메뉴 건너뛰기




Volumn 13, Issue 1, 2018, Pages 44-70

Game-Inspired Design: Empirical Evidence in Support of Gameful Learning Environments

Author keywords

assessment; formal learning environments; gamification; higher education; motivation

Indexed keywords


EID: 85037130719     PISSN: 15554120     EISSN: 15554139     Source Type: Journal    
DOI: 10.1177/1555412015600305     Document Type: Article
Times cited : (47)

References (35)
  • 1
    • 21644468689 scopus 로고
    • Classrooms: Goals, structures, and student motivation
    • Retrieved from
    • Ames C., (1992). Classrooms: Goals, structures, and student motivation. Journal of Educational Psychology, 84, 261–271. Retrieved from http://doi.org/10.1037/0022-0663.84.3.261
    • (1992) Journal of Educational Psychology , vol.84 , pp. 261-271
    • Ames, C.1
  • 2
    • 84905449709 scopus 로고    scopus 로고
    • Proceedings of the First International Conference on gameful design, research, and alications, New York, NY, ACM, Retrieved from,. In, (
    • Barata G., Gama S., Jorge J., Gonçalves D., (2013). Improving participation and learning with gamification. In Proceedings of the First International Conference on gameful design, research, and applications (pp. 10–17). New York, NY: ACM. Retrieved from http://doi.org/10.1145/2583008.2583010
    • (2013) Improving participation and learning with gamification , pp. 10-17
    • Barata, G.1    Gama, S.2    Jorge, J.3    Gonçalves, D.4
  • 3
    • 0000811946 scopus 로고
    • Classroom learning and motivation: Clarifying and expanding goal theory
    • Retrieved from
    • Blumenfeld P., (1992). Classroom learning and motivation: Clarifying and expanding goal theory. Journal of Educational Psychology, 84, 272–281. Retrieved from http://doi.org/10.1037/0022-0663.84.3.272
    • (1992) Journal of Educational Psychology , vol.84 , pp. 272-281
    • Blumenfeld, P.1
  • 4
    • 54049103891 scopus 로고    scopus 로고
    • The effects of video game playing on attention, memory, and executive control
    • Retrieved from
    • Boot W. R., Kramer A. F., Simons D. J., Fabiani M., Gratton G., (2008). The effects of video game playing on attention, memory, and executive control. Acta Psychologica, 129, 387–398. Retrieved from http://doi.org/10.1016/j.actpsy.2008.09.005
    • (2008) Acta Psychologica , vol.129 , pp. 387-398
    • Boot, W.R.1    Kramer, A.F.2    Simons, D.J.3    Fabiani, M.4    Gratton, G.5
  • 5
    • 84935412703 scopus 로고
    • Design experiments: Theoretical and methodological challenges in creating complex interventions in classroom settings
    • Retrieved from
    • Brown A. L., (1992). Design experiments: Theoretical and methodological challenges in creating complex interventions in classroom settings. The Journal of the Learning Sciences, 2, 141–178. Retrieved from http://dx.doi.org/10.1207/s15327809jls0202_2
    • (1992) The Journal of the Learning Sciences , vol.2 , pp. 141-178
    • Brown, A.L.1
  • 7
    • 0043226053 scopus 로고    scopus 로고
    • Embracing the essence of inquiry: New roles for science teachers
    • Crawford B., (2000). Embracing the essence of inquiry: New roles for science teachers. Journal of Research in Science Teaching, 37, 916–937.
    • (2000) Journal of Research in Science Teaching , vol.37 , pp. 916-937
    • Crawford, B.1
  • 8
    • 84860665893 scopus 로고    scopus 로고
    • Proceedings of the 15th International Academic MindTrek Conference: Envisioning future media environments, New York, NY, ACM, Retrieved from, In, (
    • Deterding S., Dixon D., Khaled R., Nacke L., (2011). From game design elements to gamefulness: Defining “gamification.” In Proceedings of the 15th International Academic MindTrek Conference: Envisioning future media environments (pp. 9–15). New York, NY: ACM. Retrieved from http://doi.org/10.1145/2181037.2181040
    • (2011) From game design elements to gamefulness: Defining “gamification , pp. 9-15
    • Deterding, S.1    Dixon, D.2    Khaled, R.3    Nacke, L.4
  • 10
    • 0347453929 scopus 로고
    • Motivational processes affecting learning
    • Retrieved from
    • Dweck C. S., (1986). Motivational processes affecting learning. American Psychologist, 41, 1040–1048. Retrieved from http://doi.org/10.1037/0003-066X.41.10.1040
    • (1986) American Psychologist , vol.41 , pp. 1040-1048
    • Dweck, C.S.1
  • 11
    • 0030539722 scopus 로고    scopus 로고
    • Approach and avoidance achievement goals and intrinsic motivation: A mediational analysis
    • Retrieved from
    • Elliot A. J., Harackiewicz J. M., (1996). Approach and avoidance achievement goals and intrinsic motivation: A mediational analysis. Journal of Personality and Social Psychology, 70, 461–475.Retrieved from http://doi.org/10.1037/0022-3514.70.3.461
    • (1996) Journal of Personality and Social Psychology , vol.70 , pp. 461-475
    • Elliot, A.J.1    Harackiewicz, J.M.2
  • 13
    • 0023779047 scopus 로고
    • Goals: An approach to motivation and achievement
    • Retrieved from
    • Elliot E. S., Dweck C. S., (1988). Goals: An approach to motivation and achievement. Journal of Personality and Social Psychology, 54, 5–12. Retrieved from http://dx.doi.org/10.1037//0022-3514.54.1.5
    • (1988) Journal of Personality and Social Psychology , vol.54 , pp. 5-12
    • Elliot, E.S.1    Dweck, C.S.2
  • 14
    • 12044257789 scopus 로고
    • The role of deliberate practice in the acquisition of expert performance
    • Retrieved from
    • Ericsson K. A., Krampe R. T., Tesch-Römer C., (1993). The role of deliberate practice in the acquisition of expert performance. Psychological Review, 100, 363–406. Retrieved from http://doi.org/10.1037/0033-295X.100.3.363
    • (1993) Psychological Review , vol.100 , pp. 363-406
    • Ericsson, K.A.1    Krampe, R.T.2    Tesch-Römer, C.3
  • 16
    • 85037080634 scopus 로고    scopus 로고
    • Williams, Ochsner, Dietmeier, Steinkuehler, (eds), Proceedings of the games, learning, and society conference 9.0, Pittsburgh, PA, ETC Press,. In, (Eds.), (
    • Fishman B., Deterding S., (2013). Beyond badges and points: Gameful assessment systems for engagement in formal education. In Williams C., Ochsner A., Dietmeier J., Steinkuehler C., (Eds.), Proceedings of the games, learning, and society conference 9.0 (pp. 365–370). Pittsburgh, PA: ETC Press.
    • (2013) Beyond badges and points: Gameful assessment systems for engagement in formal education , pp. 365-370
    • Fishman, B.1    Deterding, S.2
  • 18
    • 84881110736 scopus 로고    scopus 로고
    • Empirical study on the effect of achievement badges in TRAKLA2 online learning environment
    • Retrieved from,. In, (
    • Hakulinen L., Auvinen T., Korhonen A., (2013). Empirical study on the effect of achievement badges in TRAKLA2 online learning environment. In Learning and Teaching in Computing and Engineering (LaTiCE), 2013 (pp. 47–54). Retrieved from http://doi.org/10.1109/LaTiCE.2013.34
    • (2013) Learning and Teaching in Computing and Engineering (LaTiCE), 2013 , pp. 47-54
    • Hakulinen, L.1    Auvinen, T.2    Korhonen, A.3
  • 20
    • 84898091311 scopus 로고    scopus 로고
    • 3D gamelab: Quest-based pre-service teacher education
    • Baek, Whitton, (eds), Hershey, PA, Information Science Reference, ,. In, (Eds.), (
    • Haskell C., (2013). 3D gamelab: Quest-based pre-service teacher education. In Baek Y., Whitton N., (Eds.), Cases on digital game-based learning: Methods, models, and strategies (pp. 302–340). Hershey, PA: Information Science Reference. doi:10.4018/978-1-4666-2848-9.ch016
    • (2013) Cases on digital game-based learning: Methods, models, and strategies , pp. 302-340
    • Haskell, C.1
  • 22
    • 84870504747 scopus 로고    scopus 로고
    • Gamification” from the perspective of service marketing
    • Retrieved from,. In
    • Huotari K., Hamari J., (2011). “Gamification” from the perspective of service marketing. In Proc. CHI 2011 Workshop on Gamification. Retrieved from http://gamification-research.org/wp-content/uploads/2011/04/14-Huotari.pdf
    • (2011) Proc. CHI 2011 Workshop on Gamification
    • Huotari, K.1    Hamari, J.2
  • 23
    • 84926486165 scopus 로고    scopus 로고
    • An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance
    • Landers R. N., Landers A. K., (2014). An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance. Simulation & Gaming, 45, 769–785.
    • (2014) Simulation & Gaming , vol.45 , pp. 769-785
    • Landers, R.N.1    Landers, A.K.2
  • 25
    • 0000519976 scopus 로고
    • Students’ goal orientations and cognitive engagement in classroom activities
    • Retrieved from
    • Meece J. L., Blumenfeld P. C., Hoyle R. H., (1988). Students’ goal orientations and cognitive engagement in classroom activities. Journal of Educational Psychology, 80, 514–523. Retrieved from http://doi.org/10.1037/0022-0663.80.4.514
    • (1988) Journal of Educational Psychology , vol.80 , pp. 514-523
    • Meece, J.L.1    Blumenfeld, P.C.2    Hoyle, R.H.3
  • 27
    • 0035584991 scopus 로고    scopus 로고
    • Performance-approach goals: Good for what, for whom, under what circumstances, and at what cost?
    • Retrieved from
    • Midgley C., Middleton M., Kaplan A., (2001). Performance-approach goals: Good for what, for whom, under what circumstances, and at what cost? Journal of Educational Psychology, 93, 77–86. Retrieved from http://doi.org/10.1037/0022-0663.93.1.77
    • (2001) Journal of Educational Psychology , vol.93 , pp. 77-86
    • Midgley, C.1    Middleton, M.2    Kaplan, A.3
  • 28
    • 84973013629 scopus 로고
    • Reasons for studying: Motivational orientations and study strategies
    • Retrieved from
    • Nolen S. B., (1988). Reasons for studying: Motivational orientations and study strategies. Cognition and Instruction, 5, 269–287. Retrieved from http://doi.org/10.1207/s1532690xci0504_2
    • (1988) Cognition and Instruction , vol.5 , pp. 269-287
    • Nolen, S.B.1
  • 29
    • 80053633495 scopus 로고    scopus 로고
    • Organizing research and development at the intersection of learning, implementation, and design
    • Retrieved from
    • Penuel W. R., Fishman B., Cheng B. H., Sabelli N., (2011). Organizing research and development at the intersection of learning, implementation, and design. Educational Researcher, 40, 331–337. Retrieved from http://doi.org/10.3102/0013189X11421826
    • (2011) Educational Researcher , vol.40 , pp. 331-337
    • Penuel, W.R.1    Fishman, B.2    Cheng, B.H.3    Sabelli, N.4
  • 30
    • 0001807899 scopus 로고    scopus 로고
    • An achievement goal theory perspective on issues in motivation terminology, theory, and research
    • Retrieved from
    • Pintrich P. R., (2000). An achievement goal theory perspective on issues in motivation terminology, theory, and research. Contemporary Educational Psychology, 25, 92–104. Retrieved from http://doi.org/10.1006/ceps.1999.1017
    • (2000) Contemporary Educational Psychology , vol.25 , pp. 92-104
    • Pintrich, P.R.1
  • 31
    • 85043751872 scopus 로고    scopus 로고
    • Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being
    • Retrieved from
    • Ryan R. M., Deci E. L., (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55, 68–78. Retrieved from http://doi.org/10.1037/0003-066X.55.1.68
    • (2000) American Psychologist , vol.55 , pp. 68-78
    • Ryan, R.M.1    Deci, E.L.2
  • 35
    • 84858224540 scopus 로고    scopus 로고
    • 2, Proceedings of the ACM 2012 Conference on Computer Suorted Cooperative Work, New York, NY, ACM, Retrieved from,. In, (
    • Thom J., Millen D., DiMicco J., (2012, 2). Removing gamification from an enterprise SNS. In Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work (pp. 1067–1070). New York, NY: ACM. Retrieved from http://doi.org/10.1145/2145204.2145362
    • (2012) Removing gamification from an enterprise SNS , pp. 1067-1070
    • Thom, J.1    Millen, D.2    DiMicco, J.3


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.