A Study on Pre-conditions to introduce GBL into the Classroom

게임기반학습(Game Based Learning) 활성화의 전제조건에 대한 고찰

  • Published : 2006.02.01

Abstract

Keywords

References

  1. 백영균, 김향희(2005). 교육용 온라인게임에서 몰입과 게임행동의도에 영향을 미치는 주요 요인에 대한 연구. 교육공학연구, 21(3), pp. 1-32
  2. 백영균, 정용석(2005). 게임기반학습에서 학습자의 게임능력 및 학습능력이 논리적사고력에 미치는 효과. 교육정보미디어연구, 10(4), pp.119-140
  3. 백영균(2003). 학습용 게임의 효과 요인 및 학습 방법의 연구와 그 과제. 게임산업저널 연구논문집, pp. 211-224
  4. 백영균(2005). 에듀테인먼트의 이해와 활용. 서울: 도서출판 정일
  5. 이순형 외(1999). 컴퓨터 게임이 아동의 공간기술과 단기기억에 미치는 효과. 아동학회지. 20(3). pp. 293-306
  6. 한국게임산업개발원(2002). 2002 대한민국 게임 백서. 서울: (재)한국게임산업개발원
  7. 한국게임산업개발원(2003). 교육용 게임시장 분석 및 개발전략에 관한 연구. 서울: (재)한국게임산업개발원
  8. 한국게임산업개발원.강원대학교 산학협력단.강원대학교 누리 문화콘텐츠 인력양성 사업단(2005). 교육용 게임의 효과성 연구(1차년도 연구보고서, 연구 2005-001)
  9. (재)게임종합지원센터(2001). 게임몰입증(게임중독)의 현황과 대처방안
  10. Aldrich, Clark (2004). Simulations and the future of Learning. San Francisco: Pfeiffer
  11. Blake, J. and Goodman. J. (1999). Computer-based learning: games as an instructional strategy. The Association of Black Nursing Faculty Journal, 10(2), pp. 43-46
  12. Dempsey, John V and Others(1996). Instructional Applications of Computer Games. Paper presented at the Annual Meeting of the American Educational Research Association(New York, NY, April 8-12, 1996)
  13. Filipczak, B. (1997). Training gets doomed. Training, August 1997, pp. 24-31
  14. Foreman, Joel, Gee, James Paul, J. C. Herz, Randy Hinrichs, Marc Prensky, and Ben Sawyer. 'Game-Based Learning, How to delight and instruct in the 21st centry.' EDUCAUSE Review, vol. 39, no. 5 (September/October 2004): pp. 50-66
  15. Foreman, Joel, James Paul Gee, J. C. Herz, Randy Hinrichs, Marc Prensky, and Ben Sawyer. 'Game-Based Learning, How to delight and instruct in the 21st Centry.' EDUCAUSE Review, vol. 39, no. 5, (September/October 2004): 50-66
  16. Gee, James Paul (2003). What Video Games Have To Teach Us About Learning And Literacy. New York. Palgrave Macmillian
  17. Jayakanthan, R. (2002). Application of Computer Games in the Field of Education. Electronic Library, vol. 20, no. 2, pp.98-102 https://doi.org/10.1108/02640470210697471
  18. Kirriemuir, John (2002). Video Gaming, Education and Digital Learning Technologies: Relevance and Opportunities. D-Lib Magazine, vol. 8, no. 2
  19. Malone, Thomas W. (1981). What Makes Things Fun to Learn- A Study of Intrinsically Motivating Computer Games. Pipeline, vol. 6, no. 2, pp.50-51, 49
  20. Mitchell, Alice and Carol Savill-Smith (2004). The use of computer and video games for learning. London: Learning and Skills Development Agency
  21. Natale, M. J. (2002). The effect of a male-oriented computer gaming culture on careers in the computer industry. Computers and Society, 32(2), pp. 24-31 https://doi.org/10.1145/566522.566526
  22. Poole, S.(2000). Trigger happy, video games and the entertainment revolution. New York: Arcade Publishing
  23. Prensky, Marc (2001). Digital Game-Based Learning. New York: McGraw-Hill
  24. Prensky, Marc (2004). Proposal for educational software development sites: an open source tool to create the learning software we need, On the horizon, Vol. 12, No.1
  25. Upitis, R. (1994). Parent and teacher attitudes towards video and computer games. In T Ottman and I Tomek (eds) Proceedings of the ED-MEDIA 94 World Conference on Educational Multimedia and Hypermedia. Panel discussion 'Can electronic games make a positive contribution to the learning of mathematics and science in the intermediate classroom?' AACE (Association for the Advancement of Computing in Education), Vancouver, Canada, 25-30 June 1994
  26. VanDeventer, Stephanie S., and White, James A.(2002). Expert Behavior in Children's Video Game Play. Simulation & Gaming, vol. 33, no. 1, pp. 28-48 https://doi.org/10.1177/1046878102033001002