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An Alternative Approach to Game-based Learning

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dc.contributor.author유길상-
dc.contributor.author연제혁-
dc.contributor.author이원형-
dc.date.available2019-07-31T01:56:56Z-
dc.date.issued2008-
dc.identifier.issn1976-6513-
dc.identifier.urihttps://scholarworks.bwise.kr/cau/handle/2019.sw.cau/30731-
dc.description.abstractDigital computer games have emerged as the dominant new economic, cultural and, recently, educational force. Computer games are now a multi-billion dollar industry. Educators typically view educational gaming as useful, mainly for drill and practice, but as gaming environments become more complex, educational games may be more useful in providing alternative paths to concepts hard to reach using traditional methods. Digital game-based learning has proven to be a useful and cost-effective alternative to the traditional classroom-based learning experience. This paper introduces the concept of digital game-based learning, the current state of game-based learning.-
dc.format.extent7-
dc.publisher(사)한국컴퓨터게임학회-
dc.titleAn Alternative Approach to Game-based Learning-
dc.typeArticle-
dc.identifier.bibliographicCitation한국컴퓨터게임학회논문지, no.12, pp 64 - 70-
dc.identifier.kciidART001241288-
dc.description.isOpenAccessN-
dc.citation.endPage70-
dc.citation.number12-
dc.citation.startPage64-
dc.citation.title한국컴퓨터게임학회논문지-
dc.publisher.location대한민국-
dc.subject.keywordAuthorGame-
dc.subject.keywordAuthorlearning-
dc.subject.keywordAuthorVideo game-
dc.description.journalRegisteredClasskciCandi-
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