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창의성 요소를 고려한 G러닝 설계 전략 탐색 KCI 등재

Inquiring Strategies to Design a Game Based Learning Considering Factors for the Creativity

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한국컴퓨터게임학회 논문지 (Journal of The Korean Society for Computer Game)
한국컴퓨터게임학회 (Korean Society for Computer Game)
초록

Recently the creative education is being discoursed actively for the primary and the secondary school in Korea. It makes students get the creativity and the alternative knowledge which is merged in the new solution for solving some problems that they can meet in their life. On the other hand, Game Based Learning (G-Learning) has been approved it's educational effects not only in Korea but also all over the world. This study tried to consider G-Learning as educational methods for improving the creativity. To put it concretely, the purpose of this study is inquiry useful strategies for designing the G-Learning considering factors for the creativity. There are many scholars who has been researching about the creativity factors such as Guilford, Torrance, Anderson or Clark and so on. This study inquired some strategies into the G-Learning considering creativity factors by Guilford and Torrance who had researched creativity factors for the primary and the secondary school students. For the game design theory, this study examined Whitton's one because he had reported one of the most comprehensive game design strategies. Finally, this study inquired game design strategies based on merging the creativity factors by Guilford with the game design strategies by Whitton. It suggests useful strategies for the game designer who are willing to develop some games for improving students' creativity directly or creativity strategies as necessary factors for the G-Learning.

목차
ABSTRACT
 1. 서론
 2. 창의성 요소 탐색
  2.1 비판적 사고와 창의적 사고 논의
  2.2 창의성 요소 탐색
 3. 창의성 요소를 고려한 G러닝 설계 전략
  3.1 N. Whitton의 G러닝 설계 요소
  3.2 창의성을 고려한 G러닝 설계 전략
 4. 대안적 G러닝 설계 전략의 타당화
 5. 결론
 참고문헌
저자
  • 강신천(Department of Computer Science Education, Kongju National University) | Shin Chun Kang Correspondence to