메뉴 건너뛰기




Volumn , Issue , 2015, Pages 1-20

A recipe for meaningful gamification

Author keywords

Design; Framework; Gamification; Model; Motivation; Theory; User based

Indexed keywords


EID: 84943428728     PISSN: None     EISSN: None     Source Type: Book    
DOI: 10.1007/978-3-319-10208-5_1     Document Type: Chapter
Times cited : (471)

References (30)
  • 1
    • 0008917059 scopus 로고    scopus 로고
    • Hearts, clubs, diamonds, spades: Players who suit muds
    • Bartle, R.(1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research, 1(1). Available online at http://www.mud.co.uk/richard/hcds.htm.
    • (1996) Journal of MUD Research , vol.1 , Issue.1
    • Bartle, R.1
  • 2
    • 84955759286 scopus 로고    scopus 로고
    • Proceedings of the Digital Games Research Association Conference, Vancouver, Canada
    • Brand, J. E., Knight, S. J.(2005)The narrative and ludic nexus in computer games: Diverse worldsII. Proceedings of the Digital Games Research Association Conference, Vancouver, Canada. Retrieved from http://www.digra.org/wp-content/uploads/digital-library/06278.57359.pdf
    • (2005) The Narrative and Ludic Nexus in Computer Games: Diverse Worlds , pp. II
    • Brand, J.E.1    Knight, S.J.2
  • 4
    • 0004264804 scopus 로고    scopus 로고
    • Champaign, IL: University of Illinois Press
    • Callois, R.(2001). Man, play and games. Champaign, IL: University of Illinois Press.
    • (2001) Man, Play and Games
    • Callois, R.1
  • 7
    • 34547517885 scopus 로고    scopus 로고
    • The role of debriefi ng in simulation-based learning
    • Fanning, R., andGaba, D.(2007). The role of debriefi ng in simulation-based learning. Society for Simulation in Healthcare, 2(2), 115–125.
    • (2007) Society for Simulation in Healthcare , vol.2 , Issue.2 , pp. 115-125
    • Fanning, R.1    Gaba, D.2
  • 11
    • 0002149180 scopus 로고
    • Toward an applied theory of experiential learning
    • C. Cooper (Ed.), London: Wiley
    • Kolb, D. A., and Fry, R. (1975). Toward an applied theory of experiential learning. In C. Cooper (Ed.), Theories of group process. London: Wiley.
    • (1975) Theories of Group Process
    • Kolb, D.A.1    Fry, R.2
  • 12
    • 75649139143 scopus 로고    scopus 로고
    • Learning to play, playing to learn: A case study of a ludic learning space
    • Kolb, A., andKolb, D.(2010). Learning to play, playing to learn: A case study of a ludic learning space. Journal of Organizational Change Management, 23(1), 26–50.
    • (2010) Journal of Organizational Change Management , vol.23 , Issue.1 , pp. 26-50
    • Kolb, A.1    Kolb, D.2
  • 14
    • 84884302185 scopus 로고    scopus 로고
    • Lifelong Kindergarten Group (2013). About SCRATCH. Retrieved online from http://scratch.mit.edu/about/
    • (2013) About Scratch
  • 15
    • 84880589274 scopus 로고    scopus 로고
    • My entire waking life
    • Maroney, K. (2001, May). My entire waking life. The Games Journal. Retrieved from http://www.thegamesjournal.com/articles/MyEntireWakingLife.shtml
    • (2001) The Games Journal , Issue.May
    • Maroney, K.1
  • 19
    • 85009386627 scopus 로고    scopus 로고
    • Completing the experience: Debriefi ng in experiential educational games
    • Winter Garden: International Institute of Informatics and Systemics
    • Nicholson, S. (2012c). Completing the experience: Debriefi ng in experiential educational games. In the Proceedings of The 3rd International Conference on Society and Information Technologies. Winter Garden: International Institute of Informatics and Systemics. 117–121. Retrieved from online at http://scottnicholson.com/pubs/completingexperience.pdf.
    • (2012) In the Proceedings of the 3Rd International Conference on Society and Information Technologies , pp. 117-121
    • Nicholson, S.1
  • 20
    • 84922555807 scopus 로고    scopus 로고
    • Exploring gamifi cation techniques for classroom management
    • Nicholson, S. (2013, June). Exploring gamifi cation techniques for classroom management. Paper presented at Games + Learning + Society 9.0, Madison. Retrieved from online at http://scottnicholson.com/pubs/gamifi cationtechniquesclassroom.pdf
    • (2013) Paper Presented at Games + Learning + Society 9.0, Madison , Issue.June
    • Nicholson, S.1
  • 22
    • 0036014596 scopus 로고    scopus 로고
    • Defi ning refl ection: Another look at john dewey and refl ective thinking
    • Rodgers, C.(2002). Defi ning refl ection: Another look at John Dewey and refl ective thinking. Teachers College Record, 104(4), 842–866.
    • (2002) Teachers College Record , vol.104 , Issue.4 , pp. 842-866
    • Rodgers, C.1
  • 24
    • 0005731849 scopus 로고
    • Relevance and information behavior
    • M. E. Williams (Ed.), Medford, NJ: American Society for Information Science
    • Schamber, L.(1994). Relevance and information behavior. In M. E. Williams (Ed.), Annual review of information science and technology29 (pp. 3–48). Medford, NJ: American Society for Information Science.
    • (1994) Annual Review of Information Science and Technology , vol.29 , pp. 3-48
    • Schamber, L.1
  • 26
    • 84912145972 scopus 로고    scopus 로고
    • Narrative, games, and theory
    • Simons, J.(2007). Narrative, games, and theory. Game Studies, 7 (1). Retrieved from http://gamestudies.org/0701/articles/simons.
    • (2007) Game Studies , vol.7 , Issue.1
    • Simons, J.1
  • 29
    • 84955626594 scopus 로고    scopus 로고
    • Six phases of debriefing
    • Thiagarajan, S.(2004, February). Six phases of debriefing. Play for Performance. Retrieved from http://www.thiagi.com/pfp/IE4H/february2004.html
    • (2004) Play for Performance , Issue.February
    • Thiagarajan, S.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.