임장성(Telepresence)과 게이미피케이션(Gamification)을 교육적 비계로 활용하는 메타버스 러닝

김평원 2021년
' 임장성(Telepresence)과 게이미피케이션(Gamification)을 교육적 비계로 활용하는 메타버스 러닝' 의 주제별 논문영향력
논문영향력 선정 방법
논문영향력 요약
주제
  • Digital Human
  • Metaverse Learning
  • gamification
  • scaffolding
  • telepresence
  • tpack
  • 게이미피케이션
  • 디지털휴먼
  • 메타버스 러닝
  • 비계
  • 임장성
  • 테크놀로지 내용 교수 지식(TPACK)
동일주제 총논문수 논문피인용 총횟수 주제별 논문영향력의 평균
767 0

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' 임장성(Telepresence)과 게이미피케이션(Gamification)을 교육적 비계로 활용하는 메타버스 러닝' 의 참고문헌

  • 플립러닝 학습이 학습동기 및 학업성취도에 미치는 효과에 관한 연구
    이희숙 [2015]
  • 거꾸로 교실(Flipped Classroom)의 교육적 활용가능성 탐색을 위한 교사 인식 조사
    박태정 [2015]
  • Those who understand : Knowledge growth in teaching
  • The influence of an educational course on language expression and treatment of gaming addiction for massive multiplayer online role-playing game (MMORPG) players
  • The handbook of blended learning: Global perspectives, local designs, 1
  • The gamification of learning and instruction: game-basedmethods and strategies for training and education
    Kapp, K. M. [2012]
  • Telepresence
    Held, R. M. [1992]
  • Technological pedagogical content knowledge (TPACK) the develop ment and validation of an assessment instrument for preservice teachers
  • Technological Pedagogical Content Knowledge: A new framework for teacher knowledge
    Mishra, P. [2006]
  • Narrative poetics of online game storytelling
    Lee, Y. W. [2010]
  • Manual of group consultation program for game addiction of juveniles
  • Korea digital storytelling
    Lee, I. H. [2005]
  • Knowledge and Teaching:Foundations of the New Reform
    Lee Shulman [1987]
  • International comparison for problem based learning in met averse
  • Identification of narrative education viewed from the addiction related phenomenon in Korea based on drama addiction, game addiction, and cartoon addiction
  • How to combat zoom fatigue
  • Gamification in theory and action: A survey
  • Game storytelling
    Lee, J. H. [2011]
  • Flipped Learning: Gateway to Student Engagement
  • Does gamification work?-a literature review of empirical studies on gamification
    Hamari, J. [2014]
  • Development of a manual for the enhancement of group consultation for game addiction
  • Defining Virtual Reality: Dimensions Determining Telepresence
  • Changes in Cue-Induced, Prefrontal Cortex Activity with Video-Game Play
  • Can ‘blended learning’ be redeemed?
    Oliver, M. [2005]
  • Brain activities associated with gaming urge of online gaming addiction
  • A systematic review of research on the flipped learning method in engineering education