메뉴 건너뛰기




Volumn 33, Issue 1, 2002, Pages 28-48

Expert behavior in children's video game play

Author keywords

[No Author keywords available]

Indexed keywords


EID: 28344435051     PISSN: 10468781     EISSN: 1552826X     Source Type: Journal    
DOI: 10.1177/1046878102033001002     Document Type: Article
Times cited : (80)

References (40)
  • 4
    • 0002009784 scopus 로고
    • Arcade video games: Proxemic, cognitive and content analyses
    • Braun, C. M., & Giroux, J. (1989). Arcade video games: proxemic, cognitive and content analyses. Journal of Leisure Research, 21(2), 92-105.
    • (1989) Journal of Leisure Research , vol.21 , Issue.2 , pp. 92-105
    • Braun, C.M.1    Giroux, J.2
  • 5
    • 8744264683 scopus 로고    scopus 로고
    • Some elements relating to children's play and adult simulation/gaming
    • Brougère, G. (1999). Some elements relating to children's play and adult simulation/gaming. Simulation & Gaming, 30(2), 134-146.
    • (1999) Simulation & Gaming , vol.30 , Issue.2 , pp. 134-146
    • Brougère, G.1
  • 6
    • 84929066424 scopus 로고
    • Computer presentational features for young children's preferential selection and recall of information
    • Calvert, S. L., Watson, J. A., Brinkley, V. M., & Bordeaux, B. (1989). Computer presentational features for young children's preferential selection and recall of information. Journal of Educational Computing Research, 5(1), 35-49.
    • (1989) Journal of Educational Computing Research , vol.5 , Issue.1 , pp. 35-49
    • Calvert, S.L.1    Watson, J.A.2    Brinkley, V.M.3    Bordeaux, B.4
  • 7
    • 8344287586 scopus 로고
    • Washington, DC: ERIC Clearinghouse on Elementary and Early Childhood Education, Office of Educational Research and Improvement
    • Cesarone, B. (1994). Video games and children. Washington, DC: ERIC Clearinghouse on Elementary and Early Childhood Education, Office of Educational Research and Improvement.
    • (1994) Video Games and Children
    • Cesarone, B.1
  • 8
    • 0004141421 scopus 로고
    • Chi, M., Glaser, R., & Farr, M., (Eds.) Hillsdale, NJ: Lawrence Erlbaum
    • Chi, M., Glaser, R., & Farr, M., (Eds.) (1988). The nature of expertise. Hillsdale, NJ: Lawrence Erlbaum.
    • (1988) The nature of Expertise
  • 9
    • 0040614555 scopus 로고
    • The concept of flow
    • B. Sutton-Smith (Ed.), New York: Gardner Press
    • Csikszentmihalyi, M. (1979). The concept of flow. In B. Sutton-Smith (Ed.), Play and learning. New York: Gardner Press.
    • (1979) Play and Learning
    • Csikszentmihalyi, M.1
  • 12
    • 30844454105 scopus 로고
    • Simulated travel and place location learning in a computer adventure game
    • Forsyth, A. S., Jr., & Lancy, D. F. (1987). Simulated travel and place location learning in a computer adventure game. Journal of Educational Computing Research, 5(3), 377-382.
    • (1987) Journal of Educational Computing Research , vol.5 , Issue.3 , pp. 377-382
    • Forsyth Jr., A.S.1    Lancy, D.F.2
  • 14
    • 0030503487 scopus 로고    scopus 로고
    • Children's perceptions of gender differences in social approval for playing electronic games
    • Funk, J. B., & Buchman, D. (1996). Children's perceptions of gender differences in social approval for playing electronic games. Sex Roles, 35, 219-231.
    • (1996) Sex Roles , vol.35 , pp. 219-231
    • Funk, J.B.1    Buchman, D.2
  • 15
    • 0033248141 scopus 로고    scopus 로고
    • Rating electronic games: Violence is in the eye of the beholder
    • Funk, J. B., Flores, G., Buchman, D. D. & Germann, J. (1999). Rating electronic games: Violence is in the eye of the beholder. Youth & Society, 30, 283-312.
    • (1999) Youth & Society , vol.30 , pp. 283-312
    • Funk, J.B.1    Flores, G.2    Buchman, D.D.3    Germann, J.4
  • 16
    • 0033255649 scopus 로고    scopus 로고
    • Children and electronic games: A comparison of parent and child perceptions of children's habits and preferences in a United States sample
    • Funk, J. B., Hagen, J. D., & Schimming, J. L. (1999). Children and electronic games: A comparison of parent and child perceptions of children's habits and preferences in a United States sample. Psychological Reports, 85, 883-888.
    • (1999) Psychological Reports , vol.85 , pp. 883-888
    • Funk, J.B.1    Hagen, J.D.2    Schimming, J.L.3
  • 17
    • 51249171508 scopus 로고
    • Video games and spatial skills: An exploratory study
    • Gagnon, D. (1985). Video games and spatial skills: an exploratory study. Educational Communications and Technology Journal, 33(4), 263-275.
    • (1985) Educational Communications and Technology Journal , vol.33 , Issue.4 , pp. 263-275
    • Gagnon, D.1
  • 19
    • 0025849028 scopus 로고
    • Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines
    • Griffiths, M. D. (1991). Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines. Journal of Adolescence, 14, 53-73.
    • (1991) Journal of Adolescence , vol.14 , pp. 53-73
    • Griffiths, M.D.1
  • 20
    • 0001835082 scopus 로고
    • Strategies for stimulating the motivation to learn
    • October
    • Keller, J. (1987, October). Strategies for stimulating the motivation to learn. Performance and Instruction Journal, pp. 1-7.
    • (1987) Performance and Instruction Journal , pp. 1-7
    • Keller, J.1
  • 23
    • 75949105956 scopus 로고
    • Video game as a covariate for carrier landing research
    • Lintern, G., & Kennedy, R. S. (1984). Video game as a covariate for carrier landing research. Perceptual & Motor Skills, 58(1), 167-172.
    • (1984) Perceptual & Motor Skills , vol.58 , Issue.1 , pp. 167-172
    • Lintern, G.1    Kennedy, R.S.2
  • 24
    • 0002975085 scopus 로고
    • Computer games: Environments for developing spatial cognition?
    • McClurg, P., & Chaille, C. (1987). Computer games: Environments for developing spatial cognition? Journal of Educational Computing Research, 3(1), 95-111.
    • (1987) Journal of Educational Computing Research , vol.3 , Issue.1 , pp. 95-111
    • McClurg, P.1    Chaille, C.2
  • 25
    • 34250034154 scopus 로고
    • Patterns of video game play in parlors as a function of endogenous and exogenous factors
    • Michaels, J. W. (1993). Patterns of video game play in parlors as a function of endogenous and exogenous factors. Youth & Society, 25(2), 272-289.
    • (1993) Youth & Society , vol.25 , Issue.2 , pp. 272-289
    • Michaels, J.W.1
  • 27
    • 0039980504 scopus 로고    scopus 로고
    • Computing, culture, and educational studies
    • Provenzo, E. F., Jr. (2000). Computing, culture, and educational studies. Educational Studies, 31(1), 5-19.
    • (2000) Educational Studies , vol.31 , Issue.1 , pp. 5-19
    • Provenzo Jr., E.F.1
  • 28
    • 75949123679 scopus 로고
    • Rabinowitz, M. (Ed.) Hillsdale, NJ: Lawrence Erlbaum
    • Rabinowitz, M. (Ed.). (1993). Cognitive science foundations of instruction. Hillsdale, NJ: Lawrence Erlbaum.
    • (1993) Cognitive science foundations of instruction
  • 29
    • 0000670524 scopus 로고
    • Animation, incidental learning, and continuing motivation
    • Reiber, L. P. (1991). Animation, incidental learning, and continuing motivation. Journal of Educational Psychology, 83, 318-328.
    • (1991) Journal of Educational Psychology , vol.83 , pp. 318-328
    • Reiber, L.P.1
  • 30
    • 0013497763 scopus 로고    scopus 로고
    • The value of serious play
    • November-December
    • Reiber, L., Smith, L., & Noah, D. (1998, November-December). The value of serious play. Educational Technology, pp. 29-36.
    • (1998) Educational Technology , pp. 29-36
    • Reiber, L.1    Smith, L.2    Noah, D.3
  • 31
    • 0010830492 scopus 로고
    • An instructional theory for the design of computer-based simulations
    • Reigeluth, C. M., & Schwartz, E. (1989). An instructional theory for the design of computer-based simulations. Journal of Computer-Based Instruction, 16(1), 1-10.
    • (1989) Journal of Computer-based Instruction , vol.16 , Issue.1 , pp. 1-10
    • Reigeluth, C.M.1    Schwartz, E.2
  • 34
    • 0002552705 scopus 로고    scopus 로고
    • Qualitative research issues and methods: An introduction for educational technologists
    • D. Jonassen (Ed.), New York: Macmillan
    • Savenye, W., & Robinson, R. (1996). Qualitative research issues and methods: An introduction for educational technologists. In D. Jonassen (Ed.), Handbook of research for educational communications and technology. New York: Macmillan.
    • (1996) Handbook of Research for Educational Communications and Technology
    • Savenye, W.1    Robinson, R.2
  • 35
    • 0027766134 scopus 로고
    • Is it easier to hop or walk? Development issues in interface design
    • Strommen, E. F. (1993). Is it easier to hop or walk? Development issues in interface design. Human Computer Interaction, 8, 337-352.
    • (1993) Human Computer Interaction , vol.8 , pp. 337-352
    • Strommen, E.F.1
  • 36
    • 75949118766 scopus 로고
    • Virtual reality made easy
    • Sullivan, R. L. (1995). Virtual reality made easy. Forbes, 155(1), 66-67.
    • (1995) Forbes , vol.155 , Issue.1 , pp. 66-67
    • Sullivan, R.L.1
  • 37
    • 75949129719 scopus 로고
    • Nintendo of America Inc. Redmond, WA: Author (4820 150th Ave. NE Redmond, WA 98052)
    • SUPER MARIO KART. Nintendo of America Inc. (1994). Redmond, WA: Author (4820 150th Ave. NE Redmond, WA 98052).
    • (1994) Super Mario Kart
  • 38
    • 75949083795 scopus 로고
    • Nintendo of America Inc.Redmond, WA: Author (4820 150th Ave. NE Redmond, WA 98052)
    • SUPER MARIO WORLD. Nintendo of America Inc. (1994). Redmond, WA: Author (4820 150th Ave. NE Redmond, WA 98052).
    • (1994) Super Mario World
  • 39
    • 0004115808 scopus 로고
    • Cambridge, MA: Harvard University Press
    • Vygotsky, L. S. (1978). Mind in society. Cambridge, MA: Harvard University Press.
    • (1978) Mind in Society
    • Vygotsky, L.S.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.