메뉴 건너뛰기




Volumn 13, Issue 3, 2010, Pages 257-269

From mmorpg to a classroom multiplayer presential role playing game

Author keywords

Classroom; Learning; MMOG; Multiplayer game; Virtual worlds

Indexed keywords


EID: 77958084253     PISSN: 11763647     EISSN: 14364522     Source Type: Journal    
DOI: None     Document Type: Article
Times cited : (37)

References (41)
  • 1
    • 0035464222 scopus 로고    scopus 로고
    • Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature
    • Anderson, C., & Bushman, B. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12 (5), 353-359.
    • (2001) Psychological Science , vol.12 , Issue.5 , pp. 353-359
    • Anderson, C.1    Bushman, B.2
  • 2
    • 77958104798 scopus 로고    scopus 로고
    • Structured Autonomy or Guided Participation? Constructing Interest and Understanding in a Lab Activity
    • Atencio, D. (2004) Structured Autonomy or Guided Participation? Constructing Interest and Understanding in a Lab Activity. Early Childhood Education Journal, 31 (4), 233-239.
    • (2004) Early Childhood Education Journal , vol.31 , Issue.4 , pp. 233-239
    • Atencio, D.1
  • 3
    • 0002160289 scopus 로고    scopus 로고
    • Language comprehension: Archival memory or preparation for situated action
    • Barsalou, L. (1999). Language comprehension: Archival memory or preparation for situated action. Discourse Processes, 28 (1), 61-80.
    • (1999) Discourse Processes , vol.28 , Issue.1 , pp. 61-80
    • Barsalou, L.1
  • 4
    • 22444440914 scopus 로고    scopus 로고
    • Online role-play: Anonymity, engagement and risk
    • Bell, M. (2001). Online role-play: Anonymity, engagement and risk. Educational Media International, 38 (4), 251-260.
    • (2001) Educational Media International , vol.38 , Issue.4 , pp. 251-260
    • Bell, M.1
  • 5
    • 34548286429 scopus 로고    scopus 로고
    • The ideal elf: Identity exploration in world of warcraft
    • Bessière, K., Seay, A., & Kiesler, S. (2007). The ideal elf: Identity exploration in world of warcraft. CyberPsychology & Behavior, 10 (4), 530-535.
    • (2007) CyberPsychology & Behavior , vol.10 , Issue.4 , pp. 530-535
    • Bessière, K.1    Seay, A.2    Kiesler, S.3
  • 6
    • 84965520752 scopus 로고
    • Situated cognition and the culture of learning
    • Brown, J., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18 (1), 32-42.
    • (1989) Educational Researcher , vol.18 , Issue.1 , pp. 32-42
    • Brown, J.1    Collins, A.2    Duguid, P.3
  • 7
    • 0037670047 scopus 로고    scopus 로고
    • Gender dynamics and the social and spatial organization of computer gaming
    • Bryce, J., & Rutter, J. (2003). Gender dynamics and the social and spatial organization of computer gaming. Leisure Studies, 22 (1), 1-15.
    • (2003) Leisure Studies , vol.22 , Issue.1 , pp. 1-15
    • Bryce, J.1    Rutter, J.2
  • 8
    • 84909065724 scopus 로고
    • Anchored instruction and its relationship to situated cognition
    • CTGV
    • CTGV (1990). Anchored instruction and its relationship to situated cognition. Educational Researcher, 19, 2-10.
    • (1990) Educational Researcher , vol.19 , pp. 2-10
  • 9
    • 5644239960 scopus 로고    scopus 로고
    • Designing mobile technologies to support co-present collaboration
    • Cole, H., & Stanton, D. (2003). Designing mobile technologies to support co-present collaboration. Personal and Ubiquitous Computing, 7 (6), 365-371.
    • (2003) Personal and Ubiquitous Computing , vol.7 , Issue.6 , pp. 365-371
    • Cole, H.1    Stanton, D.2
  • 12
    • 0000289266 scopus 로고    scopus 로고
    • Mudding: Social phenomena in text-based virtual realities
    • Kiesler, S. (Ed.), Mahwah, NJ: Lawrence Erlbaum
    • Curtis, P. (1997). Mudding: Social phenomena in text-based virtual realities. In Kiesler, S. (Ed.), Culture of the Internet (pp. 121-142), Mahwah, NJ: Lawrence Erlbaum.
    • (1997) Culture of the Internet , pp. 121-142
    • Curtis, P.1
  • 13
    • 33746928730 scopus 로고    scopus 로고
    • Massively multiplayer online games (MMOs) in the new media classroom
    • Delwiche, A. (2006). Massively multiplayer online games (MMOs) in the new media classroom. Educational Technology and Society, 9 (3), 160-172.
    • (2006) Educational Technology and Society , vol.9 , Issue.3 , pp. 160-172
    • Delwiche, A.1
  • 14
    • 58149260140 scopus 로고    scopus 로고
    • Immersive Interfaces for Engagement and Learning
    • Dede, C. (2009) Immersive Interfaces for Engagement and Learning. Science, 323 (5910), 66-69.
    • (2009) Science , vol.323 , Issue.5910 , pp. 66-69
    • Dede, C.1
  • 15
    • 34250356877 scopus 로고    scopus 로고
    • Game design and learning: A conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation
    • Dickey, M. (2007). Game design and learning: A conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Educational Technology Research and Development, 55 (3), 253-273.
    • (2007) Educational Technology Research and Development , vol.55 , Issue.3 , pp. 253-273
    • Dickey, M.1
  • 16
    • 0002118954 scopus 로고    scopus 로고
    • Constructivism: Implications for the design and delivery of instruction
    • D. H. Jonassen (Ed.), New York: Simon & Schuster Macmillan
    • Duffy, T. & Cunningham, D. (1996). Constructivism: Implications for the design and delivery of instruction. In D. H. Jonassen (Ed.), Educational communications and technology (pp. 170-199). New York: Simon & Schuster Macmillan.
    • (1996) Educational communications and technology , pp. 170-199
    • Duffy, T.1    Cunningham, D.2
  • 19
    • 33748540997 scopus 로고    scopus 로고
    • What video games have to teach us about learning and literacy
    • Gee, J. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1 (1), 20-20.
    • (2003) Computers in Entertainment , vol.1 , Issue.1 , pp. 20-120
    • Gee, J.1
  • 20
    • 0002534230 scopus 로고    scopus 로고
    • Indexical understanding of instructions
    • Glenberg, A., & Robertson, D. (1999). Indexical understanding of instructions. Discourse Processes, 28 (1), 1-26.
    • (1999) Discourse Processes , vol.28 , Issue.1 , pp. 1-26
    • Glenberg, A.1    Robertson, D.2
  • 21
    • 27844514661 scopus 로고    scopus 로고
    • Classroom structuration and the development of social representations of the curriculum
    • Ivinson, G., & Duveen, G. (2005) Classroom structuration and the development of social representations of the curriculum. British Journal of Sociology of Education, 26 (5), 627-642.
    • (2005) British Journal of Sociology of Education , vol.26 , Issue.5 , pp. 627-642
    • Ivinson, G.1    Duveen, G.2
  • 22
    • 33947275203 scopus 로고    scopus 로고
    • Rest in peace, Bill the Bot: Death and life in virtual worlds
    • R. Schroeder (Ed.), London: Springer
    • Jakobsson, M. (2002). Rest in peace, Bill the Bot: Death and life in virtual worlds. In R. Schroeder (Ed.), The social life of avatars (pp. 63-76), London: Springer.
    • (2002) The social life of avatars , pp. 63-76
    • Jakobsson, M.1
  • 23
    • 21644474854 scopus 로고    scopus 로고
    • The sopranos meets EverQuest: Social networking in massively multiplayer online games
    • Melbourne, Australia
    • Jakobsson, M., & Taylor, T. (2003). The sopranos meets EverQuest: Social networking in massively multiplayer online games. Proceedings of the 2003 Digital Arts and Culture (DAC) Conference (pp. 81-90), Melbourne, Australia.
    • (2003) Proceedings of the 2003 Digital Arts and Culture (DAC) Conference , pp. 81-90
    • Jakobsson, M.1    Taylor, T.2
  • 24
    • 0033475488 scopus 로고    scopus 로고
    • Activity theory as a framework for designing constructivist learning environments
    • Jonassen, D., & Rohrer-Murphy, L. (1999). Activity theory as a framework for designing constructivist learning environments. Educational Technology Research and Development, 47 (1), 61-79.
    • (1999) Educational Technology Research and Development , vol.47 , Issue.1 , pp. 61-79
    • Jonassen, D.1    Rohrer-Murphy, L.2
  • 25
  • 26
    • 33746890966 scopus 로고    scopus 로고
    • I've been in the reichstag': Rethinking roleplay
    • Luff, I. (2000). I've been in the reichstag': Rethinking roleplay. Teaching History-London, 100, 8-19.
    • (2000) Teaching History-London , vol.100 , pp. 8-19
    • Luff, I.1
  • 28
    • 79951520609 scopus 로고    scopus 로고
    • Mineduc Santiago, Chile: Ministerio de Educación
    • nd Ed.), Santiago, Chile: Ministerio de Educación.
    • (2004) nd Ed.)
  • 30
    • 77958098767 scopus 로고    scopus 로고
    • Retrieved May 2 2010 from
    • Mori, A. (2002). Video games: Bad for your brain. Retrieved May 2, 2010, from http://www.geek.com/news/geeknews/ 2002Jul/gam20020709015292.htm.
    • (2002) Video games: Bad for your brain
    • Mori, A.1
  • 34
    • 0041381237 scopus 로고    scopus 로고
    • Computer games and scientific visualization
    • Rhyne, T. (2002). Computer games and scientific visualization. Communications of the ACM, 45 (7), 40-44.
    • (2002) Communications of the ACM , vol.45 , Issue.7 , pp. 40-44
    • Rhyne, T.1
  • 39
    • 33847739415 scopus 로고    scopus 로고
    • Motivations of Play in Online Games
    • Yee, N. (2006). Motivations of Play in Online Games. Journal of CyberPsychology and Behavior, 9 (6), 772-775.
    • (2006) Journal of CyberPsychology and Behavior , vol.9 , Issue.6 , pp. 772-775
    • Yee, N.1
  • 40
    • 85010618999 scopus 로고    scopus 로고
    • Gender differences in student attitudes toward computers
    • Young, B. (2001). Gender differences in student attitudes toward computers. Journal of Research on Computing in Education, 33 (2), 204-216.
    • (2001) Journal of Research on Computing in Education , vol.33 , Issue.2 , pp. 204-216
    • Young, B.1
  • 41
    • 0742303118 scopus 로고    scopus 로고
    • Computer supported collaborative learning using wirelessly interconnected handheld computers
    • Zurita, G., & Nussbaum, M. (2004). Computer supported collaborative learning using wirelessly interconnected handheld computers. Computers & Education, 42 (3), 289-314.
    • (2004) Computers & Education , vol.42 , Issue.3 , pp. 289-314
    • Zurita, G.1    Nussbaum, M.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.