References
- Ahn, M.R., Yeom, J. Y., Kim, S. Y., & Jung, J.Y. (2020). Systematic literature analysis on domestic game-based learning and educational gamification design research. Journal of Korean Association for Educational Information and Media, 26(3). 425-454 https://doi.org/10.15833/KAFEIAM.26.3.425
- Comprehensive Support System for Reading Education(2019). Gyeonggi-do, Korea: Retrieved from http://reading.gglec.go.kr/r/newReading/main/main.jsp#reading2
- Han, H. J. & Kim, Y. (2010). A study on the spatial design of public libraries in a ubiquitous environment. Journal of the Korean Society for Information Management, 27(4), 193-217. https://doi.org/10.3743/KOSIM.2010.27.4.193
- Kang, B. S. & Jung, Y. M. (2019). Development and operation case analysis of school library maker education programs. Journal of the Korean Society for Library and Information Science, 53(2), 117-137 https://doi.org/10.4275/KSLIS.2019.53.2.117
- Kim, H. A., & Yoo, Y. S. (2020). A Study on the Development of a Flip Learning Model for Design Education: Focusing on the effect of applying design education. Journal of Basic Design & Art, 21(1), 113-125.
- Kim, M. K., Roh, J. H., & Yoo, G. H. (2007) A study on the implementation of a library-use education system based on SDG (Single Display Groupware). Journal of the Korean Society for Library and Information Science, 41(4), 217-227. https://doi.org/10.4275/KSLIS.2007.41.4.217
- Kim, S. Y. (2015). Transformation of information utilization education in Japanese school libraries. Journal of the Korean Biblia Society for Library and Information Science, 26(4), 201-219. https://doi.org/10.14699/KBIBLIA.2015.26.4.201
- Korea Educational Research Information Service (2021). Retrieved from http://www.keris.or.kr/main/main.do
- Korea National Open University Library education contents(2020). Retrieved from http://library.knou.ac.kr/docs/knou/education/2020_edo.pdf
- Lee, E. B., & Choi, S. Y. (2020). A study on the development of a gamification instructional design model for digital learning design in museums. Journal of Korean Association for Educational Information and Media, 26 (1), 237-259. https://doi.org/10.15833/KAFEIAM.26.1.237
- Lee, M. S. (2011). Effective operation plan of education for users of school libraries. Journal of Korean Library and Information Science Society, 42(3), 165-187. https://doi.org/10.16981/KLISS.42.3.201109.165
- Lee, M. N., & Yoo, J. W. (2016). Case of development and use of an integrated management system and comparison of universities applying gamification. Journal of Korean Association for Educational Information and Media, 22(4), 805-834. https://doi.org/10.15833/KAFEIAM.22.4.805
- Noh, Y. H., & Chang, R. S.(2020). A Study on the Librarians' Perception of Public Library about the Response to the COVID-19. Journal of the Korean Society for Information Management, 37(3), 203-220. https://doi.org/10.3743/KOSIM.2020.37.3.203
- Park, B. W., & Lee, C. W. (2020). A study on the effect of the system environment of LMS users on the intention to use it in the non-face-to. Logos Management Review, 18(4), 193-208. https://doi.org/10.22724/LMR.2020.18.4.193