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논문 기본 정보

자료유형
학술저널
저자정보
이연숙 (연세대학교) 권현주 (부산대학교) 김혜연 (부산대학교)
저널정보
한국실내디자인학회 한국실내디자인학회 논문집 한국실내디자인학회 논문집 제32권 제2호(통권 제157호)
발행연도
2023.4
수록면
109 - 119 (11page)
DOI
10.14774/JKIID.2023.32.2.109

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초록· 키워드

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This study was conducted to verify the effectiveness of education that implemented fall prevention and aging-friendly home modification using gamification techniques as an educational topic in response to changes of the times. As a research method, one group experimental research design was conducted as part of a project-type class for 15 high school students. To this end, an aging-friendly home modification education program using gamification was developed and implemented gradually in three stages. As for the learning effect, the learning effect of gamification was measured along with of the value perception and understanding of aging-friendly home modification after education. The results of this study are summarized by research problem as follows. First, fall prevention education for aging-friendly home modification has a positive learning effect that affects the promotion of perceived understanding, practical understanding, and value awareness of the creation of an aging-friendly environment. The degree of perceptual understanding and understanding of practical factors were enhanced through this education. Second, it was shown that fall prevention education for aging-friendly home modification influenced the discussion to create an aging-friendly environment, and developed into an expression of intention that actually cares for the elderly by remembering and understanding the contents of the lecture. Third, the teaching technique using gamification influenced the subject"s participation in class and learning immersion in education, proving to be a definite teaching technique worth being actively introduced into the educational field. In conclusion, age-friendly housing reform education using gamification has a positive learning effect for educational innovation at various levels such as value awareness and understanding, class participation, and immersion. This study is meaningful in that it attempted educational content with the demand of the times, such as population aging, and attempted a new gamification method as a teaching technique in the reality that the need for drastic innovation is sympathized with, breaking away from the uniform teaching method.

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Abstract
1. 서론
2. 문헌고찰
3. 연구방법
4. 연구결과
5. 결론 및 제언
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