Journal of Behavior Analysis and Support
Korean Association for Behavior Analysis
Article

게이미피케이션의 특수교육적 활용을 위한 Pilot Study: 뇌손상 장애위험아동을 대상으로*

김병건1,*
Byungkeon Kim1,*
1나사렛대학교 유아특수교육과
1Dept. of Early Childhood Special Education, Korea Nazarene Univ.
*교신저자(bkkim@kornu.ac.kr)

ⓒ Copyright 2020 Korean Association for Behavior Analysis. This is an Open-Access article distributed under the terms of the Creative Commons Attribution Non-Commercial License (http://creativecommons.org/licenses/by-nc/4.0/) which permits unrestricted non-commercial use, distribution, and reproduction in any medium, provided the original work is properly cited.

Received: Mar 15, 2020; Revised: Apr 08, 2020; Accepted: Apr 18, 2020

Published Online: Apr 30, 2020

요약

본 연구는 게이미피케이션의 특수교육적 활용을 위한 Pilot Study로써 뇌손상 장애위험아동을 대상으로 게이미피케이션 기반 증강현실 중재가 미치는 효과 및 적용 가능성을 알아보았다. 이를 위해 게이미피케이션 기반으로 개발된 Quiver를 사용하여 기초선, 중재, 유지 단계로 효과를 검증하였으며, typological analysis를 통해 게이미피케이션의 요소들이 중재에 어떠한 작용하는지를 알아보았다. 연구 결과, 게이미피케이션 기반 증강현실 중재는 뇌손상으로 인한 장애위험 아동에게 유의미한 효과가 있다는 긍정적인 결과를 확인하였다. 게이미피케이션의 요소들 또한 중재에 긍정적으로 작용하는 것을 확인하였다. 연구결과를 바탕으로 게이미피케이션의 특수교육적 활용 가능성을 논의하였으며, 본 연구의 제한점을 제시하고 이를 바탕으로 추후 연구를 제안하였다.

ABSTRACT

As a pilot study for the application of gamification to special education, this study aimed to investigate the effects of applicability of a gamification-based augmented reality intervention for a student at risk of brain injuries. To this end, the Quiver developed based on gamification was used to verify the effects at baseline, intervention, and maintenance phases, and typological analysis was adopted to examine how gamification elements work on gamification has a significant effect on a student at risk of brain injuries. It was also confirmed that gamification elements work positively on the intervention. Based on the results of the study, the applicability of gamification on special education was discussed. Lastly, the limitations of this study were presented, based on which future studies were suggested.

Keywords: 게이미피케이션; 증강현실; Pilot study; 뇌손상 장애위험아동
Keywords: Gamification; Augmented reality; Pilot study; Children at risk of brain injuries