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ACOMS+ 및 학술지 리포지터리 설명회

  • 한국과학기술정보연구원(KISTI) 서울분원 대회의실(별관 3층)
  • 2024년 07월 03일(수) 13:30
 

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Using Gamification Development of Sex Education Program (Ethical Perspective) for Youth

연구윤리 / Journal of Research and Publication Ethics, (E)2733-7146
2024, v.5 no.1, pp.19-27
https://doi.org/https://doi.org/10.15722/jrpe/jrpe.5.1.202403.19
구본진 (극동대학교)
우호성 (한국방송통신대학교)

Abstract

Purpose: To prevent and respond to youth sexual problems that are becoming more serious with digital development, this study sought to develop a sex education program that applies gamification as an effective method for youth who are digital natives. Research design, data and methodology: To develop a sex education program for teenagers, elements of gamification were considered based on Dick and Kerry's teaching system design model. The learning content reflected UNESCO’s ‘Comprehensive Sex Education Guidelines’. In addition, it was designed to enable students to learn about ethics and morals from a social and emotional aspect. Results: A four-session distance learning sex education program was developed for first-year high school students. To learn about gender sensitivity, sexual relationships, sexuality, and healthy sexual behavior, we developed a story that reflects the mission and quest for sex education. It included leaderboards, time limits, and levels, and also utilized mechanics such as points and items. Edutech tools include video content, Google Sheets, Zoom, Padlet, and Mentimeter. Conclusions: This study aims to improve learning effectiveness, satisfaction, and immersion by developing a sex education program for youth using gamification that promotes active learner participation and motivation.

keywords
Gamification, Sex education, Edutech, Ethics, Youth

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