메뉴 건너뛰기




Volumn , Issue , 2013, Pages

Human centered game design for bioinformatics and cyberinfrastructure learning

Author keywords

Bioinformatics; Cyberinfrastructure; Game design; Human centered design

Indexed keywords

CYBER INFRASTRUCTURES; GAME DESIGN; HIGH SCHOOL STUDENTS; HUMAN-CENTERED DESIGNS; SCIENCE , TECHNOLOGY , ENGINEERING , AND MATHS; SCIENTISTS AND ENGINEERS; SOCIO-TECHNICAL ASPECTS; TECHNICAL CHALLENGES;

EID: 84882428600     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/2484762.2484833     Document Type: Conference Paper
Times cited : (4)

References (39)
  • 1
    • 0000913978 scopus 로고    scopus 로고
    • Time flies when you're having fun: Cognitive absorption and beliefs about information technology usage
    • Agarwal, R. and Karahanna, E. 2000. Time flies when you're having fun: cognitive absorption and beliefs about information technology usage. MIS quarterly, 24(4), 665-694.
    • (2000) MIS Quarterly , vol.24 , Issue.4 , pp. 665-694
    • Agarwal, R.1    Karahanna, E.2
  • 2
    • 64449085959 scopus 로고    scopus 로고
    • Investigating the impact of video games on high school student's engagement and learning about genetics
    • Annetta, L.A., Minogue, J., Holmes, S.Y. and Cheng, M.T. 2009. Investigating the impact of video games on high school student's engagement and learning about genetics. Computers & Education, 53, 74-85.
    • (2009) Computers & Education , vol.53 , pp. 74-85
    • Annetta, L.A.1    Minogue, J.2    Holmes, S.Y.3    Cheng, M.T.4
  • 3
    • 65649102614 scopus 로고    scopus 로고
    • Sunfall: A collaborative visual analytics system for astrophysics
    • July 2008, IOP Publishing
    • Aragon, C. R., Bailey, S. J., Poon, S., Runge, K., and Thomas, R. C. 2008. Sunfall: A collaborative visual analytics system for astrophysics. Journal of Physics: Conference Series (July, 2008) Vol. 125, No. 1. IOP Publishing.
    • (2008) Journal of Physics: Conference Series , vol.125 , Issue.1
    • Aragon, C.R.1    Bailey, S.J.2    Poon, S.3    Runge, K.4    Thomas, R.C.5
  • 4
    • 79952607056 scopus 로고    scopus 로고
    • No sense of distance: Improving cross-cultural communication with context-lined software tools
    • Aragon, C. and Poon, S. 2011. No sense of distance: improving cross-cultural communication with context-lined software tools. In Proceedings of the 2011 iConference, 159-165.
    • (2011) Proceedings of the 2011 IConference , pp. 159-165
    • Aragon, C.1    Poon, S.2
  • 7
    • 84882356332 scopus 로고    scopus 로고
    • Retrieved March 3, from
    • BLAST. Retrieved March 3, 2013 from http://blast.ncbi.nlm.nih.gov/Blast. cgi.
    • (2013) BLAST
  • 9
    • 84964129375 scopus 로고
    • The principles of sociotechnical design
    • Cherns, A. 1976. The Principles of Sociotechnical Design. Human relations, 29(8), 783-792.
    • (1976) Human Relations , vol.29 , Issue.8 , pp. 783-792
    • Cherns, A.1
  • 10
    • 34247732721 scopus 로고
    • Grounded theory research: Procedures, canons and evaluative criteria
    • Corbin, J. and Strauss, A. 1990. Grounded theory research: Procedures, canons and evaluative criteria. Qualitative Sociology, 13, 3-21.
    • (1990) Qualitative Sociology , vol.13 , pp. 3-21
    • Corbin, J.1    Strauss, A.2
  • 11
    • 56649088059 scopus 로고    scopus 로고
    • Performance analysis of allocation policies for interGrid resource provisioning
    • de Assunção, M. D., and Buyya, R. 2009. Performance analysis of allocation policies for interGrid resource provisioning. Information and Software Technology, 51(1), 42-55.
    • (2009) Information and Software Technology , vol.51 , Issue.1 , pp. 42-55
    • De Assunção, M.D.1    Buyya, R.2
  • 13
    • 33745750834 scopus 로고    scopus 로고
    • Girl gamers: The controversy of girl games and the relevance of female-oriented game design for instructional design
    • 37.5
    • Dickey, M. D. 2006. Girl gamers: The controversy of girl games and the relevance of female-oriented game design for instructional design." British journal of educational technology 37.5, 785-793.
    • (2006) British Journal of Educational Technology , pp. 785-793
    • Dickey, M.D.1
  • 14
    • 77951180739 scopus 로고    scopus 로고
    • Mediating the expression of emotion in educational collaborative virtual environments: An experimental study
    • Springer Verlag, London
    • Fabri, M., Moore, D.J., Hobbs, D.J. 2004. Mediating the Expression of Emotion in Educational Collaborative Virtual Environments: An Experimental Study, in International Journal of Virtual Reality, Springer Verlag, London.
    • (2004) International Journal of Virtual Reality
    • Fabri, M.1    Moore, D.J.2    Hobbs, D.J.3
  • 17
    • 84882355946 scopus 로고    scopus 로고
    • Retrieved April 19, 2013 from
    • Jalview. Retrieved April 19, 2013 from http://www.jalview.org.
    • Jalview
  • 18
    • 84882378388 scopus 로고    scopus 로고
    • Two socio-technical gaps of cyberinfrastructure development and implementation for data-intensive collaboration and computational simulation in early e-science projects in the US
    • ACM
    • Kee, K. F., and Browning, L. D. 2012. Two Socio-Technical Gaps of Cyberinfrastructure Development and Implementation for Data-Intensive Collaboration and Computational Simulation in Early e-Science Projects in the US. In In Proceedings of the 2012 ACM conference on Computer supported cooperative work. ACM.
    • (2012) Proceedings of the 2012 ACM Conference on Computer Supported Cooperative Work
    • Kee, K.F.1    Browning, L.D.2
  • 20
    • 84976795493 scopus 로고
    • Game playing as a technique for teaching parallel computing concepts
    • Kitchen, A. T., Schaller, N. C., and Tymann, P. T. 1992. Game playing as a technique for teaching parallel computing concepts. ACM SIGCSE Bulletin, 24(3), 35-38.
    • (1992) ACM SIGCSE Bulletin , vol.24 , Issue.3 , pp. 35-38
    • Kitchen, A.T.1    Schaller, N.C.2    Tymann, P.T.3
  • 21
    • 49449103656 scopus 로고    scopus 로고
    • Why we play: Affect and the fun of games, designing emotions for games, entertainment interfaces and interactive products
    • New York: Lawrence Erlbaum Associates
    • Lazzaro, N. 2008. Why we play: Affect and the fun of Games. Designing Emotions for Games, Entertainment Interfaces and Interactive Products. The Human-Computer Interaction Handbook. Fundamentals, Evolving Technologies and Emerging Applications. New York: Lawrence Erlbaum Associates.
    • (2008) The Human-Computer Interaction Handbook, Fundamentals, Evolving Technologies and Emerging Applications
    • Lazzaro, N.1
  • 22
    • 68249119628 scopus 로고    scopus 로고
    • Washington, DC: Pew Research Center, Retrieved January 10, 2013 from
    • Lenhart A, Kahne J, Middaugh A, Evans C, and Vitak J. 2008. Teens, Videogames and Civics. Washington, DC: Pew Research Center. Retrieved January 10, 2013 from http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and- Civics.aspx.
    • (2008) Teens, Videogames and Civics
    • Lenhart, A.1    Kahne, J.2    Middaugh, A.3    Evans, C.4    Vitak, J.5
  • 23
    • 80051694893 scopus 로고    scopus 로고
    • The institutional challenges of cyberinfrastructure and E-Research
    • Lynch, C. 2008. The Institutional Challenges of Cyberinfrastructure and E-Research. Educause Review, 43(6), 74-76.
    • (2008) Educause Review , vol.43 , Issue.6 , pp. 74-76
    • Lynch, C.1
  • 26
    • 34547271675 scopus 로고    scopus 로고
    • Games for science and engineering education
    • Mayo, M. 2007. Games for science and engineering education. In Communications of the ACM, 50(7), 31-35.
    • (2007) Communications of the ACM , vol.50 , Issue.7 , pp. 31-35
    • Mayo, M.1
  • 28
    • 84882306906 scopus 로고    scopus 로고
    • Aug. 7 2012, Retrieved March 1, 2013 from
    • McKenna, S. 2012. Steven Reiner Urges Scientists to Tell Their Stories. HPCwire. Aug. 7, 2012. Retrieved March 1, 2013 from http://www.hpcwire.com/ hpcwire/2012-08-07/steven-reiner-urges-scientists-to-tell-their-stories.html.
    • (2012) Steven Reiner Urges Scientists to Tell their Stories
    • McKenna, S.1
  • 29
    • 1942500392 scopus 로고    scopus 로고
    • Teaching computer science through game design
    • 37.4
    • Overmars, Mark. 2004. Teaching computer science through game design. Computer 37.4: 81-83.
    • (2004) Computer , pp. 81-83
    • Overmars, M.1
  • 32
    • 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
  • 36
    • 53849138831 scopus 로고    scopus 로고
    • Organizing for multidisciplinary collaboration: The case of the geosciences network
    • Ribes, D. and Bowker, G. C. 2008. Organizing for Multidisciplinary Collaboration: The Case of the Geosciences Network. Scientific collaboration on the internet, 311.
    • (2008) Scientific Collaboration on the Internet , vol.311
    • Ribes, D.1    Bowker, G.C.2
  • 37
    • 78149468084 scopus 로고    scopus 로고
    • Sociotechnical studies of cyberinfrastructure and e-Research: Current Themes and Future Trajectories
    • Ribes, D. and Lee, C. P. 2010. Sociotechnical studies of cyberinfrastructure and e-Research: Current Themes and Future Trajectories. Computer Supported Cooperative Work (CSCW), 19(3), 231-244.
    • (2010) Computer Supported Cooperative Work (CSCW) , vol.19 , Issue.3 , pp. 231-244
    • Ribes, D.1    Lee, C.P.2
  • 39
    • 78149466165 scopus 로고    scopus 로고
    • A socio-technical framework for cyberinfrastructure design
    • Ann Arbor, MI, USA
    • Zimmerman, A. 2007. A socio-technical framework for cyberinfrastructure design. Proceedings of e-Social Science. Ann Arbor, MI, USA, 10.
    • (2007) Proceedings of E-Social Science , pp. 10
    • Zimmerman, A.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.