References
- Pablo Moreno-Ger, "Educational game design for online education", Computers in Human Behavior, 24, pp2530-2540, 2008 https://doi.org/10.1016/j.chb.2008.03.012
- Kristian Kiili, "Digital game-based learning: Towards an experiential gaming model", Internet and Higher Education 8, pp13-24, 2005 https://doi.org/10.1016/j.iheduc.2004.12.001
- Peppler, K. & Kafai, Y. B. (2007). From SuperGoo to Scratch: exploring creative digital media production in informal learning. Learning, Media, and Technology, 32(2), pp149-166 https://doi.org/10.1080/17439880701343337
- Sweedyk, E., deLaet, M., Slattery, M.C., Kuffner, J., Computer games and cs education: why and how. SIGCSE'05, pp256-257, 2005
- Ahmet Baytak, "A case study of educational game design by kids and for kids", Procedia Social and Behavioral Sciences 2, pp5242-5246, 2010 https://doi.org/10.1016/j.sbspro.2010.03.853
- U. Fuller, C. Johnson and T. Ahoniemi Developing a computer science-specic learning taxonomy. SIGCSE Bull., 39(4). pp152-170, 2007 https://doi.org/10.1145/1345375.1345438
- Tao Xie, "Where Software Engineering, Education, and Gaming Meet", pp114-132, Computer Games and Software Engineering, 2015
- Jakub Swacha,"Gamification-based e-learning Platform for Computer Programming Education", X World Conference on Computers in Education, 2013
- Lee, E. H., & Lee, T. W., "Instruction Model for Elementary School on Programming Induction Education Using ENTRY", The Korean Association of Computer Education, 19(1), pp.43-46, 2015.
- Lyou, M. Y., & Han, S. K., "Development of Computational Thinking-based Educational Program for SW Education", JOURNAL OF The Korean Association of information Education, 19(1), pp.11-20, 2015. https://doi.org/10.14352/jkaie.2015.19.1.11
- Barry D. Mann, "The development of an interactive game-based tool for learning surgical management algorithms via computer", The American Journal of Surgery 183, pp305-308, 2002 https://doi.org/10.1016/S0002-9610(02)00800-0
- Sahar S. Shabanah, "Designing Computer Games to Teach Algorithms", IEEE, 10, pp1119-1126, 2010
- D. Barr, J. Harrison, and L. Conery. Computational thinking: A digital age skill for everyone. Learning & Leading with Technology, pp20-22, 2011
- J. Wing. Computational thinking and thinking about computing. Philosophical Transactions of the Royal Society, pages 3717-3725, 2008
- Mitchel Resnick, "Scratch: Programming for All", Communications of the ACM, 51, pp61-67, 2009
- Anabela Gomes, "An environment to improve programming education", International Conference on Computer Systems and Technologies, 4-19, pp1-6, 2007
- J. M. Randel, B. A. Morris, C. D. Wetzel, and B. V. Whitehill, "The effectiveness of games for educational purposes: a review of recent research," Simul. Gaming, 23, pp261-276, 1992 https://doi.org/10.1177/1046878192233001
- Ranum, D., Miller, B., Zelle, J., Guzdial, M. Successful Approaches to Teaching Introductory Computer Science Courses with Python, Special Session, SIGCSE'06, 1-5, 2006, Houston, Texas, USA
- T. W. Malone, "What makes things fun to learn? heuristics for designing instructional computer games," in SIGSMALL '80: Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems, Palo Alto. ACM Press, pp162-169. 1980
- Lee, U. W., & Lee, J. Y., "Analysis on structural relationships of learner characteristics, interactions, flow, perceived usefulness and learning satisfaction in SMART education environments-with focus on elementary school", Educational Information Media Research, 19(3),573-603, 2013
- Song, Y. H.,. "Identifying the Predictability of Presence and flow on Learning Outcomes in Elementary School Students Who Use Digital Mathematics Textbooks", Journal of Research in Curriculum & Instruction, 17(1), 151-172, 2013 https://doi.org/10.24231/rici.2013.17.1.151
- Park, J. Y., & Kang, M, H. "Structural Relationships Among Learners'Characters, Learning Flow, and Thinking Ability in a SCRATCH Programming Course for Elementary School Students", The Journal of Elementary Education, 28(4), 145-170, 2015
- Suk, I. B., & Kang, E. C., "Development and validation of the learning flow scale", Journal of Educational Technology, 23(1), 121-154, 2007 https://doi.org/10.17232/KSET.23.1.121
- Donna L. Hoffman and Thomas P. Novak, "Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations", Journal of Marketing, 60, pp50-68, 1996 https://doi.org/10.2307/1251841
- Korean Foundation for the advancement of Science & Creativity. A Study on Surveying the Actual Conditions and Evaluating the Effectiveness of SW Education in Elementary and Secondary Schools, 2016
- Park, H. M., "Global SW education trend and tools", Internet & Security Focus, p.41, 2014.
- Park, J. H., "Effects of Storytelling Based Software Education on Computational Thinking", JOURNAL OF The Korean Association of information Education, 19(11), p.58, 2015.
- Seong-Hwan Cho, Jeong-Beom Song, Seong-Sik Kim, Kyung-Hwa Lee, "The Effect of CPS-based Scratch EPL on Problem Solving Ability and Programming Attitude", Korea Association of information education, Vol. 12, No. 1, pp77-88, 2008