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A Case of School Teachers Training Program Using new ICT technologies Based on Gamification and DigilogTeaching-learning Methods


Yujin Jung , Namje Park
Abstract

In the era of knowledge and information services in the 21st century, when the 4th Industrial Revolution arrived, traditional education methods focusing on the individual transfer of knowledge from a particular school have limitations. The need for competency-oriented education is increasing in the sense that knowledge alone cannot foster creative and converged thinking capabilities.Capacity-oriented education clearly presents the knowledge, skills, values and attitudes that learners will need until they reach adulthood, while exploring and examining how to cultivate these elements. The Future Creative-plugged model focuses on creativity as a novel idea that is not already known and the ability to produce complexities of such ideas.Among the new ICT technologies, the Gamification teaching-learning method, which utilizes elements and techniques of the game to motivate them to achieve a specific goal, was constructed as a teaching learning method to explain the principle of blockchain technology, and digital technology and analog sentiments were combined with big data/artificial intelligence principle education to Digilog teaching-learning method.In addition, a wide range of school levels teachers who interested in creative education were applied on a trial basis to verify the effectiveness of the new model and analyzed the results.

Volume 11 | 05-Special Issue

Pages: 2390-2396