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인력교육에서 게이미피케이션의 한계와 역효과에 대한 관찰연구
김상균
2015년
활용도 Analysis
논문 Analysis
연구자 Analysis
활용도 Analysis
논문 Analysis
연구자 Analysis
활용도
공유도
영향력
논문상세정보
저자
김상균
주제어
GamificationofLearning
human resource
side effects
참고문헌( 27)
유사주제 논문( 50)
human resource 25건
side effects 24건
gamificationoflearning 1건
인용/피인용
인력교육에서 게이미피케이션의 한계와 역효과에 대한 ...
' 인력교육에서 게이미피케이션의 한계와 역효과에 대한 관찰연구' 의 주제별 논문영향력
논문영향력 요약
주제
gamificationoflearning
human resource
side effects
동일주제 총논문수
논문피인용 총횟수
주제별 논문영향력의 평균
53
0
0.0%
자세히
주제별 논문영향력
논문영향력
주제
주제별 논문수
주제별 피인용횟수
주제별 논문영향력
주제어
gamificationoflearning
2
0
0.0%
human resource
26
0
0.0%
side effects
25
0
0.0%
계
53
0
0.0%
* 다른 주제어 보유 논문에서 피인용된 횟수
0
닫기
' 인력교육에서 게이미피케이션의 한계와 역효과에 대한 관찰연구'
의 참고문헌
Virtual worlds: why people play
Bartle, R
Massively Multiplayer Game Development 2 : 1 ~ 16
[2005]
Video games: a route to large-scale STEM education
Mayo, M.J
Science 323 (5910) : 79 ~ 82
[2009]
Understanding playful user experience through digital games
Korhonen, H
International Conference on Designing Pleasurable Products and Interfaces 2009
[2009]
The silent epidemic
Bridgeland, J
Gates Foundation
[2006]
The gamification revolution: how leaders leverage game mechanics to crush the competition
Zichermann, G
McGraw-Hill
[2013]
The effectiveness of games for educational purposes - a review of recent research
Randel, J.M
Simulation & Gaming 23 : 261 ~ 276
[1992]
The Ecology of Games: Connecting Youth, Games, and Learning
Gee, J.P
The MIT Press
[2008]
Serious games: games that educate, train, and inform
Michael, D
Cengage Learning PTR
[2005]
Motivation to learn: integrating theory and practice
Stipek, D.J
Pearson
[2001]
Motivating students to learn
Brophy, J.E
Lawrence Erlbaum Associates
[2004]
Learning by doing
Aldrich, C
John Wiley & Sons
[2005]
Introduction to Educational Psychology
Kim, C
Dongmoonsa
[2009]
Intrinsic and extrinsic motivations: classic definitions and new directions
Ryan, R
Contemporary Educational Psychology 25 (1) : 54 ~ 67
[2000]
How gamification will change business intelligence
Burke, M
Business Intelligence Journal 16 : 8 ~ 16
[2011]
Good business: leadership, flow, and the making of meaning
Csikszentmihalyi, M
Penguin Books
[2004]
Gamification: state of the art definition and utilization
Groh, F
Proceedings of the 4th Seminar on Research Trends in Media Informatics
[2012]
Gamification: how competition is reinventing business, marketing & everyday life
Grove, J
Mashable INC
[2011]
Gamification: experts expect game layers to expand in the future with positive and negative results
Anderson, J.Q
Pew Research Center
[2012]
Gamification, game-based learning, serious games: any difference
Bhasin, K
Learning Solutions Magazine
[2014]
Games and simulations in workplace eLearning
Ahdell, R
Norwegian University of Science and Technology
[2001]
For the win: how game thinking can revolutionize your business
Werbach, K
Wharton Digital Press
[2012]
Enjoy your education like a game
Kim, S
Hongreung Pub
[2014]
Engaging learning: designing e-learning simulation games
Quinn, C.N
John Wiley & Sons
[2005]
Educational psychology
Woolfolk, A
Allyn & Bacon
[2006]
Digital game-based learning
Pensky, M
McGraw-Hill
[2000]
Business gamification for dummies
Duggan, K
John Wiley & Sons
[2013]
Analysis of engineering students’ needs for gamification
Kim, S
Journal on Knowledge and Data Engineering 1 (1) : 1 ~ 7
[2013]
' 인력교육에서 게이미피케이션의 한계와 역효과에 대한 관찰연구'
의 유사주제(
) 논문