SW 교육 초심자의 학습동기부여 및 참여도를 높이기 위한 효과적인 플랫폼 연구
DC Field | Value | Language |
---|---|---|
dc.contributor.author | 김나영 | - |
dc.date.available | 2020-07-10T04:03:47Z | - |
dc.date.created | 2020-07-06 | - |
dc.date.issued | 2019 | - |
dc.identifier.issn | 1976-6513 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/hongik/handle/2020.sw.hongik/2202 | - |
dc.description.abstract | Recently, there are many of researches related on the importance of software(SW) education in many countries. SW education which aims to improve logical thinking ability and problem solving ability beyond the concept of learning a programming language has been developed and studied variously based on the SW education platform. Among them the importance of education to combine play with learning is growing. Many schools have already begun to apply game elements such as using board games for student's learning and making games using SW education platform. In this study we apply computer game based SW learning platform to learners who are new to SW education and consider importance of SW education platform and elements of effective SW education platform. We use two platform a well-known SW education platform “Entry” and our research based educational game platform, “Coding Puzzle”and measure student's satisfaction after SW classes. In our study, we apply game design elements such as character customization, puzzle game system and game level up system to study SW education than we address the need for game-based learning to motivate and engage students. | - |
dc.language | 영어 | - |
dc.language.iso | en | - |
dc.publisher | (사)한국컴퓨터게임학회 | - |
dc.title | SW 교육 초심자의 학습동기부여 및 참여도를 높이기 위한 효과적인 플랫폼 연구 | - |
dc.title.alternative | A study of effective platform to enhance SW learner’s motivation and participation | - |
dc.type | Article | - |
dc.contributor.affiliatedAuthor | 김나영 | - |
dc.identifier.doi | 10.22819/kscg.2019.32.4.010 | - |
dc.identifier.bibliographicCitation | 한국컴퓨터게임학회논문지, v.32, no.4, pp.93 - 102 | - |
dc.relation.isPartOf | 한국컴퓨터게임학회논문지 | - |
dc.citation.title | 한국컴퓨터게임학회논문지 | - |
dc.citation.volume | 32 | - |
dc.citation.number | 4 | - |
dc.citation.startPage | 93 | - |
dc.citation.endPage | 102 | - |
dc.type.rims | ART | - |
dc.identifier.kciid | ART002542229 | - |
dc.description.journalClass | 2 | - |
dc.description.journalRegisteredClass | kci | - |
dc.subject.keywordAuthor | SW education | - |
dc.subject.keywordAuthor | Functional game | - |
dc.subject.keywordAuthor | SW education platform | - |
dc.subject.keywordAuthor | Educational satisfaction | - |
Items in ScholarWorks are protected by copyright, with all rights reserved, unless otherwise indicated.
94, Wausan-ro, Mapo-gu, Seoul, 04066, Korea02-320-1314
COPYRIGHT 2020 HONGIK UNIVERSITY. ALL RIGHTS RESERVED.
Certain data included herein are derived from the © Web of Science of Clarivate Analytics. All rights reserved.
You may not copy or re-distribute this material in whole or in part without the prior written consent of Clarivate Analytics.