Development of Blockchain Learning Game-Themed Education Program Targeting Elementary Students Based on ASSURE Model
Abstract
:1. Introduction
- (1)
- To develop an educational program on blockchain principles using gamification based on the six stages of the ASSURE model.
- (2)
- To analyze focus group perspectives on the developed program for learning blockchain principles using language network approaches involving keyword centralities and topic modeling.
2. Related Research
2.1. Gamification as a Mechanism of Learning
2.2. Blockchain Education
2.3. Instructional Design Using ASSURE Model
3. Methodology
4. Results
4.1. Blockchain Education Program Targeting Elementary Students Based on ASSURE Model
4.1.1. Analyze Learners
4.1.2. State Objectives
4.1.3. Select Method, Media, or Materials
4.1.4. Utilize Media and Materials
Design Educational Contents
Design Educational Games and Tools
4.1.5. Requires Learner’s Participation
4.2. Evaluating the Contents of the Program through Language Network Analysis
4.2.1. Analyze Keywords
4.2.2. Topic Modeling Analysis
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Periods | Gamified Components | Learning Activities |
---|---|---|
1 | Specific objectives | To help players understand the principle of consensus mechanism among blockchain concepts. The game is won when all the cards of the opponent are taken. |
Rules | Two sets of 18 cards in total, including six white, blue, and red cards, respectively, are needed. The cards are painted in respective colors on one side; and six different cryptocurrency symbols are printed on the other side. Logos of cryptocurrencies used in reality are used to stimulate the interest of learners and allow them to experience the real use of blockchain indirectly. | |
Interactive problem solving | Two people usually play the game, but it can also be played while discussing in a team. If the players play in a team battle, they can increase their unity by scoring points for each team. | |
Adaptive challenge | Teachers need time to explain the rules to the students before the game so that they can understand the rules that depend on the color of the cards. | |
Ongoing feedback | During the game, the teacher helps the game progress and develops the game by investigating students’ difficulties during the game. Because timing is important, this feedback increases the completeness of the game through quick response. | |
Uncertainty | Students may develop suspense about unpredictable matches during the game, leading to motivation for the game. Appropriate rewards are given to ensure that the tension in the game leads to learning motivation. | |
Control | It is necessary to create an environment where students concentrate on the games to learn blockchain principles. Due to the nature of the educational game, it will be mainly played in the classroom, and although the game has rules, we encourage students to develop the game by making rules. | |
Sensory stimuli | Through unplugged education activities, five senses were used to play games with creativity during a game. Elementary school students are especially crucial for developing the five senses, so games that can utilize senses, such as sight, touch, and hearing, are essential [42]. | |
2 | Specific objectives | This game aims to help students understand the principles of the public blockchain and the characteristics of the openness and transparency of the blockchain. In the process of recording all transactions in the ledger, everyone can learn the shortcomings of public blockchain in situations where the game is delayed. On the other hand, the game is structured so that players can understand the advantage that it is difficult to forge because every player records books. |
Rules | Students and teachers need ledgers, dice, markers, game boards, and coins. Since each player needs one marker, the teacher should prepare enough to fit the number of students and make four members of a team. | |
Interactive problem solving | The process of recording all transactions on the ledgers can be cumbersome, but students cannot cooperate and show their books to other students in the middle. It is because it can increase the possibility of sharing wrong transactions. Students can create their space during the game where they can prepare telescopes or focus on games to avoid missing a deal. Thus, when faced with a problem, students can develop various measures to develop the power to solve them independently. | |
Adaptive challenge | The game is similar to Monopoly, a boardgame, with the possibility that more coins can be obtained through double deals or land sales when there are not as many coins as other students. It provides students with a chance to get up again even if they are losing, rather than being easily frustrated. | |
Ongoing feedback | Teachers should try to solve the problem by quickly investigating students’ inconvenience or incomprehension while playing the game. | |
Uncertainty | Due to variables such as double trading and land sales, it is difficult to predict who will be the winner and how the game will proceed. | |
Control | In order to allow all students to see the dice, students create a playing space where they can sit in a circle or see each other; and they can also play games in a larger space, not in the classroom. All students can play games actively and even decorate the game space like a bank to arouse interest. | |
Sensory stimuli | The process of all students watching one dice throw or making a deal and writing it down on the ledgers is a process that stimulates five senses. Some students may use tablet PCs or smartphones during the bookkeeping process. It is up to the students themselves to write by hand or to use IT devices. Each child may have a different stimulating process, and the learning effect may vary accordingly [43]. | |
3 | Specific objectives | The purpose of this game is to help students understand the principles of private blockchain. |
Rules | The rules of the game are basically the same as the public blockchain. However, the different point is that the ledger is not written by all students, but rather a few reliable students are selected. During the game, transactions are impossible without the approval of the students who write down the ledgers. | |
Interactive problem solving | Students in writing the ledgers role work together to prepare ledgers. When players play games, they cannot trade without their approval. During this process, brokers can consult with each other to approve or deny transactions and solve problems together. Players can solve problems in the event of a transaction by consulting with a broker. Through these situations, students can develop problem-solving skills through communication. | |
Adaptive challenge | The same challenges are given because this game is played in essentially the same way as a public blockchain game. Those who lack coins can consult with a broker to solve this problem, and in this process, it can be an opportunity to learn this aspect of the private blockchain. | |
Ongoing feedback | Teachers should quickly identify problems that arise while brokers record transactions and host players’ games and provide appropriate assistance. Rather than simply solving problems, it is crucial to teach them how to solve them indirectly. Teachers should also be careful not to cause problems that students cannot solve or are in an emergency during the game. | |
Uncertainty | A few of the students may secretly consult with a broker to obtain more coins by expedient behaviour. Since these variables can have a strong influence on the game’s win or loss, it can be seen that there is stronger uncertainty than in a public blockchain game. | |
Control | It is necessary to be cautious when selecting intermediaries to create a game environment. Selecting students with a strong sense of trust can facilitate the progress of the game. However, when selecting students who lack trust from the other students, the game progresses slowly, and there can be a war of nerves between brokers and players. There is no right way between the two, but it is better to choose considering game time or environment. | |
Sensory stimuli | Players and brokers will have different sensory stimuli because their roles are different in the game. Various stimuli in games increase the effectiveness of education and help develop. |
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Step | Overseas | ||||||
---|---|---|---|---|---|---|---|
Institute | Program | Main Courses | Institute | Program | Main Courses | ||
Kukmin University | Blockchain technology | ∙ Blockchain platform ∙ Blockchain dAPP development ∙ Blockchain token economy ∙ Blockchain and media | MIT | Blockchain technology: Business innovation and application | ∙ An introduction to blockchain technology ∙ Bitcoin and the curse of the double-spending problem ∙ Costless verification: blockchain technology and the last mile problem ∙ Bootstrapping network effects through blockchain technology and cryptoeconomics | ||
Dongguk University | Blockchain | ∙ Cryptoblockchain ∙ Consensus algorithm ∙ Advanced cryptography ∙ Bitcoin and cryptocurrency ∙ Public blockchain | EU Business School | Blockchain management | ∙ Blockchain basics ∙ Cryptocurrencies and fintech ∙ Blockchain applications and new business models ∙ Blockchain and sustainable development | ||
Sogang University | Blockchain | Block-chain System | ∙ Introduction to blockchain and distributed ledger ∙ Applications of blockchain technology ∙ Blockchain service modeling | Fordham University | MBA | FinTech | ∙ Fintech—an introduction ∙ System analysis and design ∙ Data mining for business ∙ Text analytics |
Block-chain System | ∙ Applications of blockchain technology ∙ Financial markets under IT environments ∙ FinTech platforms | Blockchain secondary | ∙ Blockchain ∙ Digital currencies ∙ Blockchain tech and app development ∙ Blockchain: industry disruptor and creator | ||||
Hanyang University | Blockchain and crypto-currency | ∙ System software ∙ Secure coding ∙ Blockchain and information security ∙ Smart contract and dAPP | Hochschule Mittweida University | Blockchain and distributed ledger technology (DLT) | ∙ Blockchain technical applications ∙ Blockchain non-technical applications |
Area | Question | Strategy |
---|---|---|
Analyze learners | Who would be the audience? |
|
State objectives | What would students need to learn? |
|
Select methods, media, or materials | What should instructors use for face-to-face, hybrid and online teaching? |
|
Utilize media and materials | How would instructors use the materials? |
|
Require learner participation | Would students actively engage in classes? |
|
Evaluate and revise | How can education be supplemented? |
|
2018 (N = 6352) | 2019 (N = 8339) | 2020 (N = 8532) | ||
---|---|---|---|---|
Elementary students | 1 | Athlete | Athlete | Athlete |
2 | Teacher | Teacher | Doctor | |
3 | Doctor | Creator | Teacher | |
4 | Cook | Doctor | Creator | |
5 | Creator | Cook | Professional gamer | |
6 | Police officer | Professional gamer | Police officer | |
7 | Legal expert | Police officer | Cook | |
8 | Singer | Legal expert | Singer | |
9 | Professional gamer | Singer | Cartoonist (webtoon writer) | |
10 | Baker | Beauty designer | Baker | |
No. (%) | 7680 (50.5) | 6505 (51.3) | 5101 (48.8) |
2018 (N = 11,055) | 2019 (N = 8847) | 2020 (N = 9611) | |||||
---|---|---|---|---|---|---|---|
M | SD | M | SD | M | SD | ||
ICT | Search information | 2.66 | 1.09 | 2.45 | 1.13 | 2.47 | 1.22 |
Analyze and evaluate information | 2.90 | 1.10 | 2.81 | 1.18 | 2.81 | 1.22 | |
Organize and create information | 1.89 | 1.19 | 2.13 | 1.28 | 2.15 | 1.28 | |
Utilize and manage information | 2.80 | 1.21 | 2.70 | 1.31 | 2.68 | 1.38 | |
Communicate information | 2.65 | 1.01 | 2.32 | 1.02 | 2.39 | 1.07 | |
CT | Abstraction | 2.41 | 1.15 | 2.21 | 1.06 | 2.50 | 1.41 |
Automation | 1.92 | 1.30 | 1.77 | 1.31 | 1.72 | 1.37 | |
Grand total of means | 17.23 | 5.96 | 16.39 | 6.27 | 16.71 | 7.14 |
Author (Year) | Audience | Instructional Methods | Tools | Findings |
---|---|---|---|---|
Xing [26] | Students in blockchain courses |
| Software tool | The small Java graphical user interface application named ChainTutor can be possibly used in classroom teaching or self-learning of blockchain concepts |
Kim & Park [16] | Elementary students |
|
| The intervention strengthened learners’ capacity for information processing, communication, and community spirit |
Jung et al. [15] | Elementary students |
|
| They proposed a method to prevent the forgery and falsification of the blockchain. |
Choi & Koo [27] | Elementary students |
| Unplugged worksheet | A blockchain unplugged program positively affected elementary school learners in terms of learning interest, difficulty, and understanding |
Dettling & Bettina [28] | Business or business information technology students at Bachelor’s and Master’s level |
| Software tool | A software tool Bloxxgame supports experience-based instruction of blockchain concepts and can be used in class or for online teaching. |
Kaden et al. [29] | Accounting students in college |
|
| Using code-based methods to teach blockchain to accountants was feasible and instructive. |
Periods | Topic | Contents | CVR | |
---|---|---|---|---|
1 | Basic concepts of blockchain |
| 0.78 | |
2 | Blockchain types | Public blockchain |
| 0.89 |
3 | Private blockchain |
| 0.89 |
Teaching Aid | Standard | CVR |
---|---|---|
Card | Safety | 0.89 |
Suitability | 0.78 | |
Durability | 0.69 | |
Economic efficiency | 0.94 | |
Board | Safety | 0.92 |
Suitability | 0.84 | |
Durability | 0.75 | |
Economic efficiency | 0.95 | |
Ledger | Safety | 0.95 |
Suitability | 0.89 | |
Durability | 0.72 | |
Economic efficiency | 0.96 |
Strengths | Weaknesses | ||||||
---|---|---|---|---|---|---|---|
Keyword | Centrality | Keyword | Centrality | ||||
Degree | Eigenvector | Betweenness | Degree | Eigenvector | Betweenness | ||
blockchain | 0.25 | 0.56 | 0.27 | difficulty | 1.00 | 0.15 | 0.04 |
education | 0.22 | 0.51 | 0.08 | student | 1.00 | 0.50 | 0.04 |
learning games | 0.22 | 0.34 | 0.19 | blockchain | 0.97 | 0.29 | 0.04 |
school | 0.22 | 0.28 | 0.21 | education | 0.97 | 0.18 | 0.04 |
research | 0.19 | 0.00 | 0.02 | learning games | 0.97 | 0.29 | 0.04 |
student | 0.16 | 0.13 | 0.11 | school | 0.97 | 0.18 | 0.04 |
worksheet | 0.12 | 0.11 | 0.10 | fact | 0.88 | 0.13 | 0.04 |
amount | 0.09 | 0.13 | 0.09 | level | 0.88 | 0.13 | 0.04 |
element | 0.09 | 0.09 | 0.01 | principle | 0.88 | 0.13 | 0.04 |
fun | 0.09 | 0.09 | 0.01 | research | 0.88 | 0.13 | 0.04 |
literature | 0.09 | 0.00 | 0.00 | understanding | 0.88 | 0.13 | 0.04 |
lot | 0.09 | 0.00 | 0.00 | bitcoin | 0.30 | 0.12 | 0.00 |
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Choi, E.; Choi, Y.; Park, N. Development of Blockchain Learning Game-Themed Education Program Targeting Elementary Students Based on ASSURE Model. Sustainability 2022, 14, 3771. https://doi.org/10.3390/su14073771
Choi E, Choi Y, Park N. Development of Blockchain Learning Game-Themed Education Program Targeting Elementary Students Based on ASSURE Model. Sustainability. 2022; 14(7):3771. https://doi.org/10.3390/su14073771
Chicago/Turabian StyleChoi, Eunsun, Youngmi Choi, and Namje Park. 2022. "Development of Blockchain Learning Game-Themed Education Program Targeting Elementary Students Based on ASSURE Model" Sustainability 14, no. 7: 3771. https://doi.org/10.3390/su14073771
APA StyleChoi, E., Choi, Y., & Park, N. (2022). Development of Blockchain Learning Game-Themed Education Program Targeting Elementary Students Based on ASSURE Model. Sustainability, 14(7), 3771. https://doi.org/10.3390/su14073771