Kangwon National University) ;
  • Kim, Sangkyun (Dept. of System Management Engineering, Kangwon National University)
  • 강승헌 (강원대학교 시스템경영공학과) ;
  • 박성진 (강원대학교 시스템경영공학과) ;
  • 김상균 (강원대학교 시스템경영공학과)
  • Received : 2017.11.10
  • Accepted : 2017.12.19
  • Published : 2017.12.20

Abstract

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.

교육 게이미피케이션은 컴퓨터 과학(Computer Science, CS)분야에 많이 활용되고 있다. 본 연구는 CS 교육 게이미피케이션 선행 연구를 분석하고, 이를 통해 국내 CS 교육의 방향을 제언하는 것이 목적이다. 연구 진행을 위해서 경험적연구 방법을 적용했다. 키워드 검색을 통해 1220개의 선행연구를 수집했고, 그중에서 1차, 2차 추출과정을 통해 55개로 압축했다. 선행 연구 분석 결과 년도별 발표 현황, 적용 교과, 교육 대상, 게이미피케이션 요소, 결과 및 한계점에 대해 해석했다. 추후 연구에서 국내 CS 교육 게이미피케이션 사례를 분석하고, 본 연구와 비교분석할 예정이다. 그리고 국내 CS 교육 게이미피케이션의 발전 방향에 대해서 제언할 것이다.

Keywords

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