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학습 동기부여를 위한 메타버스 연계 게임화 기반 통역 교육 연구: 통역 교육 및 학습 주체의 수요를 중심으로

Gamification and Metaverse based Interpreter Education for Enhancing Learning Motivation: Focusing on the Needs of Learners and Trainers

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This study examines the potential for integrating gamification and metaverse elements into interpreter education, and seeks to establish the necessary directions for designing a framework for gamified interpreter training and learning. For the purpose of the study, in-depth interviews were conducted with twelve interpreting students and trainers in order to understand their experiences with interpreting education, gaming and metaverse, and collect their insights regarding the potential of embracing innovative technology platforms such as gaming and metaverse in their training and learning routines. The result of this study suggests that interpreting practice sessions, study partners, and learner motivation are important elements to be included in the gamified framework. Furthermore, the study proposes the incorporation of ‘fun’ elements and analytics from games, metaverse, and online language learning platforms into interpreter training and learning environment in order to boost student engagement and motivation.

Abstract

This study examines the potential for integrating gamification and metaverse elements into interpreter education, and seeks to establish the necessary directions for designing a framework for gamified interpreter training and learning. For the purpose of the study, in-depth interviews were conducted with twelve interpreting students and trainers in order to understand their experiences with interpreting education, gaming and metaverse, and collect their insights regarding the potential of embracing innovative technology platforms such as gaming and metaverse in their training and learning routines. The result of this study suggests that interpreting practice sessions, study partners, and learner motivation are important elements to be included in the gamified framework. Furthermore, the study proposes the incorporation of ‘fun’ elements and analytics from games, metaverse, and online language learning platforms into interpreter training and learning environment in order to boost student engagement and motivation.

참고문헌 (16)

  1. 유선영, "통번역 교육을 위한 LMS 기반 온라인 콘텐츠 학습 운영의 효율성 제고(提高) 방안에 관한 소고", 통번역교육연구, 19(3), pp.119~131 (2021), 한국통번역교육학회[DOI]
  2. 이계연, "가상현실을 활용한 한국어-아랍어 의료통역 교수 모델", 번역학연구, 22(5), pp.181~203 (2021), 한국번역학회[DOI]
  3. 이주리애, "순차통역 보조 툴로서 자동음성인식 사용성의 사례연구", 인문사회 21, 13(4), pp.937~952 (2022), 인문사회 21
  4. 이지은, "통역교육의 보조도구로서의 SNS 활용 사례 연구 - 카카오그룹을 활용한 스마트 러닝", 통번역교육연구, 13(1), pp.1~27 (2015), 한국통번역교육학회[DOI]
  5. 허지운, "메타버스 플랫폼의 교육적 활용: 통역 스터디를 중심으로", 번역학연구, 23(1), pp.225~257 (2022), 한국번역학회[DOI]
  6. 허지운, "게임화 기반 통역교육 프레임워크 설계에 관한 탐색적 연구", 인문사회 21, 13(5), pp.1185~1200 (2022), 인문사회 21
  7. AlMarshedi, A., "Gamification: Using Game Elements in Serious Contexts", pp.19~29 (2017), Springer
  8. Cardoso-Leite, P., "Handbook of Game-based Learning", pp.437~468 (2019), Springer
  9. Gee, J. P., "What Video Games Have to Teach Us about Learning and Literacy" (2003), St. Martin’s Griffin
  10. Hunicke, R., "MDA: A Formal Approach to Game Design and Game Research", Proceedings of the AAAI Workshop on Challenges in Game AI (2004)
  11. Kim, S., "Gamification in Learning and Education" (2018), Springer
  12. Klopfer, E., "Handbook of Game-based Learning", pp.387~408 (2019), Springer
  13. Koster, R., "A Theory of Fun for Game Design" (2014), O’Reilly
  14. Korhonen, H., "Understanding Playful User Experience through Digital Games", Proceedings of the 4th International Conference on Designing Pleasurable Products and Interfaces, DPPI 2009, pp.274~285 (2009), ACM Press
  15. Matallaoui, A., "Gamification:Using Game Elements in Serious Contexts", pp.3~18 (2017), Springer
  16. Reinhardt, J., "Handbook of Game-based Learning", pp.409~436 (2019), Springer

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