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NTIS 바로가기한국게임학회 논문지 = Journal of Korea Game Society, v.21 no.1, 2021년, pp.25 - 34
박성진 (플레이위드 교육컨설팅) , 허은혜 (플레이위드 교육컨설팅) , 인재현 (플레이위드 교육컨설팅) , 홍미지 (플레이위드 교육컨설팅)
The purpose of this study is to develop online gamification contents to prove the social entrepreneurship of adolescents and verify the effectiveness. To implement the Agzak class, a youth social problem-solving education program, via Google spreadsheet for this study. To analyze the effectiveness o...
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