메뉴 건너뛰기




Volumn , Issue , 2014, Pages 3423-3432

Spent: Changing students' affective learning toward homelessness through persuasive video game play

Author keywords

Affective learning; Persuasive mechanics; Video games

Indexed keywords

HUMAN ENGINEERING; INTERACTIVE COMPUTER GRAPHICS; STUDENTS;

EID: 84900459835     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/2556288.2557390     Document Type: Conference Paper
Times cited : (12)

References (46)
  • 1
    • 0038640205 scopus 로고
    • New York: The Viking Press
    • Abt, C. (1970). Serious Games. New York: The Viking Press.
    • (1970) Serious Games
    • Abt, C.1
  • 2
    • 34247391130 scopus 로고    scopus 로고
    • Studying computer game learning experience through eye tracking
    • Alkan, S., & Cagiltay, K. (2007). Studying computer game learning experience through eye tracking. British Journal of Educational Technology, 38(3), 538-542.
    • (2007) British Journal of Educational Technology , vol.38 , Issue.3 , pp. 538-542
    • Alkan, S.1    Cagiltay, K.2
  • 3
    • 84900400011 scopus 로고    scopus 로고
    • Game object model version II: A theoretical framework for educational game development
    • Amory, A. (2006). Game object model version II: A theoretical framework for educational game development. Educational Technology Research and Development, 54, 1-27.
    • (2006) Educational Technology Research and Development , vol.54 , Issue.1-27
    • Amory, A.1
  • 5
    • 84937296127 scopus 로고
    • Computer intervention for adolescent children of divorce
    • Barker, J., Brinkman, L., & Deardorff, M. (1995). Computer intervention for adolescent children of divorce. Journal of Divorce & Remarriage, 23(3), 197-213.
    • (1995) Journal of Divorce & Remarriage , vol.23 , Issue.3 , pp. 197-213
    • Barker, J.1    Brinkman, L.2    Deardorff, M.3
  • 6
    • 0034142414 scopus 로고    scopus 로고
    • Watch, discover, think, and act: Evaluation of computerassisted instruction to improve asthma self-management in inner-city children
    • Bartholomew, L.K., Gold, R.S., Parcel, G.S., Czyzewski, D.I., Sockrider, M.M., Fernandez, M. et al. (2000). Watch, discover, think, and act: Evaluation of computerassisted instruction to improve asthma self-management in inner-city children. Patient Education and Counseling, 39(2-3), 269-280.
    • (2000) Patient Education and Counseling , vol.39 , Issue.2-3 , pp. 269-280
    • Bartholomew, L.K.1    Gold, R.S.2    Parcel, G.S.3    Czyzewski, D.I.4    Sockrider, M.M.5    Fernandez, M.6
  • 9
    • 0347731469 scopus 로고
    • Health works: Interactive AIDS education videogames
    • Cahill, J.M. (1994). Health works: Interactive AIDS education videogames. Computers in Human Services, 11(1), 159-176.
    • (1994) Computers in Human Services , vol.11 , Issue.1 , pp. 159-176
    • Cahill, J.M.1
  • 11
    • 84900432523 scopus 로고    scopus 로고
    • Virtually dead in iraq
    • September Retrieved October
    • Clarren, R. (2006). Virtually dead in Iraq. Salon, September 16, 2006. Retrieved October 12, 2011 from www.salon.com/ent/feature/2006/09/16/ americasarmy/
    • (2006) Salon , vol.16 , Issue.12
    • Clarren, R.1
  • 14
  • 18
    • 0011592012 scopus 로고    scopus 로고
    • The STAR project: Enhancing adolescents' social understanding through video-based, multimedia scenarios
    • Goldsworthy, R.C., Barab, S.A., & Goldsworthy, E.L. (2000). The STAR project: Enhancing adolescents' social understanding through video-based, multimedia scenarios. Journal of Special Education Technology,15(2), 13-26.
    • (2000) Journal of Special Education Technology , vol.15 , Issue.2 , pp. 13-26
    • Goldsworthy, R.C.1    Barab, S.A.2    Goldsworthy, E.L.3
  • 19
    • 84873342882 scopus 로고
    • Nature and significance of paly as a cultural phenomenon
    • In K. Salen, & E. Zimmerman (Eds), Cambridge: MIT Press
    • Huizinga, J. (1955). Nature and significance of paly as a cultural phenomenon. In K. Salen, & E. Zimmerman (Eds), The game design reader: A rules of play anthology (p. 96-120). Cambridge: MIT Press
    • (1955) The Game Design Reader: A Rules of Play Anthology , pp. 96-120
    • Huizinga, J.1
  • 21
    • 33947581621 scopus 로고    scopus 로고
    • The educational effectiveness of a simulation/game in gender education
    • Kashibuchi, M., & Sakamoto, A. (2001). The educational effectiveness of a simulation/game in gender education. Simulation & Gaming, 32(3), 331-343.
    • (2001) Simulation & Gaming , vol.32 , Issue.3 , pp. 331-343
    • Kashibuchi, M.1    Sakamoto, A.2
  • 22
    • 0039335111 scopus 로고
    • Relationships among teacher communication style, trait and state communication apprehension, and teacher effectiveness
    • In D. Nimmo (Ed.). New Brunswick, NJ: Transaction Books
    • Kearney, P. & McCrosky, J. (1980). Relationships among teacher communication style, trait and state communication apprehension, and teacher effectiveness. In D. Nimmo (Ed.), Communication Yearbook 4 (pp.533-551). New Brunswick, NJ: Transaction Books.
    • (1980) Communication Yearbook , vol.4 , pp. 533-551
    • Kearney, P.1    McCrosky, J.2
  • 24
    • 84893981294 scopus 로고    scopus 로고
    • Video games as change agents-the case of homeless: It's no game
    • Article 2
    • Lavender, T. (2011) "Video Games as Change Agents-The Case of Homeless: It's No Game," The McMaster Journal of Communication: Vol. 7: Iss. 1, Article 2.
    • (2011) The McMaster Journal of Communication , vol.7 , Issue.1
    • Lavender, T.1
  • 26
    • 79957201258 scopus 로고    scopus 로고
    • The meaning of life
    • Lepore, J. (2007). The Meaning of Life. New Yorker, 83(13), 38-43
    • (2007) New Yorker , vol.83 , Issue.13 , pp. 38-43
    • Lepore, J.1
  • 27
    • 0035189108 scopus 로고    scopus 로고
    • Management of chronic pediatric diseases with interactive health games: Theory and research findings
    • Lieberman, D. A. (2001). Management of chronic pediatric diseases with interactive health games: Theory and research findings. The Journal of Ambulatory Care Management, 24(1), 26-38.
    • (2001) The Journal of Ambulatory Care Management , vol.24 , Issue.1 , pp. 26-38
    • Lieberman, D.A.1
  • 29
    • 48249123797 scopus 로고    scopus 로고
    • The claims of games: A comprehensive review and directions for future research
    • In C. Crawford, D. A. Willis, R. Carlsen, I. Gibson, K. McFerrin, J. Price & R. Weber (Eds.). Association for the Advancement of Computing in Education (AACE
    • Mishra, P., & Foster, A. (2007). The claims of games: A comprehensive review and directions for future research. In C. Crawford, D. A. Willis, R. Carlsen, I. Gibson, K. McFerrin, J. Price & R. Weber (Eds.), SITE'18 (Vol. 2007, pp. 2227-2232). Association for the Advancement of Computing in Education (AACE).
    • (2007) SITE'18 , vol.2007 , pp. 2227-2232
    • Mishra, P.1    Foster, A.2
  • 32
    • 84900416033 scopus 로고    scopus 로고
    • Who says video games have to be fun?
    • Retrieved November 3 2011
    • Ochalla, B. (2007). Who Says Video Games Have to be Fun? The Rise of Serious Games. Retrieved November 3, 2011 from www.gamasutra.com/view/feature/
    • (2007) The Rise of Serious Games
    • Ochalla, B.1
  • 34
    • 1842822472 scopus 로고
    • Learning dis-abled students' acquisition of keyboarding skills and continuing motivation under drill-and-practice and game conditions
    • Okolo, C.M., & Others, A. (1990). Learning dis-abled students' acquisition of keyboarding skills and continuing motivation under drill-and-practice and game conditions. Learning Disabilities Research, 5(2), 100-109.
    • (1990) Learning Disabilities Research , vol.5 , Issue.2 , pp. 100-109
    • Okolo, C.M.1    Others, A.2
  • 35
    • 0001895501 scopus 로고
    • The effect of computer-assisted instruction format and initial attitude on the arithmetic facts proficiency and continuing motivation of students with learning disabilities
    • Okolo, C.M. (1992). The effect of computer-assisted instruction format and initial attitude on the arithmetic facts proficiency and continuing motivation of students with learning disabilities. Exceptionality: A Research Journal, 3(4), 195-211.
    • (1992) Exceptionality: A Research Journal , vol.3 , Issue.4 , pp. 195-211
    • Okolo, C.M.1
  • 36
    • 29444451271 scopus 로고    scopus 로고
    • Case study: Using a virtual reality computer game to teach fire safety skills to children diagnosed with fetal alcohol syndrome
    • Padgett, L.S., Strickland, D., & Coles, C.D. (2006).Case study: Using a virtual reality computer game to teach fire safety skills to children diagnosed with fetal alcohol syndrome. Journal of Pediatric Psychology,31(1), 65-70.
    • (2006) Journal of Pediatric Psychology , vol.31 , Issue.1 , pp. 65-70
    • Padgett, L.S.1    Strickland, D.2    Coles, C.D.3
  • 37
    • 0024605072 scopus 로고
    • Adolescent pregnancy prevention by health education computer games: Computer-assisted instruction of knowledge and attitudes
    • Paperny, D.M., & Starn, J.R. (1989). Adolescent pregnancy prevention by health education computer games: Computer-assisted instruction of knowledge and attitudes. Pediatrics, 83(5), 742.
    • (1989) Pediatrics , vol.83 , Issue.5 , pp. 742
    • Paperny, D.M.1    Starn, J.R.2
  • 38
    • 84973022109 scopus 로고
    • Power in the classroom: VI. Verbal control strategies, nonverbal immediacy and affective learning
    • Plax, T., Kearney, P., McCrosky, J., & Richmond, V. (1986). Power in the classroom: VI. Verbal control strategies, nonverbal immediacy and affective learning. Communication Education, 35, 43-55.
    • (1986) Communication Education , vol.35 , pp. 43-55
    • Plax, T.1    Kearney, P.2    McCrosky, J.3    Richmond, V.4
  • 41
    • 84954706284 scopus 로고
    • Communication apprehension, student attitudes, and levels of satisfaction
    • Scott, M. & Wheeless, L. (1975). Communication apprehension, student attitudes, and levels of satisfaction. Western Journal of Speech Communication, 41. 188-198.
    • (1975) Western Journal of Speech Communication , vol.41 , pp. 188-198
    • Scott, M.1    Wheeless, L.2
  • 42
    • 0031062473 scopus 로고    scopus 로고
    • Using an interactive computer game to increase skill and self-efficacy regarding safer gender
    • Thomas, R., & Cahill, J. (1997). Using an interactive computer game to increase skill and self-efficacy regarding safer gender. Health Education & Behavior,24(1), 71-86.
    • (1997) Health Education & Behavior , vol.24 , Issue.1 , pp. 71-86
    • Thomas, R.1    Cahill, J.2
  • 44
    • 34247383587 scopus 로고    scopus 로고
    • Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context
    • Tuzun, H. (2007). Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context. British Journal of Educational Technology, 38(3), 465-477.
    • (2007) British Journal of Educational Technology , vol.38 , Issue.3 , pp. 465-477
    • Tuzun, H.1
  • 45
    • 46849097715 scopus 로고    scopus 로고
    • The effect of contextual pedagogical advisement and competition on middle-school students' attitude toward mathematics and mathematics instruction using a computer-based simulation game
    • Van Eck, R. (2006). The effect of contextual pedagogical advisement and competition on middle-school students' attitude toward mathematics and mathematics instruction using a computer-based simulation game. Journal of Computers in Mathematics & Science Teaching, 25(2), 165-195.
    • (2006) Journal of Computers in Mathematics & Science Teaching , vol.25 , Issue.2 , pp. 165-195
    • Van Eck, R.1
  • 46
    • 38449106942 scopus 로고    scopus 로고
    • Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments
    • Yee, N. & Bailenson, J. N. (2006). Walk A Mile in Digital Shoes: The Impact of Embodied Perspective-Taking on The Reduction of Negative Stereotyping in Immersive Virtual Environments. PRESENCE 2006.
    • (2006) PRESENCE
    • Yee, N.1    Bailenson, J.N.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.