- 영문명
- Analysis of Research Trends in Gamification and Its Application in Beauty Education
- 발행기관
- 한국인체미용예술학회
- 저자명
- 김소현(So-Hyeon Kim) 이정현(Jeong-Hyun Lee)
- 간행물 정보
- 『한국인체미용예술학회지』제26권 제1호, 307~324쪽, 전체 18쪽
- 주제분류
- 예술체육 > 예술일반
- 파일형태
- 발행일자
- 2025.03.20
국문 초록
In today's rapidly evolving society, where business development is accelerating, there is a growing need for innovative approaches to boost learners' engagement and improve learning efficiency. Gamification, which incorporates game elements, has proven effective in sparking learners' interest and encouraging active participation. As a result, numerous studies have emerged across various fields. However, there has been little research on the application of gamification in beauty education, which combines both theoretical and practical training. This study aims to review existing research on gamification, analyze trends, and propose effective ways to implement it in beauty education. To achieve this, the term ‘gamification’ was used to search for relevant domestic theses in the Research Information Sharing Service (RISS). The collected papers were categorized by year and field to identify research trends. Based on this data, the study conducted a deeper analysis of research trends in education. Finally, it offered recommendations on how to incorporate game elements into beauty education. It is anticipated that the findings of this study will serve as a valuable resource for research on the application of gamification in various fields, including those like beauty education, which also requires technical training.
영문 초록
목차
Ⅰ. 서론
Ⅱ. 이론적 배경
Ⅲ. 연구방법
Ⅳ. 연구결과
Ⅴ. 결론
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