학습자 몰입 증진을 위한 스마트 e-러닝의 게이미피케이션 적용 연구

A Study on Utilizing Gamification of Smart e-Learning to Improve Learners Flow

초록

Smart device’s development in a media environment grants an environment where contents can be accessed with no limitations on location or time. Through vitalization of online market, web and mobile oriented contents began appearing, and even in the field of education, smart e-learning is gaining attention over traditional offline oriented education. This research seeks to analyze smart e-learning contents according to the elements of gamification, where the principle and structure of game is applied to enhance learners flow in future smart e-learning environment. First of all, each concept and theory for smart e-learning, learns flow, and gamification were considered, and through preceding research, contents regarding game and immersion have been looked over and gamification immersion elements, on the basis of smart device, were deducted. For immersion elements, there were goal, competition, and interaction, and in detail, levels and rewards for goals, level-ups and items for competition, and community, information exchange, and cooperative play for interactions were deducted. Through these deducted elements, top 20 apps with highest gross from the children education category (ages 9~12) in the app store were chosen, and 7 cases, where the game elements were applied, were sorted out and analyzed. The analysis showed that common element existing in all of the cases was goal, with the detailed element of competition, ‘level-up’, being the other element in common. In case of interaction element, only 2 cases applied the detailed element of ‘information exchange’, with most of the others being exclusive of it. Through the result of this research, it can be recognized that smart e-learning contents based on game principle showed single player oriented education structure, and the necessity for multi-player oriented smart e-learning content research for future interactive learners’ education environment can be reconsidered.

키워드

Learners Flow(학습자 몰입); Smart e-Learning(스마트 e- 러닝); Gamification(게이미피케이션)
제목
학습자 몰입 증진을 위한 스마트 e-러닝의 게이미피케이션 적용 연구
제목 (타언어)
A Study on Utilizing Gamification of Smart e-Learning to Improve Learners Flow
저자
민슬기; 김성훈
발행일
2015-12
저널명
한국디자인문화학회지
권
21
호
4
페이지
177 ~ 187