메뉴 건너뛰기




Volumn 2, Issue , 2014, Pages 538-545

Achieving flow through gamification: A study on re-designing research methods courses

Author keywords

Flow; Game elements; Gamification; Research methods

Indexed keywords

CURRICULA; STUDENTS;

EID: 84923532199     PISSN: 20490992     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (16)

References (18)
  • 2
    • 85050709724 scopus 로고    scopus 로고
    • Teaching Research Methods: Learning by Doing
    • Aguado, N.A., 2009. Teaching Research Methods: Learning by Doing. Journal of Public Affairs Education, 15(2), pp.251-260.
    • (2009) Journal of Public Affairs Education , vol.15 , Issue.2 , pp. 251-260
    • Aguado, N.A.1
  • 5
    • 67651015209 scopus 로고    scopus 로고
    • The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing
    • Brockmyer, J.H. et al., 2009. The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing. Journal of Experimental Social Psychology, 45(4), pp.624-634.
    • (2009) Journal of Experimental Social Psychology , vol.45 , Issue.4 , pp. 624-634
    • Brockmyer, J.H.1
  • 6
    • 41349114238 scopus 로고    scopus 로고
    • Making Qualitative Research Reports Less Boring: The Techniques of Writing Creative Nonfiction
    • Caulley, D.N., 2008. Making Qualitative Research Reports Less Boring: The Techniques of Writing Creative Nonfiction. Qualitative Inquiry, 14(3), pp.424-449.
    • (2008) Qualitative Inquiry , vol.14 , Issue.3 , pp. 424-449
    • Caulley, D.N.1
  • 9
    • 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(1), pp.101-112.
    • (2009) Computers & Education , vol.52 , Issue.1 , pp. 101-112
    • Fu, F.-L.1    Su, R.-C.2    Yu, S.-C.3
  • 11
    • 84870504747 scopus 로고    scopus 로고
    • 'Gamification' from the perspective of service marketing
    • Vancouver
    • Huotari, K. & Hamari, J., 2011. "Gamification" from the perspective of service marketing. In CHI 2011. Vancouver.
    • (2011) CHI 2011
    • Huotari, K.1    Hamari, J.2
  • 13
    • 84913542794 scopus 로고    scopus 로고
    • Engaging online students through the gamification of learning materials
    • Sydney: H. Charter;M. Gosper; J. Hedberg
    • McGrath, N. & Bayerlein, L., 2013. Engaging online students through the gamification of learning materials: The present and the future. In Sydney: H. Charter;M. Gosper; J. Hedberg, pp. 573-577.
    • (2013) The present and the future , pp. 573-577
    • McGrath, N.1    Bayerlein, L.2
  • 14
    • 10244239282 scopus 로고    scopus 로고
    • Exploring the Concept of Media Enjoyment: An Introduction to the Special Issue
    • Oliver, M.B. & Nabi, R.L., 2004. Exploring the Concept of Media Enjoyment: An Introduction to the Special Issue. Communication Theory, 14(4), pp.285-287.
    • (2004) Communication Theory , vol.14 , Issue.4 , pp. 285-287
    • Oliver, M.B.1    Nabi, R.L.2
  • 16
    • 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, 3(3), p.24.
    • (2005) Computers in Entertainment , vol.3 , Issue.3 , pp. 24
    • Sweetser, P.1    Wyeth, P.2
  • 17
    • 21844509710 scopus 로고
    • Learning by doing: Teaching research methods through student participation in a commissioned research project
    • Winn, S., 1995. Learning by doing: Teaching research methods through student participation in a commissioned research project. Studies in Higher Education, 20(2), pp.203-214.
    • (1995) Studies in Higher Education , vol.20 , Issue.2 , pp. 203-214
    • Winn, S.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.