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    게이미피케이션 동기 전략을 적용한 교과서가 학습자의 흥미에 미치는 영향: 초등 3학년 사회 교과서를 중심으로 = The Influence of Textbooks Applying Gamification Motivation Strategy on Learners' Interest: Social Textbooks for 3<sup>rd</sup> Graders in Elementary School

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    https://www.riss.kr/link?id=A107812507

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    The social studies, mathematics, and science textbooks of the elementary curriculum will begin to be authorized from 2022. This study explores the effect of textbooks based on a gamification motivation strategy on learner interest. For this purpose, this study analyzes whether the systematic application of the gamification motivation strategy to elementary studies textbooks, which will be authorized from 2022, can develop this textbook into a "learner-centered curriculum book that induces interest." More specifically, this study applied Kumsung Publishing's experimental social studies textbooks in class and conducted a questionnaire among 121 third graders to verify the effectiveness of the textbooks. The results show that studies textbooks based on a gamification motivation strategy greatly influence increased learner interest in the classroom. The textbooks also represent a positive influence in learner understanding, interest, and curiosity regarding the class content and assistance. Demonstrating that gamification motivation strategy is worthwhile to actively apply in future textbook development for the enhancement of learners' interests, this study is significant in that it has presented a meaningful textbook development model.
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    The social studies, mathematics, and science textbooks of the elementary curriculum will begin to be authorized from 2022. This study explores the effect of textbooks based on a gamification motivation strategy on learner interest. For this purpose, t...

    The social studies, mathematics, and science textbooks of the elementary curriculum will begin to be authorized from 2022. This study explores the effect of textbooks based on a gamification motivation strategy on learner interest. For this purpose, this study analyzes whether the systematic application of the gamification motivation strategy to elementary studies textbooks, which will be authorized from 2022, can develop this textbook into a "learner-centered curriculum book that induces interest." More specifically, this study applied Kumsung Publishing's experimental social studies textbooks in class and conducted a questionnaire among 121 third graders to verify the effectiveness of the textbooks. The results show that studies textbooks based on a gamification motivation strategy greatly influence increased learner interest in the classroom. The textbooks also represent a positive influence in learner understanding, interest, and curiosity regarding the class content and assistance. Demonstrating that gamification motivation strategy is worthwhile to actively apply in future textbook development for the enhancement of learners' interests, this study is significant in that it has presented a meaningful textbook development model.

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    참고문헌 (Reference)

    1 이동열, "매체의 포괄성과 기술의 다양성에 따른 게임그래픽의 캐릭터변화 연구분석" 한국디지털정책학회 16 (16): 287-292, 2018

    2 최우석, "게임캐릭터의 등신비율과 게임이미지" 한국디지털정책학회 14 (14): 165-172, 2016

    3 나지영, "게이미피케이션 개념을 적용한 브랜디드 콘텐츠 사례 연구" 한국게임학회 16 (16): 46-56, 2016

    4 K. Rathunde, "Undivided interest and the growth of talent: A longitudinal study of adolescents" 22 : 385-405, 1993

    5 H. K. Choi, "To highlight the aspects of content change(content, choice, enjoyment, connection, reuse) regarding the untouch content revolution in the Corona era" 25 (25): 61-72, 2020

    6 J. M. Harackiewicz, "The role of achievement goals in the development of interest:Reciprocal relations between achievement goals, interest, and performance" 100 : 105-122, 2008

    7 M. R. Kim, "The influence of peer-teaching group composition types by achievement goals according to compensation presentation and elimination on academic achievement and interest" The Graduate School of Korea University 2006

    8 Y. S. Jun, "The effect of the gamification factor applied lessons on academic interest and academic self-efficacy: Focused on the high school technology Class" Korea National University of Education 2016

    9 A. M. Dotterer, "The development and correlates of academic interests from childhood through adolescence" 101 : 509-519, 2009

    10 C. Araragi, "The Psychology of Self Esteem - The Search for Self Value(compilation)" Nakanishya Corporation 200-226, 1992

    1 이동열, "매체의 포괄성과 기술의 다양성에 따른 게임그래픽의 캐릭터변화 연구분석" 한국디지털정책학회 16 (16): 287-292, 2018

    2 최우석, "게임캐릭터의 등신비율과 게임이미지" 한국디지털정책학회 14 (14): 165-172, 2016

    3 나지영, "게이미피케이션 개념을 적용한 브랜디드 콘텐츠 사례 연구" 한국게임학회 16 (16): 46-56, 2016

    4 K. Rathunde, "Undivided interest and the growth of talent: A longitudinal study of adolescents" 22 : 385-405, 1993

    5 H. K. Choi, "To highlight the aspects of content change(content, choice, enjoyment, connection, reuse) regarding the untouch content revolution in the Corona era" 25 (25): 61-72, 2020

    6 J. M. Harackiewicz, "The role of achievement goals in the development of interest:Reciprocal relations between achievement goals, interest, and performance" 100 : 105-122, 2008

    7 M. R. Kim, "The influence of peer-teaching group composition types by achievement goals according to compensation presentation and elimination on academic achievement and interest" The Graduate School of Korea University 2006

    8 Y. S. Jun, "The effect of the gamification factor applied lessons on academic interest and academic self-efficacy: Focused on the high school technology Class" Korea National University of Education 2016

    9 A. M. Dotterer, "The development and correlates of academic interests from childhood through adolescence" 101 : 509-519, 2009

    10 C. Araragi, "The Psychology of Self Esteem - The Search for Self Value(compilation)" Nakanishya Corporation 200-226, 1992

    11 Y. Y. Jang, "The Effects of intervention using Gamification-based Reading instruction application on Word Recognition Ability of Children with Reading Difficulties" The Graduate School of Ewha Womans University 2017

    12 W. Lee, "Testing interest and self-efficacy as predictors of academic self-regulation and achievement" 39 (39): 86-99, 2014

    13 J. I. Rotgans, "Situational interest and academic achievement in the active-learning classroom" 21 : 58-67, 2011

    14 J. H. Kim, "Regression Analysis of Related Variables Affecting High School Students' Academic Achievement" 39 (39): 349-366, 2001

    15 상형리, "RPG게임 캐릭터에서 개성 표현 요소에 관한 연구" 한국디지털정책학회 19 (19): 403-408, 2021

    16 S. Sugitani, "Possibility of gamification as a learning tool" 22 : 71-79, 2018

    17 S. M. Fulmer, "Motivation during an excessively challenging reading task : The buffering role of relative topic interest" 79 : 185-208, 2011

    18 M. Ainley, "Interest, learning, and the psychological processes that mediate their relationship" 94 : 545-561, 2002

    19 A. Krapp, "Interest, learning, and development" Lawrence Erlbaum Associates, Inc 1992

    20 S. Hidi, "Interest and self-regulation: Relationships between two variables that influence learning" Lawrence Erlbaum Associates, Inc 2008

    21 S. Hidi, "Interest and its contribution as a mental resource for learning" 60 (60): 549-571, 1990

    22 E. Tanaka, "How can we capture the development of interest?: Review and integration of previous research using a three-element model" 60 (60): 203-215, 2019

    23 B. Burk, "Gamify: How gamification motivates people to do extraordinary things" Bibliomotion Inc 2014

    24 S. S. Abrams, "Gamified vocabulary" 58 (58): 49-58, 2014

    25 J. T. Kim, "Gamification plays the world" Hongneung Publishing Company 2014

    26 D. Dicheva, "Gamification in Education: A Systematic Mapping Study" 18 (18): 75-88, 2015

    27 G. Zichermann, "Gamification by Design: Implememting game mechanics in web and mobile apps" O’Reilly Media Inc 2011

    28 J. J. Lee, "Gamificatiom in Education: What, How, Why Bother?" 15 (15): 146-151, 2011

    29 M. S. Yoon, "Effects of thinking styles on academic achievement with the mediators of academic motivation and subject-specific interests" The Graduate School of Korea University 2003

    30 Y. Taruki, "Effects of computer use in functional classes Science Education" Meijitosho Shuppan Corporation 456 : 21-28, 1995

    31 M. S. Kim, "Development of Gamification Add-on Prototype for Elementary School Science Digital Textbook" The Graduate School of Pusan National University 2020

    32 T. Fujimoto, "Development and practice of gamified coursework design framework(Paper on educational practice research)" 38 (38): 351-361, 2015

    33 KEDI, "Analysis of school education status and level: Comprehensive analysis of elementary, middle, and high schools in 1-3 cycle" KEDI 2012

    34 구쉐핑, "Analysis of User’s Continuous Utilization of Social Apps Using the Model of Gamification" 한국디지털정책학회 19 (19): 315-325, 2021

    35 Y. Fukuyama, "A practice and evaluation of gamification-based digital teaching materials designed for japanese first graders" 9 (9): 31-40, 2017

    36 S. Harter, "A new self-report scale of intrinsic versus extrinsic orientation in the classroom:Motivational and informational components" 17 (17): 300-312, 1981

    37 Y. Taruki, "A Study on Stumbling and Student Interests in Basic Calculation" 72-, 1994

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    학술지 이력

    학술지 이력
    연월일 이력구분 이력상세 등재구분
    2025 평가 신규평가 신청대상 (신규평가)
    2022-06-01 등재 등재학술지 취소
    2020-01-01 등재 등재학술지 유지 (재인증) KCI등재
    2017-01-01 등재 등재학술지 유지 (계속평가) KCI등재
    2014-01-21 학술지명변경 한글명 : 디지털정책연구 -> 디지털융복합연구
    외국어명 : Journal of Digital Policy & Management -> Journal of Digital Convergence
    KCI등재
    2013-01-01 등재 등재 1차 FAIL (등재유지) KCI등재
    2010-01-01 등재 등재학술지 선정 (등재후보2차) KCI등재
    2009-01-01 등재 등재후보 1차 PASS (등재후보1차) KCI등재후보
    2007-01-01 등재 등재후보학술지 선정 (신규평가) KCI등재후보
    2005-03-25 학회명변경 한글명 : (사)한국디지털정책학회 -> 한국디지털정책학회
    영문명 : 미등록 -> The Society of Digital Policy & Management
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    학술지 인용정보

    학술지 인용정보
    기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
    2016 1.59 1.59 1.46
    KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
    1.35 1.34 1.61 0.64
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