메뉴 건너뛰기




Volumn 53, Issue 2, 2005, Pages 67-83

Engaging by design: How engagement strategies in popular computer and video games can inform instructional design

Author keywords

[No Author keywords available]

Indexed keywords


EID: 18944397061     PISSN: 10421629     EISSN: None     Source Type: Journal    
DOI: 10.1007/BF02504866     Document Type: Article
Times cited : (430)

References (96)
  • 2
    • 3042633920 scopus 로고    scopus 로고
    • Replayability, Part One: Narrative
    • 0521.01. [Online]
    • Adams, E. (2001). Replayability, Part One: Narrative. Gamasutra, 0521.01. [Online] Available: http://www.gamasutra.com/features/20010521/adams_01.htm.
    • (2001) Gamasutra
    • Adams, E.1
  • 3
    • 85039411670 scopus 로고    scopus 로고
    • Defining the physical dimension of a game setting
    • 04.30.03. [Online]
    • Adams, E. (2003). Defining the physical dimension of a game setting. Gamasutra, 04.30.03. [Online] Available: http://www.gamasutra.com/features/ 20030430/adams_01.shtml
    • (2003) Gamasutra
    • Adams, E.1
  • 5
    • 0023019570 scopus 로고
    • A taxonomy of problem-based learning methods
    • Barrows, H. S. (1986). A taxonomy of problem-based learning methods. Medical Education, 20, 481-486.
    • (1986) Medical Education , vol.20 , pp. 481-486
    • Barrows, H.S.1
  • 6
    • 1842871444 scopus 로고    scopus 로고
    • The biology labs on-line project: Producing educational simulations that promote active learning
    • [Online]
    • Bell, J. (1999). The biology labs on-line project: Producing educational simulations that promote active learning. Interactive Multimedia Electronic Journal of Computer-Enhanced Learning, 1(2), [Online] Available: http://imej.wfu.edu/arricles/1999/2/index.asp
    • (1999) Interactive Multimedia Electronic Journal of Computer-Enhanced Learning , vol.1 , Issue.2
    • Bell, J.1
  • 7
    • 0000650143 scopus 로고    scopus 로고
    • The knowledge integration environment: Theory and design
    • (CSCL '95: Bloomington, IN) Mahwah, NJ: Lawrence Erlbaum Assoc.
    • Bell, P., Davis, E. A., & Linn, M. C. (1996). The knowledge integration environment: Theory and design. In Proceedings of the Computer Supported Collaborative Learning Conference (CSCL '95: Bloomington, IN) (pp. 14-21). Mahwah, NJ: Lawrence Erlbaum Assoc.
    • (1996) Proceedings of the Computer Supported Collaborative Learning Conference , pp. 14-21
    • Bell, P.1    Davis, E.A.2    Linn, M.C.3
  • 9
    • 3042790694 scopus 로고
    • A "Pac-Man" theory of motivation: Tactile implications for classroom instruction
    • Bowman, R. F. (1982). A "Pac-Man" theory of motivation: Tactile implications for classroom instruction. Educational Technology, 22(9), 14-17.
    • (1982) Educational Technology , vol.22 , Issue.9 , pp. 14-17
    • Bowman, R.F.1
  • 11
    • 0039539310 scopus 로고
    • Virtual worlds: No interface to design
    • M. Benedikt (Ed.), Cambridge, MA: MIT Press
    • Bricken, M. (1991). Virtual worlds: No interface to design. In M. Benedikt (Ed.), Cyberspace: First steps (pp. 363-382). Cambridge, MA: MIT Press.
    • (1991) Cyberspace: First Steps , pp. 363-382
    • Bricken, M.1
  • 12
    • 0011622587 scopus 로고
    • Summer students in virtual reality: A pilot study on educational applications of virtual reality technology
    • A. Wexelblat (Ed.), Boston, MA: Academic
    • Bricken, M., & Byrne, C. M. (1994). Summer students in virtual reality: A pilot study on educational applications of virtual reality technology. In A. Wexelblat (Ed.), Virtual reality: Applications and explorations (pp. 199-218). Boston, MA: Academic.
    • (1994) Virtual Reality: Applications and Explorations , pp. 199-218
    • Bricken, M.1    Byrne, C.M.2
  • 13
    • 0344605158 scopus 로고
    • (HITL-TR-M-90-5). Seattle, WA: Human Interface Technology Laboratory
    • Bricken, W. (1990). Learning in virtual reality. (HITL-TR-M-90-5). Seattle, WA: Human Interface Technology Laboratory.
    • (1990) Learning in Virtual Reality
    • Bricken, W.1
  • 14
    • 18944365739 scopus 로고    scopus 로고
    • Is it possible to build dramatically compelling interactive digital entertainment (in the form, e.g., of computer games)?
    • [Online]
    • Bringsjord, S. (2001). Is it possible to build dramatically compelling interactive digital entertainment (in the form, e.g., of computer games)? The International Journal of Computer Game Research, 1(1), [Online] Available: http://www.gamestudies.org/0101/bringsjord/index.html.
    • (2001) The International Journal of Computer Game Research , vol.1 , Issue.1
    • Bringsjord, S.1
  • 15
    • 0031652068 scopus 로고
    • Community support for constructivist learning
    • Bruckman, A. (1993). Community support for constructivist learning. Computer Supported Cooperative Work, 7, 47-86.
    • (1993) Computer Supported Cooperative Work , vol.7 , pp. 47-86
    • Bruckman, A.1
  • 17
    • 84972633990 scopus 로고
    • The Mediamoo project: Constructivism and professional community
    • Bruckman, A., & Resnick, M. (1995). The Mediamoo project: Constructivism and professional community. Convergence, 1(1), 94-109.
    • (1995) Convergence , vol.1 , Issue.1 , pp. 94-109
    • Bruckman, A.1    Resnick, M.2
  • 18
    • 0004144155 scopus 로고
    • Cambridge, MA: Harvard University Press
    • Bruner, J. (1990). Acts of meaning. Cambridge, MA: Harvard University Press.
    • (1990) Acts of Meaning
    • Bruner, J.1
  • 19
    • 32144456119 scopus 로고    scopus 로고
    • Environmental storytelling: Creating immersive 3D worlds using lessons learned from the theme park industry
    • Carson, D. (2000). Environmental storytelling: Creating immersive 3D worlds using lessons learned from the theme park industry. Gamasutra, [Online] Available: http://www.gamasutra.com/features/20000301/carson_pfv.htm
    • (2000) Gamasutra, [Online]
    • Carson, D.1
  • 20
    • 84909065724 scopus 로고
    • Anchored instruction and its relationship to situated cognition
    • Cognition and Technology Group at Vanderbilt. (1990). Anchored instruction and its relationship to situated cognition. Educational Researcher, 19(6), 2-10.
    • (1990) Educational Researcher , vol.19 , Issue.6 , pp. 2-10
  • 21
    • 0003178924 scopus 로고
    • The Jasper experiment: An exploration of issues in learning and instructional design
    • Cognition and Technology Group at Vanderbilt. (1992). The Jasper experiment: An exploration of issues in learning and instructional design. Educational Technology Research and Development, 40(1), 65-80.
    • (1992) Educational Technology Research and Development , vol.40 , Issue.1 , pp. 65-80
  • 22
    • 0003179568 scopus 로고
    • Anchored instruction and situated cognition revisited
    • Cognition and Technology Group at Vanderbilt. (1993). Anchored instruction and situated cognition revisited. Educational Technology, 33(3), 52-70.
    • (1993) Educational Technology , vol.33 , Issue.3 , pp. 52-70
  • 23
    • 84993812314 scopus 로고    scopus 로고
    • An anatomy of narrative curricula
    • Conle, C. (2003). An anatomy of narrative curricula. Educational Researcher, 32(3), 3-15.
    • (2003) Educational Researcher , vol.32 , Issue.3 , pp. 3-15
    • Conle, C.1
  • 24
    • 84860874655 scopus 로고
    • The role of cognitive engagement in classroom learning and motivation
    • Corno, L., & Mandinach, E. B. (1983). The role of cognitive engagement in classroom learning and motivation. Educational Psychologist, 18(2), 88-108.
    • (1983) Educational Psychologist , vol.18 , Issue.2 , pp. 88-108
    • Corno, L.1    Mandinach, E.B.2
  • 27
    • 18944380001 scopus 로고
    • Intrinsic rewards in school crime
    • M. Verble (Ed.), Omaha: University of Mid-America
    • Csikszentmihalyi, M., & Lawson, R. (1980). Intrinsic rewards in school crime. In M. Verble (Ed.), Dealing in discipline. Omaha: University of Mid-America.
    • (1980) Dealing in Discipline
    • Csikszentmihalyi, M.1    Lawson, R.2
  • 28
    • 0001906709 scopus 로고
    • The evolution of constructivist learning environments: Immersion in distributed, virtual worlds
    • Dede, C. (1995). The evolution of constructivist learning environments: Immersion in distributed, virtual worlds. Educational Technology, 35(5), 46-52.
    • (1995) Educational Technology , vol.35 , Issue.5 , pp. 46-52
    • Dede, C.1
  • 29
    • 0038645294 scopus 로고    scopus 로고
    • Emerging influences of information technology on school curriculum
    • Dede, C. (2000). Emerging influences of information technology on school curriculum. Journal of Curriculum Studies, 32(2), 281-303.
    • (2000) Journal of Curriculum Studies , vol.32 , Issue.2 , pp. 281-303
    • Dede, C.1
  • 31
    • 33744752411 scopus 로고    scopus 로고
    • An investigation of computer gaming strategies for engaged learning
    • Paper presented at the Chicago, IL
    • Dickey, M. D. (2003). An investigation of computer gaming strategies for engaged learning. Paper presented at the annual meeting of the American Educational Research Association. Chicago, IL.
    • (2003) Annual Meeting of the American Educational Research Association
    • Dickey, M.D.1
  • 32
    • 18944369228 scopus 로고
    • WebQuests: A structure for active learning on the world wide web
    • Dodge, B. J. (1995). WebQuests: A structure for active learning on the World Wide Web. The Distance Educator, 1(2).
    • (1995) The Distance Educator , vol.1 , Issue.2
    • Dodge, B.J.1
  • 36
    • 85039405791 scopus 로고    scopus 로고
    • Entertainment Software Association. (2004). Demographic information. [Online] Available: http://www.theesa.com/pressroom.html
    • (2004) Demographic Information. [Online]
  • 38
    • 4744346267 scopus 로고    scopus 로고
    • Ludology meets narratology: Similitude and differences between (video) games and narrative
    • Frasca, G. (2001). Ludology meets narratology: Similitude and differences between (video) games and narrative. Ludology.org Game Theory. [Online] Available: http://www.jacaranda.org/frasca/ludology.htm
    • (2001) Ludology.org Game Theory. [Online]
    • Frasca, G.1
  • 39
    • 18944387524 scopus 로고    scopus 로고
    • Four ways to use symbols to add emotional depth to games
    • 07.24.02. [Online]
    • Freeman, D. (2002). Four ways to use symbols to add emotional depth to games. Gamasutra, 07.24.02. [Online] Available: http://www.gamasutra.com/ features/20020724/freeman_01.htm
    • (2002) Gamasutra
    • Freeman, D.1
  • 40
    • 18944394313 scopus 로고    scopus 로고
    • (Prepublication galley proof). Indianapolis, IN: New Riders
    • Freeman, D. (2003). Creating emotion in games. (Prepublication galley proof). Indianapolis, IN: New Riders.
    • (2003) Creating Emotion in Games
    • Freeman, D.1
  • 41
    • 0006362697 scopus 로고    scopus 로고
    • Civilization, colonization, SimCity: Simulations for the social studies classroom
    • Frye, B., & Frager, A. M. (1996). Civilization, colonization, SimCity: simulations for the social studies classroom. Learning and Leading with Technology. 24(2). 21-23, 32.
    • (1996) Learning and Leading with Technology , vol.24 , Issue.2 , pp. 21-23
    • Frye, B.1    Frager, A.M.2
  • 42
    • 84860929053 scopus 로고    scopus 로고
    • Building character
    • 06.20.00. [Online]
    • Gard, T. (2000). Building character. Gamasutra. 06.20.00. [Online] Available:http://www.gamasutra.com/features/20000720/gard_01.htm
    • (2000) Gamasutra
    • Gard, T.1
  • 44
    • 0348033792 scopus 로고    scopus 로고
    • Educational games and simulations: A technology in search of a (research) paradigm
    • D. Jonassen (Ed.), New York: Macmillan
    • Gredler, M. E. (1996). Educational games and simulations: A technology in search of a (research) paradigm. In D. Jonassen (Ed.), Handbook of research for educational communications and technology. New York: Macmillan.
    • (1996) Handbook of Research for Educational Communications and Technology
    • Gredler, M.E.1
  • 46
    • 18944377801 scopus 로고    scopus 로고
    • Better game design through cutscenes
    • 04.02.02. [Online]
    • Hancock, H. (2002). Better game design through cutscenes. Gamasutra. 04.02.02. [Online] Available: http://www.gamasutra.com/features/20020401/ hancock_01.htm
    • (2002) Gamasutra
    • Hancock, H.1
  • 49
    • 18944406009 scopus 로고    scopus 로고
    • Balancing gameplay hooks
    • F. D. Laramée (Ed.) Hingham, MA: Charles River Media
    • Howland, G. (2002). Balancing gameplay hooks, In F. D. Laramée (Ed.) Game design perspectives. Hingham, MA: Charles River Media, (pp. 78-84).
    • (2002) Game Design Perspectives , pp. 78-84
    • Howland, G.1
  • 57
    • 33746844695 scopus 로고    scopus 로고
    • A clash between game and narrative
    • Paper presented at the Bergen, Norway
    • Juul, J. (1998). A clash between game and narrative. Paper presented at the Digital Arts and Culture conference. Bergen, Norway.
    • (1998) Digital Arts and Culture Conference
    • Juul, J.1
  • 58
    • 0345923400 scopus 로고    scopus 로고
    • Games telling stories? - A brief note on games and narratives
    • [Online]
    • Juul, J. (2001). Games telling stories? - A brief note on games and narratives. Game Studies: The International Journal of Computer Game Research. 1(1). [Online] Available: http://www.gamestudies.org/0101/juul-gts/
    • (2001) Game Studies: The International Journal of Computer Game Research , vol.1 , Issue.1
    • Juul, J.1
  • 59
    • 0002371071 scopus 로고    scopus 로고
    • Engagement theory: A framework for technology-based teaching and learning
    • Kearsley, G., & Shneiderman, B. (1999). Engagement theory: A framework for technology-based teaching and learning. Educational Technology 38(5), 20-23.
    • (1999) Educational Technology , vol.38 , Issue.5 , pp. 20-23
    • Kearsley, G.1    Shneiderman, B.2
  • 60
  • 61
    • 0037550827 scopus 로고    scopus 로고
    • Multimedia and the learner's experience of narrative
    • Laurillard, D. (1998). Multimedia and the learner's experience of narrative. Computers in Education, 31, 229-243.
    • (1998) Computers in Education , vol.31 , pp. 229-243
    • Laurillard, D.1
  • 62
  • 63
    • 49049148395 scopus 로고
    • Toward a theory of intrinsically motivating instruction
    • Malone, T. W. (1981a). Toward a theory of intrinsically motivating instruction. Cognitive Science, 4, (333-369).
    • (1981) Cognitive Science , vol.4 , pp. 333-369
    • Malone, T.W.1
  • 64
    • 0003313411 scopus 로고
    • What makes computer games fun?
    • Malone, T. W. (1981b). What makes computer games fun? BYTE.
    • (1981) BYTE
    • Malone, T.W.1
  • 66
    • 0000519976 scopus 로고
    • Students' goal orientations and cognitive engagement in classroom activities
    • Meece, J. L., Blumenfeld, P. C., & Hoyle, R. H. (1988). Students' goal orientations and cognitive engagement in classroom activities. Journal of Educational Psychology, 80(4). 514-523.
    • (1988) Journal of Educational Psychology , vol.80 , Issue.4 , pp. 514-523
    • Meece, J.L.1    Blumenfeld, P.C.2    Hoyle, R.H.3
  • 67
    • 3042595177 scopus 로고    scopus 로고
    • Girls preferences in software design. Insights from a focus group
    • MILLER IPCTV4N2 on LISTSERV@LISTSERVE.GEORGETOWN.EDU
    • Miller, L., Dhaika, M., & Groppe, L. (1996). Girls preferences in software design. Insights from a focus group. Technology and Electronic Journal the 21st Century [Online] Available: MILLER IPCTV4N2 on LISTSERV@LISTSERVE. GEORGETOWN.EDU.
    • (1996) Technology and Electronic Journal the 21st Century [Online]
    • Miller, L.1    Dhaika, M.2    Groppe, L.3
  • 69
    • 18944395012 scopus 로고    scopus 로고
    • Storytelling in level-based game design
    • F. D. Laramee (Ed.) Hingham, MA: Charles River Media
    • Onder, B. (2002). Storytelling in level-based game design. In F. D. Laramee (Ed.) Game design perspectives. Hingham, MA: Charles River Media.
    • (2002) Game Design Perspectives
    • Onder, B.1
  • 70
    • 18944381624 scopus 로고
    • Finally a good way to teach city government!-A review of the computer simulation game "SimCity."
    • Pahl, R. H. (1991). Finally a good way to teach city government!-A review of the computer simulation game "SimCity." The Social Studies. 82(4). 165-66.
    • (1991) The Social Studies , vol.82 , Issue.4 , pp. 165-166
    • Pahl, R.H.1
  • 71
    • 18944400832 scopus 로고    scopus 로고
    • Piano, TX: Worldware Publishing Inc
    • Pedersen, R. E. (2003). Game design foundations. Piano, TX: Worldware Publishing Inc: (p. 202).
    • (2003) Game Design Foundations , pp. 202
    • Pedersen, R.E.1
  • 72
    • 0003175739 scopus 로고
    • Technology meets constructivism: Do they make a marriage?
    • T. M. Duffy & D. H. Jonassen (Eds.) Hillsdale, NJ: Lawrence Erlbaum Associates
    • Perkins, D. N. (1992). Technology meets constructivism: Do they make a marriage? In T. M. Duffy & D. H. Jonassen (Eds.) Constructivism and the technology of instruction: A conversation. Hillsdale, NJ: Lawrence Erlbaum Associates.
    • (1992) Constructivism and the Technology of Instruction: A Conversation
    • Perkins, D.N.1
  • 76
    • 84945948868 scopus 로고    scopus 로고
    • Cameras and Point-of-view in the gamespace
    • 155. San Antonio, TX
    • Riddle, J. (2002). Cameras and Point-of-view in the gamespace. In SIGGRAPH2002 Proceedings, ACM, 155. San Antonio, TX.
    • (2002) SIGGRAPH2002 Proceedings, ACM
    • Riddle, J.1
  • 77
    • 0030532180 scopus 로고    scopus 로고
    • Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games
    • Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research and Development, 44(2), 43-58.
    • (1996) Educational Technology Research and Development , vol.44 , Issue.2 , pp. 43-58
    • Rieber, L.P.1
  • 78
    • 0010085420 scopus 로고    scopus 로고
    • Virtual ethics Virtual reality
    • Riner, R. D. (1996). Virtual ethics Virtual reality. Futures Research Quarterly, 12(1), 57-70.
    • (1996) Futures Research Quarterly , vol.12 , Issue.1 , pp. 57-70
    • Riner, R.D.1
  • 79
    • 0005214894 scopus 로고
    • Simulating future histories: The NAU solar system simulation & mars settlement
    • Riner, R. D., & Clodius, J. A. (1995). Simulating future histories: The NAU solar system simulation & mars settlement. Anthropology & Education Quarterly, 21(2), 121-127.
    • (1995) Anthropology & Education Quarterly , vol.21 , Issue.2 , pp. 121-127
    • Riner, R.D.1    Clodius, J.A.2
  • 80
    • 19544389095 scopus 로고    scopus 로고
    • (Prepublication galley proof). Indianapolis, IN: New Riders
    • Rollings, A., & Adams, E. (2003). Game design. (Prepublication galley proof). Indianapolis, IN: New Riders.
    • (2003) Game Design
    • Rollings, A.1    Adams, E.2
  • 81
  • 82
    • 0002257545 scopus 로고
    • Problem based learning: An instructional model and its constructivist framework
    • Savery J. R., & Duffy T. M. (1995). Problem based learning: an instructional model and its constructivist framework. Educational Technology, 35(5), 31-38.
    • (1995) Educational Technology , vol.35 , Issue.5 , pp. 31-38
    • Savery, J.R.1    Duffy, T.M.2
  • 87
    • 3042827902 scopus 로고    scopus 로고
    • On two metaphors for learning and the dangers of choosing just one
    • Sfard, A. (1998). On two metaphors for learning and the dangers of choosing just one. Educational Researcher, 27(2), 4-13.
    • (1998) Educational Researcher , vol.27 , Issue.2 , pp. 4-13
    • Sfard, A.1
  • 88
    • 0346190423 scopus 로고
    • Education by engagement and construction: A strategic education initiative for the multimedia renewal of American education
    • E. Barrett (Ed.), Cambridge, MA: MIT Press.
    • Shneiderman, B. (1992). Education by engagement and construction: A strategic education initiative for the multimedia renewal of American education, In E. Barrett (Ed.), Sociomedia: Hypermedia, multimedia and the social construction of knowledge, Cambridge, MA: MIT Press.
    • (1992) Sociomedia: Hypermedia, Multimedia and the Social Construction of Knowledge
    • Shneiderman, B.1
  • 89
    • 0001809567 scopus 로고
    • Toward a pedagogy of cases
    • J. Shulman (Ed.), New York: Teachers College Press
    • Shulman, L. S. (1992). Toward a pedagogy of cases. In J. Shulman (Ed.), Case methods in teacher education. New York: Teachers College Press.
    • (1992) Case Methods in Teacher Education
    • Shulman, L.S.1
  • 90
    • 18944391761 scopus 로고    scopus 로고
    • Storytelling in computer games
    • F. D. Laramée (Ed.), Hingham, MA: Charles River Media
    • Sikora, D. (2002). Storytelling in computer games. In F. D. Laramée (Ed.), Game design perspectives. Hingham, MA: Charles River Media.
    • (2002) Game Design Perspectives
    • Sikora, D.1
  • 92
    • 18944375105 scopus 로고
    • Planning with computers: A social studies simulation
    • Teague, M., & Teague, G. (1995). Planning with computers: A social studies simulation. Learning and Leading with Technology, 23(1), 20-22
    • (1995) Learning and Leading with Technology , vol.23 , Issue.1 , pp. 20-22
    • Teague, M.1    Teague, G.2
  • 95
    • 13444314179 scopus 로고    scopus 로고
    • The use of narrative to provide a cohesive structure for a Web-base computing course
    • Weller, M. (2000). The use of narrative to provide a cohesive structure for a Web-base computing course. Journal of Interactive Media in Education, 2000, (1) Available: http://www-jime.open.ac.uk/00/1
    • (2000) Journal of Interactive Media in Education , vol.2000 , Issue.1
    • Weller, M.1
  • 96
    • 0013027278 scopus 로고
    • (HITL Report No. R-93-9). Seattle,WA: University of Washington, Human Interface Technology Laboratory
    • Winn, W. D. (1993). A conceptual basis for educational applications of virtual reality (HITL Report No. R-93-9). Seattle,WA: University of Washington, Human Interface Technology Laboratory.
    • (1993) A Conceptual Basis for Educational Applications of Virtual Reality
    • Winn, W.D.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.