최소 단어 이상 선택하여야 합니다.
최대 10 단어까지만 선택 가능합니다.
다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
NTIS 바로가기한국게임학회 논문지 = Journal of Korea Game Society, v.21 no.2, 2021년, pp.139 - 150
전신영 (상명대학교 교수학습지원센터) , 박주희 (예원예술대학교 교양학부)
This study analyzed the effectiveness by developing an online program to enhance collaborative problem-solving capabilities for college freshmen using gamification. According to the research results, the operational model of the online program for enhancing collaborative problem-solving capabilities...
Park, Y. "Effectiveness of pre-entry motivational program for University Freshmen". Journal of Learner-Centered Curriculum and Instruction. Vol. 18, No. 12, pp259-289, 2018.
Kang, S., & Kim, K. "A Study on the Effectiveness of Preliminary college Program". Korean Jounal of General Education. Vol. 12, No. 1, pp57-72, 2018.
Son, H., & Han, S. "A Study on the Development and Management Method of Preliminary Education Program for University Freshman". Culture and Convergence. Vol. 39, No. 3, pp135-162,2017.
Kang, Y. "A Study on development of instructional model for smart education based on game App". The Journal of Humanities and Social science, Vol. 10, No. 3,pp1617-1627, 2019.
Ko, Y. "Development and verification of a Gamification-based instructional model for primary education". Unpublished doctoraldissertation, University of Hanyang, 2018.
Kim, S., Jang, Y., Yeom, J., & Ahn, M. "Basic analysis of domestic research trends on educational game design for elementary and middle school students". Korean Society of Educational Technololy Spring Conference, 2020.
Ahn, M., Yeom, J., Kim, S., & Jung, J. "A Systematic Literature Review of Game-Based Learning and Educational Gamification Design Research Trends in Korea". The Journal of Educational Information and Media. Vol. 26, No. 3, pp425-454, 2020.
Kim, Seonghun, Hwang Seonmin. "A Study on Curation Service in University Livrary based on Gamification MDA". Journal of Korean Library and Information Science Society. Vol. 50, No. 3, pp261-291, 2019.
Yoon, A., & Park, Y. "Application of Gamification and nudges in music education". Journal of Learner-Centered Curriculum and Instruction, Vol. 18, No. 24, pp1191-1210, 2018.
Park, S., & Kim, S. "Gamification development methodology-Design and comparative analysis of 4F process". Journal of Digital Contents Society, Vol. 19, No. 6, pp263-272, 2018.
Lee, D. "What is Gamification and how Gamification will change our life". Journal of Digital Design. Vol. 11, No. 4, pp449-457, 2011.
Han, J. "A process applied Gamification for development of digital educational contents-Focused on educational process for development of information oriented contents". The Journal of Society of Science & Art. Vol. 37, No. 1, pp343-354, 2019.
Eck, R.. V. "Digital Game-Based Learning: It's not just the digital natives who are restless". Educause Review. Vol. 41, No. 2, pp1-16,2006.
Zimmerman, E & Fortugno, N. "Soapbox: Learning to play to learn - Lessons in educational game design". Retrieved from https://www.gamasutra.com/view/feature/130686/soapbox_learning_to_play_to_learn_.php 2005.
Hunicke, R., LeBlanc, M., & Zubek, R. "MDA: A formal approach to game design and game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI". Vol. 4, No. 1, p1722, 2004.
Livingston, A., & Stoll, S. "Simulation game, an introduction for the social studies teacher". New York, NY: Free Press, 1973.
Son, H., & Han, S. "A Study on the Development and Management Method of Preliminary Education Program for University Freshman". Culture and Convergence. Vol. 39, No. 3, pp135-162,2017.
tak, J., Cho, J., & Jung, H. "The Effects of Coaching Program on Enhancing Proactive Personality for College Freshmen
Byungkeon Kim, , Mijung Kim. "Exploring Opportunities in Gamification Approaches for Special Education ". The Journal of Special Children Education. Vol. 22, No. 1, pp57-79, 2020.
Shin, H., Yun, H., & Yi, J. "An Orientation Curriculum Development for University Freshmen, utilizing Problem-Based Learning". The Korean Society for Thinking and Communication. Vol. 10, No. 1, 7-49, 2017.
Garris, R., Ahlers, R., & Driskell, J.E. "Game, motivation, and learning: A research and practice model". Simulation & Gaming. Vol. 33, No. 4, pp441-467, 2002.
Kapp, M. K. "게이미피케이션, 교육에 게임을 더하다(권혜정 역.). 서울: 에이콘출판(주), (원서출판 2012).
Park Joohee, MA eungong(2014), Justification for Dewey's criticism of Herbart's interest concept , Journal of research in education, 58, 25-36
JungTae Kim(2015), A Study of 'Humanities in Games'for 'PX(Player Experience) in Gamification' , Journal of Korea Computer Game Society /28 (2) ,2015, 221-230 ,Journal of Korea Computer Game Society
*원문 PDF 파일 및 링크정보가 존재하지 않을 경우 KISTI DDS 시스템에서 제공하는 원문복사서비스를 사용할 수 있습니다.
Free Access. 출판사/학술단체 등이 허락한 무료 공개 사이트를 통해 자유로운 이용이 가능한 논문
※ AI-Helper는 부적절한 답변을 할 수 있습니다.