조립식 블록 장난감에서 나타난 몰입경험 디자인 연구 : 3-6세 어린이 사용자를 중심으로 = Research on Flow Experience Design in Assembled Building Block Toys:Take 3-6 year old children users as an example
'
조립식 블록 장난감에서 나타난 몰입경험 디자인 연구 : 3-6세 어린이 사용자를 중심으로 = Research on Flow Experience Design in Assembled Building Block Toys:Take 3-6 year old children users as an example' 의 주제별 논문영향력
논문영향력 요약
주제
몰입경험
사용자 경험 디자인
어린이
조립식 블록
동일주제 총논문수
논문피인용 총횟수
주제별 논문영향력의 평균
354
0
0.0%
주제별 논문영향력
논문영향력
주제
주제별 논문수
주제별 피인용횟수
주제별 논문영향력
주제어
몰입경험
48
0
0.0%
사용자 경험 디자인
81
0
0.0%
어린이
224
0
0.0%
조립식 블록
1
0
0.0%
계
354
0
0.0%
* 다른 주제어 보유 논문에서 피인용된 횟수
0
'
조립식 블록 장난감에서 나타난 몰입경험 디자인 연구 : 3-6세 어린이 사용자를 중심으로 = Research on Flow Experience Design in Assembled Building Block Toys:Take 3-6 year old children users as an example' 의 참고문헌
克拉拉 S 舒斯特 著, 盧樂珍, 劉曉東 譯,『學前教育學』, 江蘇教育出版社, 2009(2).
傅婕,「基于潛意識與行爲習慣的交互設計啓示性」, 湖南大學, 碩士學位論文,2013.
候莉敏,「兒童生活與兒童教育」,南京師範大學,博士學位論文, 2006.
何夢焱 劉焱,「面向21世紀培養兒童的遊戲性」, 學前教育研究, 1999(1).
中國教育部,「3-6歲兒童學習與發展指南」, 2012-10-09.
『The Psychology Of Everyday Things』
[2002]
『The Act of Block Building』
[1982]
『Some Thoughts on Education , Theree Thousand Years of Educational Wisdom』
[1975]
『Rhythmusund form in der freien Kinderzeichung』
[1917]
『Mythologies』VintageClassics
[1988]
『Manual of Egyptian Archaeology and Guide to the Study of Antiquities in Egypt』
『Making meaning : How successful businesses deliver meaningfulCustomer experiences』
[2005]
『Flow and the Foundations of Positive Psychology』
[2014]
『Experience Design : A Framework for Integrating Brand , Experience , and Value』
[2013]
『EarlyChildhood Education』
[1998]
『Childhood and society , rev.ed』
[1963]
『A New Paradigm for the Sociology ofChildhood ? Promise and Problems , In Allison James and Alan Prout ( eds . ) ,Constructing and ReconstructingChildhood』
[1997]
「직업체험 몰입(Flow)경험과 진로결정효능감과의 관계: Job School 직업체험 실습수업에서의 몰입경험을 중심으로」
「TheContemporary Understanding of User Experience in Practice」
5 ) .[2015]
「The youngChildren ’ s engineering thinking and engineering design process in building with blocks」
2 )[2017]
「The experience of flow inComputer-mediated and in face-to-facegroups」 , ICIS '91 Proceedings of the twelfth internationalConference on Information systems
[1991]
「The Systematic Assessment of Flow in Daily Experience」『Optimal experience : Psychological studies of flow inConsciousness』
[1988]
「Strategic BrandConcept-Image Management」
1986 ( 10 ) .
「Positive Psychology : An Introduction」
2000 ( 1 ) .
「PlayCan be the Building Blocks of Learning」
5 ) .[1988]
「Play and Intrinsic Rewards」
1975 ( 3 ) .
「Peak experience , peak performance and flow」
[1991]
「Measuring theCustomer Experience in Online Environments : A Structural Modeling Approach」
「Making sense of experience」 , Funology : From Usability to Enjoymen
[2003]
「Literacy Learning During Block Play」
2 )[1998]
「Large hollow blocks : Relationship of quantity to block building behaviors」
Yee N,「Motivations for play in online games」, Cyberpsychology & Behavior, 2006(6).
Wilhelm Dilthcy 著, 艾彥 逸飛 譯,『曆史中的意義』, 中國城市出版社, 2002.
Why people continue to play online games : In search of critical design factors to increase customer loyalty to online contents
[2004]
Time flies when you 're having fun : Cognitive absorption and beliefs about information technology usage
[2000]
Scoping and Defining User Experience : a Survey Approach」
[2009]
PROCHER L,「Their Little Wooden Bricks: A History of the Material Culture of Kindergarten in the United States」, Paedagogica Historica, 2011(3).
Nathan Shedroff ,『Experience Design』,Waite Group Press, 2001(04). NATHAN S,『Experience Design』, New Riders Press, 2001.
Michael J.Gelb 著, 崔琳琳 譯,『如何像達芬奇那樣思考』, 新華出版社, 2000(6). Henry Dreyfuss 著,陳雪清 譯,『爲人的設計』, 譯林出版社,2013(4).
Marco Diani 著,滕守堯 譯,『非物質社會-後工業世界的設計-文化與技術』, 四川 人民出版社,1998(3).
Johan Huizinga 著,『遊戲的人: 關于文化的遊戲成分的研究』,中國美術學院出版 社,1996.
Jesse James Garrett 著,範曉燕 譯,『用戶體驗要素(第二版)』, 機械工業出版 社, 2011(6).
In J.E.Clark & J.Humphrey (Eds.),「The mountain of motor development: A Metaphor」, Motor development: Research and reviews, 2002(2).
Helen Brooke & Joan Solomon,「From playing to investigating: Research in an interactive science centre for primary pupils」, International Journal of Science Education, 1998((8).
Hassenzahl.M, Tractinsky.N,「User Experience:a Research Agenda」, Behavior and Inform ation Technology, 2006(2).
GUY R. Lefrancois 著, 王全志 孟樣芝 譯, 『孩子们, 兒童心理發展』, 北京大學 出版社, 2004(7).
Framework of product experience
1 ) .[2007]
E.J . Walk , R.D , 「The 'visualCliff'」
[1960]
E.J . & Walk , R.D , 「The 'visual cliff'」
Chiao-Chen Chang,「Examining users intention to continue using social network games: A flow experience perspective」,Telematics and Informatics, 2013(4).
Casey.B.M, N.Andrews.et al,「The Development of Spatial Skills Through Interwentions Involving Block Building Activities」, Cognition and Instruction, 2008(26).
B.Joseph Pine Ⅱ, James H.Gilmore 著, 畢崇毅 譯,『體驗經濟(The Experience Economy)』, 機械工業出版社, 2018.
Alben.L,「Quality of Experience: defining the criteria for effective interaction design」, Interactions, 1996(3).
Alan Cooper, Robert Reimann, David Cronin 著, 劉松濤 譯,『About Face3: 交互設計精髓』,北京電子工業出版社, 2008.
'
조립식 블록 장난감에서 나타난 몰입경험 디자인 연구 : 3-6세 어린이 사용자를 중심으로 = Research on Flow Experience Design in Assembled Building Block Toys:Take 3-6 year old children users as an example'
의 유사주제(
) 논문