메뉴 건너뛰기




Volumn 26, Issue 5, 2010, Pages 370-378

Effectiveness of MMORPG-based instruction in elementary English education in Korea

Author keywords

Elementary students; English education; Instructional effectiveness; Language learning; Massive multiplayer online role playing game; Online game

Indexed keywords


EID: 77956766251     PISSN: 02664909     EISSN: 13652729     Source Type: Journal    
DOI: 10.1111/j.1365-2729.2010.00353.x     Document Type: Article
Times cited : (139)

References (36)
  • 1
    • 70249138231 scopus 로고    scopus 로고
    • Multi-User Domain Object Oriented (MOO) as a high school procedure for foreign language acquisition
    • Unpublished Doctoral Dissertation, Nova Southeastern University
    • Backer JA. Multi-User Domain Object Oriented (MOO) as a high school procedure for foreign language acquisition. 1999, Unpublished Doctoral Dissertation, Nova Southeastern University
    • (1999)
    • Backer, J.A.1
  • 2
    • 0035615702 scopus 로고    scopus 로고
    • Identity construction environments: developing personal and moral values through the design of a virtual city
    • Bers MV. Identity construction environments: developing personal and moral values through the design of a virtual city. Journal of the Learning Sciences 2001, 10:365-415.
    • (2001) Journal of the Learning Sciences , vol.10 , pp. 365-415
    • Bers, M.V.1
  • 3
    • 38349093573 scopus 로고    scopus 로고
    • Massive multiplayer online gaming: a research framework for military training and education (Technical Report No. 2005-1)
    • Washington, DC: US Department of Defense(DUSD/R): Advance Distributed Learning(ADL) Initiative. Available at: (last accessed 1 October 2005
    • Bonk C, Dennen V. Massive multiplayer online gaming: a research framework for military training and education (Technical Report No. 2005-1). 2005, http://mypage.iu.edu/~cjbonk/GameReport_Bonk_final.pdf, Washington, DC: US Department of Defense(DUSD/R): Advance Distributed Learning(ADL) Initiative. Available at: (last accessed 1 October 2005
    • (2005)
    • Bonk, C.1    Dennen, V.2
  • 5
    • 0029686343 scopus 로고    scopus 로고
    • Video and computer games in the '90s: children's time commitment & game preference
    • Buchman DD, Funk JB. Video and computer games in the '90s: children's time commitment & game preference. Children Today 1996, 24:12-15.
    • (1996) Children Today , vol.24 , pp. 12-15
    • Buchman, D.D.1    Funk, J.B.2
  • 6
    • 33746233488 scopus 로고    scopus 로고
    • Using massively multiplayer online role-playing games for online learning
    • Childress MD, Braswell R. Using massively multiplayer online role-playing games for online learning. Distance Education 2006, 27:187-196.
    • (2006) Distance Education , vol.27 , pp. 187-196
    • Childress, M.D.1    Braswell, R.2
  • 7
    • 77956781731 scopus 로고
    • What the heck is a MOO? And what's the story with all those cows
    • ERIC Document Reproduction Service No. ED 389 222
    • Falsetti J. What the heck is a MOO? And what's the story with all those cows. 1995, ERIC Document Reproduction Service No. ED 389 222
    • (1995)
    • Falsetti, J.1
  • 10
    • 77954061276 scopus 로고    scopus 로고
    • Serious play: challenges of educational game design
    • Paper presented at the American Educational Research Association, New Orleans, LA, April. Available at: (last accessed 20 February 2003
    • Jensen J. Serious play: challenges of educational game design. 2002, http://www.yorku.ca/jjenson/papers/aera2002.htm, Paper presented at the American Educational Research Association, New Orleans, LA, April. Available at: (last accessed 20 February 2003
    • (2002)
    • Jensen, J.1
  • 12
    • 77956722453 scopus 로고
    • Self-directed learning theory in adult education and its implication to education
    • Jung JW, Kim JJ. Self-directed learning theory in adult education and its implication to education. The Journal of Educational Research 1992, 30:243-257.
    • (1992) The Journal of Educational Research , vol.30 , pp. 243-257
    • Jung, J.W.1    Kim, J.J.2
  • 13
    • 77956742432 scopus 로고    scopus 로고
    • Effects of learner's game and learning ability on the logical thinking in game based learning
    • Unpublished Doctoral Dissertation, Korea National University of Education
    • Jung YS. Effects of learner's game and learning ability on the logical thinking in game based learning. 2005, Unpublished Doctoral Dissertation, Korea National University of Education
    • (2005)
    • Jung, Y.S.1
  • 14
    • 77956747721 scopus 로고
    • Media and technology
    • Paper presented at the Annual Meeting of the Association for Education in Journalism and Mass Communication. Kansas City, MO
    • Kayang J, Rowley M. Media and technology. 1994, Paper presented at the Annual Meeting of the Association for Education in Journalism and Mass Communication. Kansas City, MO
    • (1994)
    • Kayang, J.1    Rowley, M.2
  • 15
    • 0000197833 scopus 로고
    • The use of synchronous computer networks in second language instruction: a preliminary report
    • Kelm O. The use of synchronous computer networks in second language instruction: a preliminary report. Foreign Language Annals 1992, 25:441-454.
    • (1992) Foreign Language Annals , vol.25 , pp. 441-454
    • Kelm, O.1
  • 16
    • 77956734043 scopus 로고    scopus 로고
    • National Assessment of Educational Achievement: English
    • KICE, Available at: (last accessed 17 August 2006
    • National Assessment of Educational Achievement: English. 2004, 2005, http://www.kice.re.kr/kice/article/m007/view?searchtype=stored&hitadd=1&articleid=44695, KICE, Available at: (last accessed 17 August 2006
    • (2004)
  • 17
    • 77956743209 scopus 로고    scopus 로고
    • 2004 Korea Game White Paper
    • Korea Game Development Institute, Seoul: KGDI
    • 2004 Korea Game White Paper. 2004, Korea Game Development Institute, Seoul: KGDI
    • (2004)
  • 18
    • 77956749383 scopus 로고    scopus 로고
    • Supporting visual elements of nonverbal communication in computer game avatars
    • Copier M, Raessens J. eds, Universiteit Utrecht
    • Kujanpää T, Mannien T. Supporting visual elements of nonverbal communication in computer game avatars. Proceeding of Level Up- Digital Research Conference 2003, 220-233. Copier M, Raessens J. eds, Universiteit Utrecht
    • (2003) Proceeding of Level Up- Digital Research Conference , pp. 220-233
    • Kujanpää, T.1    Mannien, T.2
  • 20
    • 77956716863 scopus 로고    scopus 로고
    • Online identity as a leverage point for learning in massively multiplayer online role playing game (MMORPGs)
    • In
    • Lee J, Hoadley C. Online identity as a leverage point for learning in massively multiplayer online role playing game (MMORPGs). 2006, In
    • (2006)
    • Lee, J.1    Hoadley, C.2
  • 21
    • 0000994920 scopus 로고
    • The reliability and validity of an instrument for the assessment of computer attitudes
    • Loyd BH, Gressard C. The reliability and validity of an instrument for the assessment of computer attitudes. Educational and Psychological Measurement 1986, 45:903-908.
    • (1986) Educational and Psychological Measurement , vol.45 , pp. 903-908
    • Loyd, B.H.1    Gressard, C.2
  • 23
    • 31244434392 scopus 로고    scopus 로고
    • Children's enjoyment and perception of computer use in the home and the school
    • Mumtaz S. Children's enjoyment and perception of computer use in the home and the school. Computers & Education 2001, 36:347-362.
    • (2001) Computers & Education , vol.36 , pp. 347-362
    • Mumtaz, S.1
  • 24
    • 77954042258 scopus 로고    scopus 로고
    • Multi-user virtual environment experimental simulator
    • MUVEES Project, Available at: (last accessed 9 May 2004
    • Multi-user virtual environment experimental simulator. 2003, http://muve.gse.harvard.edu/muvees2003/index.html, MUVEES Project, Available at: (last accessed 9 May 2004
    • (2003)
  • 27
    • 77956764559 scopus 로고    scopus 로고
    • The effects of anxiety and motivation on the oral performance in English conversation classroom
    • Park JS. The effects of anxiety and motivation on the oral performance in English conversation classroom. English Teaching 1998, 53:73-102.
    • (1998) English Teaching , vol.53 , pp. 73-102
    • Park, J.S.1
  • 29
    • 84869677504 scopus 로고    scopus 로고
    • Playing for keeps: gaming as a language learning tool
    • International Conference on Computer Graphics and Interactive Techniques: ACM SIGGRAPH 2006 Educators Program
    • Rankin YA, Gold R, Gooch B. Playing for keeps: gaming as a language learning tool. 2006, International Conference on Computer Graphics and Interactive Techniques: ACM SIGGRAPH 2006 Educators Program
    • (2006)
    • Rankin, Y.A.1    Gold, R.2    Gooch, B.3
  • 30
    • 0030532180 scopus 로고    scopus 로고
    • Seriously considering play: designing interactive learning environments based on the blending of microworlds, simulations, and games
    • Rieber LP. Seriously considering play: designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research and Development 1996, 44:43-58.
    • (1996) Educational Technology Research and Development , vol.44 , pp. 43-58
    • Rieber, L.P.1
  • 31
    • 77956730014 scopus 로고    scopus 로고
    • English speaking players as In-Game content: new ideas for marketing to youth in Asia
    • Paper presented Game Developers Conference (GDC). San Francisco, CA
    • Schneider E, Zheng K. English speaking players as In-Game content: new ideas for marketing to youth in Asia. 2007, Paper presented Game Developers Conference (GDC). San Francisco, CA
    • (2007)
    • Schneider, E.1    Zheng, K.2
  • 32
    • 77956719758 scopus 로고    scopus 로고
    • Massively multiplayer online videogames as a constellation of literacy practices
    • Paper presented at the International Conference on Literacy, Ghent, Belgium. Available at: (last accessed 13 May 2007
    • Steinkuehler C. Massively multiplayer online videogames as a constellation of literacy practices. 2003, http://www.sit.wisc.com/~steinkuehler/papers/SteinkuehlerAILA2003.pdf, Paper presented at the International Conference on Literacy, Ghent, Belgium. Available at: (last accessed 13 May 2007
    • (2003)
    • Steinkuehler, C.1
  • 33
    • 0035532844 scopus 로고    scopus 로고
    • Online education: an exploratory study into success factors
    • Volery T. Online education: an exploratory study into success factors. Journal of Educational Computing Research 2001, 24:77-92.
    • (2001) Journal of Educational Computing Research , vol.24 , pp. 77-92
    • Volery, T.1
  • 34
    • 77956719369 scopus 로고    scopus 로고
    • On a quest for English
    • Waters JK. On a quest for English. T.H.E. Journal 2007, 34:27-32.
    • (2007) T.H.E. Journal , vol.34 , pp. 27-32
    • Waters, J.K.1
  • 35
    • 77956771949 scopus 로고    scopus 로고
    • Learning leadership skills
    • The Daedalus Project. Available at: (last accessed 17 June 2007
    • Yee N. Learning leadership skills. 2003, http://www.nickyee.com/daedalus/archieves/000338.php, The Daedalus Project. Available at: (last accessed 17 June 2007
    • (2003)
    • Yee, N.1
  • 36
    • 70349122308 scopus 로고    scopus 로고
    • Online vocabulary games as a tool for teaching and learning English vocabulary
    • Yip FW, Kwan AC. Online vocabulary games as a tool for teaching and learning English vocabulary. Educational Media International 2006, 43:233-249.
    • (2006) Educational Media International , vol.43 , pp. 233-249
    • Yip, F.W.1    Kwan, A.C.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.