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보안 교육 설계를 위한 국내 게이미피케이션 연구동향 메타분석
A Meta-analysis of Korean Gamification Research Trends for Security Education Design 원문보기

한국전자거래학회지 = The Journal of Society for e-Business Studies, v.26 no.3, 2021년, pp.81 - 95  

김종완 (Department of Security Convergence, Graduate School, Chung-Ang University) ,  장항배 (Department of Industrial Security, Chung-Ang University)

초록
AI-Helper 아이콘AI-Helper

본 연구는 게이미피케이션에 대한 2018년~2021년간 105편의 연구동향을 연구시기, 연구목적, 연구대상, 연구주제, 연구방법, 게임방식, 강조 요소 등에 따라 분석한 결과를 토대로 향후 진행할 보안 게임 설계에 대한 해답을 찾고자 하였다. 게이미피케이션은 2020년 비대면 교육 중요성의 증가로 2021년 관련 연구가 증가한 추세를 나타내었으며 중등-고등, 대학, 성인을 대상으로 연구는 다수 진행되지 않았다. 보안 관련 연구는 접근성의 제한으로 의식 제고에 관한 연구만 소수 진행되었던 것과 같이 상대적으로 연구가 미흡하고, 제한된 분야였다. 향후 본 연구에서 분석된 다양한 연구사례와 통계를 참고하여 실제적으로 게이미피케이션을 통한 보안 교육 사례를 실제로 구현해보고자 한다.

Abstract AI-Helper 아이콘AI-Helper

This study is to design a security game to proceed in the future based on the results of analyzing 105 research trends on gamification from 2018 to 2021 according to research period, research purpose, research subject, research topic, research method, game method, and emphasis factors. was trying to...

주제어

표/그림 (13)

참고문헌 (37)

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