학습 동기와 딥러닝 신장을 위한 기능성 게임 개발 및 효과성 탐색: 중학교 역사 교과를 중심으로

Development and Effectiveness of a Serious Game to Enhance Learning Motivation and Deep Learning: A Focus on Middle School History Education
  • 정효경
  • 이가현
  • 김시온
  • 이주영
  • 신윤희

초록

Although digital native learners prefer participatory educational environments with integrated multimedia, school settings remain largely lecture-based. While traditional methods support systematic, teacher-led knowledge transfer, they often fall short in engaging learners and encouraging active participation. In this context, serious games that blend learning and fun offer strong potential for classroom use—especially in history education, where grasping causal relationships and historical contexts is key, making game-based experiential learning particularly effective. This study developed a serious game grounded in specific instructional design elements to enhance learning motivation and deep learning, applying it in first-year middle school history classes. Descriptive statistics and keyword network analysis of survey and reflection responses showed the lesson promoted intrinsic motivation and self-directed learning, offering not only enjoyment but also satisfaction and perceived usefulness. These results suggest that serious games systematically designed with cognitive constructivist principles can serve as effective instructional tools in real classrooms.

키워드

Serious GameLearning MotivationDeep LearningHistory EducationMiddle School기능성 게임학습 동기딥러닝역사 교육중학교
제목
학습 동기와 딥러닝 신장을 위한 기능성 게임 개발 및 효과성 탐색: 중학교 역사 교과를 중심으로
제목 (타언어)
Development and Effectiveness of a Serious Game to Enhance Learning Motivation and Deep Learning: A Focus on Middle School History Education
저자
정효경이가현김시온이주영신윤희
DOI
10.14352/jkaie.2025.29.4.441
발행일
2025-08
유형
Y
저널명
정보교육학회논문지
29
4
페이지
441 ~ 458