Study like a game, fun and effect are 'ssook'…NFT Education Platform 'Laphorapo' > NFT_News KDCA(한국데이터공인인증원)

본문 바로가기

NFT_News

NFT_News HOME

Study like a game, fun and effect are 'ssook'…NFT Education Platform '…

언론사(미디어) Maeil Business News 글쓴이 Ki-Sung Choi 보도일 2022-12-15
1,458회 작성일 22-12-18 22:02

본문

Laporapo [Photo source = Sejong Telecom] 

Online games are known as 'enemies of study'. However, using a game method that is interesting to children can increase the effectiveness of education.


Gamification content, which has entered public education beyond private education, is a representative example. Gamification is a method of utilizing game thinking and game techniques.


Sejong Telecom introduced Korea's first NFT (non-replaceable token)-based education gamification platform 'RAPORAPO' with Curiead last month.


Laporapo was launched in July as part of the "2022 Blockchain Private Sector Pilot Project" organized by the Ministry of Science and ICT and the Korea Internet & Security Agency.


Currently, more schools are visiting Laporapo thanks to teachers' copyright guarantees, friendly UI (user interface), and educational effects.


Laporapo has the advantage of being able to use it easily even if you are not familiar with the use of new platforms, computers, or smartphones.


You can access the Laporapo platform and enter "Laporapo Town," where you can see all the functions at a glance, and click on the necessary services. You don't have to go into settings and find the required items in dozens of lists.


In Laporapo Town, ▲ Treehouse where you can modify your information or check your service usage history ▲ Game Center where you can play games with other users ▲ Problem Library where you can create and manage problems for Laporapo games ▲ Parliament support services such as discussion, Saturday, and voting.


In the case of online and offline linked games, 'QR code PDF' is provided for each quiz so that it can be pasted throughout the classroom.


Students gathered in groups will go around the classroom looking for QR codes and solve quizzes together.


The linked game consists of the current strategy card baseball game "Hit & Run" and the quiz room escape game "QR Quiz Room Escape," where the quiz room escape game "QR Quiz Room Escape."


You can educate through Laporapo anywhere, such as outdoor picnics, gyms, and playgrounds, not in classrooms. The contents of education are currently diverse, including existing curriculum, cross-curricular subjects, creative experience activities, group cooperative learning, discussion and discussion.


Quizzes also have the advantage of being able to freely fill out and submit within the ongoing curriculum.


According to Sejong Telecom, teachers who have used Laporapo have also responded favorably. "We expected to focus on high-grade students, but middle-class students actively cooperate to solve the problem." "We plan to use the QR room escape content for unit evaluation because it is easy for students to approach and proceed with interestingly."


There are also posts on teachers' communities and social networking services (SNS) that share how to use Laporapo and experience cases.


Sejong Telecom expects that it will be able to upload contents related to universities and general education as well as schools to Laporapo Problem Bank, so that it will be able to accumulate education data for the entire course of its life.


Park Hyo-jin, vice president of blockchain business at Sejong Telecom, said, "We will lead innovation in the ICT industry by expanding not only education but also various industries like Laporapo through various technologies such as NFT and blockchain."