메뉴 건너뛰기




Volumn 30, Issue 4, 2014, Pages 377-395

Development of children's creativity and manual skills within digital game-based learning environment

Author keywords

Evaluation of CAL systems; Improving classroom teaching; Interactive; Interactive learning environments; Pedagogical issues

Indexed keywords


EID: 84903819604     PISSN: 02664909     EISSN: 13652729     Source Type: Journal    
DOI: 10.1111/jcal.12057     Document Type: Article
Times cited : (96)

References (65)
  • 1
    • 84903818284 scopus 로고    scopus 로고
    • Building the adventure community. Paper presented at the 2005 National Conference on Outdoor Leadership, YMCA of the Rockies - Estes Park.
    • Aberle, R. (2005). Building the adventure community. Paper presented at the 2005 National Conference on Outdoor Leadership, YMCA of the Rockies - Estes Park.
    • (2005)
    • Aberle, R.1
  • 2
    • 84867573248 scopus 로고    scopus 로고
    • Assessing the effectiveness of a 3-D instructional game on improving mathematics achievement and motivation of middle school students
    • doi:10.1111/j.1467-8535.2011.01269.x
    • Bai, H., Pan, W., Hirumi, A., & Kebritchi, M. (2012). Assessing the effectiveness of a 3-D instructional game on improving mathematics achievement and motivation of middle school students. British Journal of Educational Technology, 43(6), 993-1003. doi:10.1111/j.1467-8535.2011.01269.x
    • (2012) British Journal of Educational Technology , vol.43 , Issue.6 , pp. 993-1003
    • Bai, H.1    Pan, W.2    Hirumi, A.3    Kebritchi, M.4
  • 4
    • 84970206327 scopus 로고
    • Language learning through computer adventure games
    • Baltra, A. (1990). Language learning through computer adventure games. Simulation & Gaming, 21(4), 445-452.
    • (1990) Simulation & Gaming , vol.21 , Issue.4 , pp. 445-452
    • Baltra, A.1
  • 5
    • 84903818693 scopus 로고    scopus 로고
    • Instructional characteristics and motivational features of a PC-based game. Paper presented at the 20th Annual Conference on Distance Teaching and Learning, Wisconsin, USA.
    • Belanich, J., Orvis, K. L., & Mullin, L. N. (2005). Instructional characteristics and motivational features of a PC-based game. Paper presented at the 20th Annual Conference on Distance Teaching and Learning, Wisconsin, USA.
    • (2005)
    • Belanich, J.1    Orvis, K.L.2    Mullin, L.N.3
  • 6
    • 0000041012 scopus 로고
    • Computer games: Increases learning in an interactive multidisciplinary environment
    • Betz, J. A. (1995). Computer games: Increases learning in an interactive multidisciplinary environment. Journal of Educational Technology Systems, 24, 195-205.
    • (1995) Journal of Educational Technology Systems , vol.24 , pp. 195-205
    • Betz, J.A.1
  • 7
    • 84903820841 scopus 로고
    • Creativity: Eureka!
    • Braham, J. (1992). Creativity: Eureka! Machine Design, 63(4), 32-32.
    • (1992) Machine Design , vol.63 , Issue.4 , pp. 32-32
    • Braham, J.1
  • 8
    • 0038118077 scopus 로고
    • On teaching thinking: An afterthought
    • In S. F. Chipman, J. W. Segal, & R. Glaser (Eds.), Research and Open Questions. Hillsdale, NJ: Lawrence Erlbaum.
    • Brunet, J. (1985). On teaching thinking: An afterthought. In S. F. Chipman, J. W. Segal, & R. Glaser (Eds.), Thinking and learning skills (Vol. 2, pp. 597-608). Research and Open Questions. Hillsdale, NJ: Lawrence Erlbaum.
    • (1985) Thinking and learning skills , vol.2 , pp. 597-608
    • Brunet, J.1
  • 9
    • 84976827273 scopus 로고
    • PD and joint application design: A transatlantic comparison
    • doi:10.1145/153571.163265
    • Carmel, E., Whitaker, R. D., & George, J. F. (1993). PD and joint application design: A transatlantic comparison. Communications of the ACM, 36(6), 40-48. doi:10.1145/153571.163265
    • (1993) Communications of the ACM , vol.36 , Issue.6 , pp. 40-48
    • Carmel, E.1    Whitaker, R.D.2    George, J.F.3
  • 10
    • 81855218017 scopus 로고    scopus 로고
    • Embedding game-based problem-solving phase into problem-posing system for mathematics learning
    • Chang, K.-E., Wu, L.-J., Weng, S.-E., & Sung, Y.-T. (2012). Embedding game-based problem-solving phase into problem-posing system for mathematics learning. Computers & Education, 58(2), 775-786.
    • (2012) Computers & Education , vol.58 , Issue.2 , pp. 775-786
    • Chang, K.-E.1    Wu, L.-J.2    Weng, S.-E.3    Sung, Y.-T.4
  • 11
    • 78249258448 scopus 로고    scopus 로고
    • Examining the effects of learning motivation and of course design in an instructional simulation game
    • doi:10.1080/10494820802574270
    • Chang, Y. C., Peng, H. Y., & Chao, H. C. (2009). Examining the effects of learning motivation and of course design in an instructional simulation game. Interactive Learning Environments, 18(4), 319-339. doi:10.1080/10494820802574270
    • (2009) Interactive Learning Environments , vol.18 , Issue.4 , pp. 319-339
    • Chang, Y.C.1    Peng, H.Y.2    Chao, H.C.3
  • 12
    • 80052991606 scopus 로고    scopus 로고
    • Using game-based learning and interactive peer assessment to improve career goals and objectives for college students
    • In M. Chang, W.-Y. Hwang, M.-P. Chen, & W. Müller (Eds.),. Berlin/Heidelberg: Springer.
    • Chiang, I. T., Shih, R.-C., Liu, E.-F., & Lee, A.-Y. (2011). Using game-based learning and interactive peer assessment to improve career goals and objectives for college students. In M. Chang, W.-Y. Hwang, M.-P. Chen, & W. Müller (Eds.), Edutainment technologies. Educational games and virtual reality/augmented reality applications (Vol. 6872, pp. 507-511). Berlin/Heidelberg: Springer.
    • (2011) Edutainment technologies. Educational games and virtual reality/augmented reality applications , vol.6872 , pp. 507-511
    • Chiang, I.T.1    Shih, R.-C.2    Liu, E.-F.3    Lee, A.-Y.4
  • 15
    • 69949093437 scopus 로고    scopus 로고
    • Form one students' engagement with computer games and its effect on their academic achievement in a Malaysian secondary school
    • Eow, Y. L., Ali, W. Z. B. W., Mahmud, R. B., & Baki, R. (2009). Form one students' engagement with computer games and its effect on their academic achievement in a Malaysian secondary school. Computers & Education, 53(4), 1082-1091. doi:http://dx.doi.org/10.1016/j.compedu.2009.05.013
    • (2009) Computers & Education , vol.53 , Issue.4 , pp. 1082-1091
    • Eow, Y.L.1    Ali, W.Z.B.W.2    Mahmud, R.B.3    Baki, R.4
  • 16
    • 74249085750 scopus 로고    scopus 로고
    • Computer games development and appreciative learning approach in enhancing students' creative perception
    • Eow, Y. L., Ali, W. Z. B. W., Mahmud, R. B., & Baki, R. (2010). Computer games development and appreciative learning approach in enhancing students' creative perception. Computers & Education, 54(1), 146-161. doi:http://dx.doi.org/10.1016/j.compedu.2009.07.019
    • (2010) Computers & Education , vol.54 , Issue.1 , pp. 146-161
    • Eow, Y.L.1    Ali, W.Z.B.W.2    Mahmud, R.B.3    Baki, R.4
  • 17
    • 79958193089 scopus 로고    scopus 로고
    • Improving teaching and learning of computer programming through the use of the Second Life virtual world
    • doi:10.1111/j.1467-8535.2010.01056.x
    • Esteves, M., Fonseca, B., Morgado, L., & Martins, P. (2011). Improving teaching and learning of computer programming through the use of the Second Life virtual world. British Journal of Educational Technology, 42(4), 624-637. doi:10.1111/j.1467-8535.2010.01056.x
    • (2011) British Journal of Educational Technology , vol.42 , Issue.4 , pp. 624-637
    • Esteves, M.1    Fonseca, B.2    Morgado, L.3    Martins, P.4
  • 18
    • 35648977701 scopus 로고    scopus 로고
    • Exploring processes of collaborative creativity - The role of emotions in children's joint creative writing
    • doi:10.1016/j.tsc.2007.06.001
    • Eva, V. (2007). Exploring processes of collaborative creativity - The role of emotions in children's joint creative writing. Thinking Skills and Creativity, 2(2), 107-117. doi:10.1016/j.tsc.2007.06.001
    • (2007) Thinking Skills and Creativity , vol.2 , Issue.2 , pp. 107-117
    • Eva, V.1
  • 19
    • 56249103760 scopus 로고    scopus 로고
    • EGameFlow: A scale to measure learners' enjoyment of e-learning games
    • Fu, F.-L., Su, R.-C., & Yu, S.-C. (2009). EGameFlow: A scale to measure learners' enjoyment of e-learning games. Computers & Education, 52, 101-112.
    • (2009) Computers & Education , vol.52 , pp. 101-112
    • Fu, F.-L.1    Su, R.-C.2    Yu, S.-C.3
  • 20
    • 0346869963 scopus 로고
    • The program-length commercial: A study of the effects of television/toy tie-ins on imaginative play
    • doi:10.1002/mar.4220070402
    • Greenfield, P. M., Yut, E., Chung, M., Land, D., Kreider, H., Pantoja, M., & Horsley, K. (1990). The program-length commercial: A study of the effects of television/toy tie-ins on imaginative play. Psychology and Marketing, 7(4), 237-255. doi:10.1002/mar.4220070402
    • (1990) Psychology and Marketing , vol.7 , Issue.4 , pp. 237-255
    • Greenfield, P.M.1    Yut, E.2    Chung, M.3    Land, D.4    Kreider, H.5    Pantoja, M.6    Horsley, K.7
  • 21
    • 0038071206 scopus 로고
    • Three faces of intellect
    • Guilford, J. P. (1959). Three faces of intellect. American Psychologist, 14(8), 469-479.
    • (1959) American Psychologist , vol.14 , Issue.8 , pp. 469-479
    • Guilford, J.P.1
  • 23
    • 67651024159 scopus 로고    scopus 로고
    • Relationships between computer and video game play and creativity among upper elementary school students
    • Hamlen, K. R. (2009). Relationships between computer and video game play and creativity among upper elementary school students. Journal of Educational Computing Research, 40(1), 1-21.
    • (2009) Journal of Educational Computing Research , vol.40 , Issue.1 , pp. 1-21
    • Hamlen, K.R.1
  • 24
    • 33745814327 scopus 로고    scopus 로고
    • Using cognitive affective interaction model to construct on-line game for creativity
    • Z. Pan, R. Aylett, H. Diener, X. Jin, S. Göbel, & L. Li (Eds.), Berlin Heidelberg: Springer.
    • Hsiao, H.-S., Wong, K.-H., Wang, M.-J., Yu, K.-C., Chang, K.-E., & Sung, Y.-T. (2006). Using cognitive affective interaction model to construct on-line game for creativity. In Z. Pan, R. Aylett, H. Diener, X. Jin, S. Göbel, & L. Li (Eds.), Technologies for e-learning and digital entertainment (Vol. 3942, pp. 409-418). Berlin Heidelberg: Springer.
    • (2006) Technologies for e-learning and digital entertainment , vol.3942 , pp. 409-418
    • Hsiao, H.-S.1    Wong, K.-H.2    Wang, M.-J.3    Yu, K.-C.4    Chang, K.-E.5    Sung, Y.-T.6
  • 25
    • 0040079919 scopus 로고    scopus 로고
    • A scientific creativity test for secondary school students
    • Hu, W., & Adey, P. (2002). A scientific creativity test for secondary school students. International Journal of Science Education, 24(4), 389-403.
    • (2002) International Journal of Science Education , vol.24 , Issue.4 , pp. 389-403
    • Hu, W.1    Adey, P.2
  • 26
    • 68149139479 scopus 로고    scopus 로고
    • Mobile game-based learning in secondary education: Engagement, motivation and learning in a mobile city game
    • Huizenga, J., Admiraal, W., Akkerman, S., & Dam, G. T. (2009). Mobile game-based learning in secondary education: Engagement, motivation and learning in a mobile city game. Journal of Computer Assisted Learning, 25, 332-344.
    • (2009) Journal of Computer Assisted Learning , vol.25 , pp. 332-344
    • Huizenga, J.1    Admiraal, W.2    Akkerman, S.3    Dam, G.T.4
  • 27
    • 84864031964 scopus 로고    scopus 로고
    • An online game approach for improving students' learning performance in web-based problem-solving activities
    • Hwang, G.-J., Wu, P.-H., & Chen, C.-C. (2012). An online game approach for improving students' learning performance in web-based problem-solving activities. Computers & Education, 59(4), 1246-1256. doi:http://dx.doi.org/10.1016/j.compedu.2012.05.009
    • (2012) Computers & Education , vol.59 , Issue.4 , pp. 1246-1256
    • Hwang, G.-J.1    Wu, P.-H.2    Chen, C.-C.3
  • 28
    • 70349610567 scopus 로고    scopus 로고
    • The 21st century skills movement
    • Johnson, P. (2009). The 21st century skills movement. Educational Leadership, 67(1), 11-11.
    • (2009) Educational Leadership , vol.67 , Issue.1 , pp. 11-11
    • Johnson, P.1
  • 29
    • 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. doi:http://dx.doi.org/10.1016/j.iheduc.2004.12.001
    • (2005) The Internet and Higher Education , vol.8 , Issue.1 , pp. 13-24
    • Kiili, K.1
  • 30
    • 84893652426 scopus 로고    scopus 로고
    • The Design Principles for Flow Experience in Educational Games
    • Kiili, K., de Freitas, S., Arnab, S., & Lainema, T. (2012). The Design Principles for Flow Experience in Educational Games. Procedia Computer Science, 15, 78-91. doi: http://dx.doi.org/10.1016/j.procs.2012.10.060
    • (2012) Procedia Computer Science , vol.15 , pp. 78-91
    • Kiili, K.1    de Freitas, S.2    Arnab, S.3    Lainema, T.4
  • 31
    • 77958092427 scopus 로고    scopus 로고
    • Computer games for the math achievement of diverse students
    • Kim, S., & Chang, M. (2010). Computer games for the math achievement of diverse students. Educational Technology & Society, 13(3), 224-232.
    • (2010) Educational Technology & Society , vol.13 , Issue.3 , pp. 224-232
    • Kim, S.1    Chang, M.2
  • 32
    • 84903818101 scopus 로고    scopus 로고
    • enGauge 21st century skills: Digital literacies for a digital age. North Central Regional Educational Lab, Naperville, IL; North Central Regional Educational Lab, Oak Brook, IL; North Central Regional Tech. in Education Consortium; Metiri Group, Los Angeles, CA, 1-32.
    • Lemke, C. (2002). enGauge 21st century skills: Digital literacies for a digital age. North Central Regional Educational Lab, Naperville, IL; North Central Regional Educational Lab, Oak Brook, IL; North Central Regional Tech. in Education Consortium; Metiri Group, Los Angeles, CA, 1-32.
    • (2002)
    • Lemke, C.1
  • 33
    • 0002407910 scopus 로고    scopus 로고
    • Research in technology education: Some areas of need
    • Lewis, T. (1999). Research in technology education: Some areas of need. Journal of Technology Education, 10(2), 41-56.
    • (1999) Journal of Technology Education , vol.10 , Issue.2 , pp. 41-56
    • Lewis, T.1
  • 34
    • 33645045867 scopus 로고    scopus 로고
    • Creativity: A framework for the design/problem/solving discourse in technology education
    • Lewis, T. (2006). Creativity: A framework for the design/problem/solving discourse in technology education. Journal of Technology Education, 17(1), 36-53.
    • (2006) Journal of Technology Education , vol.17 , Issue.1 , pp. 36-53
    • Lewis, T.1
  • 36
    • 0037297491 scopus 로고    scopus 로고
    • Measuring epistemic curiosity and its diversive and specific components
    • Litman, J. A., & Spielberger, C. D. (2003). Measuring epistemic curiosity and its diversive and specific components. Journal of Personality Assessment, 80(1), 75-86.
    • (2003) Journal of Personality Assessment , vol.80 , Issue.1 , pp. 75-86
    • Litman, J.A.1    Spielberger, C.D.2
  • 37
    • 77953326199 scopus 로고    scopus 로고
    • Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation
    • Liu, T.-Y., & Chu, Y.-L. (2010). Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation. Computers & Education, 555, 630-643.
    • (2010) Computers & Education , vol.555 , pp. 630-643
    • Liu, T.-Y.1    Chu, Y.-L.2
  • 38
    • 0003313411 scopus 로고
    • What makes computer games fun?
    • Malone, T. (1981a). What makes computer games fun? Byte, 6(12), 258-277.
    • (1981) Byte , vol.6 , Issue.12 , pp. 258-277
    • Malone, T.1
  • 39
    • 49049148395 scopus 로고
    • Toward a theory of intrinsically motivating instruction
    • Malone, T. W. (1981b). Toward a theory of intrinsically motivating instruction. Cognitive Science, 4, 333-369.
    • (1981) Cognitive Science , vol.4 , pp. 333-369
    • Malone, T.W.1
  • 40
    • 38249023353 scopus 로고
    • Cognitive views of creativity: Creative teaching for creative learning
    • Mayer, R. E. (1989). Cognitive views of creativity: Creative teaching for creative learning. Contemporary Educational Psychology, 14(3), 203-211.
    • (1989) Contemporary Educational Psychology , vol.14 , Issue.3 , pp. 203-211
    • Mayer, R.E.1
  • 41
    • 27944476635 scopus 로고    scopus 로고
    • The effect of a computer simulation activity versus a hands-on activity on product creativity in technology education
    • Michael, K. Y. (2001). The effect of a computer simulation activity versus a hands-on activity on product creativity in technology education. Journal of Technology Education, 13(1), 31-43.
    • (2001) Journal of Technology Education , vol.13 , Issue.1 , pp. 31-43
    • Michael, K.Y.1
  • 42
    • 0034340409 scopus 로고    scopus 로고
    • Measuring the customer experience in online environments: A structural modeling approach
    • Novak, T. P., Hoffman, D. L., & Yung, Y.-F. (2000). Measuring the customer experience in online environments: A structural modeling approach. Marketing Science, 19(1), 22-42.
    • (2000) Marketing Science , vol.19 , Issue.1 , pp. 22-42
    • Novak, T.P.1    Hoffman, D.L.2    Yung, Y.-F.3
  • 43
    • 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, 1-12.
    • (2009) Computers & Education , vol.52 , pp. 1-12
    • Papastergiou, M.1
  • 44
    • 0001885009 scopus 로고    scopus 로고
    • Psychometric approaches to the study of human creativity
    • In R. J. Sternberg (Ed.), New York, NY: Cambridge University Press.
    • Plucker, J. A., & Renzulli, J. S. (1999). Psychometric approaches to the study of human creativity. In R. J. Sternberg (Ed.), Handbook of creativity (pp. 35-61). New York, NY: Cambridge University Press.
    • (1999) Handbook of creativity , pp. 35-61
    • Plucker, J.A.1    Renzulli, J.S.2
  • 45
    • 33846001593 scopus 로고    scopus 로고
    • Fun, play and games: What makes games engaging
    • In M. Prensky (Ed.), Chapter 5). New York, NY: McGraw-Hill.
    • Prensky, M. (2001). Fun, play and games: What makes games engaging. In M. Prensky (Ed.), Digital game-based learning (Chapter 5). New York, NY: McGraw-Hill.
    • (2001) Digital game-based learning
    • Prensky, M.1
  • 47
    • 35649019188 scopus 로고    scopus 로고
    • Promoting thinking and conceptual change with digital dialogue games
    • doi:10.1111/j.1365-2729.2007.00232.x
    • Ravenscroft, A. (2007). Promoting thinking and conceptual change with digital dialogue games. Journal of Computer Assisted Learning, 23(6), 453-465. doi:10.1111/j.1365-2729.2007.00232.x
    • (2007) Journal of Computer Assisted Learning , vol.23 , Issue.6 , pp. 453-465
    • Ravenscroft, A.1
  • 48
    • 36649003066 scopus 로고    scopus 로고
    • All I really need to know (about creative thinking) I learned (by studying how children learn) in kindergarten. Paper presented at the Proceedings of the 6th ACM SIGCHI Conference on Creativity and Cognition, Washington, DC, USA.
    • Resnick, M. (2007). All I really need to know (about creative thinking) I learned (by studying how children learn) in kindergarten. Paper presented at the Proceedings of the 6th ACM SIGCHI Conference on Creativity and Cognition, Washington, DC, USA.
    • (2007)
    • Resnick, M.1
  • 49
    • 0030532180 scopus 로고    scopus 로고
    • Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games
    • Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research & Development, 44(2), 43-58.
    • (1996) Educational Technology Research & Development , vol.44 , Issue.2 , pp. 43-58
    • Rieber, L.P.1
  • 50
    • 0011587587 scopus 로고
    • A meta-analysis of long-term creativity training programs
    • Rose, L. H., & Lin, H. T. (1984). A meta-analysis of long-term creativity training programs. The Journal of Creative Behavior, 18(1), 11-22.
    • (1984) The Journal of Creative Behavior , vol.18 , Issue.1 , pp. 11-22
    • Rose, L.H.1    Lin, H.T.2
  • 51
    • 84965847518 scopus 로고
    • Divergent thinking, creativity, and giftedness
    • Runco, M. A. (1993). Divergent thinking, creativity, and giftedness. Gifted Child Quarterly, 37(1), 16-22.
    • (1993) Gifted Child Quarterly , vol.37 , Issue.1 , pp. 16-22
    • Runco, M.A.1
  • 52
    • 84857272693 scopus 로고    scopus 로고
    • Divergent thinking as an indicator of creative potential
    • doi:10.1080/10400419.2012.652929
    • Runco, M. A., & Acar, S. (2012). Divergent thinking as an indicator of creative potential. Creativity Research Journal, 24(1), 66-75. doi:10.1080/10400419.2012.652929
    • (2012) Creativity Research Journal , vol.24 , Issue.1 , pp. 66-75
    • Runco, M.A.1    Acar, S.2
  • 53
    • 2342513138 scopus 로고
    • A conceptual framework for technology education
    • Savage, E., & Sterry, L. (1990). A conceptual framework for technology education. The Technology Teacher, 50(1), 6-11.
    • (1990) The Technology Teacher , vol.50 , Issue.1 , pp. 6-11
    • Savage, E.1    Sterry, L.2
  • 54
    • 77955553925 scopus 로고    scopus 로고
    • The influence of collaboration styles to children's cognitive performance in digital problem-solving game 'William Adventure': A comparative case study
    • Shih, J.-L., Shih, B.-J., Shih, C.-C., Su, H.-Y., & Chuang, C.-W. (2010). The influence of collaboration styles to children's cognitive performance in digital problem-solving game 'William Adventure': A comparative case study. Computers & Education, 55(3), 982-993. doi:http://dx.doi.org/10.1016/j.compedu.2010.04.009
    • (2010) Computers & Education , vol.55 , Issue.3 , pp. 982-993
    • Shih, J.-L.1    Shih, B.-J.2    Shih, C.-C.3    Su, H.-Y.4    Chuang, C.-W.5
  • 55
    • 84859958849 scopus 로고    scopus 로고
    • Effects of game technology on elementary student learning in mathematics
    • doi:10.1111/j.1467-8535.2011.01197.x
    • Shin, N., Sutherland, L. M., Norris, C. A., & Soloway, E. (2012). Effects of game technology on elementary student learning in mathematics. British Journal of Educational Technology, 43(4), 540-560. doi:10.1111/j.1467-8535.2011.01197.x
    • (2012) British Journal of Educational Technology , vol.43 , Issue.4 , pp. 540-560
    • Shin, N.1    Sutherland, L.M.2    Norris, C.A.3    Soloway, E.4
  • 57
    • 34147160361 scopus 로고    scopus 로고
    • Creative cognition as a window on creativity
    • doi:10.1016/j.ymeth.2006.12.002
    • Thomas, B. W. (2007). Creative cognition as a window on creativity. Methods (San Diego, California), 42(1), 28-37. doi:10.1016/j.ymeth.2006.12.002
    • (2007) Methods (San Diego, California) , vol.42 , Issue.1 , pp. 28-37
    • Thomas, B.W.1
  • 58
    • 85025227851 scopus 로고
    • Can we teach children to think creatively?
    • Torrance, E. P. (1972). Can we teach children to think creatively? The Journal of Creative Behavior, 6(2), 114-143.
    • (1972) The Journal of Creative Behavior , vol.6 , Issue.2 , pp. 114-143
    • Torrance, E.P.1
  • 60
    • 23044534534 scopus 로고    scopus 로고
    • Promoting creative thinking through the use of ICT
    • doi:10.1046/j.0266-4909.2002.00247.x
    • Wheeler, S., Waite, S. J., & Bromfield, C. (2002). Promoting creative thinking through the use of ICT. Journal of Computer Assisted Learning, 18(3), 367-378. doi:10.1046/j.0266-4909.2002.00247.x
    • (2002) Journal of Computer Assisted Learning , vol.18 , Issue.3 , pp. 367-378
    • Wheeler, S.1    Waite, S.J.2    Bromfield, C.3
  • 63
    • 74249119797 scopus 로고    scopus 로고
    • Breaking into the universe: Computer science is interactive entertainment
    • doi:10.1145/950566.950586
    • Wilson, L. (2003). Breaking into the universe: Computer science is interactive entertainment. Computers in Entertainment, 1(1), 1-7. doi:10.1145/950566.950586
    • (2003) Computers in Entertainment , vol.1 , Issue.1 , pp. 1-7
    • Wilson, L.1
  • 64
    • 77956190775 scopus 로고    scopus 로고
    • Falling in love with online games: The uses and gratifications perspective
    • Wu, J.-H., Wang, S.-C., & Tsai, H.-H. (2010). Falling in love with online games: The uses and gratifications perspective. Computers in Human Behavior, 26(6), 1862-1871. doi:http://dx.doi.org/10.1016/j.chb.2010.07.033
    • (2010) Computers in Human Behavior , vol.26 , Issue.6 , pp. 1862-1871
    • Wu, J.-H.1    Wang, S.-C.2    Tsai, H.-H.3
  • 65
    • 84862790143 scopus 로고    scopus 로고
    • Building virtual cities, inspiring intelligent citizens: Digital games for developing students' problem solving and learning motivation
    • Yang, Y.-T. C. (2012). Building virtual cities, inspiring intelligent citizens: Digital games for developing students' problem solving and learning motivation. Computers & Education, 59(2), 365-377. doi:http://dx.doi.org/10.1016/j.compedu.2012.01.012
    • (2012) Computers & Education , vol.59 , Issue.2 , pp. 365-377
    • Yang, Y.-T.C.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.