- 영문명
- AI-Powered English Content Ideathon Through Quest-Based Learning
- 발행기관
- 영상영어교육학회
- 저자명
- 최정혜(Jung-Hye Choi)
- 간행물 정보
- 『STEM Journal』26권 3호, 24~38쪽, 전체 15쪽
- 주제분류
- 어문학 > 영어와문학
- 파일형태
- 발행일자
- 2025.08.31
국문 초록
This study designed and implemented an AI-powered English content ideathon grounded in the quest-based learning (QBL) framework to enhance learners’ AI literacy, creative problem-solving, and content planning skills. Conducted over four months at D University, the program comprised five sequential quests—Exploration, Challenge, Implement, Reflection, and Showcase—integrating principles of gamification to foster motivation and engagement. Eleven undergraduate participants from diverse majors engaged in phased tasks that incorporated generative AI tools such as ChatGPT, Gemini, and Canva to conceptualize, refine, and prototype projects in English content development. Final outputs included video presentations, storyboards, and posters with embedded QR codes for exhibition. Projects ranged from tourism and cultural promotion to English education, including a university entrance exam-focused reading and grammar learning app prototype. Qualitative analysis of post-program reflections revealed that the QBL structure facilitated immersion, guided idea development, and cultivated transferable skills such as teamwork, critical thinking, and self-directed learning. Participants reported a shift in perception of AI from a simple information retrieval tool to a strategic partner in content creation. The study highlights the potential of integrating generative AI, QBL, and gamification into higher education, offering a scalable, interdisciplinary model for learner-centered AI literacy education in English content creation.
영문 초록
목차
I. 서론
II. 이론적 배경
III. 연구 방법
IV. 연구 결과
V. 결론 및 제언
REFERENCES
해당간행물 수록 논문
참고문헌
최근 이용한 논문
교보eBook 첫 방문을 환영 합니다!
신규가입 혜택 지급이 완료 되었습니다.
바로 사용 가능한 교보e캐시 1,000원 (유효기간 7일)
지금 바로 교보eBook의 다양한 콘텐츠를 이용해 보세요!