Browse > Article
http://dx.doi.org/10.7583/JKGS.2011.11.5.079

Case Study and Development of Quest-Based Learning Using QR Code  

Park, Hyung-Sung (Dept. of Educational, Korea National University of Education)
Abstract
The purpose of this study is to confirm meaning for quest-based learning designed as one of learning methods with new media, which the contents were made of QR code based on smart-phone. For this purpose, this study conducted 8 times of class during one month with 32 elementary third graders. And analysis for the result of this study was carried out MANOVA focus on four sub-factor of motivation. The results showed positive effect for quest-based learning in attention and confidence factor on motivation. Quest-based learning of gaming version as a learning method using various media can use a learning method for facilitation of learner participation, supporting of learning by doing.
Keywords
Quest-based learning; Game; Motivation;
Citations & Related Records
Times Cited By KSCI : 3  (Citation Analysis)
연도 인용수 순위
1 J. Jenson & C, Rose, "Finding space for technology: pedagogical observations on the organization of computers in school environments," Canadian Journal of Learning & Technology, Vol.32, No.1, pp.32-45, 2006.
2 한세영, 성정환, "게임의 가상문화생산-머시니마를 중심으로", 한국게임학회논문지, 10권, 1호, pp. 93-104, 2010.
3 박면진, 박창범, 백두원, 김규정, "엔터테인먼트 공간에서 몰입감 증대를 위한 아바타 기반 게임 시스템 설계", 한국게임학회논문지, 10권, 1호, pp.25-34, 2010.
4 Raph Koster, "A Theory of Fun for Game Design", Paraglyph Press, 2004
5 Nwana, Hyacinth S., "Software agents: An overview", Knowledge Engineering Review, Vol. 11, No. 3, Cambridge Univ. Press, 1996
6 Jonassen, D. H., "Toward a design theory of problem solving", Educational Technology Research and Development, Vol 48, No.4, pp.63-85, 1997.
7 최정임, 장경원, "PBL로 수업하기", 서울: 학지사, 2010.
8 Bergson, H., "Matiere et memoire", 1896, 박종원(역), "물질과 기억", 아카넷, 2005.
9 스캐니사, http://www.scany.net/kr
10 위키피디아, http://ko.wikipedia.org/wiki
11 백영균, "게임기반학습의 이해와 적용", 서울:교육과학사, 2006.
12 Killi, K., "Digital game-based learning: towards an experiential gaming model", The In ternet and Higher Education, Vol.8, pp.13-24, 2005   DOI   ScienceOn
13 Salen, K., & Zimmerman, E., "Rules of Play: Game Design Fundamentals", Cambridge, MA: MIT press, 2004.
14 Bos, N., "What do game designers know about scaffolding? Borrowing Simcity design principle for education", 2005.
15 박형성, 김영배, 박성덕, "유비쿼터스 학습 자원개발을 위한 기초연구: 모바일 장치를 중심으로", 학습자중심교과교육연구, 6권, 1호, pp.185-211, 2006.
16 박형성, 백영균, "모바일 학습을 위한 게임형컨텐츠 설계 방향", 정보교육학회논문지, 11권, 2호, pp.167-176, 2007.
17 Keller, J. M., & 송상호, "매력적인 수업설계", 서울: 교육과학사, 1999.
18 정인성, "원격교육의 이해", 서울: 교육과학사, 1999.
19 강인애, 설연경, "온라인 학습환경으로서 가상 박물관의 가능성에 대한 탐구", 한국콘텐츠학회논문지, 10권, 4호, pp.458-47, 2010.