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게이미피케이션 콘텐츠가 과학 수업에 미치는 영향

The Effects of Science Class applied Gamification Contents

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초록

본 연구의 목적은 과학 수업을 진행하는 교실현장에서 과학 게이미피케이션 콘텐츠가 학습자에게 미치는 영향을 알아보는 것이다. 이를 위해 초등학교 5학년생 170명, 중학교 2학년생 111명을 대상으로 한국과학창의재단이 서비스하는 사이언스 레벨업의 콘텐츠를 활용한 수업의 효과를 검증하는 실험을 진행하였다. 연구결과에 따르면, 과학 게이미피케이션 콘텐츠가 학습자들의 과학 학습 동기, 수업에 대한 인식, 게이미피케이션 콘텐츠에 대한 재미 요인에 긍정적인 영향을 미치는 것으로 나타났다. 본 연구결과는 과학 게이미피케이션 콘텐츠가 과학 수업 현장에서의 적극적인 활용 촉진과 콘텐츠 확산에 중요한 역할을 할 것으로 기대된다.

Abstract

The purpose of this study is to investigate the influence of scientific gamification contents on learners in the classroom. This study used the contents of Science Level Up service which is provided by Korea Foundation for the Advancement of Science & Creation. 170 students from a elementary school in Yongin, Gyeonggi province and 111 students from B middle school in Seoul were selected for the experiment. According to the results of the research, positive results were obtained for the students' scientific learning motivation, the perception of the class, and the fun factor about the contents. The result of this study is expected that science gamification contents will play an important role in promotion of active use and contents diffusion in science classroom.

참고문헌 (18)

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