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Academic Journal

관광경험 증대를 위한 게이미피케이션 코딩교육 활용 방안 - 컴퓨팅 사고력 요소 분석 중심으로 -

Subjects: *Programming languages; *Problem solving; Compulsory education

  • Source: Journal of Digital Convergence. 2020, Vol. 18 Issue 4, p403-409. 7p.

  • Abstract: Gamification can be more fun and interesting than boring and it can be used for variety of educational subjects. Through the ...

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Academic Journal

트랜스미디어와 게이미피케이션의 결합과 게임 디자인의 구조에 대한 고찰

Subjects: *System analysis; *Mass media; *Forecasting

  • Source: Journal of Digital Convergence. 2020, Vol. 18 Issue 4, p433-438. 6p.

  • Abstract: With the rapid development of media environment and contents production technology, the era of multi-platform convergence transmedia has emerged, and communication method through trans media ...

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Academic Journal

효과적 마케팅 전략으로서 게이미피케이션 활용 사례 연구.

Subjects: *Marketing strategy; Gamification; Compound words

  • Source: Journal of Digital Convergence. 2020, Vol. 18 Issue 2, p395-401. 7p.

  • Abstract: With the popularization of smartphones and the development of digital technologies, new concepts that maximize interactive communication have begun to appear in marketing strategies. One ...

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Academic Journal

초등 영어 음소 구별을 위한 디지털 게임 기반 학습 효과에 대한 뇌반응(ERP) 연구

Subjects: *SCHOOL children; *ELEMENTARY schools; *MACHINE translatingSOUTH Korea

  • Source: Multimedia-Assisted Language Learning. Summer2019, Vol. 22 Issue 2, p50-68. 19p.

  • Abstract: This study investigated the effect of using a digital serious game on the phonemic development of young EFL learners in Korea by examining their brain ... Copyright of Multimedia-Assisted Language Learning is the property of Korea Association of Multimedia-Assisted Language Learning and ...

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Academic Journal

동기 이론이 적용된 e-Learning system의 교육적 실천: 흥미와 SDT를 중심으로.

  • Source: Journal of Digital Convergence. Nov2018, Vol. 16 Issue 11, p69-79. 11p.

  • Abstract: This study examines and measures the enhancement of intrinsic motivation in learners who have been part of the e-Learning system (...

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Academic Journal

전동킥보드 공유 서비스의 사용자 경험에 관한 고찰 -킥고잉과 라임을 중심으로-.

Subjects: *Accident insurance; *Brand name products; User experienceSouth Korea

  • Source: Journal of Digital Convergence. 2021, Vol. 19 Issue 2, p425-431. 7p.

  • Abstract: The purpose of this study is to compare and analyze leading brands of the scooter-sharing system market of Korea, KICKGOING and Lime, in terms of ...

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Academic Journal

다문화 구성원을 위한 에듀테크 적용 방안에 관한 연구.

  • Source: Journal of Digital Convergence. Mar2016, Vol. 14 Issue 3, p55-62. 8p.

  • Abstract: Today, demand for job training of married immigrants is increasing. This research aims to propose developmental Edu-Tech based on the demand for education contents and ...

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Academic Journal

<왕자영요>의 게임 캐릭터 디자인이 무형문화재 문화 기호에 미치는 파급효과에 대한 연구 -'광동 사자춤'을 중심으로-.

Subjects: *Signs & symbols; Cultural property; Mobile games

  • Source: Journal of Digital Convergence. 2021, Vol. 19 Issue 2, p433-438. 25p.

  • Abstract: The purpose of this paper is to express intangible cultural heritage through game character designs, and to inherit and spread intangible cultural heritage in a ...

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Academic Journal

가상현실을 통한 문화재복원 융합 확장성 연구.

  • Source: Journal of Digital Convergence. Aug2015, Vol. 13 Issue 8, p465-472. 8p.

  • Abstract: The virtual reality technology is currently used classifying functional types such as the observation operation type, the experimental activity type, the learning

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Academic Journal

인본주의 게임에서의 데시효과(Westerners effect)를 활용하는 심리적 측면에서 분석 및 연구

Subjects: *Psychologists; Intrinsic motivation; Set theory

  • Source: Journal of Digital Convergence. 2020, Vol. 18 Issue 1, p295-300. 6p.

  • Abstract: The psychologist Dessie said: excessive rewards may reduce an individual's interest in things and their intrinsic motivation. This is known as the Westerners effect. In ...

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  • 1-10 of  13 results for "Gamification in learning"