게임 리터러시 검사를 위한 프레임워크 개발 연구
A Study on the Development of Framework for Game Literacy Test
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초록
한때 놀이문화에 불과했던 게임은 게이미피케이션 등을 활용해 생활 속에 접목됨으로써 생활의 일부가 되었다. 게임의 생활화로 게임 리터러시 교육이 중요하나, 체계적인 연구는 아직 부족한 실정이다. 본 연구의 목표는 게임 리터러시 교육의 효과성을 정량적으로 측정할 검사도구 개발을 위한 정교한 게임 리터러시 프레임워크를 개발하는 것이다. 이러한 목표를 달성하기 위하여 게임 리터러시 핵심역량과 미래인재 핵심역량 관련 선행연구를 분석하여 3개 영역, 8개 역량, 29개 특성요인으로 구성된 게임 리터러시 프레임워크 초안을 정의하였다. 이를 바탕으로 교육 분야 전문가를 대상으로 FGI를 실시하고 의견을 반영하여 게임 리터러시 프레임워크 정의를 정교화 하였다. 이후 게임 및 교육 분야 전문가를 대상으로 2차에 걸친 델파이 조사를 통해 3개 영역, 9개 역량, 27개 특성요인으로 구성된 최종적인 게임 리터러시 프레임워크를 정의하였다. 본 연구에서 개발된 게임 리터러시 프레임워크를 기반으로 게임 리터러시 검사 도구 개발 가능성을 검토하고 몇 가지 본 연구의 시사점을 제시하였다.
Abstract
Games, which were once just play culture, have become a part of life by being grafted into life using gamification. Game literacy education is important as the daily life of games, but systematic research is still insufficient. The goal of this study is to develop an elaborate game literacy framework for the development of test tools that will quantitatively measure the effectiveness of game literacy education. To achieve this goal, a draft game literacy framework consisting of 3 areas, 8 competencies, and 29 characteristic factors was defined by analyzing previous studies related to game literacy core competencies and future talent core competencies. Based on this, FGI was conducted for experts in the field of education, and the definition of the game literacy framework was refined by reflecting opinions. After that, through the Delphi survey conducted over the second period for experts in the field of game and education, the final game literacy framework consisting of 3 areas, 9 competencies, and 27 characteristic factors was defined. Based on the game literacy framework developed in this study, the possibility of developing a game literacy test tool was reviewed and some implications of this study were presented.
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