Title |
The Educational Effect of Aging-Friendly Home Modification for Fall Prevention Using Gamification |
Authors |
이연숙(Lee, Yeun-sook) ; 권현주(Kwon, Hyun Joo) ; 김혜연(Kim, Hye-yeun) |
DOI |
http://doi.org/10.14774/JKIID.2023.32.2.109 |
Keywords |
Fall Prevention Education; Gamification; Multi-stage Guided Instruction; Educational Effect |
Abstract |
This study was conducted to verify the effectiveness of education that implemented fall prevention and aging-friendly home modification using gamification techniques as an educational topic in response to changes of the times. As a research method, one group experimental research design was conducted as part of a project-type class for 15 high school students. To this end, an aging-friendly home modification education program using gamification was developed and implemented gradually in three stages. As for the learning effect, the learning effect of gamification was measured along with of the value perception and understanding of aging-friendly home modification after education. The results of this study are summarized by research problem as follows. First, fall prevention education for aging-friendly home modification has a positive learning effect that affects the promotion of perceived understanding, practical understanding, and value awareness of the creation of an aging-friendly environment. The degree of perceptual understanding and understanding of practical factors were enhanced through this education. Second, it was shown that fall prevention education for aging-friendly home modification influenced the discussion to create an aging-friendly environment, and developed into an expression of intention that actually cares for the elderly by remembering and understanding the contents of the lecture. Third, the teaching technique using gamification influenced the subject's participation in class and learning immersion in education, proving to be a definite teaching technique worth being actively introduced into the educational field. In conclusion, age-friendly housing reform education using gamification has a positive learning effect for educational innovation at various levels such as value awareness and understanding, class participation, and immersion. This study is meaningful in that it attempted educational content with the demand of the times, such as population aging, and attempted a new gamification method as a teaching technique in the reality that the need for drastic innovation is sympathized with, breaking away from the uniform teaching method. |