Informations
Support :
Références scientifiques
Auteur(s) :
Chong-San Kwon, Tack Woo
Editeur :
Journal of Korea Game Society, Volume 13, Issue 1, 2013, pp.61-74, DOI : 10.7583/JKGS.2013.13.1.61
Date :
2013
Langue :
Description
In this paper we proposed a gamification methodology for Korean language education. We suggested gamification elements that increased the fun factor and induced immersion by analyzing the successful gamification cases which can be classified into three types; management, Implementation, and self-expression. Then, we analyzed Korean learning theory and methods to extract four key aspects, listening, speaking, vocabulary and culture from eight Korean learning function. Finally, by using Korean Wave contents, we proposed a Korean learning gamification methodology based on the gamification elements and the extracted four key aspects.
Références (1) :
Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel, Gilles Methel, "Play, game, world: anatomy of a videogame", Universite Toulouse, 2007.
Mots-clés : Korean wave, Korean language, Korean learning, Gamification, Game, Education, Learning