TY - JOUR
T1 - The influence of visual design class using gamification on the learning motivation and academic achievement of first-year high school learners
AU - Cho, Dayeun
AU - Kim, Hyojung
N1 - Publisher Copyright:
© 2020 Korean Society of Design Science.
PY - 2020/5/1
Y1 - 2020/5/1
N2 - Background The purpose of this study is to explore how a visual design class using gamification affects the learning motivation and academic achievement of first-year high school learners. Methods Based on the theoretical consideration of this research topic, the teaching-learning program and game tool were designed and developed. Afterwards, 74 male students in the first year of D high school located in Seoul, South Korea were selected as the experimental group, and a total of 6 periods of classes were taught. To prove the effectiveness of the program and game tool, the author developed tools to measure learning motivation and academic achievement. After proving the validity of the tools by an education expert and a school art teacher, the tools were used to the students before and after the classes. The measured results were processed through SPSS Ver 21.0. The other designed results from the classes were analyzed qualitatively. Results The students were interested in and actively participated in the visual design class and game tool using gamification. Their understanding and interest in visual design increased, and the students learned how to use visual design in their lives and found the need for it. Conclusions The visual design class using gamification proved effective in the actual field of education. Also, we found a positive impact of this education on improving academic motivation and academic achievement of first-year high school learners.
AB - Background The purpose of this study is to explore how a visual design class using gamification affects the learning motivation and academic achievement of first-year high school learners. Methods Based on the theoretical consideration of this research topic, the teaching-learning program and game tool were designed and developed. Afterwards, 74 male students in the first year of D high school located in Seoul, South Korea were selected as the experimental group, and a total of 6 periods of classes were taught. To prove the effectiveness of the program and game tool, the author developed tools to measure learning motivation and academic achievement. After proving the validity of the tools by an education expert and a school art teacher, the tools were used to the students before and after the classes. The measured results were processed through SPSS Ver 21.0. The other designed results from the classes were analyzed qualitatively. Results The students were interested in and actively participated in the visual design class and game tool using gamification. Their understanding and interest in visual design increased, and the students learned how to use visual design in their lives and found the need for it. Conclusions The visual design class using gamification proved effective in the actual field of education. Also, we found a positive impact of this education on improving academic motivation and academic achievement of first-year high school learners.
KW - Academic achievement
KW - Gamification
KW - Learning motivation
KW - Visual design
UR - http://www.scopus.com/inward/record.url?scp=85086374784&partnerID=8YFLogxK
U2 - 10.15187/adr.2020.05.33.2.215
DO - 10.15187/adr.2020.05.33.2.215
M3 - Article
AN - SCOPUS:85086374784
SN - 1226-8046
VL - 33
SP - 215
EP - 228
JO - Archives of Design Research
JF - Archives of Design Research
IS - 2
ER -