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    게이미피케이션 기반 AI 챗봇 활용 수업이 초등학생의 영어 말하기 수행 및 정의적 영역에 미치는 영향 = The effects of Gamification-based Artificial Intelligence Chatbot activities on elementary English learners’ speaking performance and affective domains.

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    https://www.riss.kr/link?id=A106369863

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    This study aims to investigate the effects of Gamification-based artificial intelligence chatbot activities on elementary English learners’ speaking performance and affective domain. To accomplish the purpose, Gamification-based AI chatbot activities were designed and implemented in experimental lessons with the experimental group. The participants were 15 students of grade 6 who performed 3 speaking practice activities and 3 speaking usage activities during experimental lessons. Their performance was, then compared to that of the control group learners. The learners’ speaking performances were recorded and analyzed quantitatively and qualitatively. Their speaking pre/post-test score, and each score of speaking performance during the experimental class were collected and analyzed. Affective aspects were analyzed through survey to assess any differences between the groups or if any changes within the group occurred during the lesson. Semi-structured interview data was also presented to reveal the effects of Gamification-based AI chatbot activity in terms of English speaking, interest, attitude, and confidence. It was found that the Gamification-based AI chatbot activity is effective as English speaking practice and usage to all level learners. Specifically, AI technology seemed to help learners have linguistic awareness and Gamification strategy made learners engaged during tasks. The findings of this study suggest designing classroom-based AI assisted language learning model. Also, more empirical evidence is required through classroom-based action research.
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    This study aims to investigate the effects of Gamification-based artificial intelligence chatbot activities on elementary English learners’ speaking performance and affective domain. To accomplish the purpose, Gamification-based AI chatbot activitie...

    This study aims to investigate the effects of Gamification-based artificial intelligence chatbot activities on elementary English learners’ speaking performance and affective domain. To accomplish the purpose, Gamification-based AI chatbot activities were designed and implemented in experimental lessons with the experimental group. The participants were 15 students of grade 6 who performed 3 speaking practice activities and 3 speaking usage activities during experimental lessons. Their performance was, then compared to that of the control group learners. The learners’ speaking performances were recorded and analyzed quantitatively and qualitatively. Their speaking pre/post-test score, and each score of speaking performance during the experimental class were collected and analyzed. Affective aspects were analyzed through survey to assess any differences between the groups or if any changes within the group occurred during the lesson. Semi-structured interview data was also presented to reveal the effects of Gamification-based AI chatbot activity in terms of English speaking, interest, attitude, and confidence. It was found that the Gamification-based AI chatbot activity is effective as English speaking practice and usage to all level learners. Specifically, AI technology seemed to help learners have linguistic awareness and Gamification strategy made learners engaged during tasks. The findings of this study suggest designing classroom-based AI assisted language learning model. Also, more empirical evidence is required through classroom-based action research.

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    참고문헌 (Reference)

    1 손영훈, "핵심역량 중심 영어수업 디자인, 그리고 인공지능" 135-144, 2018

    2 서정은, "인공지능 음성인식 시스템 기반 유아 영어학습 사례연구" 중앙대학교 2017

    3 김재상, "인간과 인공지능 기기의 상호작용이 EFL 환경에서 초등학생들의 협업적 언어습득에 미치는 영향" 광주교육대학교 2017

    4 김혜영, "영어교과 보조 도구로서의 AI 챗봇 분석 연구" 학습자중심교과교육학회 19 (19): 89-110, 2019

    5 신동광, "영어 쓰기 능력 향상을 위한 AI 챗봇 활용 방안 탐색" 교육연구원 35 (35): 41-55, 2019

    6 임완철, "생각하는 사물의 등장" 지식노마드 2017

    7 김상균, "교육, 게임처럼 즐겨라" 홍릉과학출판사 2017

    8 Zichermann, G., "The gamification revolution : How leaders leverage game mechanics to crush the competition" McGraw-Hill 2013

    9 Kapp, K. M., "The gamification of learning and instruction : Game-based methods and strategies for training and education" John Wiley & Sons 2012

    10 Ryan, R. M., "Intrinsic and extrinsic motivation : Classic definitions and new directions" 25 : 54-67, 2000

    1 손영훈, "핵심역량 중심 영어수업 디자인, 그리고 인공지능" 135-144, 2018

    2 서정은, "인공지능 음성인식 시스템 기반 유아 영어학습 사례연구" 중앙대학교 2017

    3 김재상, "인간과 인공지능 기기의 상호작용이 EFL 환경에서 초등학생들의 협업적 언어습득에 미치는 영향" 광주교육대학교 2017

    4 김혜영, "영어교과 보조 도구로서의 AI 챗봇 분석 연구" 학습자중심교과교육학회 19 (19): 89-110, 2019

    5 신동광, "영어 쓰기 능력 향상을 위한 AI 챗봇 활용 방안 탐색" 교육연구원 35 (35): 41-55, 2019

    6 임완철, "생각하는 사물의 등장" 지식노마드 2017

    7 김상균, "교육, 게임처럼 즐겨라" 홍릉과학출판사 2017

    8 Zichermann, G., "The gamification revolution : How leaders leverage game mechanics to crush the competition" McGraw-Hill 2013

    9 Kapp, K. M., "The gamification of learning and instruction : Game-based methods and strategies for training and education" John Wiley & Sons 2012

    10 Ryan, R. M., "Intrinsic and extrinsic motivation : Classic definitions and new directions" 25 : 54-67, 2000

    11 Grove, J., "Gamification: How competition is reinventing business, marketing & everyday life"

    12 Werbach, K., "For the Win : How game thinking can revolutionize your business" Wharton Digital Press 2012

    13 김나영, "Effects of different voice-chat conditions on Korean EFL learners’speaking ability, oral interaction, and affective factors" 이화여자대학교 2016

    14 Weizenbaum, J., "ELIZA-a computer program for the study of natural language communication between man and machine" 9 (9): 36-45, 1966

    15 Ryan, R. M., "Developmental psychopathology: Vol. 1: Theory and methods" Wiley 795-849, 2006

    16 Fryer, L., "Bots as language learning tool" 10 (10): 8-14, 2006

    17 추성엽, "AI 체험 및 멀티미디어를 활용한 창의적 영어학습" 125-134, 2018

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    학술지 이력

    학술지 이력
    연월일 이력구분 이력상세 등재구분
    2027 평가 재인증평가 신청대상 (재인증)
    2021-01-01 등재 등재학술지 유지 (재인증) KCI등재
    2018-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2017-03-10 학회명변경 영문명 : The Korea Association Of Primary English Education -> The Korea Association of Primary English Education KCI등재
    2015-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2011-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2009-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2007-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2004-01-01 등재 등재학술지 선정 (등재후보2차) KCI등재
    2003-01-01 등재 등재후보 1차 PASS (등재후보1차) KCI등재후보
    2002-01-01 등재 등재후보학술지 유지 (등재후보1차) KCI등재후보
    2000-07-01 등재 등재후보학술지 선정 (신규평가) KCI등재후보
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    학술지 인용정보

    학술지 인용정보
    기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
    2016 0.72 0.72 0.81
    KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
    0.94 0.92 1.442 0.16
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