- [요약]
- [Abstract]
- Ⅰ. 서론
- Ⅱ. 이론적 배경
- Ⅲ. 모두의 이웃
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https://www.riss.kr/link?id=A105472591
2018
Korean
의사소통 ; 게이미피케이션 ; 게임 ; 모두의 이웃 ; Communication ; Gamification ; Game ; Everybody’s Neighbor
004
KCI등재
학술저널
1245-1251(7쪽)
4
0
상세조회0
다운로드목차 (Table of Contents)
참고문헌 (Reference)
1 김현철, "모의실험에 의한 리커트형 설문분석 방법의 비교" 한국데이터정보과학회 27 (27): 373-380, 2016
2 R. Liesa, "VR-based gamification of communication training and oral examination in a second language" 6 (6): 46-61, 2016
3 Snyder, L. G., "Teaching critical thinking and problem solving skills" 50 (50): 90-, 2008
4 Adina Cocu, "Stimulating Creativity through Collaboration in an Innovation Laboratory" Elsevier BV 182 : 173-178, 2015
5 Kim. D., "Seven out of 10 Austrailan parents said, "Because of smartphones, even in 'car'"[Internet]"
6 J. McGonigal, "Reality Is Broken : Why Game Make Us Better and How They Can Change the World" Penguin Books 2011
7 Boss, S, "PBL for 21st century success: Teaching critical thinking, collaboration, communication, and creativity" Buck Institute for Education 2013
8 Kim. D., "Loneliness, It's not just about old people...20 to 30 'potential risk group'[Internet], GongGam Newspaper"
9 Kim, S., "Learning Effects of Simulated Investment Game for Startups" 11 (11): 4586-4589, 2016
10 Um. T., "Is the social network of the elderly living alone wekening?, Daily Pop(Solo Economy),[Internet]"
1 김현철, "모의실험에 의한 리커트형 설문분석 방법의 비교" 한국데이터정보과학회 27 (27): 373-380, 2016
2 R. Liesa, "VR-based gamification of communication training and oral examination in a second language" 6 (6): 46-61, 2016
3 Snyder, L. G., "Teaching critical thinking and problem solving skills" 50 (50): 90-, 2008
4 Adina Cocu, "Stimulating Creativity through Collaboration in an Innovation Laboratory" Elsevier BV 182 : 173-178, 2015
5 Kim. D., "Seven out of 10 Austrailan parents said, "Because of smartphones, even in 'car'"[Internet]"
6 J. McGonigal, "Reality Is Broken : Why Game Make Us Better and How They Can Change the World" Penguin Books 2011
7 Boss, S, "PBL for 21st century success: Teaching critical thinking, collaboration, communication, and creativity" Buck Institute for Education 2013
8 Kim. D., "Loneliness, It's not just about old people...20 to 30 'potential risk group'[Internet], GongGam Newspaper"
9 Kim, S., "Learning Effects of Simulated Investment Game for Startups" 11 (11): 4586-4589, 2016
10 Um. T., "Is the social network of the elderly living alone wekening?, Daily Pop(Solo Economy),[Internet]"
11 National Noise Information System, "Interstage Noise Neighborhood Center Report of operation results in March, '18" 2018
12 S. Deterding, "From game design elements to gamefulness: defining gamification" ACM 2011
13 Dede, C., "Comparing frameworks for 21st century skills. 21st century skills: Rethinking how students learn, 20" 51-76, 2010
14 Ruud van der Veen, "Communication and creativity: methodological shifts in adult education" Informa UK Limited 25 (25): 231-240, 2006
15 T. Kari, "Behavior change types with Pokemon GO" ACM 33-, 2017
스마트 피트니스 웨어 연동형 모바일 피트니스 앱 게임의 개발 방향 탐색
게이미피케이션 기반 모바일 웹 앱 퀴즈 콘텐츠 저작 모형 연구
학술지 이력
연월일 | 이력구분 | 이력상세 | 등재구분 |
---|---|---|---|
2022 | 평가예정 | 재인증평가 신청대상 (재인증) | |
2019-01-01 | 평가 | 등재학술지 유지 (계속평가) | ![]() |
2016-01-01 | 평가 | 등재학술지 선정 (계속평가) | ![]() |
2015-12-01 | 평가 | 등재후보로 하락 (기타) | ![]() |
2011-01-01 | 평가 | 등재학술지 선정 (등재후보2차) | ![]() |
2010-01-01 | 평가 | 등재후보 1차 PASS (등재후보1차) | ![]() |
2009-01-01 | 평가 | 등재후보 1차 FAIL (등재후보2차) | ![]() |
2008-01-01 | 평가 | 등재후보 1차 PASS (등재후보1차) | ![]() |
2006-02-17 | 학회명변경 | 한글명 : 한국디지털컨텐츠학회 -> 한국디지털콘텐츠학회 | ![]() |
2006-01-01 | 평가 | 등재후보학술지 선정 (신규평가) | ![]() |
2005-09-21 | 학술지명변경 | 한글명 : 디지털컨텐츠학회논문지 -> 디지털콘텐츠학회논문지 |
학술지 인용정보
기준연도 | WOS-KCI 통합IF(2년) | KCIF(2년) | KCIF(3년) |
---|---|---|---|
2016 | 0.35 | 0.35 | 0.38 |
KCIF(4년) | KCIF(5년) | 중심성지수(3년) | 즉시성지수 |
0.39 | 0.37 | 0.636 | 0.12 |