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청소년 사회적 기업가정신 교육을 위한 온라인 게이미피케이션 개발

A Development of Online Gamification for Adolescents Social Entrepreneurship Education

  • 박성진 (플레이위드 교육컨설팅) ;
  • 허은혜 (플레이위드 교육컨설팅) ;
  • 인재현 (플레이위드 교육컨설팅) ;
  • 홍미지 (플레이위드 교육컨설팅)
  • 투고 : 2020.11.28
  • 심사 : 2021.01.15
  • 발행 : 2021.02.20

초록

본 연구는 청소년의 사회적 기업가정신 교육을 위한 온라인 게이미피케이션 콘텐츠를 개발하고, 효과성을 검증하는 것이 목적이다. 연구 진행을 위해 청소년 사회문제 해결 교육 프로그램인 아그작 교실을 구글스프레드시트로 개발했다. 개발된 콘텐츠의 효과성을 분석하기 위해 A 지역 중학생 1378명의 설문 결과를 분석했다. 연구결과에 따르면, 온라인 콘텐츠가 오프라인 콘텐츠보다 사회문제와 미래인재 이해에 더 효과적인 것으로 나타났다. 본 연구결과를 바탕으로 게이미피케이션을 적용한 온라인 교육 콘텐츠를 사용한 교육활동의 지속가능성을 제언한다.

The purpose of this study is to develop online gamification contents to prove the social entrepreneurship of adolescents and verify the effectiveness. To implement the Agzak class, a youth social problem-solving education program, via Google spreadsheet for this study. To analyze the effectiveness of the developed contents 1378 middle school students participated in A area for the survey. According to the results, online content is more effective than offline content in understanding social problems and future talents. Based on the results of this study, it suggests further development of sustainable online education contents by gamification.

키워드

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