메뉴 건너뛰기




Volumn 87, Issue , 2015, Pages 166-181

An activity theory-based model for serious games analysis and conceptual design

Author keywords

Activity theory; Educational serious games; Serious games; Serious games analysis; Serious games design

Indexed keywords

ACTIVITY COEFFICIENTS; CONCEPTUAL DESIGN; GAME THEORY;

EID: 84929160438     PISSN: 03601315     EISSN: None     Source Type: Journal    
DOI: 10.1016/j.compedu.2015.03.023     Document Type: Article
Times cited : (265)

References (57)
  • 2
    • 80051493996 scopus 로고    scopus 로고
    • Bloom's taxonomy illustrative verbs: Developing a comprehensive list for educator use
    • G.M. Almerico, and R.K. Baker Bloom's taxonomy illustrative verbs: developing a comprehensive list for educator use Florida Association of Teacher Educators Journal 1 4 2004 1 10
    • (2004) Florida Association of Teacher Educators Journal , vol.1 , Issue.4 , pp. 1-10
    • Almerico, G.M.1    Baker, R.K.2
  • 3
    • 34347262039 scopus 로고    scopus 로고
    • Game object model version II: A theoretical framework for educational game development
    • A. Amory Game object model version II: a theoretical framework for educational game development Educational Technology Research and Development 55 1 2007 51 77
    • (2007) Educational Technology Research and Development , vol.55 , Issue.1 , pp. 51-77
    • Amory, A.1
  • 9
    • 0002020833 scopus 로고    scopus 로고
    • SUS - A quick and dirty usability scale
    • P.W. Jordan, B. Thomas, B.A. Weerdmeester, A.L. McClelland, Taylor & Francis London
    • J. Brooke SUS - a quick and dirty usability scale P.W. Jordan, B. Thomas, B.A. Weerdmeester, A.L. McClelland, Usability evaluation in industry 1996 Taylor & Francis London
    • (1996) Usability Evaluation in Industry
    • Brooke, J.1
  • 12
    • 31144434319 scopus 로고    scopus 로고
    • How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?
    • S. De Freitas, and M. Oliver How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers & Education 46 3 2006 249 264
    • (2006) Computers & Education , vol.46 , Issue.3 , pp. 249-264
    • De Freitas, S.1    Oliver, M.2
  • 13
    • 84913571947 scopus 로고    scopus 로고
    • Activity theory in the learning technologies
    • D.H. Jonassen, S.M. Land, Routledge New York chapter 10
    • B. Devane, and K.D. Squire Activity theory in the learning technologies D.H. Jonassen, S.M. Land, Theoretical foundations of learning environments 2012 Routledge New York 242 267 chapter 10
    • (2012) Theoretical Foundations of Learning Environments , pp. 242-267
    • Devane, B.1    Squire, K.D.2
  • 14
    • 84929215154 scopus 로고    scopus 로고
    • Artificial and Ambient Intelligence convention (Artificial Societies for Ambient Intelligence) (AISB (ASAMi) 2007)
    • D. Djaouti, J. Alvarez, J.-P. Jessel, and G. Methel Towards a classification of video games 2007 Artificial and Ambient Intelligence convention (Artificial Societies for Ambient Intelligence) (AISB (ASAMi) 2007)
    • (2007) Towards A Classification of Video Games
    • Djaouti, D.1    Alvarez, J.2    Jessel, J.-P.3    Methel, G.4
  • 17
    • 0012818554 scopus 로고    scopus 로고
    • Expansive learning at work: Toward an activity theoretical reconceptualization
    • Y. Engeström Expansive learning at work: toward an activity theoretical reconceptualization Journal of Education and Work 14 1 2001 133 156
    • (2001) Journal of Education and Work , vol.14 , Issue.1 , pp. 133-156
    • Engeström, Y.1
  • 18
    • 84876950247 scopus 로고    scopus 로고
    • Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness
    • S. Erhel, and E. Jamet Digital game-based learning: impact of instructions and feedback on motivation and learning effectiveness Computers & Education 67 2013 156 167
    • (2013) Computers & Education , vol.67 , pp. 156-167
    • Erhel, S.1    Jamet, E.2
  • 22
    • 36448952741 scopus 로고    scopus 로고
    • Cognitive science implications for enhancing training effectiveness in a serious gaming context
    • 2-es
    • F.L. Greitzer, O.A. Kuchar, and K. Huston Cognitive science implications for enhancing training effectiveness in a serious gaming context Journal on Educational Resources in Computing 7 3 2007 2-es
    • (2007) Journal on Educational Resources in Computing , vol.7 , Issue.3
    • Greitzer, F.L.1    Kuchar, O.A.2    Huston, K.3
  • 23
    • 80052826083 scopus 로고    scopus 로고
    • Serious games and learning effectiveness: The case of It's a Deal!
    • V. Guillén-Nieto, and M. Aleson-Carbonell Serious games and learning effectiveness: the case of It's a Deal! Computers & Education 58 1 2012 435 448
    • (2012) Computers & Education , vol.58 , Issue.1 , pp. 435-448
    • Guillén-Nieto, V.1    Aleson-Carbonell, M.2
  • 26
    • 34547945303 scopus 로고    scopus 로고
    • Integrating is and HCI using activity theory as a philosophical and theoretical basis
    • H. Hasan Integrating IS and HCI using activity theory as a philosophical and theoretical basis Australasian Journal of Information Systems 6 2 1999 44 55
    • (1999) Australasian Journal of Information Systems , vol.6 , Issue.2 , pp. 44-55
    • Hasan, H.1
  • 30
  • 33
    • 77953233297 scopus 로고    scopus 로고
    • The effects of modern mathematics computer games on mathematics achievement and class motivation
    • M. Kebritchi, A. Hirumi, and H. Bai The effects of modern mathematics computer games on mathematics achievement and class motivation Computers & Education 55 2 2010 427 443
    • (2010) Computers & Education , vol.55 , Issue.2 , pp. 427-443
    • Kebritchi, M.1    Hirumi, A.2    Bai, H.3
  • 34
    • 0001867917 scopus 로고
    • Development and use of the ARCS model of instructional design
    • J.M. Keller Development and use of the ARCS model of instructional design Journal of Instructional Development 10 3 1987 2 10
    • (1987) Journal of Instructional Development , vol.10 , Issue.3 , pp. 2-10
    • Keller, J.M.1
  • 36
    • 15344344805 scopus 로고    scopus 로고
    • Digital game-based learning: Towards an experiential gaming model
    • K. Kiili Digital game-based learning: towards an experiential gaming model The Internet and Higher Education 8 1 2005 13 24
    • (2005) The Internet and Higher Education , vol.8 , Issue.1 , pp. 13-24
    • Kiili, K.1
  • 38
    • 0037238281 scopus 로고    scopus 로고
    • The complementary use of IDEF and UML modelling approaches
    • C.-H. Kim, R.H. Weston, A. Hodgson, and K.-H. Lee The complementary use of IDEF and UML modelling approaches Computers in Industry 50 1 2003 35 56
    • (2003) Computers in Industry , vol.50 , Issue.1 , pp. 35-56
    • Kim, C.-H.1    Weston, R.H.2    Hodgson, A.3    Lee, K.-H.4
  • 39
    • 77955824767 scopus 로고    scopus 로고
    • Serious gaming technology in major incident triage training: A pragmatic controlled trial
    • J.F. Knight, S. Carley, B. Tregunna, S. Jarvis, R. Smithies, and S. de Freitas Serious gaming technology in major incident triage training: a pragmatic controlled trial Resuscitation 81 9 2010 1175 1179
    • (2010) Resuscitation , vol.81 , Issue.9 , pp. 1175-1179
    • Knight, J.F.1    Carley, S.2    Tregunna, B.3    Jarvis, S.4    Smithies, R.5    De Freitas, S.6
  • 43
    • 0003111536 scopus 로고
    • Activity theory as a potential framework for human-computer interaction research
    • B. Nardi, MIT Press Cambridge
    • K. Kuutti Activity theory as a potential framework for human-computer interaction research B. Nardi, Context and consciousness: Activity theory and human-computer interaction 1995 MIT Press Cambridge 17 44
    • (1995) Context and Consciousness: Activity Theory and Human-computer Interaction , pp. 17-44
    • Kuutti, K.1
  • 46
    • 84893838169 scopus 로고    scopus 로고
    • The six facets of serious game design: A methodology enhanced by our design pattern library
    • Springer Berlin Heidelberg Saarbrücken, Germany
    • B. Marne, J. Wisdom, B. Huynh-Kim-Bang, and J.-M. Labat The six facets of serious game design: a methodology enhanced by our design pattern library 7th European Conference of Technology Enhanced Learning, EC-TEL 2012 Vol. 7563 2012 Springer Berlin Heidelberg Saarbrücken, Germany 208 221
    • (2012) 7th European Conference of Technology Enhanced Learning, EC-TEL 2012 , vol.7563 , pp. 208-221
    • Marne, B.1    Wisdom, J.2    Huynh-Kim-Bang, B.3    Labat, J.-M.4
  • 57
    • 77956522918 scopus 로고    scopus 로고
    • Computer games and sociocultural play: An activity theoretical perspective
    • P. Zaphiris, S. Wilson, and C.S. Ang Computer games and sociocultural play: an activity theoretical perspective Games and Culture 5 4 2010 354 380
    • (2010) Games and Culture , vol.5 , Issue.4 , pp. 354-380
    • Zaphiris, P.1    Wilson, S.2    Ang, C.S.3


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.