메뉴 건너뛰기




Volumn 10, Issue 2, 2012, Pages 199-208

Playing in school or at home? an exploration of the effects of context on educational game experience

Author keywords

Context; Game experience; Game based learning; Serious games; Situated play

Indexed keywords


EID: 84865478348     PISSN: 14794403     EISSN: None     Source Type: Journal    
DOI: None     Document Type: Article
Times cited : (13)

References (51)
  • 1
    • 0017472917 scopus 로고
    • Self-efficacy: Toward a unifying theory of behavioral change
    • Bandura, A. (1977). Self-efficacy: toward a unifying theory of behavioral change. Psychological review, 84(2), 191.
    • (1977) Psychological Review , vol.84 , Issue.2 , pp. 191
    • Bandura, A.1
  • 2
    • 77249164481 scopus 로고    scopus 로고
    • Students' perceptions about the use of video games in the classroom
    • doi:10.1016/j.compedu.2009.10.022
    • Bourgonjon, J., Valcke, M., Soetaert, R., & Schellens, T. (2010). Students' perceptions about the use of video games in the classroom. Computers & Education, 54(4), 1145-1156. doi:10.1016/j.compedu.2009.10.022
    • (2010) Computers & Education , vol.54 , Issue.4 , pp. 1145-1156
    • Bourgonjon, J.1    Valcke, M.2    Soetaert, R.3    Schellens, T.4
  • 3
    • 77649333859 scopus 로고    scopus 로고
    • Effect of computer-based video games on children: An experimental study
    • Chuang, T. Y. (2007). Effect of computer-based video games on children: An experimental study. Educational Technology & Society., 12(2), 1-10.
    • (2007) Educational Technology & Society , vol.12 , Issue.2 , pp. 1-10
    • Chuang, T.Y.1
  • 4
    • 34548230519 scopus 로고    scopus 로고
    • Social interactions in massively multiplayer online role-playing gamers
    • Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role-playing gamers. Cyberpsychology & Behavior, 10(4), 575-583.
    • (2007) Cyberpsychology & Behavior , vol.10 , Issue.4 , pp. 575-583
    • Cole, H.1    Griffiths, M.D.2
  • 6
    • 84870002235 scopus 로고    scopus 로고
    • Towards a Serious Game Experience Model: Validation, Extension and Adaptation of the GEQ for Use in an Educational Context
    • L. Calvi, K. Nuijten, & H. Bouwknegt (Eds.), Breda University of Applied Sciences
    • De Grove, F., Van Looy, J., & Courtois, C. (2010). Towards a Serious Game Experience Model: Validation, Extension and Adaptation of the GEQ for Use in an Educational Context. In L. Calvi, K. Nuijten, & H. Bouwknegt (Eds.), Playability and Player Experience (Vol. 10, pp. 47-61). Breda University of Applied Sciences.
    • (2010) Playability and Player Experience , vol.10 , pp. 47-61
    • de Grove, F.1    van Looy, J.2    Courtois, C.3
  • 8
    • 49449089894 scopus 로고    scopus 로고
    • People, places, and play: Player experience in a socio-spatial context
    • De Kort, Y., & Ijsselsteijn, W. A. (2008). People, places, and play: player experience in a socio-spatial context. Computers in Entertainment (CIE), 6(2), 1-11.
    • (2008) Computers In Entertainment (CIE) , vol.6 , Issue.2 , pp. 1-11
    • de Kort, Y.1    Ijsselsteijn, W.A.2
  • 10
    • 0016552307 scopus 로고
    • Identifying with television characters
    • Feilitzen, C., & Linné, O. (1975). Identifying with television characters. Journal of Communication, 25(4), 51-55.
    • (1975) Journal of Communication , vol.25 , Issue.4 , pp. 51-55
    • Feilitzen, C.1    Linné, O.2
  • 14
    • 67549103767 scopus 로고    scopus 로고
    • Games, Motivation, and Learning: A Research and Practice Model
    • doi:10.1177/1046878102238607
    • Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, Motivation, and Learning: A Research and Practice Model. Simulation & Gaming, 33(4), 441-467. doi:10.1177/1046878102238607
    • (2002) Simulation & Gaming , vol.33 , Issue.4 , pp. 441-467
    • Garris, R.1    Ahlers, R.2    Driskell, J.E.3
  • 15
    • 33748540997 scopus 로고    scopus 로고
    • What video games have to teach us about learning and literacy
    • Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20.
    • (2003) Computers In Entertainment (CIE) , vol.1 , Issue.1 , pp. 20
    • Gee, J.P.1
  • 19
    • 85008852664 scopus 로고    scopus 로고
    • Digital games in education: The design of games-based learning environments
    • Gros, B. (2007). Digital games in education: The design of games-based learning environments. Journal of Research on Technology in Education, 40(1), 23.
    • (2007) Journal of Research On Technology In Education , vol.40 , Issue.1 , pp. 23
    • Gros, B.1
  • 20
    • 84865501347 scopus 로고    scopus 로고
    • GriN Multimedia. PING: Poverty Is Not a Game, Computer game, Brussels, Belgium: King Baudouin Foundation. Retrieved March 4, 2012, from
    • GriN Multimedia. PING: Poverty Is Not a Game (2010). [Computer game]. Brussels, Belgium: King Baudouin Foundation. Retrieved March 4, 2012, from http://www.povertyisnotagame.be
    • (2010)
  • 22
    • 78149467805 scopus 로고    scopus 로고
    • Teachers and game-based learning: Improving understanding of how to increase efficacy of adoption
    • Ketelhut, D. J., & Schifter, C. C. (2011). Teachers and game-based learning: Improving understanding of how to increase efficacy of adoption. Computers & Education, 56(2), 539-546.
    • (2011) Computers & Education , vol.56 , Issue.2 , pp. 539-546
    • Ketelhut, D.J.1    Schifter, C.C.2
  • 23
    • 15344344805 scopus 로고    scopus 로고
    • Digital game-based learning: Towards an experiential gaming model
    • Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and higher education, 8(1), 13-24.
    • (2005) The Internet and Higher Education , vol.8 , Issue.1 , pp. 13-24
    • Kiili, K.1
  • 25
    • 70350409572 scopus 로고    scopus 로고
    • The Video Game Experience as "True" Identification: A Theory of Enjoyable Alterations of Players' Self-Perception
    • doi:10.1111/j.1468-2885.2009.01347.x
    • Klimmt, C., Hefner, D., & Vorderer, P. (2009). The Video Game Experience as "True" Identification: A Theory of Enjoyable Alterations of Players' Self-Perception. Communication Theory, 19(4), 351-+. doi:10.1111/j.1468-2885.2009.01347.x
    • (2009) Communication Theory , vol.19 , Issue.4 , pp. 351
    • Klimmt, C.1    Hefner, D.2    Vorderer, P.3
  • 26
    • 34548175212 scopus 로고    scopus 로고
    • I wish I were a warrior: The role of wishful identification in the effects of violent video games on aggression in adolescent boys
    • Konijn, E. A., Bijvank, M. N., & Bushman, B. J. (2007). I wish I were a warrior: The role of wishful identification in the effects of violent video games on aggression in adolescent boys. Developmental Psychology, 43(4), 1038-1044.
    • (2007) Developmental Psychology , vol.43 , Issue.4 , pp. 1038-1044
    • Konijn, E.A.1    Bijvank, M.N.2    Bushman, B.J.3
  • 27
    • 21144468422 scopus 로고
    • Application of cognitive, skill-based, and affective theories of learning outcomes to new methods of training evaluation
    • Kraiger, K., Ford, J. K., & Salas, E. (1993). Application of cognitive, skill-based, and affective theories of learning outcomes to new methods of training evaluation. Journal of applied Psychology, 78(2), 311.
    • (1993) Journal of Applied Psychology , vol.78 , Issue.2 , pp. 311
    • Kraiger, K.1    Ford, J.K.2    Salas, E.3
  • 28
    • 0037407836 scopus 로고    scopus 로고
    • Identifying the pitfalls for social interaction in computer-supported collaborative learning environments: A review of the research
    • doi:Pii S0747-5632(02)00057-2
    • Kreijns, K., Kirschner, P. A., & Jochems, W. (2003). Identifying the pitfalls for social interaction in computer-supported collaborative learning environments: a review of the research. Computers in Human Behavior, 19(3), 335-353. doi:Pii S0747-5632(02)00057-2
    • (2003) Computers In Human Behavior , vol.19 , Issue.3 , pp. 335-353
    • Kreijns, K.1    Kirschner, P.A.2    Jochems, W.3
  • 29
    • 1842832073 scopus 로고    scopus 로고
    • Presence, explicated
    • Lee, K. M. (2004). Presence, explicated. Communication Theory, 14(1), 27-50.
    • (2004) Communication Theory , vol.14 , Issue.1 , pp. 27-50
    • Lee, K.M.1
  • 30
  • 32
    • 79952049154 scopus 로고    scopus 로고
    • Learning and motivational impacts of a multimedia science game
    • Miller, L. M., Chang, C. I., Wang, S., Beier, M. E., & Klisch, Y. (2011). Learning and motivational impacts of a multimedia science game. Computers & Education, 57(1), 1425-1433.
    • (2011) Computers & Education , vol.57 , Issue.1 , pp. 1425-1433
    • Miller, L.M.1    Chang, C.I.2    Wang, S.3    Beier, M.E.4    Klisch, Y.5
  • 34
    • 0041018620 scopus 로고
    • Motivational and Social Outcomes of Cooperative Computer Education Environments
    • Nastasi, B. K., & Clements, D. H. (1993). Motivational and Social Outcomes of Cooperative Computer Education Environments. Journal of Computing in Childhood Education, 4(1), 15-43.
    • (1993) Journal of Computing In Childhood Education , vol.4 , Issue.1 , pp. 15-43
    • Nastasi, B.K.1    Clements, D.H.2
  • 35
    • 84865483364 scopus 로고
    • The Undergraduates: A Report of Their Activities and Progress in College in the 1980
    • Pace, C. R. (1990). The Undergraduates: A Report of Their Activities and Progress in College in the 1980.
    • (1990)
    • Pace, C.R.1
  • 36
    • 56549129970 scopus 로고    scopus 로고
    • Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation
    • Papastergiou, M. (2009). Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12.
    • (2009) Computers & Education , vol.52 , Issue.1 , pp. 1-12
    • Papastergiou, M.1
  • 38
    • 33751187231 scopus 로고    scopus 로고
    • Computer games and learning: Digital game-based learning
    • Prensky, M. (2005). Computer games and learning: Digital game-based learning. Handbook of computer game studies, 97-122.
    • (2005) Handbook of Computer Game Studies , pp. 97-122
    • Prensky, M.1
  • 42
    • 33846787459 scopus 로고    scopus 로고
    • Changing the game: What happens when video games enter the classroom
    • Squire, K. (2005). Changing the game: What happens when video games enter the classroom. Innovate: Journal of online education, 1(6), 25-49.
    • (2005) Innovate: Journal of Online Education , vol.1 , Issue.6 , pp. 25-49
    • Squire, K.1
  • 43
    • 33745255765 scopus 로고    scopus 로고
    • GameFlow: A model for evaluating player enjoyment in games
    • Sweetser, P., & Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment (CIE), 3(3), 3.
    • (2005) Computers In Entertainment (CIE) , vol.3 , Issue.3 , pp. 3
    • Sweetser, P.1    Wyeth, P.2
  • 44
    • 78149404062 scopus 로고    scopus 로고
    • Defining Media Enjoyment as the Satisfaction of Intrinsic Needs
    • doi:10.1111/j.1460-2466.2010.01513.x
    • Tamborini, R., Bowman, N. D., Eden, A., Grizzard, M., & Organ, A. (2010). Defining Media Enjoyment as the Satisfaction of Intrinsic Needs. Journal of Communication, 60(4), 758-777. doi:10.1111/j.1460-2466.2010.01513.x
    • (2010) Journal of Communication , vol.60 , Issue.4 , pp. 758-777
    • Tamborini, R.1    Bowman, N.D.2    Eden, A.3    Grizzard, M.4    Organ, A.5
  • 47
    • 84861976281 scopus 로고    scopus 로고
    • Player identification in online games: Validation of a scale for measuring identification in mmogs
    • in press
    • Van Looy, J., Courtois, C., De Vocht, M., & De Marez, L. (in press). Player identification in online games: Validation of a scale for measuring identification in mmogs. Media Psychology.
    • Media Psychology
    • van Looy, J.1    Courtois, C.2    de Vocht, M.3    de Marez, L.4
  • 48
    • 10244250305 scopus 로고    scopus 로고
    • Enjoyment: At the heart of media entertainment
    • etrieved from ://000225133700007
    • Vorderer, P., Klimmt, C., & Ritterfeld, U. (2004). Enjoyment: At the heart of media entertainment. Communication Theory, 14(4), 388-408. Retrieved from ://000225133700007
    • (2004) Communication Theory , vol.14 , Issue.4 , pp. 388-408
    • Vorderer, P.1    Klimmt, C.2    Ritterfeld, U.3
  • 49
    • 45649084311 scopus 로고    scopus 로고
    • Playing online games against computer-vs. human-controlled opponents: Effects on presence, flow, and enjoyment
    • Weibel, D., Wissmath, B., Habegger, S., Steiner, Y., & Groner, R. (2008). Playing online games against computer-vs. human-controlled opponents: Effects on presence, flow, and enjoyment. Computers in Human Behavior, 24(5), 2274-2291.
    • (2008) Computers In Human Behavior , vol.24 , Issue.5 , pp. 2274-2291
    • Weibel, D.1    Wissmath, B.2    Habegger, S.3    Steiner, Y.4    Groner, R.5
  • 50
    • 33745452062 scopus 로고    scopus 로고
    • The psychology of massively multi-user online role-playing games: Motivations, emotional investment, relationships and problematic usage
    • In R. Schroeder & A. Axelsson (Eds.)
    • Yee, N. (2006). The psychology of massively multi-user online role-playing games: Motivations, emotional investment, relationships and problematic usage. In R. Schroeder & A. Axelsson (Eds.), Avatars at work and play: Collaboration and interaction in shared virtual environments (pp. 187-208).
    • (2006) Avatars At Work and Play: Collaboration and Interaction In Shared Virtual Environments , pp. 187-208
    • Yee, N.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.