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http://dx.doi.org/10.14352/jkaie.2019.23.4.363

A Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning  

Ryoo, EunJin (Sheng Sheng EduTech Lab)
Kang, Myunghee (Ewha Womans University)
Park, Juyeon (Ewha Womans Elementary School)
Publication Information
Journal of The Korean Association of Information Education / v.23, no.4, 2019 , pp. 363-374 More about this Journal
Abstract
Recently, there is an increasing interest in game based learning as a teaching method for digital native learners. This study set kinect game contributes to engaged learning as the competition and cooperation play (achievement goals, interaction), the digital game play (multisensory stimulation, fantasy and curiosity, chance, accurate feedback, control), and the body movement play (embodied cognition, presence). After performing classes using the motion recognition game developed for the elementary school history class, this study conducted semi structured interviews based on engaged learning elements of kinect game based learning for students who were successfully participating in learning. In the result, each element appeared to a successful learner. Based on these results, this study hopes to assist researchers as a basic evidence to introduce kinect game-based learning for engaged learning.
Keywords
engaged learning; education game; embodied game; game baed learning; Kinect game; competition; cooperation; digital game; body movement; motion capture game;
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Times Cited By KSCI : 2  (Citation Analysis)
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