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자료유형
학술저널
저자정보
저널정보
한국교육정보미디어학회 교육정보미디어연구 교육정보미디어연구 제23권 제3호
발행연도
2017.1
수록면
373 - 395 (23page)

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초록· 키워드

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The purpose of this study was to explore the elements that made a popular mobile learning game, Trivia Crack, enjoyable to students. It is very important in learning through games to make students, namely gamers motivated to continue their game play without giving up. In order for them to learn while they are playing games, they should enjoy games. This is why learning games should give players enjoyment. The objectve of this study is to find out which elements in a mobile game make it enjoyable. This study involved 148 students aged between 12 and 13 years from a school in South Korea. After playing Trivia Crack for ten days, students were surveyed about their gaming experiences. Seven factors affecting students’ enjoyment of this mobile learning game emerged in this study: ‘attractive multimedia’, ‘motivating rewards’, ‘educative’, ‘easy interface’, ‘challenging’, ‘evoking curiosity’, and ‘allowing choices’. The findings from this study offer interesting insights into which elements are most enjoyable in a mobile learning game and how players’ see the elements according to their gaming experiences.

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