• Title/Summary/Keyword: Gamification Design

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A Study on the Application of EduTech for Multicultur al People (다문화 구성원을 위한 에듀테크 적용 방안에 관한 연구)

  • Back, Seungcheol;Jo, Sunghye;Kim, Namhee;Choi, Mikyung;Noh, Kyoo-Sung
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.55-62
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    • 2016
  • Today, demand for job training of married immigrants is increasing. This research aims to propose developmental Edu-Tech based on the demand for education contents and the characteristics of multicultural family. Based on analysis such as FGI(focus group interview) and expert interview, this paper presents a four methods for development of EduTech for multicultural people, such as language skills, the recommendation technology of customized training contents, contents design based on gamification and user experience design. This research contributes to the direction of the method to use EduTech as a tool for gaps in education and welfare state.

Service Design Proposal for 'f:Lover', a donation platform based on transparency and trust (투명과 신뢰를 기반으로 한 기부 플랫폼 '플러버' 서비스 디자인 제안)

  • Jeong, Kwang-Ho;Park, Hae-Lim
    • Journal of Service Research and Studies
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    • v.14 no.3
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    • pp.231-250
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    • 2024
  • This research aims to enhance donor engagement by increasing the transparency of nonprofit donation platforms. Donations are primarily based on social trust, and a lack of transparency on these platforms can significantly reduce donor motivation. To address this issue, the study analyzes the user experience of existing donation platforms, identifies problems, and explores potential improvements. The research began with a literature review to examine the social need for donations and their effectiveness. The findings indicate that donors place a high value on transparency and are less willing to donate when this element is lacking. Specifically, when donors can clearly see how their contributions are being utilized, they experience greater psychological satisfaction and are more likely to continue donating. The study analyzed various platforms to identify issues causing user discomfort and compared elements aimed at enhancing transparency. By employing the KJ affinity method and the Double Diamond process, the study aimed to understand the problem's nature and propose solutions considering the interactions between donors and nonprofits. A key conclusion is the critical importance of making information more accessible and intuitive. The findings suggest that greater transparency can help build donor trust, improve nonprofit efficiency, and contribute to a more robust giving ecosystem. Additionally, platforms with increased transparency facilitate ongoing communication between donors and nonprofits, fostering an environment where donors become more actively engaged in their giving. This strategy is expected to play a vital role in promoting a sustainable culture of giving based on mutual trust.

Design and Implementation of Gamified Tourtainment Service Platform (게임화 투어테인먼트 서비스 플랫폼 설계 및 구현)

  • Lee, Deuk-Woo;Cho, Byung-Sang;Hwang, Ho-Sung;Kim, Se-Hyeon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.3
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    • pp.153-158
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    • 2017
  • With the fast increment of fusion ICT(Information and Communication Technology), new creative tourism model is required for the revival of local economy. We come up with new frame that is able to increase tourists and revive local economy through ICT fusion such as spatial informaion, contents, game, smart phone, wearable device and wireless internet. In this paper, we propose 'Gamified Tourtainment Service Platform' that can be provided tourists with user custom tour guidance and gamified tour services for motivation, fun, contest, reward in the environment of outdoor. This platform is a kind of framework for creating and providing gamified creative tour services and a gateway for increasing tourist and reviving commercial local economy. We also propose the real tourtainment service application that is implemented with this platform and smart phone.

The Study of the System Development on the Safe Environment of Children's Smartphone Use and Contents Recommendations (유아들의 안전한 스마트폰 사용 환경 및 콘텐츠 추천 시스템 개발)

  • Lee, Kyung-A;Park, Eun-Young
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.845-852
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    • 2018
  • This study has developed a preventive launcher from smartphone addiction for the digital generation and the contents recommendation based on machine learning which used multiple and collective intelligence. This could provide convenient digital nurturing experience for the parents who fear their children's over use of digital devices and also suggest individually adaptive digital learning methods that enhance the learning efficiency and pleasurable and safe learning environment for the children. Suggested application is a kind of gamification launcher that protects children from harmful contents and from smartphone addiction with time limit settings. For parents who find difficulty choosing from various kinds of contents and applications for education, this suggested system could provide a learning analytic report based on big data after collecting and analyzing the data of their children's learning and activities and recommend contents necessary for their kids using recommended algorithm by collective intelligence.