메뉴 건너뛰기




Volumn , Issue , 2011, Pages 252-276

Designing Serious Games for Cultural Heritage Purposes

Author keywords

[No Author keywords available]

Indexed keywords


EID: 80052715277     PISSN: None     EISSN: None     Source Type: Book    
DOI: None     Document Type: Chapter
Times cited : (9)

References (54)
  • 1
    • 77950832880 scopus 로고    scopus 로고
    • The Long Tail. How Endless Choice is Creating Unlimited Demand
    • Anderson, C. (2006). The Long Tail. How Endless Choice is Creating Unlimited Demand. New York: Random House Business Books.
    • (2006) New York: Random House Business Books
    • Anderson, C.1
  • 3
    • 77954431970 scopus 로고    scopus 로고
    • Editorial, learning and teaching in immersive virtual worlds, Special Issue
    • Bell, F., Savin-Baden, M. and Ward, R. (2008). Editorial, learning and teaching in immersive virtual worlds, Special Issue. ALT-J Research in Learning Technology, Vol. 16, No. 3. pp 137–38.
    • (2008) ALT-J Research in Learning Technology , vol.16 , Issue.3 , pp. 137-138
    • Bell, F.1    Savin-Baden, M.2    Ward, R.3
  • 10
    • 49749107912 scopus 로고    scopus 로고
    • The ‘Digital Natives’ Debate: A critical review of the evidence
    • Bennett, S., Maton, K. and Kervin, L. (2008). The ‘Digital Natives’ Debate: a critical review of the evidence. British Journal of Educational Technology, Vol. 39 No. 5, pp. 775–86.
    • (2008) British Journal of Educational Technology , vol.39 , Issue.5 , pp. 775-786
    • Bennett, S.1    Maton, K.2    Kervin, L.3
  • 12
    • 85187823719 scopus 로고    scopus 로고
    • Blizzard Entertainment – World of Warcraft: http://www.worldofwarcraft.com
  • 15
    • 34548422826 scopus 로고    scopus 로고
    • Navigation in 3D virtual environments: Effects of user experience and location-pointing navigation aids
    • Burigat, S. and Chittaro, L. (2007). Navigation in 3D virtual environments: effects of user experience and location-pointing navigation aids. International Journal of Human-Computer Studies, Vol. 65, No. 11, pp. 945–58.
    • (2007) International Journal of Human-Computer Studies , vol.65 , Issue.11 , pp. 945-958
    • Burigat, S.1    Chittaro, L.2
  • 20
    • 57849109806 scopus 로고    scopus 로고
    • The use of ‘exploratory learning’ for supporting immersive learning in virtual environments
    • de Freitas, S. and Neumann, T. (2009). The use of ‘exploratory learning’ for supporting immersive learning in virtual environments. Computers & Education, Vol. 52, No. 2, pp. 343–52.
    • (2009) Computers & Education , vol.52 , Issue.2 , pp. 343-352
    • de Freitas, S.1    Neumann, T.2
  • 22
    • 85064775643 scopus 로고    scopus 로고
    • Teaching in 3D: Pedagogical affordances and constraints of 3D virtual worlds for synchronous distance learning
    • Dickey, M. D. (2003). Teaching in 3D: pedagogical affordances and constraints of 3D virtual worlds for synchronous distance learning. Distance Education, Vol. 24, pp. 105–21.
    • (2003) Distance Education , vol.24 , pp. 105-121
    • Dickey, M.D.1
  • 28
    • 33846791366 scopus 로고    scopus 로고
    • How would a state of the art instructional video game look like?
    • Gee, J. P. (2005). How would a state of the art instructional video game look like? Innovate Journal of Online Education, Vol. 1, No. 6.
    • (2005) Innovate Journal of Online Education , vol.1 , Issue.6
    • Gee, J.P.1
  • 29
    • 36448952741 scopus 로고    scopus 로고
    • Cognitive science implications for enhancing raining effectiveness in a serious gaming context, ACM
    • Greitzer, F. L., Kuchar, O. A. and Huston, K. (2007). Cognitive science implications for enhancing raining effectiveness in a serious gaming context, ACM J. Educational Resources in Computing, Vol. 7, No. 3, pp. 2–18.
    • (2007) J. Educational Resources in Computing , vol.7 , Issue.3 , pp. 2-18
    • Greitzer, F.L.1    Kuchar, O.A.2    Huston, K.3
  • 30
    • 0005881741 scopus 로고    scopus 로고
    • The future of learning objects
    • Bloomington: Agency for Instructional technology
    • Hodgins, H. W. (2000). ‘The future of learning objects’, in D. A. Wiley, ed. The Instructional Use of Learning Objects. Bloomington: Agency for Instructional technology, pp. 281–98.
    • (2000) The Instructional Use of Learning Objects , pp. 281-298
    • Hodgins, H.W.1    Wiley, D.A.2
  • 31
    • 85187812691 scopus 로고    scopus 로고
    • Proceedings of the ACM SIGGRAPH 2005 Educators Program, Panel session, Los Angeles (Ca), USA
    • Johnson, W. L. (2005). Lessons learned from games for education. In Proceedings of the ACM SIGGRAPH 2005 Educators Program, Panel session, Los Angeles (Ca), USA.
    • (2005) Lessons Learned from Games for Education
    • Johnson, W.L.1
  • 32
    • 0033600286 scopus 로고    scopus 로고
    • Human theta oscillations exhibit task dependence during virtual maze navigation
    • Kahana, M., Sekuler, R., Caplan, J., Kirschen, M. and Madsen, J. (1999). Human theta oscillations exhibit task dependence during virtual maze navigation. Nature, Vol. 399, pp. 781–84.
    • (1999) Nature , vol.399 , pp. 781-784
    • Kahana, M.1    Sekuler, R.2    Caplan, J.3    Kirschen, M.4    Madsen, J.5
  • 34
    • 30344478768 scopus 로고    scopus 로고
    • Learning styles and learning spaces: Enhancing experiential learning in higher education
    • Kolb, A. J. and Kolb, D. A. (2005). Learning styles and learning spaces: enhancing experiential learning in higher education. Academy of Management Learning & Education. Vol. 4, No. 2, pp. 193–212.
    • (2005) Academy of Management Learning & Education , vol.4 , Issue.2 , pp. 193-212
    • Kolb, A.J.1    Kolb, D.A.2
  • 35
  • 36
    • 0002012096 scopus 로고
    • Situating constructionism
    • Harel INITIAL and Papert, S. eds., Norwood, NJ: Ablex Publishing Corporation
    • Papert, S. (1993). Situating constructionism, in Harel INITIAL and Papert, S. eds. Constructionism.: Norwood, NJ: Ablex Publishing Corporation.
    • (1993) Constructionism
    • Papert, S.1
  • 38
    • 48249099880 scopus 로고    scopus 로고
    • Cognition and recreational computer games: Implications for educational technology
    • Pillay, H., Brownlee, J. and Wilss, L. (1999). Cognition and recreational computer games: implications for educational technology. Journal of Research on Computing in Education, Vol. 32, No. 1, pp. 203–216.
    • (1999) Journal of Research on Computing in Education , vol.32 , Issue.1 , pp. 203-216
    • Pillay, H.1    Brownlee, J.2    Wilss, L.3
  • 39
    • 38149004892 scopus 로고    scopus 로고
    • Analyzing place metaphors in 3D educational collaborative virtual environments
    • Prasolova-Førland, E. (2008). Analyzing place metaphors in 3D educational collaborative virtual environments. Computers in Human Behavior, Vol. 24, No. 2, pp. 185–204.
    • (2008) Computers in Human Behavior , vol.24 , Issue.2 , pp. 185-204
    • Prasolova-Førland, E.1
  • 40
    • 34247142789 scopus 로고    scopus 로고
    • Digital game-based learning
    • Prensky, M. (2003). Digital game-based learning. In ACM Computers in Entertainment, Vol. 1, No. 1, pp. 21–25.
    • (2003) ACM Computers in Entertainment , vol.1 , Issue.1 , pp. 21-25
    • Prensky, M.1
  • 41
    • 44649084868 scopus 로고    scopus 로고
    • Engage me or enrage me’: What today’s learners demand
    • Prensky, M. (2005). ‘Engage me or enrage me’: what today’s learners demand. EDUCAUSE Review, Vol. 40, No. 5, pp. 60–65 Available at http://www.educause.edu/er/erm05/erm0553.asp. Last accessed 28.4.10.
    • (2005) EDUCAUSE Review , vol.40 , Issue.5 , pp. 60-65
    • Prensky, M.1
  • 44
    • 67349226334 scopus 로고    scopus 로고
    • Visual realism enhances realistic response in an immersive virtual environment
    • Slater, M., Khanna, P., Mortensen, J. and Yu, I. (2009). Visual realism enhances realistic response in an immersive virtual environment. IEEE Computer Graphics and Applications, Vol. 29, No. 3, pp. 76–84.
    • (2009) IEEE Computer Graphics and Applications , vol.29 , Issue.3 , pp. 76-84
    • Slater, M.1    Khanna, P.2    Mortensen, J.3    Yu, I.4
  • 46
    • 62949155458 scopus 로고    scopus 로고
    • Open-ended video games: A model for developing learning for the interactive age
    • Connecting Youth, Games, and Learning, K. Salen, ed. Cambridge, MA: MIT Press
    • Squire, K. (2008). Open-ended video games: a model for developing learning for the interactive age. In The Ecology of Games: Connecting Youth, Games, and Learning, K. Salen, ed. Cambridge, MA: MIT Press, pp. 167–98.
    • (2008) The Ecology of Games , pp. 167-198
    • Squire, K.1
  • 48
    • 67549098235 scopus 로고    scopus 로고
    • The role of semantics in games and simulations
    • Tutenel, T., Bidarra, R., Smelik, R. M. and De Kraker, K. J. (2008). The role of semantics in games and simulations. ACM Computers in Entertainment (CIE). Vol. 6. No. 4 http://portal.acm.org/citation.cfm?id=1462009&jmp=cit&coll=GUIDE&dl=GUIDE&CFID=100753121&CFTOKEN=2016130CIT. Last accessed 29/7/10.
    • (2008) ACM Computers in Entertainment (CIE) , vol.6 , Issue.4
    • Tutenel, T.1    Bidarra, R.2    Smelik, R.M.3    de Kraker, K.J.4
  • 50
    • 33751513124 scopus 로고    scopus 로고
    • Digital Game-Based Learning: It’s not just the digital natives who are restless
    • Van Eck, R. (2006). Digital Game-Based Learning: it’s not just the digital natives who are restless. EDUCAUSE Review, v41 n2, pp. 16–30.
    • (2006) EDUCAUSE Review, V41 , pp. 16-30
    • van Eck, R.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.