Title(KR)
딥러닝 교육을 위한 게임화
Title(ENG)
Gamification for Education of Deep Learning
Keywords(KR)
Game based learning, Education of deep learning, Gamification, Learning by game
Keywords(ENG)
Game based learning, Education of deep learning, Gamification, Learning by game
Author
Chan Yong JUNG
Abstract(KR)
이 연구에서는 국내 현장교육에 게임이 거의 활용되지 않는 원인을 게임 내적 원인과 외적 원인으로 구분 하여 찾아보고, 딥러닝 교육에 적용될 수 있는 게임 형식과 구성방법에 대하여 현실적인 교육자 요구조건을 도출하였다. 도출된 요구조건에 기반을 두는 게임화 설계안에서는 딥러닝 교육에서 이루어지는 일련의 학습 과정 중 ‘에이전트 설정’, ‘행동‧보상‧상태 점검 및 수정’, ‘브레인 선택과 비교’, ‘학습 시나리오’, ‘휴리스틱 브 레인 프로세스’, ‘내부 및 외부 브레인 프로세스’ 단계를 게임 플레이 과정으로 구현하여 학습효과를 높이도 록 하였다. 설계안을 바탕으로 실행 프로토타입을 개발하여 시범 학습 시나리오를 적용한 후 교육자 평가를 통하여 게임 플레이 중심의 교육 플랫폼으로서의 유의미함을 논의하였다.
Abstract(ENG)
In this study, we introduced a test platform of gamification, based on Unity-Agents, for education of deep learning. We determined to isolate the internal and external cause of deactivated Korean game-based education in comparison to European and drew requirements for educators, through the opinions of five educators by an open-ended discussion. Using the requirements, we drew design factors for the platform of gamification for education of deep learning. Our design will feature a complete learning based on game play and updated processes of ‘declaration of agents’, ‘process of player brains’, ‘training scenario’, ‘process of heuristic brains’, ‘processes of internal and external brains’, and ‘modifying action, reward, and status’. For the design, the learners could be able to keep up with their abilities and to endorse continued learning. We developed an executable prototype of gamification based on the design. The educators evaluated a learning sample that applied on the prototype and discussed that it was relevant, despite some technical kinks. We appreciated the feedback and our gamification would be modified to allow for their comments.
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