특수교육에서의 게이미피케이션 적용 및 접근 방안 탐색
Exploring Opportunities in Gamification Approaches for Special Education
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초록
연구목적: 4차 산업혁명 시대 기술의 발달에 따라 교육분야도 다양한 변화를 요구받고 있다. 연구방법: 특히, 학습자의 학습동기를 높여 학습에 참여도를 높이고자 하는 교육 분야의 전통적 관심사가 기술과 접목되고 있으며 특수교육공학적 측면에서 다양한 시도들이 이루어지고 있다. 최근에는 게이미피케이션(Gamification)이 학습자의 동기와 참여를 높여 교육적 효과를 이끌어내는 것에 효과적이라는 것을 검증해내고 있으며 교육콘텐츠 분야에서는 이를 적용하고자하는 연구가 활발히 이루어지고 있다. 연구결과, 결론: 이에 본 논문은 게이미피케이션의 개념과 게이미피케이션의 교육적 효과를 살펴보고, 게이미피케이션 플랫폼으로써의 가상현실 기술의 활용에 대한 논의를 통한 게이미피케이션의 특수교육 현장적용 방안을 제시하고자 한다.
Abstract
Purpose: According to the development of technology in the era of the 4th Industrial Revolution, education is facing various changes. Method: In particular, researchers have focused on technology intervention to increase learners' motivation by introducing a concept of “gamification”. Results & Conclusion: Therefore, this paper explores the concept of gamification and the educational effect of gamification and suggests how to apply gamification to special education field. In addition, this study discusses the potentials of virtual reality-based technology as the effective content developing platform of gamification for special education.
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