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논문검색

A Study on the Application of Gamification to Overcome the Learning Crisis in University Liberal Arts Education

초록

영어

In the era of the Fourth Industrial Revolution, university education is facing a learning crisis due to its reliance on traditional methods of knowledge acquisition. Accordingly, there is a growing shift toward approaches that emphasize problem-solving and creative convergence. In this context, gamification—which enhances learners’ motivation and engagement—is becoming increasingly essential in liberal arts education at the university level. This study suggests several approaches for applying gamification to university liberal arts education. First, a game mode can be used, in which classes are designed like games and students complete subject-specific missions. Second, immediate feedback and reward systems can provide students with prompt responses to their activities, thereby improving the learning process. Third, team-based competition and cooperative learning can be implemented, encouraging students to work together and support each other in solving problems. Fourth, storytelling-based learning can structure content as a narrative to deepen learners’ engagement. These elements of gamification are effective in enhancing learners’ participation and engagement, and can significantly contribute to promoting active learning activities and improving academic achievement.

목차

ABSTRACT
Introduction
Body
Gamification
Learning Effects of Gamification in Education
Application of Gamification to University Liberal Arts Education
Conclusion
Acknowledgement
References

저자정보

  • Jun Sung Hong Dignitas institute for Liberal Education, Dong-eui University
  • Jeong Gyu Han Dignitas institute for Liberal Education, Dong-eui University
  • Hye Yeon Huh Dignitas institute for Liberal Education, Dong-eui University

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