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Technology Convergence (TC)

Best Practice of Gamification in Block Coding Learning Platform based on Virtual Reality

첫 페이지 보기
  • 발행기관
    국제문화기술진흥원 바로가기
  • 간행물
    International Journal of Advanced Culture Technology(IJACT) KCI 등재 바로가기
  • 통권
    Volume 12 Number 3 (2024.09)바로가기
  • 페이지
    pp.419-426
  • 저자
    Seo Yeon Hong, Hyeon-A Park, Ji Yeong Choe, Mi Seo Choi, Janghwan Kim, R. Young Chul Kim, Chaeyun Seo
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A456518

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원문정보

초록

영어
Due to the government's announcement of the 2025 policy mandating coding education, there is a growing need for effective coding learning methods in elementary education. However, there are few methods available that can easily help younger students understand coding. While text-based coding and visual block coding methods exist, they have limitations. To address these issues, we propose a block coding learning platform that combines virtual reality (VR) technology with gamification elements. The traditional two dimensional (2D) block coding methods have some limitations, so this platform aims to overcome these by providing an environment where learners can intuitively understand and experience coding in a three dimensional (3D) virtual space. The primary goal is to enhance immersive, learner-centered experiences and improve creative problem-solving skills and computational thinking. This study proposes an experimental approach to demonstrate the effectiveness of a learning platform that combines VR technology with block coding. Furthermore, we expect that the VR-based platform will significantly contribute to improving the quality of education and promoting self-directed learning among students.

목차

Abstract
1. INTRODUCTION
2. Related Works
3. Our VR-based Block Coding Learning Platform for Gamification
3.1. Comparison with the Existing Code Learning Platforms
3.2. Service Flow for Block Coding Learning through Gamification
4. Our Implementation of a VR-based Block Coding Mechanism
4.1 Block Coding Mechanism with Gamification
4.2 Leveling Design for Learning Goal
5. Conclusion
ACKNOWLEDGEMENT
REFERENCES

키워드

Virtual Reality Unreal Engine Block Coding Computational Thinking Gamification

저자

  • Seo Yeon Hong [ School of Design Convergence, Hongik University, Korea ]
  • Hyeon-A Park [ School of Games, Hongik University, Korea ]
  • Ji Yeong Choe [ School of Games, Hongik University, Korea ]
  • Mi Seo Choi [ School of Design Convergence, Hongik University, Korea ]
  • Janghwan Kim [ Dept. Software and Communications Engineering, Hongik University, Korea ]
  • R. Young Chul Kim [ Dept. Software and Communications Engineering, Hongik University, Korea ]
  • Chaeyun Seo [ Dept. Software and Communications Engineering, Hongik University, Korea ] Corresponding Author

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    국제문화기술진흥원 [The International Promotion Agency of Culture Technology]
  • 설립연도
    2009
  • 분야
    공학>공학일반
  • 소개
    본 진흥원은 문화기술(Culture Technology) 관련 산·학·연·관으로 구성된 비영리 단체이다. 문화기술(CT)은 정보통신기술(ICT), 문화적 사고 기반의 예술, 인문학, 디자인, 사회과학기술이 접목된 신융합기술(New Convergence Technology, NCT)로 정의한다. 인간의 삶의 질을 향상시키고, 진보된 방향으로 변화시키고, 문화기술 관련 분야의 학술 및 기술의 발전과 진흥에 공헌하기 위하여, 제3조의 필요한 사업을 행함을 그 목적으로 한다.

간행물

  • 간행물명
    International Journal of Advanced Culture Technology(IJACT)
  • 간기
    계간
  • pISSN
    2288-7202
  • eISSN
    2288-7318
  • 수록기간
    2013~2025
  • 등재여부
    KCI 등재
  • 십진분류
    KDC 600 DDC 700

이 권호 내 다른 논문 / International Journal of Advanced Culture Technology(IJACT) Volume 12 Number 3

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