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Research Article

EEO. 2021; 20(3): 1205-1211


Strategies to Teach Elementary School Students the Principles of Blockchain Technology by Implementing Gamification

Eunsun Choi, Yujin Jung,*Namje Park.




Abstract

Blockchain is a distributed data storage technology. Recently, hacking incidents have continued. And blockchain is the one of the key ideas in the era of the Fourth Industrial Revolution. In this paper, we propose a way of incorporating games into education so that students can enjoy learning the core skills of the blockchain. In particular, the game was organized with the aim of understanding blockchain principles. It is also verified with students in the actual educational field to investigate learners' satisfaction with the educational plan and confirm learner's understanding before and after training. The effectiveness of this paper's gamification education is demonstrated by confirming learners' satisfaction and understanding. Blockchain is a technology devised by Satoshi Nakamoto in 2007 and is a relatively recently established technology. For elementary school students, the concept of blockchain can be unfamiliar and complicated. These complex and challenging skills can be effectively taught to elementary school students through game-based education. It can be seen that the educational method proposed in this paper is an effective way to improve students' core competencies in the 21st century, such as knowledge-information processing capability, communication capability, and community capability. With the importance of information security emerging day by day, the blockchain is emerging as an effective countermeasure to reduce the damage caused by information leakage. Teaching young learners the principles of this technology can inspire adaptability for promising future. It can also be applied to gradually reduce the damage caused by information leakage by alerting them to information security.

Key words: Gamification, blockchain Technology(BCT), computational thinking, computational thinking, Information and Communications Technologies education






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