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역사 체험 프로그램에서 위치기반기술 및 게임화 적용 사례 연구 : 수원 화성 행궁의 게임 콘텐츠 개발을 중심으로

A Case Study of Historical Experience Program based Location Aware and Gamification : focused on Game Contents Development of Suwon Hwaseong Haenggung

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초록

Historical Experience Program is a certain type of a field trip for elementary and middle school students, which includes visiting a historical place and having various outdoor activities related to the historical events that actually happend in the area. Usually the students make a group to participate, but the education is only done with the printed handouts and the guidance teacher's verbal explanation. In this research, we would like to make use of both location-based system and gamification theories to advance the educational form. Each students will be given smart devices to perform the tasks that are conducted by gamifying the historical information and materials. Location-based system will be guiding them to find the missions and clues around the area. The guidance teacher will be also using a smart device to figure out each student's location and how well they are performing. We've also run the actual field test, and found out that it was a very effective method for Historical Experience Programs. Students were very motivated by cooperting and competing with other students on gamified educational material, and had been very ammused by having outdoor activities using location-based system, and it lead to a significantly effective education.

Abstract

Historical Experience Program is a certain type of a field trip for elementary and middle school students, which includes visiting a historical place and having various outdoor activities related to the historical events that actually happend in the area. Usually the students make a group to participate, but the education is only done with the printed handouts and the guidance teacher's verbal explanation. In this research, we would like to make use of both location-based system and gamification theories to advance the educational form. Each students will be given smart devices to perform the tasks that are conducted by gamifying the historical information and materials. Location-based system will be guiding them to find the missions and clues around the area. The guidance teacher will be also using a smart device to figure out each student's location and how well they are performing. We've also run the actual field test, and found out that it was a very effective method for Historical Experience Programs. Students were very motivated by cooperting and competing with other students on gamified educational material, and had been very ammused by having outdoor activities using location-based system, and it lead to a significantly effective education.

참고문헌 (13)

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  2. Theoretical Foundations of experiential learning, "Kang", ~, pp.Open Education Research, 7-2 (1999)
  3. 이은호, "스마트폰에서 한자 교육 기능성 게임 설계 및 구현", 한국컴퓨터게임학회논문지, 24(4), pp.99~106 (2011), (사)한국컴퓨터게임학회
  4. 김건수, "초, 중등 정규교육과정을 반영한 스마트 스쿨 콘텐츠 연구 : 지렛대의 원리 이해를 위한 교육 어플리케이션 개발을 중심으로", 한국컴퓨터게임학회논문지, 28(1), pp.93~102 (2015), (사)한국컴퓨터게임학회
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  6. 심연숙, "LBS(Location Based Service)를 이용한 모바일 관광정보 어플리케이션에 관한 연구", 커뮤니케이션디자인학연구, 41, pp.187~195 (2012), (사)한국커뮤니케이션디자인협회 커뮤니케이션디자인학회
  7. Jong Hyun Park, "Study on Strategy of Communication services for activating usage of LBS", Spring conference 2003, Korean Academic Society of Business Administration, ~
  8. Gabe Zichermann, "The process of using game thinking and game mechanics to solve problems and engage users", ~ (2011)
  9. Per Hagglund, "Taking gamification to the next level. A detailed overview of the past, the present and a possible future of gamification", pp.2012
  10. 이동엽, "게이미피케이션(Gamification)의 정의와 사례분석을 통해본 앞으로의 게임시장 전망", 디지털디자인학연구, 11(4), pp.449~457 (2011), 한국디지털디자인학회
  11. 권종산, "한국어 교육을 위한 게임화 방법론 연구", 한국게임학회 논문지, 13(1), pp.61~74 (2013), 한국게임학회[DOI]
  12. 이혜림, "게이미피케이션 사례분석을 통한 효과적 개발방향 연구- 게임 메커닉과 다이내믹 개념을 중심으로", 한국컴퓨터게임학회논문지, 27(1), pp.141~151 (2014), (사)한국컴퓨터게임학회
  13. Study on the theory of experiential learning navigation, "Kim Youngjin", ~, pp.Teacher Education Research, 46-1 (2007)

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