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      KCI등재

      The Education Game Using Gamification in the Classroom for H-STEAM perspective

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      https://www.riss.kr/link?id=A104675516

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      다국어 초록 (Multilingual Abstract)

      Modern Classroom Education faces many unprecedented challenges and opportunities as a result of rapid developments in digital communication technologies since the birth of the Internet in the early 1990s. Since that time, the generation of students known as "Digital Natives" have been born into a world where desktop and home computers are commonplace. Furthermore, video games are available in homes as well as arcades and mobile phones are becoming ubiquitous.
      As a consequence, for the first time in history, children have access to electronic devices which they can explore and interact with, sharing their experiences and problems with their peers.
      From the year 2016, world community began to use the term “4th Industrial Revolution.” Under this futuristic environment, human needs to get used to learn HA-BRID, which are Humanity oriented Artificial intelligence – Biotechnology, Robots, Information technology and Design. Future generation would live with these new concepts all around the life. It is the time to transform the education at the school to adapt the coming situation in proactive manner.
      This paper examines the impact of digital technologies along with HA-BRID in mind on teaching roles and practices in the classroom.
      Suggestion would illustrate how the concept of "Gamification" can provide a modern day solution to traditional teaching practices as a new way of transition aiming for the 4th Industrial society to come.
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      Modern Classroom Education faces many unprecedented challenges and opportunities as a result of rapid developments in digital communication technologies since the birth of the Internet in the early 1990s. Since that time, the generation of students kn...

      Modern Classroom Education faces many unprecedented challenges and opportunities as a result of rapid developments in digital communication technologies since the birth of the Internet in the early 1990s. Since that time, the generation of students known as "Digital Natives" have been born into a world where desktop and home computers are commonplace. Furthermore, video games are available in homes as well as arcades and mobile phones are becoming ubiquitous.
      As a consequence, for the first time in history, children have access to electronic devices which they can explore and interact with, sharing their experiences and problems with their peers.
      From the year 2016, world community began to use the term “4th Industrial Revolution.” Under this futuristic environment, human needs to get used to learn HA-BRID, which are Humanity oriented Artificial intelligence – Biotechnology, Robots, Information technology and Design. Future generation would live with these new concepts all around the life. It is the time to transform the education at the school to adapt the coming situation in proactive manner.
      This paper examines the impact of digital technologies along with HA-BRID in mind on teaching roles and practices in the classroom.
      Suggestion would illustrate how the concept of "Gamification" can provide a modern day solution to traditional teaching practices as a new way of transition aiming for the 4th Industrial society to come.

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      참고문헌 (Reference)

      1 "The Transportation Revolution and the Rise of Cities"

      2 Klaus Schwab, "The Fourth Industrial Revolution"

      3 Ekaterina Walter, "Power of Visual Storytelling, How to use Visuals, Videos, and Social Media to Market Your Brand" 2014

      4 Ryhs Jenkins, "Links in the History of Engineering and Technology from Tudor Times" Books for Libraries Press, The Newcomen Society at the Cambridge University Press 1936

      5 Arthur I. Miller, "Insights of Genius, Imagery and Creativity in Science and Art" The MIT Press 2000

      6 David Wortley, "Gadgets to God, Reflections on our Changing Relationships with Technology" Matador 2012

      7 "A History of Industrial Power in the US 1780-1930" Hunter Louis, The University of Virginia 1979

      1 "The Transportation Revolution and the Rise of Cities"

      2 Klaus Schwab, "The Fourth Industrial Revolution"

      3 Ekaterina Walter, "Power of Visual Storytelling, How to use Visuals, Videos, and Social Media to Market Your Brand" 2014

      4 Ryhs Jenkins, "Links in the History of Engineering and Technology from Tudor Times" Books for Libraries Press, The Newcomen Society at the Cambridge University Press 1936

      5 Arthur I. Miller, "Insights of Genius, Imagery and Creativity in Science and Art" The MIT Press 2000

      6 David Wortley, "Gadgets to God, Reflections on our Changing Relationships with Technology" Matador 2012

      7 "A History of Industrial Power in the US 1780-1930" Hunter Louis, The University of Virginia 1979

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      학술지 이력

      학술지 이력
      연월일 이력구분 이력상세 등재구분
      2022 평가예정 재인증평가 신청대상 (재인증)
      2019-04-12 학술지명변경 외국어명 : Korean Society of Art & Design -> The Korean Society of Science & Art KCI등재
      2019-01-10 학술지명변경 한글명 : 한국과학예술포럼 -> 한국과학예술융합학회
      외국어명 : Korea Science & Art Forum -> Korean Society of Art & Design
      KCI등재
      2019-01-01 평가 등재학술지 유지 (계속평가) KCI등재
      2016-01-01 평가 등재학술지 유지 (계속평가) KCI등재
      2014-01-09 학술지명변경 외국어명 : 미등록 -> Korea Science & Art Forum KCI등재
      2012-01-01 평가 등재학술지 선정 (등재후보2차) KCI등재
      2011-01-01 평가 등재후보 1차 PASS () KCI등재후보
      2009-01-01 평가 등재후보학술지 선정 () KCI등재후보
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      학술지 인용정보

      학술지 인용정보
      기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
      2016 0.5 0.5 0.49
      KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
      0.5 0.49 0.707 0.12
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