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NTIS 바로가기정보교육학회논문지 = Journal of the Korean Association of Information Education, v.20 no.3, 2016년, pp.313 - 322
전인성 (염주초등학교) , 김정랑 (광주교육대학교 컴퓨터교육과)
The effect on creative problem solving ability and learning flow is analyzed by applying game-based learning using sandbox game, Minecraft Edu for elementary school students. It appeared to be effective when applied to sand box utilizing game-based learning than traditional lecture teaching method o...
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핵심어 | 질문 | 논문에서 추출한 답변 |
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게임의 긍정적인 측면은 무엇이 내포되어있는가? | 게임은 동기유발, 몰입, 흥미, 문제해결, 즉각적인 피드백, 적극적 참여를 통한 창의성, 논리적 사고력 증진, 상호작용을 통한 협동 등 긍정적인 측면들이 내포되어있다[8][12]. 그러나 여전히 많은 사람들에게 폭력, 시간 낭비, 중독 등의 부정적 인식이 자리 잡혀 있고 학습을 저해하는 요소로서 차단시켜야 한다는 주장에 따라 교육적으로 활용될 수 있는 특성들마저 배제되고 있는 상황이다[22]. | |
게임이 교육에 부정적이라는 것에는 어떤 주장이 있는가? | 게임은 동기유발, 몰입, 흥미, 문제해결, 즉각적인 피드백, 적극적 참여를 통한 창의성, 논리적 사고력 증진, 상호작용을 통한 협동 등 긍정적인 측면들이 내포되어있다[8][12]. 그러나 여전히 많은 사람들에게 폭력, 시간 낭비, 중독 등의 부정적 인식이 자리 잡혀 있고 학습을 저해하는 요소로서 차단시켜야 한다는 주장에 따라 교육적으로 활용될 수 있는 특성들마저 배제되고 있는 상황이다[22]. | |
게임기반학습이란? | 게임기반학습은 교육내용과 컴퓨터 게임이 결합하는 것을 뜻하며, 학습 과정 중 교수자가 직접적인 개입을 하지 않고 학습자로 하여금 게임을 활용하여 학습목표를 이룰 수 있도록 하는 학습이다[21]. 게임기반학습은 학습의 시작부터 종료까지 학습자가 ‘게임을 한다’라고 느껴지도록 하며 그 내용과 맥락은 특정한 영역 또는 주제와 맞게 설계되어 있어 학습의 목표와 학습자의 흥미를 모두 충족할 수 있는 좋은 학습방법이다[2]. |
Baek, Y., K., & Jung, Y., S. (2004). The Effects of the Learners' Game Ability and Learning Ability on Logical Thinking in Game Based Learning. Journal of Korean Association for Educational Information and Media, 10(4), 119-140.
Baek, Y., K. (2006). Understanding and Application of Game Based Learning. Seoul: Kyoyookkwahaksa
Bos, B., Wilder, L., Cook, M., & O’Donnell, R. (2014). Learning mathematics through Minecraft. Teaching Children Mathematics, 21(1), 56-59.
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Choi, S. D., Kim, J. Y., Ban, S. J., Lee, K. J., Lee, S. J., & Choi, H. Y. (2011). Education strategy to foster creative talent for the 21st century. Korea Educational Development Institute.
Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper and Row, New York.
Hong, G., C., & Jin, S., D. (2006). Design and Implementation of a RPG edugame for Learning of History in Elementary School. Journal of The Korean Association of information Education, 10(3), 327-340.
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Jeong, E., Y. (2008). Effects of Squeak Etoys based informatics education on the effects of Squeak Etoys based informatics education on elementary school student's creative problem solving ability. master's thesis, Korea National University of Education Graduate School.
Kim, C. (2003). A Study of Educational Computer Games for Computer Literacy. Journal of The Korean Association of information Education, 8(3), 397-403.
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Kim, M., H. (2014). A Study on the Degree of User's Freedom in the Sandbox Game, master's thesis, Soongsil University Graduate School.
Kim, M., S. (2002). Effect on children's reading vocabulary ability and interests in English through the use of computer games. master's thesis, Busan National University of Education Graduate School.
Kim, S., W. (2015). Minecraft, Seoul: Youngjindotcom.
Lee, J., Y. (2013). 21st Century Learners' Core Competencies and Challenges for Korean Education. Physics and High technology, APRIL.
Park, Y., C. (2011). Chinese Characters Teaching-Learning Methods Utilizing Edu-Tainment Games : Centered on After-School Classroom, master's thesis, Keimyung University Graduate School.
Pearce, J. M., Ainley, M., & Howard, S. (2005). The ebb and flow of online learning. Computers in Human Behavior, 21(5), September, 745-771.
Prensky, M. (2001). Digital Game-Based Learning. New York: McGraw-Hill.
Ryu, S., H., & Jeong, E., J. (2001). A Study on the influences of games in youth. Studies on Korean Youth, 35-64.
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Seo, H., J. (2008). Relationships among Presence, Learning Flow, Attitude toward Usability, and Learning Achievement in an Augmented Reality Interactive Learning Environment. Journal of Korean Association for Educational Information and Media, 14(3), 137-165.
Seok, I., B., & Kang, E., C. (2007). Development and Validation of the Learning Flow Scale. Journal of Educational Technology, 23(1), 121-154.
Short, D. (2012). Teaching scientific concepts using a virtual world-Minecraft. Teaching Science-the Journal of the Australian Science Teachers Association, 58(3), 55.
Song, J., H, (2013). Aspects of undesigned formal artistic play activities in construction management simulation game, master's thesis, Sungkyunkwan University Graduate School.
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Wi, J., H., & Kim, T., Y. (2010). Academic effectiveness of G-learning -The effect on the academic achievement of elementary school students-. The Korean Journal of Digital Moving Image, 7(1), 67-82.
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