• Title/Summary/Keyword: Gamification

Search Result 168, Processing Time 0.02 seconds

A Study on Gamification for Learning Effectiveness of Flipped Classroom (거꾸로 교실의 학습효과를 높이기 위한 게임화 적용 비교 연구)

  • Jun, Hee-Yeon;Lim, Heuiseok
    • Proceedings of The KACE
    • /
    • 2018.01a
    • /
    • pp.57-60
    • /
    • 2018
  • 거꾸로 교실의 성패에 중요한 역할을 하는 온라인 예습 활동은 학습의 성패를 좌우하지만 이 예습활동은 학습자에게 부담의 요소로 작용한다. 따라서 온라인 예습활동에 참여도와 흥미도를 높여 줄 수 있는 방안으로 온라인 강의 시스템에 게임화 요소를 추가하여 그 효과성을 비교 분석하고자 한다. 본 논문은 유튜브 링크를 이용한 전통적인 온라인 학습과 게임화 요소가 적용된 온라인 강의 시스템을 이용한 예습활동의 참여도와 학업성취도가 차이를 보이는지, 또 온라인 강의 시스템의 단어게임결과와 학업성취도의 결과가 연관성이 있는지, 온라인 강의 시스템의 단어게임의 랭킹 시스템은 학습자들의 흥미와 재미를 높여 주었는지 알아보고자 한다.

  • PDF

A Case Study on the corporate Organizational Motivation of Gamification Mechanism (게이미피케이션 메커니즘의 기업 조직 내 동기부여 사례연구)

  • Ha, Jin-Ju;Ahn, Mi-Lee
    • Proceedings of The KACE
    • /
    • 2018.01a
    • /
    • pp.69-72
    • /
    • 2018
  • 4차 산업혁명의 본격화로 과거 효율성과 생산성이 중점이 되던 경영 패러다임에서 벗어나 혁신, 창의성, 유연성이 대두되는 경영 패러다임으로 변화되고 있다. 이러한 변화된 환경 속에서는 조직 구성원들의 창의적인 업무수행이 조직에게 경쟁우위를 가져다주는 새로운 지식과 아이디어의 원천이면서 동시에 기업이 지속적으로 성장하고 살아남기 위한 필수 요소가 된다. 조직 및 상사의 강제적 견인보다는 구성원들 스스로 목적의식을 가지고 업무를 수행하는 과정에서 창의적 업무수행은 가장 잘 발현될 수 있으며, 본 연구를 통해 창의적 업무수행 과정에서 가장 핵심이 되는 내재적 동기부여의 관점에 초점을 맞추어 게이미피케이션 메커니즘과 접목시켰을 때 조직구성원들에게 동기부여를 발현시킬 수 있는지에 대해 연구하고자 한다.

  • PDF

The Development Hunminjoengum's Contents Based on Augment Reality (증강현실 기반 훈민정음 콘텐츠 제작)

  • Sim, Jaehyoun;Lee, Jungmin;Kim, Youngmi;Suh, Donghee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2015.10a
    • /
    • pp.720-721
    • /
    • 2015
  • 스마트폰과 태블릿 등 모바일 기기의 사용이 보편화 되면서 증강현실(Augmented Reality)을 활용한 교육용 콘텐츠들이 개발되고 있다. 증강현실은 가상현실의 한 분야로 현실세계에 가상의 물체를 중첩함으로써 사용자에게 몰입감과 현실감 있는 정보를 제공하여, 사용자들에게 새로운 학습 경험을 확장시킬 수 있는 교육매체로 높은 관심을 받고 있다. 이에 본 논문은 훈민정음에 대한 교육콘텐츠를 스마트폰과 태블릿 PC에서 구현할 수 있도록 마커기반 증강현실 시스템을 개발하여 사용자들이 보다 쉽게 증강현실 교육용 콘텐츠를 사용할 수 있도록 하였다. 또한 게이피케이션 요소를 반영하여 보다 사용자들의 참여를 유도하고 몰입할 수 있도록 하였다.

  • PDF

Body Food: Touch Mat for Emotional and Physical Development of Children

  • Jo, HanGyeol;Kang, EunJeong;Yoon, Youngjun;Choi, Yongsoon
    • International Journal of Advanced Culture Technology
    • /
    • v.7 no.1
    • /
    • pp.162-173
    • /
    • 2019
  • This study proposed 'Body Food,' an interactive tactile mat that provides interactive visual responses and induces physical activity in young children at the time of developing tactile and five senses, along with the touch of various stimuli. The product combines fiber materials and digital content to achieve a variety of visual and auditory responses in real time when children touch the fabric. User tests were conducted for 4-year-olds and the result was positive in terms of physical exercise and artistic experience, but quantitative testing is required to generalize it. In the future, we will complement physical and digital contents to realize more complete product.

Effects of Gamified Disability Awareness Program on the Peers' Disability (게임화된 장애체험활동이 비장애아동의 장애인식에 미치는 영향)

  • Kwon, Jungmin
    • Journal of Korea Game Society
    • /
    • v.19 no.2
    • /
    • pp.45-54
    • /
    • 2019
  • In this study, the effect of gamified disability awareness program was researched to examine its potential to be used as a disability awareness curriculum particular to Korean schools. The gamified program consisted of lessons related to disability skiing such as learning about Paralympic skier, experiencing mono skis, and participating in cooperative games. To examine its effectiveness, Multidimensional Attitudes Scale towards persons with disabilities (MAS) was used. Results indicate that the attitude of the experiment group showed significant change.

FlappyBird Competition System: A Competition-Based Assessment System for AI Course (FlappyBird Competition System: 인공지능 수업의 경쟁 기반 평가 시스템의 구현)

  • Sohn, Eisung;Kim, Jaekyung
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.4
    • /
    • pp.593-600
    • /
    • 2021
  • In this paper, we present the FlappyBird Competition System (FCS) implementation, a competition-based automated assessment system used in an entry-level artificial intelligence (AI) course at a university. The proposed system provides an evaluation method suitable for AI courses while taking advantage of automated assessment methods. Students are to design a neural network structure, train the weights, and tune hyperparameters using the given reinforcement learning code to improve the overall performance of game AI. Students participate using the resulting trained model during the competition, and the system automatically calculates the final score based on the ranking. The user evaluation conducted after the semester ends shows that our competition-based automated assessment system promotes active participation and inspires students to be interested and motivated to learn AI. Using FCS, the instructor significantly reduces the amount of time required for assessment.

Identifying Critical Factors for Successful Games by Applying Topic Modeling

  • Kwak, Mookyung;Park, Ji Su;Shon, Jin Gon
    • Journal of Information Processing Systems
    • /
    • v.18 no.1
    • /
    • pp.130-145
    • /
    • 2022
  • Games are widely used in many fields, but not all games are successful. Then what makes games successful? The question gave us the motivation of this paper, which is to identify critical factors for successful games with topic modeling technique. It is supposed that game reviews written by experts sit on abundant insights and topics of how games succeed. To excavate these insights and topics, latent Dirichlet allocation, a topic modeling analysis technique, was used. This statistical approach provided words that implicate topics behind them. Fifty topics were inferred based on these words, and these topics were categorized by stimulation-response-desiregoal (SRDG) model, which makes a streamlined flow of how players engage in video games. This approach can provide game designers with critical factors for successful games. Furthermore, from this research result, we are going to develop a model for immersive game experiences to explain why some games are more addictive than others and how successful gamification works.

Research on the Short-term Memory Effects on VR Tour Games

  • Sui, Qiao;Cho, Dong-Min
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.7
    • /
    • pp.922-932
    • /
    • 2021
  • This thesis mainly studies the impact of short-term memory in VR tour games on users. The thesis is based on VR tour games and short-term memory, using the literature research method, the practical research method, and the investigation method. First, the author designs and makes VR tour games on the Beijing-Hangzhou Grand Canal, and then conducts a questionnaire survey and designs a control experiment. The experiment explores the differences of the short-term memory level of individuals between the normal environment and the VR tour game environment. It verifies whether the influential hypothesis proposed by the research is correct. Research conclusions show that: VR tour games have an impact on short-term memory. Compared with the normal environment, the subjects have better performance in the VR tour game mode and can maintain a high short-term memory level for a longer time. Its conclusions should promote the cultural propaganda of scenic spots and provide theoretical support for tourists' short-term memory of scenic spots culture.

Development of a STEAM Program to Learn the Principles of Quantum Mechanics by applying the Gamification Mechanism (게이미피케이션 메카니즘을 적용한 양자역학 원리를 배우는 STEAM 프로그램 개발)

  • Ko, Daehoon;Park, Namje
    • Journal of The Korean Association of Information Education
    • /
    • v.20 no.5
    • /
    • pp.507-518
    • /
    • 2016
  • In this paper, in order to offer the opportunity to indirectly experience STEAM education and the profession of a quantum computer professional, one of computer experts as a promising occupation of the future, its correlation to the national curriculum was analyzed. STEAM educational program in this paper was developed through which the third or fourth graders in elementary schools can learn about a quantum computer expert and think about it in relevance to their future careers. Yet, it's almost impossible for the students to understand the basic theories of quantum computer based on quantum mechanics, one of most difficult areas of physics. Accordingly, in this proposed textbook, gamification mechanism was applied to arouse students' interest. Moreover, the textbook was developed and applied to the field directly in the way that students would be able to indirectly experience quantum spin, one of most basic principles of quantum computer, quantum cryptography related to quantum computer, incomplete quantum computer and etc. The STEAM educational program for future careers offered in this research is expected to create positive effects for students to explore careers relevant to IT, and to develop related qualities.

A Study on Exercise Intervention for Improving Physical Activity for the Disabled: From the Perspective of Convergence Device (장애인 신체활동 증가를 위한 운동중재에 관한 연구: 융합형 디바이스 활용 관점에서)

  • Kang, Sunyoung
    • Convergence Security Journal
    • /
    • v.19 no.5
    • /
    • pp.85-90
    • /
    • 2019
  • The purpose of this study is to analyze the trend of exercise intervention applying various devices to increase the physical activity of the disabled, and to suggest the exercise intervention using converged devices that meet the needs of the times due to the increase of elderly people with disabilities. Exercise intervention using converged devices applicable to the disabled is divided into two types: first, exercise intervention using virtual reality-based gamification, and second, exercise intervention based on wearable devices of wearable or body-attached such as bands and watches. For exercise intervention using converged devices that can be enjoyed by the elderly with disability, minimize of environmental limitations, and easy to personalize, there is a need for configuration requirements such as easy operation and simple rules of operation, easy device installation and wearing, a trainer who can complement immature device utilization. In order to maintain and improve the daily living performance of the elderly with disabilities who experience a significant decrease in their cognitive and physical functions, it is necessary to use a physical activity game that can be experienced and can be interested in everyday life or a variety of devices to increase the amount of physical activity.