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Yang Young-hoon, Moon Woo-jong, Kim Jong-hoon(2019), Effect of Execution Time-oriented Python Sort Algorithm Training on Logical Thinking Ability of Elementary School Students, Journal of The Korean Assocaition of Information Ecucation, 23(2), 107-116.
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Junghye Fran Choi(2016), Gamification in Smart Learning Design to Enhance Speaking Skills for EFL Young Learners, Journal of Korea Game Society, 16(3), 7-16.
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3 |
Donghyeok Lee, Namje Park(2016), Teaching Book and Tools of Elementary Network Security Learning using Gamification Mechanism, Journal of KOREA INSTITUTE OF INFORMATION SECURITY & CRYPTOLOGY, 26(3), 787-797.
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4 |
Min Seul Gi, Kim Sung Hoon(2015), A Study on Utilizing Gamification of Smart e-Learning to Improve Learners Flow, Journal of The Korean Society Of Design Culture, 21(4), 177-187.
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Sung Jin Park, Sang Kyun Kim, Arif Rachmatullah, Min Su Ha, Hee Sook Yoon, The Effects of Science Class applied Gamification Contents, School Science Journal, 12(1), 75-84.
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6 |
Yeo-bin Lee, Young-joon Shin(2019), The Effect of 'Science Level-Up' Science Classes with Applied Gamification Factors on Positive Experiences about Science (PES), Biology education Journal, 47(1), 97-106.
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7 |
Jimin Kim(2014), The Development and Implementation of a Gamification-applied Museum Education Program : Case study linked to Elementary School, Master's Thesis, Kyunghee University.
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Yongsu Jeon(2016), The Effect of the Gamification Factor applied Lessons on Academic Interest and Academic Self-efficacy : Focused on the High school Technology Class, Korea National University of Education, Unpublished M.D. dissertation.
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Elena Nunez Castellar, Jan Van Looy, Arnaud Szmalec, Lievende Marez (2014), Improving arithmetic skills through gameplay: Assessment of the effectiveness of an educational game in terms of cognitive and affective learning outcomes, Journal of Information Sciences, 264, 19-31.
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10 |
Jorge Simoes, Rebeca P. Diaz Redondo, Ana Fenandez Vilas(2012), A social gamification framework for a K-6 learning platform, Journal of Computers in Human Behavior, 29(2).
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Seo Jung-hyun, Kim Young-sik(2016), Development and Application of Teaching-Learning Strategy for PBL-based Programming Education Using Reflection Journal in Elementary School, Journal of The Korean Assocaition of Information Ecucation, 20(5), 465-474.
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Lumada Rocha Seixas, Alex Sandro Gomesa, Ivanildo Josede Melo Filho(2016), Effectiveness of gamification in the engagement of students, Computers in Human Behavior, 58, 48-63.
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13 |
Livingston, S. A. & Stoll, C. S.(1973). Simulation games :An introduction for the Social Studies teacher, Tress Press.
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Andharini Dwi Cahyani (2016), Gamification Approach to Enhance Students Engagement in Studying Language course, MATEC Web of Conferences, 58.
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Yigal Attali, Meirav Arieli-Attali (2015), Gamification in assessment: Do points affect test performance?, Computers & Education, 83, 57-63.
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16 |
Udjaja Yogi, Guizot Vincent Sadino, Chandra Natalia (2018), Gamification for Elementary Mathematics Learning in Indonesia, International Journal of Electrical and Computer Engineering, 8(5), 3859-3865.
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17 |
Rula Al-Azawi, Fatma Al-Faliti, and Mazin Al-Blushi (2016), Educational Gamification Vs. Game Based Learning: Comparative Study, International Journal of Innovation, Management and Technology, 7(4), 132-136.
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Michael D.Hanus, Jesse Fox(2015), Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance, Computers & Education, 80, 152-161.
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19 |
Jinsu Kim, Namje Park(2019), A Study of Information and Communications Framework for BlockChain Education Curriculum Standard Model Using Gamification, Journal of The Korean Association of Information Education, 23(2), 141-148.
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20 |
Jung Tae KIM(2019), Proposal for Direction of Blockchain Education on Gamification, Journal of The Korean Society for Computer Game, 32(2), 15-23.
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