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Understanding and Education Measures of the Prevention of Forgery and Falsification of Blockchain for Elementary School Students

초등학생 대상 블록체인 기술의 위변조 방지 핵심원리 이해와 교육방안 설계

  • Jung, Yujin (Dept. Convergence Information Security, Graduate School, Jeju National University) ;
  • Kim, Jinsu (Major in Com. Edu., Faculty of Science Edu., Graduate School, Jeju Natl. Univ.) ;
  • Park, Namje (Dept. Convergence Information Security, Graduate School, Jeju National University)
  • 정유진 (제주대학교 대학원 융합정보보안학협동과정) ;
  • 김진수 (제주대학교 대학원 컴퓨터교육전공) ;
  • 박남제 (제주대학교 대학원 융합정보보안학협동과정)
  • Received : 2019.08.12
  • Accepted : 2019.12.04
  • Published : 2019.12.31

Abstract

The general learning method aims at conveying knowledge by conveying the contents of the learning set to numerous of learners. However, such a method is difficult to induce the interest of the learner, and the unilateral delivery method has a disadvantage in that the concentration of the learner can be lowered and the overall academic achievement can be lowered. In order to solve this problem, the gay learning method which induces the interest of the students themselves is studied, and the gay learning game which combines the education and the game can influence the learning by inducing the interest of the student. In this paper, we propose a method to prevent the forgery and falsification of the blockchain, which has been widely discussed by the 4th Industrial Revolution, as a card game, And suggests ways to contribute to the development of the process.

일반적인 학습방법은 다수의 학습자를 대상으로 정해진 학습에 대한 내용을 전달함으로서 지식을 전달하는 것을 목적으로 하고 있다. 하지만 이와 같은 방식은 학습자의 흥미를 유발하기 어려우며, 일방적으로 전달하는 방식은 특히 학습자의 집중을 낮추어 전체적인 학업성취도를 낮출 수 있다는 단점을 가지고 있다. 이러한 문제를 보완하기 위해 학습자 스스로 학업에 대한 흥미를 유도하는 게이미피케이션 방법이 연구되고 있으며, 교육과 게임을 접목한 게이미피케이션은 학생의 흥미를 유도하여 학습에 영향을 줄 수 있다. 본 논문에서는 최근 제 4차 산업혁명에 의해 크게 화제가 되고 있는 블록체인의 위·변조 방지 원리를 카드게임으로 제작하고, 학생이 카드게임을 진행하며 기술의 원리를 이해할 수 있는 방안을 제시함으로서 정보과학 교육과정의 발전에 이바지 할 수 있는 방안을 제안한다.

Keywords

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