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NTIS 바로가기한국게임학회 논문지 = Journal of Korea Game Society, v.10 no.6, 2010년, pp.25 - 35
The generation who have had experienced computer games while growing up, are called game generation. The game generation has quite different styles of thinking and behavior from other generations. But present education methods for the game generation are not basically different from the education me...
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핵심어 | 질문 | 논문에서 추출한 답변 |
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DGBL-ID 방법은 어떤 것에 초점을 맞추어 개발된 방법인가? | DGBL-ID 방법은 기존의 교수디자인 프로세스와 게임개발 프로세스를 효과적으로 통합하는 것에 초점을 맞추어 개발된 방법이다. 접근 방법은 동기유발과 집중 학습이 이루어지는 역사교육용 게임을 개발하기 위해, [그림 3]과 같이, 14가지 디자인 요소들을 도출하였다. | |
Prensky가 제시한 게임세대와 이전세대의 인지 스타일의 주요한 차이점들은 무엇인가? | (1) Twitch speed vs. conventional speed (2) Parallel processing vs. linear processing (3) Graphics first vs. text first (4) Random access vs. step-by-step (5) Connected vs. standalone (6) Active vs. passive (7) Play vs. work (8) Payoff vs. patience (9) Fantasy vs. reality (10) Technology-as-friend vs. technology-as-foe | |
게임세대는 무엇인가? | 성장기에 게임을 경험하면서 살아온 세대를 게임세대라 부른다. 이들 게임세대는 이전 세대와 달리 사고방식과 행동방식이 전혀 다르다. |
Personal Information for Nolan K. Bushnell from Wikipedia, the free encyclopedia.
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Marc Prensky, "Digital Game-Based Learning", Paragon House Ed., p.52, Paragon House, 2007.
Definition of educational games from Wikipedia, the free encyclopedia.
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